Jujutsu Shenanigans Combat Mechanics Guide: From M1 Strings to Destruction

Jujutsu Shenanigans Combat Mechanics Explained

We’ve played countless Jujutsu Kaisen based games on Roblox and each offered its own unique blend of strategy, skill, and action. But none have quite captured our attention like Jujutsu Shenanigans.

This brand-new game by @AlsoNot_Tze casually introduces a fresh take on the genre, bringing new combat mechanics and controls. What sets it apart is its attention to detail in combat mechanics.

Take, for example, the M1 string, a fundamental aspect of combat in the game. With a simple press of a button, a character performs a series of punches, culminating in a powerful knock back on the fourth hit.

But with all the flashy moves and crazy destruction, the core mechanics can get a little confusing. That is why we’ve decided to break it down for you in this guide.

Jujutsu Shenanigans Detailed Combat Guide

Battlegrounds games often have four moves for the character’s base, four moves for their awakening, and a basic melee/basic attack combo (m1 string). This is also the case with this game.

Health and Blocking

Thankfully, your health will restore over time, giving you a fighting chance. Blocking will nullify M1 damage and skills that can be blocked., but be warned – enemies can still flank you!

M1 String/Basic Attack Combo

To those unfamiliar to battlegrounds games, your basic punch button will initiate a punch from your character. This button, when held or repeatedly clicked, will prompt your character to punch four times, with the fourth punch knocking back the opponent.

There are different variations to the fourth punch/M1. If you jump right before you do the fourth M1, you will slam the opponent down to the ground (groundslamming). Instead, if you hold your jump key during your M1 combo, you will uppercut the opponent (uptilting). These two functions can be helpful in extending your combos and keeping the opponent in place.

Each M1 string has a cooldown of approximately two seconds.


Every character is given 8 standard moves in total, four for their base and four for their awakening; with the exception of early access characters. Depending on a character’s moveset, the player may need to change their playstyle to adhere to reach the maximum combo potential a character may have.

Moves can also have alterations to them by doing specific actions, such as jumping or using one’s special, in tandem with the move.

When executing/finishing an opponent, some moves have special animations that are purely cosmetic and add more flair to one’s battle.


Similar to moves, each character has their own unique special that can be used by having enough energy in one’s ultimate bar and pressing R (or the respective key, depending on the platform.

Specials can be in any form, such as counters, combat moves, or utility. Using a special will take up a small amount of one’s ultimate bar.

Some specials are integrated within a character’s move. Take Gojo, for example, where the user is able to use R after Lapse Blue to teleport to the enemy and knock them away in the air.

Destruction Physics

JJS introduces destruction physics into the battleground genre, where knocking back an opponent or using moves can influence the atmosphere around them.

For instance, Sukuna’s rush is able to ram through walls and slam through buildings. Destroyed landscape will respawn to its original space in approximately 30 seconds.

Other than for flair, the destruction physics in JJS do influence combat in some ways, as destroyed areas can disorient players, and individuals can escape enclosed areas by using their moves or fourth m1.


In a character’s awakening, they are granted a large power-up that increases the damage, effects, and impacts of their abilities. In some cases, some specials may also be changed in the awakened form.

Most awakenings, when used, will heal the user by half of their total HP.

Your awakening bar will immediately be reset if you die within your awakening.


Domains are the ultimates of most characters in JJS, and when used, will enclose the user and all surrounding players into their domain. Each domain is given their own special ability depending on the character.

Players that are outside of the domain view a large sphere that they can use moves on to break the domain early. Different domains hold different HP values.

For now, domain clashing isn’t a thing, but that might change in the future.

Related reads → Jujutsu Shenanigans Trello Draft Update | How to join Roblox Jujutsu Shenanigans Discord

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