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Jujutsu Shenanigans · Vodiči za borbu

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Basics

Basic attack chains

Use M1 to pressure an opponent and confirm a hit before committing to a skill. A normal chain has four hits; the last knocks the target down.

Default PC input
Left mouse button
Finisher
Jumping changes the final hit into an uppercut; descending changes it into a downslam.

Basics

Block and punish

Face the attacker while blocking. Use the recovery after a blocked or missed attack to counterattack, rather than attacking into their active combo.

Default PC input
F
Limits
Most blocks protect the front. Unblockable moves, attacks from behind and some variants can bypass them.

Basics

Skills and specials

Read each skill tooltip: airborne use, repeated input, holding the button or using the special can change how a move works.

Default PC input
1–4: skills; R: special
Resources
Specials may use awakening meter and have their own cooldown.

Movement

Choose the right dash

Forward dashes close distance and finish with an attack. Side and back dashes reposition you; use them to avoid a predictable approach.

Default PC input
Q with a movement direction
Risk
A blocked forward dash leaves a punish window. Avoid repeatedly dashing straight into a guard.

Movement

Running and wall jumps

Run to clear small obstacles automatically. Near a wall, move forward and sideways while jumping to gain height and change your approach.

Default PC input
W twice: run; Space: jump. Auto Run is also available in settings.
Health matters
Low health reduces mobility and the number of consecutive wall jumps.

Movement

Save your evasive

When your evasive is ready, a side dash can escape ordinary ragdoll. Wait for a meaningful opening instead of spending it immediately on every knockdown.

Check first
Watch the evasive bar. True ragdoll and moves that disable evasives cannot be escaped this way.
Recharge
Dealing or taking damage replenishes the resource; a kill refills it.

Combat

Win the first exchange

Keep a distance where you can react to a dash or missed attack. Mix movement, blocking and short attacks to find an opening before starting a longer sequence.

Read the opponent
A mobility skill without armor can be interrupted. Do not assume moving quickly makes you safe.

Combat

Track the enemy evasive

Long combos are less reliable while an opponent still has an evasive. Use a short sequence, observe the escape and keep a follow-up available.

Counterplay
An opponent who stays down may be waiting to punish your next skill. Avoid spending every cooldown at once.

Combat

Use awakening deliberately

Damage dealt builds awakening meter. A full character usually gains a stronger temporary kit, while some characters must complete a domain or another condition first.

Default PC input
G
Character changes
Changing characters resets awakening progress. Base-only characters instead use a single powerful awakening ability.

Domains

Survive a domain

A domain can trap nearby players and apply a unique effect. Inside, pressure the caster when possible; outside, only attacks that damage domain barriers help break it.

Special tools
Some characters can invade or neutralize domains. Check the specific ability rather than assuming every domain has the same counter.

Domains

Win a domain clash

When compatible domains open together, their effects are suspended for a clash. Hit the other domain casters to fill your clash meter; attacks on spectators do not count.

Win condition
Fill the meter first or have the most progress when time runs out. A tie can destroy all participating domains.
Exceptions
Not every domain can clash: 0.2 Domain and Chimera Shadow Garden work differently.

Combat

Practice one kit first

Start with the basic attack chain, a safe approach and one follow-up. Then practice reacting to evasives and learn the conditions for your awakening.

Suggested routine
Inputs → spacing → hit confirmation → evasive timing → awakening. Key bindings can be changed in settings.