Combat Guide
Jujutsu Shenanigans Combos
A combo in Jujutsu Shenanigans is a chained series of moves that deals heavy damage without giving the opponent a counter or escape window. Most combos start with 3 M1s into a downslam, require the enemy’s ragdoll cancel bar to be empty, and exist for all 23 characters and forms in the current combo library.
What Counts as a Combo?
The Fandom wiki defines a combo as chaining together a series of moves with the intent to deal a large amount of damage without granting any counter or escape window. That last part is what separates a real combo from a lucky string — if the opponent can block, dash out or ragdoll-cancel mid-way, it was not a true combo.
Most documented combos require the enemy to have an empty ragdoll cancel bar. Ragdoll cancels are the defender’s escape tool, so combo routes are built around keeping the opponent airborne or stun-locked until the bar is gone.
The Universal Starter: 3 M1s + Downslam
Almost every combo route in the library opens the same way: three M1 punches into a downslam, then a skill follow-up. The Fandom combo list shows this exact opening for Honored One, Vessel and most other fighters, and gameplay footage confirms it — the Koopekool combo video describes the same “three M1s, a down slam” opener for every character it covers.
From the downslam you extend with skills, side dashes or a forward dash into more M1s. The direction you push the opponent (downslam vs. uppercut) changes which follow-ups connect, so learn both versions of the opener before worrying about character-specific routes.
Sample Combos by Character
These routes are copied from the community combo library (damage values are community-recorded, not official):
| Character | Route | Damage | Tech / Risk |
|---|---|---|---|
| Honored One (Base) | 3 M1s Downslam + 4 + 3 + 1 + 2 + R (Air Target variant) | 71.25 | Rapid Kick, RRTP; ping dependent |
| Honored One (Base) | 3 M1s Uppercut + 2 + Downslam + 4 + 3 + 1 + R + (Forward Dash/Sidedash + M1) + 4 M1s | 77.75 (91.75) | Rapid Kick, Red Bounce |
| Honored One (Base) | Dash + 3 M1s Downslam + 4 + 2 M1s + 2 + Downslam + 1 + R (turn) + Sidedash + 3 | 75–85 | Red Downslam, Limitless Blue Punches (new tech) |
| Vessel (Base) | Front Dash + 3 M1s Uppercut + 3 (Black Flash/catch) + 2 (air variant) + 1 + 4 M1s | — | Upper Flash, Crushing Strikes |
The full library covers 23 characters and forms — including Restless Gambler, Ten Shadows, Mahoraga, Perfection, Blood Manipulator, Switcher, Defense Attorney, Cursed Partners, Puppet Master, Salaryman, Disaster Plants, Register, Locust Guy, Black Death, and Strongest Of History — each with separate Base and Awakening combo pages.
Awakening routes are documented separately because they replace your kit: Gojo’s Six Eyes form, Hakari’s Jackpot state and Choso’s ultimate all open different combo extensions than their base movesets. If you only practice base routes, you will waste half of your strongest damage windows in matches.
Damage Numbers Are Community-Reported
Figures like 71.25 or 77.75 come from the Fandom combo records, not from the developer. Treat them as estimates: actual damage shifts with updates, armor interactions and the opponent’s ragdoll state, so expect a small variance in real matches.
How to Read a Combo Route
Combo notation is compact: M1 is your basic melee, 1–4
are your character skills, R is your Special, and Downslam /
Uppercut describe the finisher of your M1 string. Terms like
Rapid Kick or Red Bounce are technique names you will need to learn in
practice, and routes tagged air target variant only work against airborne opponents.
If a route feels impossible, the most common causes are wrong spacing, a full ragdoll cancel bar on the defender, or a patch that changed a move’s knockback — not a broken input.
Escape Windows and Ragdoll Cancel Risk
Combo guides list more than inputs: every route has escape windows — moments where the defender can still act if your timing slips — and a ragdoll cancel risk rating that tells you how easily the opponent escapes. A route marked high-risk deals more damage but falls apart against players who save their ragdoll cancel for the right moment.
Cooldown order matters just as much: skills used early in a route are unavailable for the finisher, so guides sequence moves by cooldown length, not just by damage. When you adapt a combo to your own timing, keep the order stable — swapping a long-cooldown skill earlier can break the route entirely.
There Is No Single "Best Combo"
High-damage combo creators are explicit about this: there is basically no best combo. The right route depends on your character, the opponent’s habits, and the situation — some routes trade damage for consistency, others are ping-dependent, and a few only work as finishers.
Start with one reliable, medium-damage route per character (the 3 M1s + downslam
skeleton), then add extensions as your execution improves. A combo you can land every time
beats a 90-damage route you drop half the time.
Where to Find More Combos
The Fandom combo library is the most complete single source, and jujutsu.app breaks routes down by input route, starter skill, escape window, ragdoll cancel risk and cooldown order, with PC, mobile and console inputs. For visual learning, the Koopekool video covers one combo per character, and the Blanter Dang breakdown shows high-damage routes for each roster — though that video is about a year old, so verify inputs in the current version.
Console and Mobile Inputs
Combo routes are not PC-only: dedicated combo guides publish PC, mobile and console input variants for every route. The button names differ — number keys become controller buttons or on-screen skill icons — but the route structure carries over exactly: the same M1 count, the same downslam direction, the same skill order. Learn the structure, then map it to your own bindings.
How to Practice Combos
Use a private server or the Skill Builder to practice without interruptions: spawn a dummy,
empty its ragdoll cancel bar, and drill the 3 M1s + downslam starter until it is
muscle memory. Then add one extension at a time — never the whole route at once — and only
move to the next step when the current one lands ten times in a row.
Record your own damage numbers while practicing; community figures are estimates, and knowing your actual damage per route tells you which combos are worth the risk in real fights.
Drill the finisher separately: most routes end with your Special (R) or a
converted Black Flash, and dropping the final hit costs you the biggest damage chunk of the
whole route. If a route keeps failing at the end, practice only the last two inputs until
they connect, then rejoin them to the full sequence.