Defense Attorney

Complete
Quick Answer

Defense Attorney is a Jujutsu Shenanigans character with 5 base move entries and an awakened form, Deadly Sentencing, carrying 5 more. Health is 90; the unlock condition is Free. Added in V1.50 and finished in V1.57.1. Of the moves that declare a block behaviour, 33% are unblockable.

Health
90
Unlock
Free
Version added
V1.50
Version finished
V1.57.1

Health and unlock are the infobox text from Defense Attorney'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 Defense Attorney beats anyone.

Named moves
10
Unblockable share
33% of 9 that state one
Avg cooldown
13.8s across 10 moves
Bypasses ragdoll
88% of 8 that state it

Put Defense Attorney next to another character to see these side by side — including the damage and cooldown spread, and what each number refuses to claim.

What the wiki leaves open for Defense Attorney

  • The character-page infobox carries a "true awakening" field naming Death Penalty, but the wiki’s Characters table lists only the one awakened form (Deadly Sentencing). The two pages disagree about how many forms this character has, so neither is presented as settled and no moveset is shown for Death Penalty.

Base kit

Four numbered moves plus the Special, as the wiki lists them.

  • 1

    Extended Swings

    The user extends their gavel's handle, turning it into a hammer then swinging it 3 times and finishing off with a devastating slam that will knock the target to the ground. The swings cannot bypass grounded ragdolls, but if hit, they will immediately cancel ragdoll to make way for any subsequent swings, speed up the whole move by 20%, and increase the slam's hitbox.

    Damage
    15, 2 per swing, 9 for slam
    Cooldown
    15s
    Block
    Blockable
    Interrupt
    Interruptible
    Ragdoll
    Semi Ragdoll
  • 2

    Justice Served

    The user starts lifting their gavel up to make way a powerful ground slam, as it enlarges to a comedic size, crushing the target under its force and bouncing them high in the air. Keep in mind that the move will freeze before the slam if there is no ground to hit, and that its windup will be 25% faster if the user was unarmed before using it.

    Damage
    12
    Cooldown
    18s
    Block
    Unblockable
    Interrupt
    Interruptible
    Ragdoll
    Bypasses Ragdoll
  • 3

    Judgement's Reach

    The user holds their gavel forwards, before extending its handle to attack from a distance. If hit by this, the target will be knocked back with slight stun. Blocking will not stop the pushback, and the stun will be longer if the attack interrupted the target's action.

    Damage
    7
    Cooldown
    13s
    Block
    Blockable
    Interrupt
    Interruptible
    Ragdoll
    Bypasses Ragdoll
  • 4

    Pressing Charges

    The user kicks the target away regardless of block, and gets ready to rush into them right as they get unstunned with a swing of their gavel. In the case of a low HP target, the user's attacks will become much more threatening: *If the enemy had 15 HP before getting hit by the kick, they will be highlighted in yellow to indicate that the kick's stun has increased to make way for the swing. *If the enemy had 14.5 HP before getting hit by the swing, they will immediately die. Pressing the move again right after the kick will trigger the swing early. However, the user's M1 count will always be set to the third melee after their rush, and their front dash will go off cooldown whenever the swing lands.

    Damage
    4 for kick, 3.5 for swing (+11 for 14.5 HP targets)
    Cooldown
    16s
    Block
    Blockable
    Interrupt
    Interruptible
    Ragdoll
    Bypasses Ragdoll
  • Special

    No Escape

    The user launches their gavel afar. If no opponent was hit, the cursed tool will travel 50 studs before it goes back to the user's hand after 0.75s, however it can be recalled by pressing the special, a move, or an M1 in order to keep the ability from going on cooldown and using any awakening progress.

    Damage
    3
    Cooldown
    5s
    Block
    360 Blockable
    Interrupt
    Interruptible
    Ragdoll
    Bypasses Ragdoll

Awakening — Deadly Sentencing

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

    Execution

    The user charges up a quick forward dash with the Executioner's Sword. If the attack lands, the sword will impale the target's limb and force them to sever it to avoid the cursed tool's instant death effect, before the user hits them away. During this altercation, an "Execution" stack will be applied. Hitting the target once again will force them to sever another limb, applying another Execution stack. If a target was at low health or about to reach 3 Execution stacks, they will be executed. If the user was airborne, they will hover in the air for a second while charging the dash, which becomes aimable in a 360° radius and bypasses ragdoll.

    Damage
    25, 10 for lunge, 15 for toss 300 on execution
    Cooldown
    12s
    Block
    Unblockable
    Interrupt
    Interruptible
    Ragdoll
    not published
  • 2

    Final Judgement

    The user begins running forwards before spinning around with a swipe of their cursed tool. Upon landing the swipe, both parties will engage in a full-on close fight where the user is swinging the Executioner's Sword several times while the enemy is doing their best to dodge it. During this animation, Awakening drain is halted, and a quick-time event will initiate that forces the participants to press a random button to claim the most out of a bar lying above their Awakening meters (its yellow part of the bar represents the user's progress, while the brown part shows their opponent's) At the end, if the user wins the quick-time event, they shall get behind the target and surprise them with a stab to their abdomen that marks their demise. If both players end up seizing half the bar, the winner will be chosen randomly.

    Damage
    10 for lunge's swing, 300 for stab
    Cooldown
    21s
    Block
    Unblockable
    Interrupt
    Uninterruptible
    Ragdoll
    Bypasses Ragdoll
  • 3

    Verdict

    The user holds their sword by its blade to knock the target away with its hilt. If landed, they'll flip their weapon while dashing towards the target to slash them with the tool's edge. As the first hit doesn't properly stun them, the target is able to act against the incoming swing: *If not blocked, the swing will have the same effect as "Execution", tearing a limb from their body, or killing them if they already lost two. *If blocked from any side, the target will dodge the swing and remain unaffected.

    Damage
    5 for first hit, 5 for second (300 on kill, and none on block)
    Cooldown
    18s
    Block
    Semi Blockable
    Interrupt
    Interruptible
    Ragdoll
    Bypasses Ragdoll
  • 4

    Triple Sentence

    The user launches their sword forwards to sever the opponent's limb and apply an Execution stack before recalling it. Pressing this move two or three times throws the sword that many times. While perfect-blockable, the first two throws are guaranteed to be dodged by any target with two Execution stacks, but will deal damage regardless.

    Damage
    8 per throw, 310 for execution
    Cooldown
    12s, +6s for each extra throw
    Block
    Perfect Blockable
    Interrupt
    Interruptible
    Ragdoll
    Bypasses Ragdoll
  • Special

    Domain Amplification

    Activating their special will cover the user with a thin border of their own domain expansion around them. This veil will be consumed to negate the damage and stun of any attack that will hit the user by granting them roughly half a second of swarm i-frames. It will also defend them from the sure-hit effect of any domain expansion they are within without dissipating.

    Damage
    not published
    Cooldown
    8s after it's dispelled
    Block
    not published
    Interrupt
    not published
    Ragdoll
    not published
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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 Defense Attorney'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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