Blood Manipulator
CompleteBlood Manipulator is a Jujutsu Shenanigans character with 5 base move entries and an awakened form, Duty As A Brother, carrying 5 more. Health is 100; the unlock condition is Free. Added in V1.39 and finished in V1.42. Of the moves that declare a block behaviour, 29% are unblockable.
- Health
- 100
- Unlock
- Free
- Version added
- V1.39
- Version finished
- V1.42
Health and unlock are the infobox text from Blood Manipulator's page on the Jujutsu Shenanigans Fandom wiki, reproduced as written — ranges and hedges included. The version columns come from the wiki's Characters index; only characters filed under "Complete" there carry a finished version, which is why most of the roster shows none.
The wiki files this character under Complete: both the base kit and the awakened moveset are documented.
This kit, counted
Every figure below is arithmetic over the move rows on this page. They describe the shape of the kit as documented — they are not a rating, and they cannot tell you whether Blood Manipulator beats anyone.
- Named moves
- 10
- Unblockable share
- 29% of 7 that state one
- Avg cooldown
- 21.22s across 9 moves
- Bypasses ragdoll
- 86% of 7 that state it
Put Blood Manipulator next to another character to see these side by side — including the damage and cooldown spread, and what each number refuses to claim.
Base kit
Four numbered moves plus the Special, as the wiki lists them.
- 1
Piercing Blood
The user claps their hands together to trap blood and fire it as an uncounterable thin beam with 30 studs of range.
- Damage
- 12
- Cooldown
- 15s
- Block
- Blockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 2
Flowing Red Scale
The user in dashes forward a short distance after increasing their body's performance using their technique. If the dash is to connect, they will perform a short combo on the opponent consisting of 3 kicks before ragdolling them away.
- Damage
- 13, 3 for rush and per kick, 4 for last hit
- Cooldown
- 12s
- Block
- 360 Blockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 3
Supernova
When used without any Convergence orbs, the user will perform a cross-armed guard for a brief moment. If struck by a melee attack, the user will harden the right side of their torso with blood to endure the attack, before punching the opponent's shoulder then sending them barreling away. After the counter lands, the move will stay off cooldown and the user will gain 4 Convergence orbs without the need to use up their Awakening.
- Damage
- 14, 7 per hit
- Cooldown
- 15s if missed, none if landed
- Block
- not published
- Interrupt
- not published
- Ragdoll
- not published
- 4
Blood Edge
The user equips themselves with two blood-made blades, impaling the opponent with a thrusting jab of the left dagger before front-flipping forward and slamming the floor with the right one, sending the opponent away. Missing the stab won't cancel the follow-up.
- Damage
- 11, 5 for grab, 6 for slam
- Cooldown
- 13s
- Block
- Semi Blockable
- Interrupt
- Interruptible
- Ragdoll
- Semi Ragdoll
- Special
Convergence
By using the special, the user conjures 4 blood orbs condensed to their limit. These orbs can be used to strengthen their other attacks and change how Supernova acts. Note that the special cannot be used at all if the user has at least one orb remaining. Detonating Flowing Red Scale and Supernova's bombs will be prioritized over Convergence when the special is used, and they will explode in the order that they were placed in.
- Damage
- not published
- Cooldown
- 20s
- Block
- not published
- Interrupt
- Interruptible
- Ragdoll
- not published
Awakening — Duty As A Brother
The awakened form's own moveset. Several moves share a name with a base move and have different numbers in this form; the awakened block is what is shown here.
- 1
Slicing Exorcism
The user activates an extension technique by manipulating any available Convergence orbs into a concentrated pressurized stream that will ragdoll anyone hit by it to the floor. The user's camera will get locked in place while shooting the blood stream which has a maximum range of 66 studs and a lifetime of one tick if used with one orb, though each subsequent orb increases its lifetime by 4 ticks. Note that if the user had no Convergence orbs available, then they will conjure one with no cost to consume it. Jumping before using the move will get rid of the camera lock while granting additional airtime and a 360° aim.
- Damage
- 3 per tick, +12 for every orb, up to 39
- Cooldown
- +3.25s for every orb, up to 13s
- Block
- Unblockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 2
Wing King
As they gain melee and bullet i-frames, the user lunges towards a target with a flurry of brutal kicks and punches and ends the combo by extending their hand at them from afar while it's still attached with a rope of blood, in order to pull them into a devastating punch to the face, then a slam into the ground. Despite the hand extension being blockable, this move has no endlag.
- Damage
- 43.75, 28.75 for flurry, 15 for pull and slam
- Cooldown
- 16s
- Block
- Semi Blockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 3
Blood Rain
The user conjures a giant blood sphere above them that erupts into an upward stream, raining pellets of blood down on anything within 35 studs of the user who is free to act after the windup. The rain will only get disabled on ragdoll, but the user is able to toggle it off and back on once before it goes on cooldown. Furthermore, the Awakening Bar will deplete 5 times quicker while Blood Rain is active, though any available Convergence orbs are consumed to mitigate the drain.
- Damage
- 2 per tick
- Cooldown
- 35s
- Block
- 360 Blockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 4
Plasma Wave
The Blood Manipulator takes their technique to the maximum, spinning around to create a total of 14 blood orbs before firing out a massive cone of blood with a range of 120 studs that deals more damage the closer the target. This move grants i-frames upon finishing the spin and is aimable during the windup.
- Damage
- 95 at minimum range
- Cooldown
- 45s
- Block
- Unblockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- Special
Convergence
Same as base. However, once the Awakening ends, all current orbs disappear with it.
- Damage
- not published
- Cooldown
- 20s
- Block
- not published
- Interrupt
- Interruptible
- Ragdoll
- not published
Where this comes from
The moveset and version columns come from the Characters index on the Jujutsu Shenanigans Fandom wiki; health, unlock and each move's description, damage, cooldown, block type, interrupt and ragdoll behaviour come from Blood Manipulator's own page. Moves are matched between the two by exact name only, so a compound row that does not match an ability block stays blank rather than being paired with a guess. Last synced August 14, 2026.
Anything the wiki prints as "TBA" or omits entirely is shown as not published. Nothing on this page is drawn from the Jujutsu Kaisen manga or anime, and no damage number, cooldown, tier or date is inferred.
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