
Jujutsu Shenanigans
A Jujutsu Kaisen-inspired fighting game on Roblox, played in 20-player servers. Every character is built the same way — four numbered moves, a Special, and for most of the roster an awakened form that swaps the whole kit out for a second one. Around 6.8B+ visits and roughly 163,000 people in it at once, which puts it inside the top dozen games on the platform.
Jujutsu Shenanigans is a Jujutsu Kaisen-inspired Roblox fighting game by Tze's Shenanigans, released April 2024 and played in 20-player servers. Every character has a four-move base kit plus a Special, and most add an awakened form with a completely separate moveset. Its Fandom wiki documents 27 characters and 224 move entries; 19 of the characters unlock for free.
What Jujutsu Shenanigans actually is
Strip away the Jujutsu Kaisen dressing and this is a compact arena fighter. You spawn into a 20-player server, you pick a character, and that character gives you exactly six things: four numbered abilities, a Special, and an awakening. There is no gear, no levelling curve attached to your account, and no build to plan. The difference between two players is which six things they picked and how well they use them.
That uniformity is what makes the game legible. Every character on the wiki is laid out in the same shape — slots 1 through 4, then Special, then the awakened form's own slots 1 through 4 and Special — so learning a second character is learning new timings for a structure you already know rather than a new game. Across the whole roster the wiki lists 224 move entries, 220 of which have a real name; the rest are slots on unfinished characters the wiki still marks "TBA".
Where the game gets deep is in how those moves interact with defence. Almost every ability carries three published behaviours: whether it can be blocked, whether it can be interrupted mid-animation, and whether it ignores ragdoll. Those three flags do more to define a character than raw damage does, and they are the part of the data almost nobody reads across.
Four moves, a Special, and an awakening
The base kit is four numbered abilities plus one Special, and that shape holds across nearly the whole roster. Counting base and awakened forms together, the wiki labels 41 moves as slot 1, 40 moves as slot 2, 41 moves as slot 3, 40 moves as slot 4, 41 moves as slot Special. One character breaks the pattern: the wiki's list for Register is unnumbered — nine moves with no slot labels — so its rows show a blank slot rather than numbers we assigned ourselves.
The Special is not a fifth attack
Reading the 25 base Specials the wiki documents, they are mostly state changes rather than damage. Cursed Partners' Rika summons a second entity that hangs beside you and modifies your other moves. Crow Charmer's Spatial Transference is a repositioning tool. True Cannon's Restyle cools an Overheat meter. Perfection's Self-Transfiguration and Ten Shadows' Lurking Shadow both appear again inside the awakened kit with different numbers. A Special is the button that changes what your other four buttons do.
Awakening swaps your kit, it does not buff it
This is the single most misunderstood thing about the game, and the data makes it unambiguous. 27 of the 27 characters have a named awakened form, and for 17 of them the wiki publishes a second, complete moveset — its own slots 1 to 4, its own Special. Awakening as Vessel does not make Cursed Strikes hit harder; it replaces Cursed Strikes with Dismantle. Sukuna is not a separate character you can select, he is what Vessel becomes.
A handful of characters go further. Perfection is the only one on the roster with a third form, Instant Spirit Body of Distorted Killing, carrying four more named moves. And a few forms have their own extra buttons: Honored One has an "Awakening + Special" entry (0.2 Domain), Ten Shadows and Cursed Partners each have an "Awakening Ability" slot.
Domain Expansions live inside the awakened kit
Domains are not a separate system with their own button — they are moves, and on every character that has one the wiki puts it in the awakened form's slot 4. Reading the descriptions, 5 characters have an awakened slot-4 move the wiki explicitly describes as expanding a domain:
- Infinite Void — Honored One, in the Six Eyes form
- Malevolent Shrine — Vessel, in the King of Curses form
- Authentic Mutual Love — Cursed Partners, in the True Love form
- Time Cell Moon Palace — Head of the Hei, in the Vengeance form
- Shining Sea of Growing Branches — Disaster Plants, in the Unwrap form
Two more are domain-adjacent but worded differently on the wiki, so they are not in the list above: Perfection's awakened slot 4 is Embodiment of Self Perfection, and Defense Attorney's awakened Special is Domain Amplification, which the wiki describes as wrapping the user in a thin border of their own domain to negate an incoming hit. Chimera Shadow Garden, which older guides attribute to Ten Shadows, appears in the wiki's update log but is not among the moves its Characters table currently lists for that character — so it is not shown as part of that kit here.
The three flags that decide fights
Every ability block on the wiki can carry three defensive properties, and they are far more informative than damage. A player who knows which of your moves they can block, which they can interrupt, and which will ignore their ragdoll knows how to fight you.
Block behaviour
Five mutually exclusive labels appear across the roster: Unblockable, Blockable, 360 Blockable, Semi Blockable and Perfect Blockable. Unblockable is by far the most common — 98 of the 220 named moves carry it, against 43 Blockable, 19 360 Blockable, 17 Semi Blockable and 3 Perfect Blockable. 82% of named moves declare a label at all; the remaining ones declare nothing, and they are reported here as undeclared rather than assumed blockable. The wiki does not define these terms on the ability blocks themselves, so we publish the label rather than an explanation of it.
Interruptibility
Most moves can be knocked out of their animation: 179 named moves are flagged Interruptible against 22 Uninterruptible, with 19 declaring neither. That ratio is the reason committal moves feel so risky here — the default is that you can be stopped, and the exceptions are rare enough to be worth memorising per character.
Ragdoll
Ragdoll is what stops combos, and 139 named moves are flagged "Bypasses Ragdoll" against 35"Cannot Bypass Ragdoll" and 9"Semi Ragdoll". Ragdoll timing is also one of the most frequently patched things in the game — the most recent update, V1.80, adjusted the ragdoll times of four separate moves.
Cooldowns are conditional, not fixed
The cooldown field looks like a number and mostly is not. Of the moves that publish one, 8 refund it under a condition and 4 are explicitly shared with another move, meaning using one puts the other on cooldown too. Some real examples, verbatim from the wiki:
- Idle Transfiguration (Perfection) — 15s, none on kill (shared with the Awakening Black Flash)
- Supernova (Blood Manipulator) — 15s if missed, none if landed
- Second Wind (Cursed Partners) — 16s, none if failed on the first use
- Ratio Point (Salaryman) — 5s, none on Ratio interruption
- Idle Transfiguration (Perfection) — 15s, none on kill (shared with the Awakening Black Flash)
- Awakening Black Flash (Perfection) — 15s (shared with Idle Transfiguration)
That is a real skill gradient hiding in a stat column: a move with "none if landed" on it costs you nothing when you hit and a full rotation when you whiff. Cooldown lengths across the game run from 0.5s to 120s. The comparison tool reads the leading number off each of these and shows how a whole kit averages out — while stating plainly that a conditional refund is not something an average can capture.
Honest orientation for a new player
The first thing worth knowing is that the roster is smaller than it looks. 19 of the 27 characters unlock for free. The other 8 are gated: two are Early Access, two are private-server or tester exclusives, one is developer-only, one is restricted to its own creator, one collaboration character is marked Unavailable, and Mahoraga unlocks by successfully using Ten Shadows' "Mahoraga" move — the only unlock in the game that is a feat rather than a purchase or a permission.
The second is that the wiki sorts characters by how finished they are, and that is genuinely useful information for a beginner. A character filed under "Base Only" is fully playable, but its awakening has no documented moveset, so you will be learning that half of it by feel. Here is what each label means:
- Complete — 14 characters
- Base kit and awakened moveset are both fully documented, and the wiki records the version each was finished in.
- Early Access — 2 characters
- Playable but still being built — the wiki records a version added, no finished version, and leaves some move slots as "TBA".
- Base Only — 6 characters
- The base four-move kit plus Special is documented and the awakened form is named, but the wiki publishes no moves for that awakening yet.
- Overpowered — 2 characters
- Not part of normal matchmaking. The wiki files these under Overpowered and their unlock text limits them to private servers, Roulette, or tester access.
- Others — 3 characters
- Everything the wiki could not file elsewhere — developer-only picks and a collaboration character marked unavailable.
Health barely varies, which tells you the game is not balanced around durability. The three commonest infobox values are 14 characters at 100, 4 characters at 90, 3 characters at 85. The two outliers are Mahoraga at 150 and Lucky Coward at 65 — and Lucky Coward's kit is built around Ambush, Backstab and Cheap Shot, so the low pool reads as a deliberate trade rather than a weakness.
What we will not give you is a tier list. The wiki this site syncs from documents what every move does and never ranks the characters, so any tier order would be our opinion printed as if it were data. Instead, the comparison tool computes the things that actually are measurable across all 224 moves — and is explicit that frame data, hitboxes and player skill are not among them.
Codes, and why they expire so fast
The wiki has recorded 11 codes in total — 1 currently in its Active table and 10 archived. The archive is the interesting part: those codes stayed redeemable for between one day and 45 days, which is why a code list copied from a video three weeks ago is almost always dead.
- Has a space for redeeming Codes.
- Codes can give various rewards. So far, they have primarily been in-game cash, an emote, or both.
- Currently, the only way to get these codes is through the Update Notes that are either accessible using the Notebook icon on the top bar or in the Discord Server. Sometimes, the update notes will only mention that a code has been added, and that it's hidden around the map.
Rewards are small and cosmetic — in-game cash and emotes, nothing that changes a matchup. Our codes page carries the active list plus the full archive, so you can tell at a glance whether a code you have seen elsewhere ever existed.
The game changes constantly
The wiki's update log covers 115 versions and 2,183 individual changelog entries, running from V1.00.1 to V1.80. That is the single best argument for checking a number rather than trusting a guide: damage values, cooldowns and ragdoll timings get adjusted by fractions of a second, repeatedly. Four lines from V1.80 alone:
- Added a new base move: Fleche.
- Decreased the ragdoll times of Piano Drop and Speed Crash by 0.35s, Littering by 0.2s, and Blunt Trauma by 0.45s.
- Increased the damage of Garage Sale's fridge from 4 to 5, then decreased it for Blunt Trauma's final hits from 8 to 6, for Speed Crash from 14 to 12, and for its red seal variant from 17 to 14.
- Increased Speed Crash's endlag on miss.
Everything on these pages is re-synced from the wiki rather than typed out by hand, so when the wiki catches a balance change, so do we. Last sync: August 14, 2026.
The full update history carries all 115 versions and every one of those 2,183 entries, searchable — and matches each entry to the character whose moves it names, so you can read one character's patch history on its own. That matching is done automatically by looking for published move names in the text, and the page says so plainly rather than passing a heuristic off as an editor's work.
Everything in this guide
Character database
All 27 with health, unlock, version and kit shape. Searchable by move name, filterable by completion state.
Kit comparison
Two characters side by side: unblockable share, cooldown profile, damage spread, interruptibility, ragdoll. Computed, not ranked.
Codes
1 active and 10 archived, with what each one gave and how long it lasted.
Update history
All 115 versions and 2,183 changelog entries, searchable, with each entry matched to the character it names.
Straight to a character
Frequently asked questions
What is Jujutsu Shenanigans?
A Jujutsu Kaisen-inspired Roblox fighting game by Tze's Shenanigans, played in 20-player servers. Each character has four numbered moves plus a Special, and most also have an awakened form that swaps in an entirely separate moveset. The wiki documents 27 characters and 224 move entries between them. The game passed 6.8 billion visits and was sitting at roughly 163,000 concurrent players when we last checked the Roblox API on 14 August 2026.
When did Jujutsu Shenanigans come out?
April 2024. The Roblox API reports a 2022 creation date, but that is when the universe was made rather than when the game launched publicly — the wiki's own changelog settles it: V1.53 shipped on 1 April 2025 as the one-year anniversary update and V1.75 on 1 April 2026 as the two-year anniversary.
How does awakening work in Jujutsu Shenanigans?
Awakening replaces your kit. It is not a buff layered on top of the base four moves — the wiki lists a separate named form for 27 of the 27 characters, and for 17 of them it publishes a full second moveset with its own slots 1–4 and Special. Several moves keep the same name in both forms with different numbers, which is why the base and awakened versions are listed separately on every character page here.
How many Jujutsu Shenanigans characters can you actually play?
19 of the 27 unlock for free. The remaining 8 carry a condition: two are Early Access, Mahoraga unlocks by successfully using Ten Shadows' "Mahoraga" move, two are private-server or tester exclusives, one is developer-only, one is restricted to its own creator, and one collaboration character is marked Unavailable.
Which Jujutsu Shenanigans character should a new player pick?
We do not publish a tier list, because the wiki this site is built on documents movesets and does not rank characters — any ordering would be our opinion presented as fact. What is measurable is on the comparison page: how much of a kit is unblockable, what it averages on cooldown, how the damage figures spread. The 14 characters the wiki files under "Complete" are the ones with both a finished base kit and a fully documented awakening, which makes them the least likely to change under you.
Are there working Jujutsu Shenanigans codes?
The wiki's Shop page currently lists 1 code in its Active table and 10 in the archive. Codes here are unusually short-lived — the archived ones stayed redeemable for between one day and 45 days — and the wiki notes they only ever appear in the in-game Update Notes (the notebook icon on the top bar) or the official Discord, sometimes only as a hint that a code is hidden somewhere around the map.
What does "unblockable" mean on a Jujutsu Shenanigans move?
It is a flag the wiki sets on an ability block. Across the 220 named moves in the game the wiki uses five of them — Unblockable, Blockable, 360 Blockable, Semi Blockable and Perfect Blockable — and does not define the terms on the ability blocks themselves, so we report the label rather than explain it. 82% of named moves carry one; the rest declare nothing and are shown as undeclared rather than assumed blockable.
Where this comes from
The roster, movesets, codes and update history are synced from jujutsu-shenanigans.fandom.com (the maintained wiki of the two on Fandom), last on August 14, 2026. Visit and concurrent player figures come from the Roblox games API. Nothing on this page is drawn from the Jujutsu Kaisen manga or anime.
Fields the wiki does not publish stay blank rather than being estimated: across the 220 named moves it gives a description for 98%, a cooldown for 93%, an interrupt flag for 91%, a ragdoll behaviour for 83%, a block type for 82% and a damage value for 78%. Where two wiki pages disagree, both are reported and neither is picked.