Cursed Clash
A Jujutsu Kaisen fighting game. Two sorcerers, big multi-level maps that break apart, cursed tools to fight over, and domain expansions.
The basics
- Each fighter has 100 HP. In Normal mode you have 3 lives; lose them all and you lose the match.
- Every character has a melee combo, two abilities on cooldowns, a super that charges as you deal damage, and a domain or ultimate that charges more slowly.
- Almost every technique breaks the terrain. Broken terrain grows back after 30 seconds.
- On big maps the camera zooms out to keep both fighters on screen, down to the whole map.
Roster
Art credits: cursed energy auras and the Inverted Spear of Heaven by ThEndNite.
Account, levels & vows
Level up by playing the CPU and online matches. Every special feat and binding vow unlocks at a level, and achievements pay big XP.
Account
Open 👤 Account on the home screen. Your progress is saved in this browser. To move it to another computer, press GET MY SAVE CODE, copy the code, and on the other computer paste it into LOAD SAVE CODE. (If online accounts are ever connected, you can also create an account with an email and password so your coins, unlocks and stats follow you to any computer. Creating an account keeps everything you earned as a guest.)
Levels & XP
XP replaced coins (Oct 17). A win against the CPU pays 20 / 40 / 70 XP (Easy / Normal / Hard), an online win 60 XP; losses still pay a little (40% vs the CPU, 25 XP online), and every match adds 1 XP per 10 damage you dealt (up to 20). Level 2 takes 100 XP, level 5 takes 1,000, level 10 takes 4,500. Local 2-player and training matches don't give XP, so you can't farm yourself. Old saves keep everything they bought, and their coins (plus what they had spent) turned into twice as much XP.
Achievements
17 achievements, each worth 30–300 XP: winning (your first win, beating a Hard CPU, an online win, 10 wins, 3 in a row, a win without losing a life), Black Flashes (one, and 3 in one match), opening a domain, winning a clash, using an anti-domain technique on an enemy domain, a soul kill as Mahito, breaking out with Evasive, playing 5 and then every fighter, 2,000 total damage and 10 kills in one Endless match. They count in VS CPU and online matches. See them under 👤 Account → Achievements.
Special feats
| Feat | Unlocks at | Effect |
|---|---|---|
| Six Eyes | Level 7 | Cursed energy refills 60% faster, moves cost 15% less CE, and the short move cooldowns recover twice as fast. |
| Cursed Energy Flow | Level 4 | Your cursed energy bar refills 35% faster. |
| Kenjaku | Level 11 | Press the feat key (T; Right Shift for local Player 2) to swap into Kenjaku's moveset mid-fight, and again to swap back. Resets each round. |
| Reverse Cursed Technique | Level 9 | After 3s without taking a hit you regenerate 2 HP a second, paying 4 CE per HP. Any hit stops it. |
| Meguna | Level 15 | Megumi only. With Maximum Output on, his ultimate lets Sukuna take the body until that life ends: Nue Totality, Agito, World Cutting Slash, Malevolent Shrine, and Mahoraga as a Maximum Output move. |
Kenjaku's moveset
| Key | Move | Details |
|---|---|---|
| Q | Maximum: Uzumaki | Charge (aim with up / down), then release a crushing spiral of cursed spirits that pierces through everything: 22 damage, bores a tunnel. 6s cooldown. |
| E | Cursed Spirit | Releases a crawling cursed spirit that hunts the opponent over terrain and bites for 10 + a short stun. 5.2s cooldown. |
| R | Anti-Gravity System (super, 40) | Everyone nearby is flung into the air, then slammed down for 20. |
| F | Womb Profusion (domain, 150) | Crushing gravity: the opponent moves at 40% speed, can barely jump, and takes 6 damage every 1.5s. |
Binding vows
Buy vows in the shop, then bind up to two in your Loadout before a match.
| Vow | Unlocks at | Trade |
|---|---|---|
| Glass Cannon | Level 3 | +35% damage dealt, +35% damage taken. |
| Iron Body | Level 3 | −25% damage taken; −15% speed, −10% damage. |
| Heavenly Restriction | Level 5 | No abilities, super, domain or Kenjaku swap; +50% damage, +30% speed, −15% damage taken. |
| Overtime | Level 4 | Like Nanami's vow: 80% damage during "working hours" (your first two lives), then 125% in overtime, once you're on your last life. |
| Domain Sacrifice | Level 4 | No domain / ultimate; super charges twice as fast, Q / E moves cost 25% less cursed energy. |
| Last Stand | Level 3 | Below 30 HP, +60% damage. |
Your loadout applies online and as Player 1 on a shared keyboard. Your opponent's feats and vows are shown under their health bar.
Controls
Online (keyboard & mouse)
| Action | Keys |
|---|---|
| Move | A / D or ← / → |
| Jump | W, Space or ↑ |
| Drop through a platform | S or ↓ |
| Attack | Left click or J |
| Ability 1 / Ability 2 | Q / E (or K / L) |
| Super | R (or U) |
| Domain / ultimate | F (or I) |
| Pick up item | G (or H) |
| Block (hold) · perfect block (tap as a hit lands) | Right click, C or O |
| Dash | Shift or P (or double-tap A / D) |
| Maximum Output on / off | V (or N) |
| Feat (e.g. Kenjaku swap) | T (or Y) |
| Anti-domain technique | Click + F |
| Todo: choose swap target | Click an item or fighter |
Local 2 player (same keyboard)
| Player 1 | Player 2 | |
|---|---|---|
| Move | A / D | ← / → |
| Jump / down | W / S | ↑ / ↓ |
| Attack | F | / |
| Abilities 1 · 2 · super | 1 · 2 · 3 | L · K · J |
| Change keys | Home screen → ⌨ CONTROLS: rebind every action (online, player 1, player 2). Saved in your browser. | |
| Chat (online) | Enter in a match opens the chat; Enter sends, Esc closes. Everyone in the room (players and spectators) sees it. | |
| Domain / ultimate | Q | ; |
| Pick up item | G | Enter |
| Maximum Output on / off | E | I |
| Feat (e.g. Kenjaku swap) | T | Right Shift |
| Pause | Esc | Backspace |
Gamepad
Stick or D-pad to move · A jump · X attack · LB / RB abilities · Y super · RT domain · B pick up.
Sound
All music and sound effects are generated live in the browser. There are four original pieces: a calm menu theme, a fast fight theme, an eerie domain theme while any domain is open, and a fever theme during Hakari's jackpot. Fighters call out their techniques with lines you record yourself in the Voice Lab (home screen): record each line with your mic or load a short clip, then export the pack to share it with friends. A robot text-to-speech voice for unrecorded lines can be switched on there. Toggle music, sound effects and voices on the home screen, or press M in game to mute or unmute the music. Play my own music file lets you pick any audio file on your computer to loop instead of the built-in soundtrack.
Menus
A / D or arrows to choose · Space, Enter or click to confirm · Esc to go back.
Pause & key check
Press ESC during a fight to pause (on one keyboard, player 2 uses BACKSPACE). The pause screen lists every keybind with your character's actual move names, and lights up whatever key you press, so you can test your controls. Online, either player can pause, and it pauses for both.
Modes & online play
Game modes
- Normal — 3 lives each, one continuous fight. When someone is KO'd, the winner keeps their health, position and cooldowns; the fallen fighter drops back in from the sky after 5 seconds with 5 seconds of invincibility (and no fall damage). First to lose all lives loses the match.
- Endless — no lives. KOs add to a kill counter and the fighter respawns instantly.
🎲 Random fighter
The last tile on the character select screen is Random (the die). Lock it in like any fighter — in VS CPU (for you or the CPU), local 2 player, online and training. When both players are locked in, the game rolls a fighter for each Random player and shows who came up during the READY TO FIGHT! countdown. Banned fighters never come up. Un-locking cancels the roll, so you get a fresh one next time.
Training (solo)
Press 🧪 Training on the home screen to test any fighter on your own. You use the full online layout (mouse + WASD + Q / E / R / F, block, dash, Maximum Output) and get a target that stands still, can't die, and heals back up 1.5s after you stop hitting it. Pick a map — including the Training Room, a flat floor with distance markers every 100px that only appears here — then your fighter. Training doesn't earn coins.
| Key | Option |
|---|---|
| 1 | Infinite meters — every super, special and domain / ultimate bar stays full. |
| 2 | Infinite cursed energy, no cooldowns — every ability, Maximum Output move, super and domain only needs its own charge. |
| 3 | Reset — positions, health, terrain. |
| 4 | Switch to the next fighter on the spot. |
| 5 | Switch between the online combat system and the classic local one. |
| 0 | Hide the options bar. |
The readout at the top shows your combo damage, hit count, last hit and best combo. ESC pauses as usual (controls, combat guide, your fighter's moves).
Playing online
- One player presses Host online game and gets a 5-letter code.
- The other types the code and presses Join — or opens the copied invite link.
- The host picks the mode and map; each player picks their own character.
Anyone else who joins with the same code watches as a spectator. The host's computer runs the match, so keep the host's tab visible.
Lag (Oct 23)
The host's computer runs the match, so the joiner's moves have to travel to the host and back. To hide that, the joiner's screen now predicts their own movement: walking, jumping and falling happen the instant you press the key, then quietly line up with the host. Attacks and abilities still come from the host (it decides every hit), so they can still feel a little late on a slow connection.
The line at the bottom of the screen shows your ping and whether you're DIRECT or VIA RELAY. The relay (used when a network blocks a direct link — school Wi-Fi, strict routers) is much slower: if it says VIA RELAY, try home Wi-Fi or a phone hotspot. The player with the better connection should host.
If joining gets stuck
The join screen shows which step failed. "Can't reach the matchmaking server" usually means the network (often school Wi-Fi or a school laptop) is blocking it — try home Wi-Fi or a phone hotspot.
Local 2 player
Two people on one keyboard, using the original layout. No internet needed.
Tutorial
New? Press TUTORIAL on the home screen. You play Sukuna against a dummy that can't die, and 14 short steps walk you through moving, jumping, combos, blocking, dashing, every ability, Maximum Output, Black Flash, Evasive, your domain and anti-domain. Each step moves on as soon as you've done it.
VS CPU (single player)
Pick 🤖 VS CPU on the home screen and a difficulty: Easy, Normal or Hard. You choose your fighter, then the CPU's. You play with the full online layout (mouse + WASD + Q / E / R / F, block, dash, Maximum Output V) under online combat rules. The CPU knows every fighter's kit — combos, supers, Maximum Output, anti-domain, Black Flash rings and the reworked Ryu, Yuta, Yuji and Mahito. Harder levels think faster, miss fewer chances, guard more, throw their moves more often and land more Black Flashes. VS CPU wins and losses give XP.
Leaving a match
Press ✕ MENU in the top-right corner at any time (in a fight, click it twice), or pause with ESC and press M. Online, leaving disconnects you from the room.
Music
Every fight plays the battle theme Delirious (menus keep the built-in soundtrack). Turn music on / off with 🎵 MUSIC on the home screen, or load your own file with 📁.
Combat basics
Melee combo
- Each punch deals 2 and stuns briefly. Three hits fill your combo pips.
- The 4th attack is a finisher: on the ground it deals 5 and knocks the opponent away — hold jump on it for an uppercut that pops them straight up (keep holding jump to leap after them). In the air, down + attack is a downslam at any time (15).
- Variable stun: bigger hits stun longer, and finishers stun longer the longer the combo was.
- Combo follow: right after you land a hit you drift after the stunned opponent on your own — no need to tap left / right to keep up.
- Evasive (like JJS): a thin meter under your CE bar fills over time and when you get hit. When it's full, press dash (online) or down + jump (one keyboard) while you're stunned, knocked down or frozen to burst free with a moment of invincibility. Doesn't work against a domain's sure-hit or Rika's grab (mash for that).
- Black Flash (Oct 17): when you throw a combo finisher there's a chance (25%; 40% for Yuji, Todo and Mahito) a red ring pops up on the opponent. The finisher waits while it closes: press attack as it meets the inner circle and it lands as a BLACK FLASH (×2.5 damage, CE refill, domain charge). Anyone can Black Flash now.
- Anti-domain: when an enemy domain is up or being cast, a prompt appears over you — just press your ultimate key (one keyboard too). Attack + ultimate still works.
- Casting a domain spends the bar right away. For the first third of the hand sign you can be interrupted (Mahito: almost all of it); after that you're untouchable until it opens. Once it's open you can be hit as normal (except Higuruma, who can't be hurt during his trial).
- If your domain gets cancelled — the cast is interrupted, you lose a clash, it's shattered by the Inverted Spear, or you die mid-domain — you get 50% of the domain bar back.
- Dash (online, Oct 23): a 6s cooldown — but the moment your Evasive meter fills up, the dash comes back too. A small DASH bar sits at the end of the Evasive line.
- Knocked-down fighters can't be hit until they get up — except by a few heavy moves (Oct 23), which do their damage and bounce them but never launch them again: Toji's Flurry, Four-Step Stab and killing blow; Todo's Haymaker, Shoulder Tackle and Grab & Slam; Mahito's Sky Crash. There are no i-frames after getting up any more (Oct 17). Your Evasive meter fills 3× faster while you're stunned or knocked down and faster from hits, so use it to get out. Respawning still gives a short window of i-frames. To break out of a long combo yourself, use Evasive.
- You can keep moving while you swing (you just can't turn around mid-punch).
- Hold TAB during a fight to see both fighters' moves.
- Playing online (separate computers)? Melee works differently: real combo strings, blocking, perfect blocks, dashes and Maximum Output (V). See Online Combat in the sidebar.
Health
- Fall damage: a long drop costs a little health (1–8 HP, never lethal).
- Regeneration: after 15 seconds without dealing or taking damage, you heal 2 HP every 3 seconds.
- Crumbling terrain: cut a chunk loose (nothing holding it up) and it falls — it hurts anyone it lands on, then shatters. Broken terrain grows back after 30s, but never within ~90px of a fighter. Domains shatter the whole map's terrain.
Cursed energy
Every fighter has a cursed energy (CE) bar under their health bar that refills on its own.
- Regular moves cost a little: 3–8 CE each (cooldowns are 3/4 of the original). Melee moves are free — punches, Yuji's Divergent Combo, Yuta's sword and Cursed Fist, Todo's Haymaker, Higuruma's Hammer Hit, Mei Mei's axe and Naoya's Frame Barrage. Changing your weapon costs CE (Higuruma's Hammer Size: 5). Supers that charge from damage and your domain / ultimate (150-damage charge) are free.
- Maximum Output (online V; one keyboard E / I; your aura lights up while it's on): ability 1 / 2 fire their Maximum Output versions, which cost 18 CE each (plus a 6s cooldown). Gojo's and Jogo's ultimate key fires a Maximum Output ultimate instead (see their pages). Your super and domain still work. Only one Maximum Output move per fighter can be blocked; the other — and every super and ultimate — can only be countered with a perfect block. Each fighter's two moves are listed on their wiki page.
- Supers and ultimates cost CE too (Oct 17): a super costs 12% of your pool (12–35 CE), an ultimate 25% and a domain 40%. Melee moves stay free.
- A few things use CE their own way: anti-domain techniques (10), Sukuna's Dismantle chain and Spider Web, Mahito's Distorted Killing form and Yuki's extreme mass (both drain it over time), and the Reverse Cursed Technique feat.
- Black Flash (anyone, from the finisher ring): your CE refills 250% faster for 10 seconds afterwards.
- Hakari's jackpot gives him infinite cursed energy. The Inverted Spear of Heaven drains 30 CE per hit. Upgrades: Six Eyes and Cursed Energy Flow refill it faster.
| Fighter | Max CE | Refill |
|---|---|---|
| Sukuna ★ | 230 | 24/s |
| Gojo ★ | 220 | 26/s |
| Yuji | 110 | 5/s |
| Yuta ★ | 480 | 14/s |
| Mechamaru | 420 | 12/s |
| Todo | 100 | 5/s |
| Choso | 110 | 5/s |
| Higuruma | 110 | 5/s |
| Hakari | 120 | 5/s |
| Mei Mei | 110 | 5/s |
| Jogo ★ | 200 | 8/s |
| Dagon ★ | 190 | 7/s |
| Hanami ★ | 190 | 7/s |
| Mahito ★ | 180 | 8/s |
| Takaba | 90 | 4/s |
| Naoya | 130 | 6/s |
| Naoya (curse) ★ | 220 | 8/s |
| Megumi | 150 | 7/s |
| Meguna (Sukuna) ★ | 240 | 22/s |
| Yuki ★ | 260 | 13/s |
| Kenjaku (feat) ★ | 220 | 9/s |
★ = special grade (sorcerer or curse): much bigger pools. Yuta and Mechamaru have by far the biggest reserves; Gojo (Six Eyes) and Sukuna refill several times faster than anyone else; Takaba has the smallest pool. Moves are expensive — a normal fighter can only fire two or three in a row.
Charge meters
- Super (Fuga, Hollow Purple, Copy, Puppet, Imaginary Brother, Slicing Exorcism) — usually 40 damage dealt.
- Domain / ultimate — 150 damage dealt. Only one domain can be open at a time.
- Domain clash: if your opponent's domain is open and yours is charged, cast it anyway. Both fighters freeze and get key prompts; every correct key pushes the clash line toward the other side, and a wrong key stalls you briefly. Push it all the way, or be ahead when the 6s run out, to win. If the challenger wins, their domain replaces the old one. If the defender wins, their domain stays (+1.5s) and the challenger's charge is spent. Works between Sukuna, Gojo, Yuta and Higuruma.
- Yuji's ultimate uses its own 100-damage meter.
Domains
Zoners — Jogo, Dagon and Hanami leave things on the map that stay until a domain opens, their owner dies, or their counter removes them: Jogo's fire burns Hanami's flowers · Hanami's flowers drink Dagon's water · Dagon's water douses Jogo's lava and mounds. Water meeting lava boils into a steam cloud for 3s that hides anyone inside and slows them. Dagon leaps higher out of his own water; anyone else in deep water falls slowly. Hanami regenerates while standing in her own flowers.
A domain's scene covers the entire map (wherever the fighters are) and shatters every piece of terrain on it: nobody is fenced in or dragged anywhere, and the camera keeps following the fighters. When it closes the map stays empty for about 6 seconds, then rebuilds itself — never right next to a fighter, so you can't get sealed in. Its set pieces (katanas, geysers, the court) appear around the caster. Anti-domain techniques (online: hold click + F, for fighters who have one) block domain sure-hits, and the Inverted Spear of Heaven shatters a domain on hit.
Maps & terrain
Shibuya Station
The Shibuya Incident, top to bottom: the street under the Veil (scramble crossing, Hachikō, the JR platform with a train on top, the QFRONT-style building and 109), the B1 concourse, the B3 transfer level (with the restroom where Yuji fought Choso), and the B5F Fukutoshin line platform with the tunnel to Meiji-jingumae. Each floor has openings with ledges to climb or drop through.
Sister School Exchange
Tokyo Jujutsu High in daylight: the tall main building with stairwells, a stone terrace with a climbable three-storey pagoda, a white-walled hall, the campus wall, a grey stone torii, and a cedar forest you can climb branch to branch.
Hazard (Oct 17): a Fukutoshin line train blasts through B5F every ~30s. Red lights flash and "TRAIN APPROACHING" shows for 3s first; get onto a platform canopy or a higher floor — it hits for 20 and sends you flying. (The parked subway car was replaced with canopies to climb.)
Shinjuku
The showdown. On the left, the intact Nishi-Shinjuku street — glass towers with fire-escape ledges and lobbies, and an elevated road with its middle span collapsed. On the right, the rubble field: tilted slabs, sheared tower stumps, and a tall broken tower.
Hazard (Oct 17): rubble keeps falling onto the rubble field (the right side) every ~15s. Shadows grow where it'll land; a chunk hits for 10 and stuns.
Sendai
The Sendai Colony from the Culling Game, at night under the barrier. On the left, Sendai Station with a concourse you can run through and ledges up to its glass roof; the elevated pedestrian deck with stairs at both ends (one-way: walk under them, jump up through the deck), shelters and a sign gantry to stand on; the zelkova avenue (trunks are one-way, canopies hold you); and on the right a sheared tower stump under a torn, peeled-back sky, with floating slabs of debris and a lobby at its foot.
Tokyo No. 1 Colony Theater
(Oct 23) The Ikebukuro theatre Higuruma uses as his base in the Culling Game — where Yuji finds him lying fully clothed in a bathtub in the middle of the stage. The house lights are dead: the only light is a follow spot from the booth at the back of the balcony, pooled on the tub, plus the green glow of the emergency-exit signs. Everything outside the spotlight sinks into the dark. On the left, the balcony (one-way, on two columns, with stairs up from the stalls); then the raked stalls with rows of red seats (one-way: walk through them or stand on the seat backs); the front aisle; and the stage, 110px up with steps at the side and the bathtub in the middle (metal — it breaks). Ledges up the stage-right wall lead to a fly-gallery catwalk and a lighting batten above it.
Terrain rules
- Almost every technique carves holes that match its shape. Broken terrain returns after 30 seconds (it waits if someone is standing there).
- Wooden platforms, ledges, tree trunks, posts and support columns are one-way: walk through them, jump up through them, stand on top. Hold down to drop through.
- Slopes and stairs are drawn as smooth ramps (Oct 17); collisions still follow the 6px grid.
- Stone, brick, glass, metal and roofs are solid — except Sendai's pedestrian deck and its stairs, which are one-way.
- Hanami's Wooden Wall can't be broken by anything; it goes when its 4s are up, when she dies or when a domain opens.
Items
Cursed tools are rare: one appears every 48 seconds (only one on the map at a time, the first after 30s), often on rooftops and ledges. Stand on one and press G. You can carry one at a time; your HUD shows it and its timer. A weapon item (Playful Cloud, Inverted Spear) replaces the weapon already in your hands — Mei Mei's axe, Higuruma's gavel, Yuta's katana — until it wears off; their special moves still bring the weapon out.
| Item | Lasts | Effect |
|---|---|---|
| Playful Cloud | 20s | Punches swing ~1.7× faster, reach further and deal +3 damage (more on finishers). |
| Inverted Spear of Heaven | 20s | +2 damage per hit. Every hit drains 30 cursed energy and adds 2.5s to the opponent's cooldowns, and hitting a domain's caster shatters the domain. |
| Kamutoke | 3 uses | A lightning rod. Attack to call lightning on the nearest foe within ~560px: a dashed warning line for 0.38s, then the strike (12 damage, 0.55s stun). Three strikes, then it's gone. |
| Inumaki's Recording | 1 use | Your next attack plays "動くな — don't move!" and stuns the opponent for 5 seconds (about half a screen of range). Your first hit ends the stun, so open with your big move. The mech is immune. |
Sukuna
The King of Curses. Ranged slashes, a point-blank shred, a fire arrow and the most destructive domain in the game.
| Key | Move | Details |
|---|---|---|
| Q | Dismantle | A fast slicing projectile, 14 damage and a knockdown. In the air you hang for a moment and aim it up or down. Chain: if it hits, press Q again within 1.5s to fire another one right away for 10 CE — each link does 15% less damage, at most 3 extra links, and each one knocks them further away. When a chain ends, both Dismantle and Cleave go on a very long cooldown: about 10s after one link, 16s after two, 22s after three. 6s base cooldown (4.5s after the CE cut). |
| E | Cleave | Point-blank, same height only: if the nearest foe is within ~110px he steps right in and reaches out — a 0.26s window where they can dash away, jump, or perfect-block it (a plain block takes 6). If it grabs, he holds them while six slashes land for 18 total, and the last slash throws them away (no free follow-up off the stun). 5.2s cooldown. In the air: Aerial Cleave, a diving cross-slash that spikes the target into the ground for 20. |
| R | Fuga (super, 40) | A 1.4s bow draw: aim with up / down (left / right turns him around) along the dotted guide. Only the first 0.3s can be interrupted — after that he's unstoppable. Then a flame arrow: 55 damage, fire-pillar explosion. Explodes on walls and terrain too. |
| F | Malevolent Shrine (domain, 150) | 10 seconds. The shrine rises, slashes rain across the arena (and through the terrain), and the opponent takes 4 damage per second. |
| Passive | Spider Web | Press Dismantle and Cleave at the same time with 70% CE or more: a web of slashes rips through the ground ahead (260px, 24 damage — more than Dismantle, less than Cleave). Costs 45 CE, needs both moves off cooldown and has its own 14s cooldown. Runs 4% faster. |
Gojo
The strongest. Controls space with Blue and Red, then finishes with Hollow Purple.
| Key | Move | Details |
|---|---|---|
| Q | Lapse Blue | Summons a blue orb you steer with the movement keys for up to 3s (Gojo stands still). Press again to detonate early: 20 damage and a pull. 6.8s cooldown. |
| E | Reversal Red | A fast red orb that blasts the target away for 19. 6.4s cooldown. |
| R | Hollow Purple (super, 50) | 1.5s to merge Red and Blue (aim with up / down), then a slow orb that deals 45 and bores a round tunnel through everything in its path. |
| F (Max Output) | Hollow Purple: 200% | With Maximum Output on, the ultimate is renamed Hollow Purple: 200% (shown on the bar) and fires instead of the domain: needs a full ultimate bar and 80 CE, a slightly longer merge, then a colossal orb 4× the size of a normal Purple that tunnels just as wide and deals 170. His Maximum Output moves recharge in 9s (others: 6s). |
| F | Infinite Void (domain, 150) | 10 seconds of total lock-down: inside the Void the opponent can't move, jump or fight at all — the only way out is an anti-domain technique (Simple Domain, Falling Blossom Emotion, Domain Amplification…). Deals no damage by itself — use the time. |
| Movement | Infinity Float | Hold jump while falling to drift down slowly. |
Yuji Itadori
Close-range brawler built around Black Flash timing and a combo meter.
| Key | Move | Details |
|---|---|---|
| Attack | Punch combo · combo meter | Only his normal punches fill the combo meter (0–100%, the vertical bar on his side of the screen). Maximum Output spends it, and it decides his ultimate. |
| Q | Divergent Fist | A long lunging punch (6). If it lands, a ring closes in on the target: press Q again as it meets the inner circle for a Black Flash (18 and a launch); miss and it's a 5-damage shove. 5s cooldown. |
| E | Divergent Combo | A long lunge (240px), two punches and a finishing kick (7 + 7 + 12). Press E when the spark lines up before the kick for a Black Flash kick (18). 6s cooldown. |
| R | Black Flash (special, 40) | Lunge at the opponent: on contact it's a guaranteed Black Flash — 28 damage, a black-and-red spark and a huge launch. Charges from 40 damage dealt. |
| F | Enchain / Modulo (ultimate, 100 damage dealt) | Combo meter under 75% — "Enchain": Sukuna takes over his body for 15s. Q Dismantle is a map-crossing dash; E Cleave fires 5 aimed slashes one after another (he flashes for 0.2s before each, 7 each — slower than Sukuna's but they hit harder and always launch facing you); R is a faster Fuga with a bigger blast. No domain. 75% or more — Modulo for 60s (the ultimate bar counts it down): 20% faster, 10% more damage and a new moveset (below). Yuji has no domain. |
| Modulo | Piercing Blood · Cleave · Dismantle | Q Piercing Blood: tap for a fast beam straight at the opponent (a dashed line warns them, so it can be blocked): 10. Hold it (0.7s) for 5 beams that home in on them (about Uzumaki-curse speed), 15 each; a beam fades after passing through 3 walls or 6s. E Cleave: a big aimed slash (the line shows where) that starts facing the opponent, flies straight and explodes on contact: 22. R Dismantle: if they're within mid range (480px) he chases them down, grabs them and tears into them: 35. Cooldowns scale with damage, never over 6s (2s · 4.4s · 6s; the 5-beam Piercing Blood is 6s). Every Divergent Fist that lands is still a Black Flash. |
| Max Output | Manji Kick · The Zone | Manji Kick: a counter stance (0.45s, up to 1.35s with a full meter) — any hit in it does no damage and he answers with a launching kick (10 + up to 12). Uses 10% of the meter. The Zone: +15% damage (up to +35%), faster cooldowns and a much bigger Black Flash window on Divergent Fist for 5s (up to 15s). Uses 20% of the meter. |
| Movement | Superhuman Body | Runs 8% faster and jumps 12% higher. |
Yuta Okkotsu
Sword fighter who can copy other sorcerers' signature moves.
| Key | Move | Details |
|---|---|---|
| Q | Slice & Dice | Five quick slashes (4 each) that drag the target along, last one launches. 3.8s cooldown. |
| E | Cursed Energy Discharge | A quick wind-up, then a burst of raw cursed energy all around him (150px): 12 damage and a launch, and it chips the terrain. Costs 25 CE. 6s cooldown. (Replaced Metal Arm.) |
| R | Summon Rika (special, 30 damage) | Every hit Yuta lands charges it (30 damage). Rika follows Yuta for 45s as her own fighter with 50 HP (Oct 23, was 75) (every attack can hit her — punches, projectiles and area moves — and she's dispelled at 0; she flies, so she never gets stuck). Press R again while she's out to switch her mode (side bar): Offensive — she slams (10) and bites (6) the opponent. Defensive — she stays between you: enemy projectiles stop at her (she takes the hit) and she shoves the opponent back. Support — she grabs a stunned opponent for 2.5s, and jump in the air to have her come under Yuta and throw him high (3s cooldown). |
| Max Output | Copy · True Love Beam | Copy: copies one of the opponent's moves and uses it on the spot. Your best combo since the last copy decides which (10+ → their ability 1, 30+ → ability 2, 50+ → super — never their F ultimate) — and Rika must have damaged them since the last copy. True Love Beam: needs Rika out and 100 CE; a 1.4s charge (can be interrupted), then a full-map beam for 85 that erases the terrain in its path. 20s cooldown. |
| F | Authentic Mutual Love (domain, 150) | 15 seconds. The opponent can still move and fight inside it. Katanas lie across the map and new ones keep appearing (every 2.5s, up to 6): attack next to one to grab and throw it (6 damage, +1 charge). Every katana he picks up makes him 20% faster for 5s (stacks up to +60%) and loads a random ability from the roster into his next punch — punch to fire it. Four charges unlock Jacob's Ladder (press F): a beam that takes 80% of the opponent's max HP (can't kill). |
| Movement | Special-Grade Speed | The fastest runner on the roster: 18% faster. |
Mechamaru
A puppet with jets, a drill, a helper puppet and a giant mech — at a terrible price.
| Key | Move | Details |
|---|---|---|
| Jump | Jet flight | Tap jump for a short jet hop (~95px). Hold jump on the ground for 0.5s to lift off and fly freely for 3s. |
| Q | Drill Drive | Dash forward drilling through terrain; catches the opponent (25 damage), carries them and stuns for 0.7s. 5.2s cooldown. |
| E | Mini Ultra Cannon | A short charge (aim with up / down), then a cannon blast that reaches 260px straight through walls: 16 damage, big knockback, blows a cone out of the terrain. Works mid-flight. 4.9s cooldown. |
| R | Summon Puppet (super, 40) | A computer-controlled Mechamaru (20 HP; Oct 23, was 30) fights beside you for 20s with melee, Drill Drive and flight. Press R again while it's out to swap bodies — you take over the puppet's position and it takes yours (1.5s cooldown). |
| Click + F (online) | Simple Domain (Sealed) | Kokichi never trained in New Shadow Style — he watched Miwa use Simple Domain and sealed his own copies into the mech. 6 seconds of protection from domain sure-hits, castable even while a domain has you stunned. Only 4 charges per match. |
| F | Ultimate Mechamaru (domain, 150) | Sink into the ground and burst out in a giant mech for 20s. Takes half damage and can't be stunned or knocked back. Q Pigeon Viola: six big homing lasers (5 each) that bore straight through walls. E Ultra Cannon: a 420px blast for 38 that tears through terrain. Attack: mech punch for 7. Jump: jet-jump up through ceilings. Down: stomp through the floor (it also falls through any opening). When time runs out the mech overloads (20 damage nearby) and Mechamaru dies. |
| Movement | Jet Flight | Tap jump for a short hop; hold it on the ground to charge the jets, then fly freely for a few seconds. |
Aoi Todo
Huge fists and Boogie Woogie — swap positions to dodge, set up hits, or turn attacks back on their owner.
| Key | Move | Details |
|---|---|---|
| Q | Haymaker | Wind up and lunge: 18 damage, huge knockback, smashes terrain — and it hits fighters who are knocked down (Oct 23). 2.25s cooldown. In the air: Meteor Haymaker, a fist-first dive that spikes the target (16) and craters the landing, knocking back anyone nearby. |
| E | Boogie Woogie | Clap to swap places with the opponent (about two-thirds of a screen of range). Todo turns to face them, but they keep facing the way they were — so they end up with their back to him — and they're stunned for 1.5s (Oct 23; at most once every 6s), long enough to start a combo. Any of their attacks still in the air now fly at them. Online, click an item or fighter first to swap with it instead. 4.5s cooldown. |
| R | Imaginary Brother (super, 40) | Todo's "best friend" — a glowing imaginary Yuji — appears and glides straight through walls at the opponent, then lands a tag-team combo: 4 + 4 + a 9-damage launcher, which also resets Boogie Woogie. Lasts up to 6s. Hold S while pressing E to Boogie Woogie with your brother instead of the opponent. |
| Click + F (online) | Simple Domain | 8 seconds of protection from domain sure-hits: no shrine damage, no Infinite Void stun, no katana throws or Jacob's Ladder, and Higuruma's execution is blocked. Can be cast while a domain has you stunned. 16.5s cooldown. |
| F | Unlimited Boogie (ultimate, 150) | For 20 seconds Boogie Woogie has no cooldown — clap as fast as you like to juggle positions, dodge everything and turn their projectiles back on them. |
| Max Output | Grab & Slam · Shoulder Tackle | Grab & Slam (Oct 23, replaces Feint Clap): grabs the foe right in front of him — even one who's knocked down — hoists them over his head and slams them into the ground in front of him: 12 and a knockdown. Can't be blocked. 9s cooldown. Shoulder Tackle (blockable): charges up to 230px; the first foe in his path (even one knocked down) takes 12 and is sent flying. |
| Movement | Heavyweight Landing | A bit slower, but landing from a high fall cracks the ground and stuns anyone close (5 damage). |
Choso
Blood manipulation. Every wound he takes becomes ammunition.
| Key | Move | Details |
|---|---|---|
| Q | Piercing Blood | Hold up to 4s and aim with up / down: 10 to 40 damage, longer beam with more charge, cuts through terrain. 3.8s cooldown. |
| E | Convergence | Create a blood orb that follows you; press again to detonate it for 12 damage and a knockback. The blood splashes down into blood pools on the floor below — more fuel for Supernova. 4.5s cooldown. |
| R | Slicing Exorcism (super, 40) | A spinning blood ring that bounces off walls up to 4 times, 16 damage per hit. |
| Passive | Bleeding | Whenever Choso takes damage he leaves a blood pool. Pools stay for the whole match, across rounds, with no limit. |
| F | Supernova (domain, 150) | Every blood pool on the map explodes in a chain, cratering the terrain and hitting anyone nearby. The more he's bled — and the closer the opponent is to the pools — the bigger it gets. |
| Movement | Blood Rush | Below half health his blood boils: 20% faster. |
Higuruma
A defense attorney turned sorcerer. His cursed tool is a gavel that grows on command, and his domain puts the opponent on trial.
| Key | Move | Details |
|---|---|---|
| Q | Hammer Hit | Changes with the hammer's size. Normal: a combo of two side swipes and an uppercut (4 + 4 + 7). Long: the handle stretches about 300px and sweeps forward — the whole gavel hurts as it passes: the head hits for 16 and a knockback, the handle for 6. In the air he hangs and sweeps diagonally down. Large: the giant head slams down in front of him: 23 damage, huge knockback, a crater (in the air: Plunging Gavel — it hurts on contact all the way down, then a crater for 14). Cooldown 2.6s / 3.4s / 5.2s by size. Melee: no CE. |
| E | Gavel Throw | Throws the gavel (hold up or down to angle it). If it hits, the target is stunned and Higuruma rushes them at full speed, smashing through terrain, for a 16-damage finisher. If the hammer is long or large, it shrinks to normal for the throw and grows back once the gavel is gone. 4.5s cooldown. |
| R | Hammer Size (special) | Cycles the hammer: Normal → Long → Large. Changing your weapon costs 5 CE. |
| F | Deadly Sentencing (domain, 150) | Both fighters are put on the stands for a trial. The court confiscates the defendant's ability to jump — for the whole domain and, on a GUILTY verdict, for as long as the executioner's sword lasts. Each gets a row of key prompts; press them in order. A wrong key locks you out for half a second. If Higuruma finishes first, the verdict is GUILTY. If the defense finishes first, or the clock runs out with a tie, it's NOT GUILTY. |
| Verdict | Executioner's Sword | On a guilty verdict Higuruma holds the Executioner's Sword for 20 seconds: longer reach, and any melee hit kills instantly. An anti-domain technique (Simple Domain, Hollow Wicker Basket, Falling Blossom Emotion) blocks the execution. |
| Movement | Objection Step | Double-tap left or right to quick-step a short distance (free, 1.1s apart). |
| Click + F (online) | Domain Amplification | Like he used against Sukuna: 5s of immunity to domain sure-hits and 30% less damage taken, but no abilities while it's up. Press again to drop it early. 15s cooldown. |
Hakari
A gambler whose rough cursed energy hits like a truck. His domain turns the whole map into a pachinko parlour and bets everything on a jackpot.
| Key | Move | Details |
|---|---|---|
| Q | Pachinko Balls | Fires a spread of 6 steel balls that arc and bounce off walls and floors. 4 damage each with a tiny flinch. Every jackpot he hits adds one more ball for the rest of the match (up to 12). 3.2s cooldown. |
| E | Shutter Doors | Metal shutters auto-aim: they slam shut on the nearest opponent within 340px (either side) — 12 damage, trapped for 1s — and the closed doors' top frame is a platform anyone can stand and jump on for 2.6s. With nobody in range he raises a shutter wall in front of him instead: solid for 3.5s, climb it, stand on it, jump off it. 4.9s cooldown. |
| R | Rough Energy Punch (special, 40) | A charged cursed-energy punch: 35 damage and sends the target flying across the map. |
| F | Idle Death Gamble (domain, 150) | The entire map becomes his domain for 25s, with no frame lock. Every 5s the reels roll: a 15% chance of 7-7-7, and every miss raises the next roll by 6% (Increased Probability), so roll 5 is 39%. Jackpot Continuation: when a jackpot runs out, the reels spin again — 50% to keep the rush going for another 15s (full heal), then 36%, 26% (up to 3 continuations). |
| Jackpot | Fever | Instant full heal, and he can't die for 30 seconds (health stops at 1). Infinite CE, and his moves change for the whole fever: Q Fever Rush (lunges in with five quick punches, 3 each, and a launching finisher for 7; 2.2s cooldown), E Ball Storm (12 golden pachinko balls rain down on the opponent, 4 each; 3.8s cooldown) and R Jackpot Leap (2 uses): rocket into the air, then crash down on the opponent for 45 damage in a huge radius. The domain closes once the jackpot hits. |
| Movement | Fever | Runs 16% faster and jumps 10% higher; during a jackpot he runs 45% faster and jumps 28% higher. |
Mei Mei
A mercenary with a huge battle axe, a little brother who can swap places with her, and a flock of crows.
| Key | Move | Details |
|---|---|---|
| Q | Axe Chop | An overhead chop straight down in front of her: 20 damage and the target is floored. Hits on airborne targets spike them into the ground. 3.4s cooldown. |
| E | Axe Spin | She spins with the axe while drifting forward: three hits all around her (7 each); the last one knocks them away. Slows her fall in the air. 4.5s cooldown. |
| R | Ui Ui | Press R to place Ui Ui where she's standing. He stays there for good: press R again to teleport to him as often as you like, with no cooldown. Hold down + R to move him to where you are now. He's only lost if Mei Mei dies (he carries over to the next round if she survives) or if the opponent damages him with a punch or projectile; then it takes 12s before she can call him again. |
| F | Bird Strike (super, 150) | Summons a crow you steer with the movement keys while Mei Mei stands still. Press F again and it dives in a straight line until it hits someone, then bursts into a sphere of cursed energy that sucks everything nearby toward its core: 90 damage on a direct hit (less to anyone caught nearby). It dives on its own after 6s, or if Mei Mei is hit. |
| Movement | Axe Momentum | Keeps full running speed while swinging her axe. |
| Click + F (online) | Ui Ui: Simple Domain | Ui Ui raises a box-shaped Simple Domain around himself for 6s; while Mei Mei stands inside it she's immune to domain sure-hits. Needs Ui Ui placed. 15s cooldown. |
Jogo
A disaster curse of volcanoes: he slows you down, sets you on fire and lays traps.
| Key | Move | Details |
|---|---|---|
| Q | Ember Insects | Sends out a fan of 5 fire insects that fly straight (no homing; hold up or down to aim the fan). Each that hits does 3 and clings on: for 10 seconds, every cooldown the target starts takes 1 second longer. 4.5s cooldown. |
| E | Flame Dash | Dashes forward through the opponent: 6 damage and they catch fire (3 damage every 0.5s for 3s). 6s cooldown. |
| R | Lava Mound (super, 40) | Places a small mound in front of him (up to 3 at once). Mounds stay forever until the opponent steps on one — it erupts into a tower of fire: 26 damage, a launch, burning, and it leaves lava ground behind. A mound can't go off while it's in water (Dagon's counter). It's a trap: after it's placed it slowly turns almost invisible — only a few embers rising off it give it away. Zoner rule: it stays until a domain opens, its counter removes it, or its owner dies. |
| F (Max Output) | Maximum: Meteor | With Maximum Output on, the ultimate key drops a giant meteor instead of the domain: needs a full ultimate bar and 70 CE. After a 0.9s warning it lands on the opponent — 38 damage, burning, a 520px blast, a huge crater, and three strips of lava ground. |
| F | Coffin of the Iron Mountain (domain, 150) | The inside of a volcano for 10 seconds: the opponent takes constant burning damage, and lava geysers keep erupting under them (10 each, launches). |
| Movement | Volcanic Body | Immune to burning and 5% faster. |
| Click + F (online) | Domain Amplification | Like he used against Gojo in Shibuya: 5s of immunity to domain sure-hits and 30% less damage taken, but no abilities while it's up. Press again to drop it early. 15s cooldown. |
Dagon
A disaster curse of the sea: he floods the ground, hoses you down and drowns you in fish.
| Key | Move | Details |
|---|---|---|
| Q | Water Prison | The nearest foe within 380px flashes white for 0.4s, then a bubble traps them for 1.2s (4 damage). Block during the flash and the prison bursts into a splash of water instead. 6s cooldown. |
| E | Water Jet | A short charge (aim with up / down), then a high-pressure jet of water: 10 damage and a knockback. Cuts a line through terrain. 4.5s cooldown. |
| R | Flood (super, 40) | Pours out real water that flows, runs off ledges, falls through holes and piles up. It isn't permanent: every drop can hurt someone 10 times, then it's gone — pour enough and it rises high enough to spill over walls. The deeper the water around someone, the slower they go (down to 30%) and the faster Dagon goes (up to 2×); opponents in it take 2 damage every 0.6s, and anyone else in deep water falls slowly. Dagon jumps 30% higher out of his own water. Water puts out Jogo's lava (making steam) and stops his mounds; Hanami's flowers drink it. Zoner rule: it stays until a domain opens, its counter removes it, or its owner dies. Charges from 40 damage dealt, like every super. |
| Max Output | Octopus body | Turning Maximum Output on transforms Dagon into his huge octopus body. Its two moves: Death Swarm (hold the key to aim with up / down for up to 1.5s, then a stream of 8 fish that home in for 1.5s and fly straight after that, 5 each) and Whirlwind (he spins his tentacles and rockets forward at huge speed: 9 damage and a knockdown to everyone he passes through). |
| F | Horizon of the Captivating Skandha (domain, 150) | A beach under a bright sky for 10 seconds. Giant fish shikigami keep leaping out from every side at the opponent: 8 damage and a knockback each. |
| Movement | Tidal Body | A little slower on land, but much faster in his own water — the deeper it is, the faster. |
Hanami
A disaster curse of the forest. She chokes off your cursed energy, roots you in place and turns the whole arena into a tangle of roots.
| Key | Move | Details |
|---|---|---|
| Q | Cursed Buds | Throws 3 arcing seeds (hold down or up to throw them low or high). Each one that lands deals 7 damage and drains about 8% of the opponent's ultimate / domain bar. 5.2s cooldown. |
| E | Root Grab | Aim with up / down, then a root lashes out up to 440px. If it catches the opponent it drags them right up to Hanami: 10 damage and a short stun. 6s cooldown. |
| R | Flower Field (super, 40) | A field of flowers blooms on the ground in front of her and stays where it's planted (up to 3 fields) — but it wilts after 30s with nobody standing in it, and after 2.5 minutes at most. Anyone standing in it is stunned briefly and takes 5 damage (once every 2s). Hanami regenerates 1 HP every 0.7s while standing in her own flowers. The flowers drink Dagon's water; they burn on contact with Jogo's fire. Zoner rule: it stays until a domain opens, its counter removes it, or its owner dies. Charges from 40 damage dealt, like every super. |
| F | Root Rampage (ultimate, 150) | For 12 seconds a giant root bursts out and follows your mouse (online, your own mouse). The tip hits for 14 and knocks people around. Everything it grows through becomes a root platform anyone can stand on. The roots wither shortly after it ends. Without a mouse over the game, the root hunts the opponent on its own. |
| Max Output | Thorn Eruption · Wooden Wall | Thorn Eruption: thorns burst out under the opponent after a short warning (10, launches). Wooden Wall: a wall of roots in front of her for 4s — an unbreakable barrier that blocks shots and fighters (anyone can stand on it). It goes away when she dies or a domain opens. |
| Movement | Nature's Spring | Jumps 10% higher. |
| Click + F (online) | Domain Amplification | Like she used against Gojo in Shibuya: 5s of immunity to domain sure-hits and 30% less damage taken, but no abilities while it's up. Press again to drop it early. 15s cooldown. |
Mahito
A special-grade curse who attacks the soul itself. His punches barely scratch your body — they wear down your soul, and when it's gone, so are you.
| Key | Move | Details |
|---|---|---|
| Soul | Soul bar | Against Mahito you get a purple soul bar under your health: your max HP + half your CE pool (so it differs per fighter). It doesn't regenerate during a life, but refills when you lose a life. Your cursed energy can't go above pool × soul left. At 0 soul you die on the spot. Mahito's HP damage is reduced (60%) and drops further every life you lose (45%, 32%, 25%) — his melee damages the soul (2.5× the hit). Yuji and Sukuna's souls can't be touched. |
| Humans | Transfigured humans | He starts with 10 transfigured humans. A soul kill gives him 6 more (up to 16). |
| Q | Transfigured Human Deployment | Hold down and press Q to cycle: 3 Humans (1 human: three small ones chase them, 3 damage and a flinch each, die to any hit), Body Repel (2 humans: a giant blob grows along the ground, breaking terrain — Mahito walks through it, they can't; it stays until they break it), Soul Isomer (2 humans: runs at them and explodes for 26, dies to anything). Out of humans: the kiss — his lips shoot out up to 520px for 14 (14s cooldown); only a perfect block gets out of the way. |
| E | I Really am a Curse! | A fast dash. If it connects a red ring closes on them: hit E or attack as it meets the inner circle for a Black Flash (18 + 12 soul, huge launch). Miss and he barrels through them: 6 + 10 soul and a knockdown. 6s cooldown. |
| R | Idle Transfiguration (special, 40) | A palm on the soul: 50 soul damage and they're reshaped. Charges from 40 damage dealt. |
| Max Output | Spiky Wall · Self-Transfiguration | Spiky Wall (blockable, 2 humans): a wall of spiked flesh from the floor to the ceiling (or the top of the map). Touching it hurts (6), nobody but Mahito can pass, and non-cursed-energy projectiles bounce off; 8s. Hold down with 4+ humans for an omnidirectional Body Repel instead (4 humans, 18 all around him, breaks terrain). Self-Transfiguration: a toggle — 25% faster and 20% higher jumps, but no soul damage while it's on; drains 6 CE a second. |
| F | Self-Embodiment of Perfection (domain, 150) | Takes 2.4s to cast and he can be interrupted until the very end. Inside it: if your soul is under 30% you explode on the spot; above 30%, one touch from Mahito kills you. Anti-domain techniques hold it off. |
| F (2 Black Flashes) | Instant Spirit Body of Distorted Killing | Land two Black Flashes in one life and have 75% of the ultimate bar: F becomes his true form for 20s instead of the domain. +50% speed, +10% max HP, no knockback or stun, normal (not reduced, not soul) damage, Maximum Output off. Q Tendril Grab: tendrils pull them in from 420px and a punch sends them flying (11). E Sky Crash: grab, fly up and crash down (24). R Counter: a 0.4s stance — anyone who hits him dies instantly (15s cooldown). |
| Evasive | Head split | His Evasive bursts him into 5 tiny running heads. Pick one with left / right and press attack (or just wait): they all rush to it and he reforms there. Untouchable the whole time, but no moves. |
| Movement | Soul Malleability | Walks straight through thin walls (up to ~6 cells thick). After 4 seconds without being hit, regenerates 1 HP every 0.7s. |
Takaba
A comedian whose technique, Comedian, makes whatever he finds funny come true. As long as he thinks it's funny, it works.
| Key | Move | Details |
|---|---|---|
| Q | Rock Paper Scissors | Both fighters freeze and get 1.8s to throw Rock / Paper / Scissors with their own Q / E / R (local: 1 2 3 and L K J). No pick = random. The loser takes 30 damage and gets launched — even if that's Takaba. A tie means another round (up to 5). 9s cooldown. |
| E | 1000 Years of Death | Teleports behind the opponent (within 460px) and delivers the infamous poke: 14 damage and a big launch forward. 6.8s cooldown. |
| R | Counter (super, 25) | A 0.45s stance. If anything hits him during it, he takes no damage at all, gets brief invincibility, and a nearby attacker is stunned. Time it right as their attack lands. |
| F | The Truck (ultimate, 150) | HONK HONK. After a short warning a giant truck drives across the whole map in the opponent's lane, through everything — terrain, puppets, people: 45 damage and a massive launch. Jump to dodge it. |
| Movement | Comedian | 12% of hits on him turn into a gag: no damage, just a slide whistle. |
Naoya Zen'in
Heir of the Zen'in clan. Projection Sorcery splits a second into 24 frames: he moves along a motion he's already drawn, faster than anyone — and anyone who can't follow 24 fps gets frozen in a frame. He has 4 lives with 75 HP each; the last one he spends as a vengeful cursed spirit with new moves and a domain.
| Key | Move | Details |
|---|---|---|
| Q | Projection Dash | Runs forward at full speed and punches the first fighter in his way: 14 damage and a knockback. 3.8s cooldown. |
| E | Frame Barrage | Hand on his head, eyes closed, not even looking: four backhands a frame apart (3 each), then a launching kick (9). 4.5s cooldown. |
| R | 24 FPS (super, 40) | Both fighters freeze. Naoya draws a motion with his movement keys and attack — 12 keys on one keyboard, 24 online. Then the opponent has to press the same keys in order. One wrong key (or running out of time) and they're frozen in a frame for 5 seconds (the only 5s frame — every other frame lasts 3s): they can't move and take 14% more damage. If they keep up, Naoya is the one frozen, for 5s. |
| F | — | No domain while human. His 4th (last) life is spent as a cursed spirit. |
| Movement | Projection Sorcery | The fastest fighter (28% faster, building up to 50% after a second of running), but jumps 10% lower and deals 10% less damage. Every 3rd hit of a quick string freezes the target in a frame for 0.6s (at most once every 3s) — a free link into the next hit. To stop wall loops, his damage falls off within one string: half after 25 damage, a fifth after 40. But Projection Sorcery has a rule: if Naoya whiffs Projection Dash, Frame Barrage or one of his Maximum Output moves, he breaks his own 24 fps motion and is frozen in a frame for 3s (taking 14% more damage). Frames don't chain: a target who's already framed can't be re-framed, and right after a frame ends they're immune to new frames for 2.5s (the 24 FPS super ignores this). |
Vengeful Cursed Spirit (4th life)
When Naoya drops to his last life he comes back as the cursed spirit he became after death: a skull-faced white shell. Pool grows to 220 CE (special grade). The curse only lasts one minute — when the timer under his HUD runs out, he dies. Endless mode: after he's been killed three times.
| Key | Move | Details |
|---|---|---|
| Q | Rocket | Turns into a rocket for 2.4s that you steer with the movement keys. Smashes straight through terrain; 20 damage per hit; press Q again to blow up early (8 more around you). 6s cooldown. |
| E | Frame Field | Five frames in a row in front of him for 6s. Anyone who walks into one is caught in it. Press E again to detonate them all: 10 each, and 22 to anyone caught. 5.3s cooldown. |
| R | 24 FPS (super, 40) | Same frame prompt as before. |
| F | Time Cell Moon Palace (domain, 150) | A black void with a white road winding up to a towering cluster of cells crowned by a giant eye. Projection Sorcery is applied to the target's cells: every motion that breaks 24 fps tears them apart — 2 damage every 0.25s while they move, attack or fall. Standing still is safe. Naoya is 20% faster inside. |
Megumi Fushiguro
Zen'in blood, Ten Shadows Technique: he summons shikigami out of his own shadow. Fragile up close, but the shikigami do the fighting for him. Owners of the Meguna feat can let Sukuna take the body.
| Key | Move | Details |
|---|---|---|
| Q | Rabbit Escape | A swarm of shadow rabbits bursts out where he stands — 5 damage and a 0.65s stun to anyone in it — while he blinks 210px back (0.7s invincible) and gets 35% faster for 1.7s. The swarm stampedes after him as he runs, slowing anyone in it by 45% and nibbling 2 every 0.4s. 4.5s cooldown. |
| E | Bottomless Well | Two winged Toads climb out of a shadow pool at his feet and lash their tongues at the nearest foe within 380px (either side). If it connects: 5 damage, and they're dragged in right in front of Megumi and held for a moment — a free follow-up. 5.3s cooldown. |
| R | Divine Dog: Totality (super, 40) | The fused white wolf runs them down anywhere on the map and bites three times: 6 + 6 + 6, the last one a launch. |
| F | Chimera Shadow Garden (ultimate, 150) | His incomplete domain: shadow floods the floor for 12s. No CE cost and almost no cooldowns (0.8s) on every shikigami, super always ready (up to 2 dogs at once), and he moves 15% faster. |
| Movement | Ten Shadows | 6% faster than average. Shadow storage: dash (Shift) while holding an item and it sinks into his shadow, its timer paused (on one keyboard, Rabbit Escape does it). Press the pick-up key (G; Enter for local Player 2) to pull it back out. One item at a time. |
Meguna (feat, level 15)
Turn Maximum Output on and use the ultimate with a full bar: Sukuna takes over Megumi's body until that life ends. He loses all of Megumi's moves. Pool: 240 CE, 22/s.
| Key | Move | Details |
|---|---|---|
| Q | Nue Totality | A giant Nue flies over the nearest foe and calls down three lightning strikes: 6 each with a short stun. 4.5s cooldown. |
| E | Agito | The merged shikigami charges forward through terrain, hitting up to three times (5 each), and heals Sukuna 6. 6s cooldown. |
| R | World Cutting Slash (super, 40) | A cut through space itself, 620px long: 30 damage. Can't be blocked, goes through Infinity and Rika. |
| F | Malevolent Shrine (domain, 150) | Sukuna's domain. |
| Movement | King of Curses | 10% faster, jumps 10% higher. |
Yuki Tsukumo
One of the four special-grade sorcerers. Her technique, Star Rage, gives mass to herself and to her shikigami Garuda — the heavier she gets, the harder everything hits. She also knows the New Shadow Style's Simple Domain.
| Key | Move | Details |
|---|---|---|
| Q | Garuda Grapple | Garuda shoots out and latches onto the nearest foe within 380px (either side), then reels Yuki in for a flying knee: 7 damage and a stun. With nobody in range it latches 260px ahead and pulls her there — a movement tool. 3.8s cooldown. |
| E | Garuda Throw | She hurls Garuda like a missile: 10 damage and a knockback. In extreme mass it flies slower but hits like a truck and smashes terrain; in light mass it's faster. 4.5s cooldown. |
| R | Mass Shift (special) | Cycles her mass: Regular (nothing changes) → Extreme (every hit she lands does 75% more damage, but she's 28% slower, jumps lower, moves cost 50% more CE and it burns 6 CE a second — at 0 it drops back to regular) → Light (35% faster, jumps 15% higher, moves cost 70% less CE, but only 25% damage). Each shift costs 50% of her CE and 5 HP. |
| F | Star Rage: Black Hole (ultimate, 150) | She gives herself so much mass that she collapses into a black hole for 4s. It grows until it has swallowed half the map: it drags in everyone on the map, eats all the terrain inside it, and crushes anyone within its event horizon (3 damage every 0.25s, unblockable), then bursts (8 and a launch). Like in her fight with Kenjaku, it costs her life: Yuki self-destructs when it ends and loses that life, so save it for when it wins the round. |
| Anti-domain | Simple Domain: New Shadow Style | Hold attack + F: 8s of protection from domain sure-hits. |
Ryu Ishigori
A past-era sorcerer with the largest cursed energy output in the Culling Game. He fires it as Granite Blast — and the more he pours in, the harder he hits and the harder he gets hit.
| Key | Move | Details |
|---|---|---|
| Q | Granite Punch | A short lunging punch. If it lands he holds them, steps back while his fist charges, then blasts them point-blank: 18 damage and a huge launch. If it whiffs he's stuck in a long recovery (0.75s). 4.5s cooldown. |
| E | Granite Blast | A start-up animation at his hand (aim with up / down along the dashed line, left / right turns him around), then a beam 900px long: 18 damage and a knockdown, and it bores through terrain. The beam gets wider with his Output bar. 4.5s cooldown. |
| R | Cursed Energy Output | Each press pumps +10% into his Output bar (12 CE, 1.2s cooldown). It stays for the rest of this life. At 100% everything he does hits 80% harder and his beams are much bigger — but he also takes up to 20% more damage on top of his base +20%. |
| F | Maximum Granite Blast (ultimate, 150) | A 0.9s charge you aim (up / down, a wide range, with a guide showing how big it is; left / right turns), then a colossal beam across the entire map: 30 damage plus up to 30 more with a full Output bar. Twice as big as before (180px, up to 360px with Output). |
| Max Output | Output Burst · Granite Barrage | Output Burst (blockable): 5 homing lasers that curve after the opponent, 5 each. Granite Barrage: three quick beams in a fan, 6 each. |
| Movement | Cursed Energy Output | The biggest cursed energy pool in the game (320) — but every move costs 30% more CE (Output 20 a press). Slightly slower runner, and he takes 20% more damage. |
Toji Fushiguro
The Sorcerer Killer. A Heavenly Restriction took every drop of his cursed energy and gave him a superhuman body instead — and he fights with cursed tools pulled from the curse coiled around his shoulders. Nothing he does costs CE, but his moves recharge slower than anyone's.
| Key | Move | Details |
|---|---|---|
| R | Cursed Tools | Swaps to the next tool, no cooldown. The Inverted Spear of Heaven and Playful Cloud are exactly the items (same stats, they just never run out) and they power his punches too: the Spear gives +22 reach and +2 a hit, and its nullify — drain 30 CE, add 2.5s to their cooldowns, shatter a domain they're holding — lands on the same foe at most once every 6s (as a permanent weapon, every-punch draining locked people out all match); Playful Cloud gives +34 reach, +3 a hit and faster punches. Chain of a Thousand Miles: 250px reach, 75% damage. He can't pick up the Spear or Playful Cloud items (he already carries them). |
| Q | Flurry | Six fast hits with the tool in hand, the last one knocks them away: 24 plus the tool's bonus (the Spear: about 37, Playful Cloud: about 44, the chain: 18 from 250px). Hits fighters who are knocked down (they bounce, they don't get launched again). 7s cooldown. |
| E | Four-Step Stab | He dashes back and forth around the nearest foe (up to 820px) — past them, back in front, past them again — each dash landing about half as close, until he's in reach (up to 6 dashes), then stabs them as hard as he can: 24 plus 2.5× the tool's bonus, and a huge knockback. Hits fighters who are knocked down. 10s cooldown. |
| F | Unleashed (ultimate, 150) | 6 seconds: +50% speed, +500% damage, and his dash has no cooldown and goes straight through any terrain. Press F again while it lasts for the killing blow: he blinks to the nearest foe within 520px and stabs them for 95 (ignores every defence), ending Unleashed. |
| Max Output | Fly Heads · Gun | Fly Heads: a swarm of tiny fly-head curses fills the air around him for 6s; while he stays inside it he's invisible and nothing can lock on to him (no damage, 16s cooldown). Gun (blockable): a pistol shot straight at the opponent, 14 and a stagger (12s cooldown). |
| Items | Inventory Curse | Holding Kamutoke or Inumaki's Recording? Press the pick-up key (G) or dash to stuff it into the curse around his shoulders — its timer stops (and Kamutoke keeps its strikes). Press G with empty hands to pull it back out. (Like Megumi's shadow, but only for those two tools.) |
| Movement | Heavenly Restriction | No cursed energy bar, no aura. Normal speed, jump, health and damage. No anti-domain technique. |
Suguru Geto
A special-grade sorcerer with Cursed Spirit Manipulation: every curse he has defeated and swallowed is his to summon. He fights through his curses.
| Key | Move | Details |
|---|---|---|
| Q | Centipedes | Three red centipede curses scuttle along the ground at the opponent (they climb small steps): 4 damage and a flinch each. 5.2s cooldown. |
| E | Kuchisake-Onna | Point-blank: she traps the opponent in her simple domain and asks the question. A key prompt appears over them — press that key within 1.1s to escape. Wrong key or too slow: a barrage of scissors, 6 cuts for 15 and a knockdown. 6s cooldown. |
| R | Mirror Curse (super, 40) | A mirror curse floats at his side for 6s. Every enemy projectile that touches it flies back the way it came — and now belongs to Geto. |
| F | Maximum: Uzumaki (ultimate, 150) | His whole curse pool pours out — fliers, crawlers that climb walls, and walkers that hop — and hunts the opponent on its own for 22s (7.5 a hit, breaks blocks; the target takes at most one curse hit every 0.4s). A curse takes two hits to kill. Hold the ultimate key while they're out: every second one curse is sacrificed and all the others get +3% damage, speed and size. When it ends, the survivors return to his pool; the dead ones are gone. The pool starts at 30 and carries over for the whole match. |
| Max Output | Rainbow Dragon · Giant Catfish | Rainbow Dragon: aim it with up / down (attack lets go early), a dashed line shows the path, then it charges in a straight line at huge speed — no homing, huge hitbox, 16 and a big knockback, tunnelling through terrain. Giant Catfish (32s cooldown): bursts out of the ground right under Geto (he leaps off its lip) and drags in everything around it — terrain crumbles into its mouth, and water, projectiles, items, enemy curses, soul isomers and puppets are swallowed for good. A foe who falls in is stuck for 5s and takes 20, then it sinks away. |
| Movement | Stingray | No dash: the dash key (or double-tap left / right) mounts a stingray curse for 3s — fly in every direction with the movement keys, no gravity, but no higher than 200px above where you got on. 11s cooldown. |