Compare Jujutsu Shenanigans Kits

Pick two characters and see their kits described in the same units: how much of each moveset is unblockable, what it averages on cooldown, how the damage figures spread, how much of it can be interrupted, and how much of it bypasses ragdoll. Every number is counted across the 224 move entries the game's Fandom wiki publishes.

Quick Answer

This tool compares two Jujutsu Shenanigans characters on measurable kit properties — unblockable share, cooldown profile, lead damage spread, interruptibility and ragdoll behaviour — computed across all 224 documented moves. It is not a tier list and not a matchup predictor: frame data, hitboxes and player skill are not in the wiki's data, so these describe how a kit is built, not who wins.

Aspiring Mangaka

vs

Black Death

85Health100
FreeUnlockFree
V1.58Version addedV1.76
Base OnlyCompletion stateBase Only

The section heading the wiki's own Characters page files each one under.

5Named moves5

Aspiring Mangaka: 5 base · 0 awakened — Black Death: 5 base · 0 awakened

ForesightAwakened formParthenogenesis
11.03Avg lead damage3.2

Mean of the first number in each move's damage string. Not a damage calculation — see the note below.

10.5Median lead damage3
44.1Sum of lead figures16

Adding up numbers from moves that never all land in one sequence. A rough sense of kit scale, nothing more.

16.1Highest single figure6
Damage coverage

Aspiring Mangaka: 4 read as a number, 1 published as text, 0 not published — Black Death: 5 / 0 / 0

17.4sAvg cooldown16.2s

A longer bar is a longer wait, not a stronger character.

16sMedian cooldown16s
14s / 25sShortest / longest13s / 20s
Cooldown coverage

Aspiring Mangaka: 5 read as a number, 0 published as text, 0 not published — Black Death: 5 / 0 / 0

50%Unblockable share40%

Of the moves that state a block behaviour. Moves that state none are excluded, not counted as blockable.

Aspiring Mangaka block flags
  • Unblockable2
  • Blockable1
  • Semi Blockable1
  • Not stated1
Black Death block flags
  • Unblockable2
  • Blockable1
  • Semi Blockable2
0%Uninterruptible share0%

Aspiring Mangaka: 0 uninterruptible / 4 interruptible / 1 not stated — Black Death: 0 / 5 / 0

75%Bypasses-ragdoll share80%

Aspiring Mangaka: 3 bypass / 1 cannot / 0 semi / 1 not stated — Black Death: 4 / 0 / 1 / 0

What the source leaves open for these two

  • Aspiring Mangaka: The wiki names the awakened form ("Foresight") but publishes no moves for it, so only the base kit is documented below. That is exactly what the wiki’s "Base Only" section records — the form exists in the game, its moveset is simply not written up.
  • Black Death: The wiki names the awakened form ("Parthenogenesis") but publishes no moves for it, so only the base kit is documented below. That is exactly what the wiki’s "Base Only" section records — the form exists in the game, its moveset is simply not written up.

What these numbers are. Counts and averages computed across every move both characters have on the Jujutsu Shenanigans Fandom wiki. Each individual figure is published there; the aggregation is ours.

What they are not. They are not a matchup prediction and not a tier list. Startup and recovery frames, hitbox size, tracking, hitstun, what combos into what, and player skill decide fights, and none of those are in this data — so a kit that is 90% unblockable on paper can lose to one that is 20%. Damage is the firstnumber in each move's damage string, which is usually the full-hit total and occasionally the first component of one, so sums are a sense of scale rather than a damage calculation. Percentages use only moves that state the flag. Nothing is filled in from the Jujutsu Kaisen source material.

Why nobody else shows this

None of the underlying facts here are exclusive. The Fandom wiki publishes damage, cooldown, block type, interrupt behaviour and ragdoll behaviour for essentially every move in the game — it just publishes them one ability block at a time, across 27 separate pages. Reading them is easy. Reading all 220 named ones at once, so you can say a kit is 80% unblockable or averages 12s on cooldown, is the part nobody does.

That is the whole contribution: arithmetic over published rows. The rows stay linked back to their sources on every character page, so any figure here can be checked against the wiki entry it came from.

What these numbers cannot tell you

  • They are not win rates. A kit that is 90% unblockable on paper can lose comfortably to one that is 20%. Nothing here simulates a fight.
  • Frame data is absent. Startup, active frames, recovery, hitstun and whiff punishability are not published on the wiki, so they are not in any figure on this page — and in a fighting game they matter more than most of what is.
  • Hitboxes and tracking are absent. Two moves with identical damage and cooldown can be wildly different to actually land.
  • Damage is a lead figure, not a total.The wiki writes damage as compound text; only the first number is read, and moves whose damage is prose ("Insta-kill", "Depends on katana") are counted separately rather than coerced to a number.
  • Coverage varies by character. Every panel prints how many moves each figure came from. A character with six read cooldowns and one with eighteen are not equally described, and the tool shows that rather than hiding it behind a clean average.
  • Player skill is the largest missing variable and always will be.

Common questions

Does this tell me which Jujutsu Shenanigans character is better?

No. It describes two kits side by side using the fields the wiki publishes for every move. Nothing here simulates a fight, and a wider bar is not a stronger character. Startup and recovery frames, hitbox size, tracking, hitstun, what combos into what, and the player holding the controller are what decide matches, and none of them exist in this data.

What does "unblockable share" actually measure?

It is the percentage of a character's moves flagged Unblockable on the wiki, out of the moves that state a block behaviour at all. Moves whose ability block declares no flag are reported as undeclared and left out of the denominator rather than counted as blockable — 40 of the 220 named moves in the game are in that state.

Why is damage called a "lead figure" instead of just damage?

Because the wiki writes damage as text, not a number: values are compound and conditional, like "12.5, 5 for pull, 7.5 for kick" or "30 to 7, depending on range". Only the first number is read. On most moves that figure is the full-hit total and the rest of the string breaks it down, but on a few it is the first component. Calling the sum a damage total would overstate what the source says.

Why is there no tier list on this site for Jujutsu Shenanigans?

Because the Fandom wiki documents movesets and does not rank characters, so any tier order would be our opinion presented as fact. This tool is the honest replacement: it computes real properties across all 224 documented moves and says plainly what those properties do not tell you.

Are all 27 characters comparable?

They can all be selected, but they are not equally documented. Six characters have a named awakening with no published moveset, two are private-server or tester exclusives, and a few move slots are still "TBA" on the wiki. Every panel shows how many moves each figure was read from, so a thin comparison is visible as thin rather than looking authoritative.

Move data synced from the Jujutsu Shenanigans Fandom wiki on August 14, 2026.