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Star Rage

Based on Yuki Tsukumo (Jujutsu Kaisen). Free for every player; released to the public in V1.56.
Base-only100 HPUnrestricted DensityAdded V1.56
Star Rage in Jujutsu Shenanigans

Health

100

Special (R)

Mass Buildup

Cooldown 16s

Awakening (G)

Unrestricted Density

One attack (base-only)

Versions

V1.56

Base moveset

  • GarudaCOSMETIC

    Cosmetic: a serpentine shikigami named Garuda floats around you and assists in Garuda Rebound and Garuda Stab.

    EffectGrants a shikigami cosmetic that orbits around the user
  • Mass BuildupSPECIAL

    Hold it to turn cursed energy into a mass bar; pressing it during a move's windup with enough charge triggers a stronger variant. Rising Rage can be charged twice.

    Cooldown16sAwakening costUp to 21%
  • Garuda ReboundMove 1

    Kicks Garuda forward with slight auto-aim as a ball-shaped tool that hits the torso and floats back; holding the move slows its return.

    Damage5Cooldown14s
    360° blockableInterruptibleHits ragdolled targetsProjectile
  • Garuda ReboundUSE TWICE VARIANT

    Press again as Garuda returns to punch it out a second time, pulling the target toward you; an enemy's perfect block sends it back, and you can parry it again.

    Damage7, 12.5 to the user if parriedCooldown20s
    Perfect-blockableInterruptibleHits ragdolled targetsProjectile
  • Garuda ReboundSPECIAL VARIANT

    Pressing the special while Garuda returns spends all stored mass on a powerful kick; it ricochets off walls and fallen targets, gives no awakening, and can be parried back.

    Damage24Cooldown20sMass cost100%
    Perfect-blockableInterruptibleHits ragdolled targetsNo EvasiveProjectileExplosion
  • Rising RageMove 2

    A sweep followed by an upward kick that launches the target; only the second kick can bypass ragdoll.

    Damage14, 7 per hitCooldown15s
    BlockableInterruptibleSemi-ragdollMelee
  • Rising RageSPECIAL VARIANT

    Pressing the special before the second kick adds a third kick to the head that causes a concussion (red outline, blurred vision, ringing); the second kick gives no awakening.

    Damage16, 7 for 1st hit, 4 for 2nd, 5 for lastCooldown15sMass cost30%
    BlockableInterruptibleSemi-ragdollMelee
  • Rising RageSPECIAL VARIANT

    A second special press before the third kick knocks the target backward instead and sets up a fourth, unblockable and uncounterable knee kick that cannot kill.

    Damage24, 7 for 1st hit, 4 for 2nd, 8 for 3rd, 5 for lastCooldown15sMass cost30%, totaling 60%
    Semi-blockableInterruptibleSemi-ragdollNo EvasiveMeleeExplosion
  • Mass BreakerMove 3

    Charges a fist with cursed energy and lunges forward for a bone-breaking blow; it can be used in the air for 360° aim.

    Damage15Cooldown15s
    UnblockableInterruptibleCan't hit ragdolled targetsNo EvasiveMelee
  • Mass BreakerSPECIAL VARIANT

    Pressing the special during the windup ends the lunge with an uncounterable ground smash that launches nearby targets away depending on the angle.

    Damage12Cooldown15sMass cost30%
    UnblockableInterruptibleHits ragdolled targetsExplosion
  • Garuda StabMove 4

    Stabs forward holding Garuda as a tool; a hit is followed by an axe kick that knocks the target away. Cancelling it with Garuda Rebound's variant still starts the cooldown.

    Damage14, 7 per hitCooldown14s
    UnblockableInterruptibleCan't hit ragdolled targetsMelee
  • Garuda StabSPECIAL VARIANT

    Pressing the special during the windup throws Garuda to grab an enemy and pull them in, then whips them twice, bouncing and grounding them.

    Damage21, 7 for first hit, 6 for 2nd, 8 for lastCooldown20sMass cost50%
    UnblockableInterruptibleSemi-ragdollMelee

Unrestricted Density · Awakening

  • Unrestricted DensityAWAKENING ATTACK

    Death awakening: after dying, you latch onto a target, then hold the special to become a black hole that pulls in and damages everything nearby, less with distance.

    Damage500/s, falls off with distance
    UnblockableInterruptibleHits ragdolled targetsMeleeDomain

Finishers

Finishers are the kill animations a move plays when it lands the last hit; the numbers are the wiki's.

  • Garuda ReboundUSE TWICE VARIANT

    Finisher version of the second hit: the impact ripples through the target's body and bursts it into parts, killing instantly.

    DamageInsta-killCooldown20s
    Perfect-blockableInterruptibleHits ragdolled targetsProjectile
  • Garuda ReboundSPECIAL VARIANT

    Finisher version of the mass-charged kick: Garuda's weight blasts a weaker target into a pile of blood on contact, killing instantly.

    DamageInsta-killCooldown20s
    Perfect-blockableInterruptibleHits ragdolled targetsProjectileExplosion
  • Mass BreakerMove 3

    Finisher version: the amplified blow overwhelms the target and launches it farther than normal, killing instantly.

    DamageInsta-killCooldown15s
    UnblockableInterruptibleCan't hit ragdolled targetsMelee

Pros and cons

Pros

  • Versatile ranged moveset with constant, quick pressure, strong neutral control and evasive bait.
  • The awakening move is an area attack that can kill in one hit.
  • Holding Garuda Rebound delays Garuda's return, allowing mixups and cancelling Rising Rage or Mass Breaker after the hitbox appears to use them twice in one combo.

Cons

  • It has no full awakening: the attack needs your body intact after death, can be avoided if you are countered, and still spends your full awakening if the grab misses.
  • Many moves have notable endlag or long telegraphed windups that give the target room to punish.
  • Garuda Rebound can be countered or parried, which sets you up for combos.
  • Most moves cannot bypass ragdoll, apart from Garuda Rebound, the Garuda Stab variant and the Mass Breaker variant.

About Star Rage

Yuki Tsukumo's mass-adding technique gives Star Rage its name, and this base-only character plays as a ranged, pressure-heavy fighter. It has been free since its public release in V1.56, with 100 HP.

The special, Mass Buildup (16 second cooldown), is the key: hold it to fill a mass bar, then press it during a move's windup to trigger a stronger variant. Garuda Rebound starts small, 5 damage on a 14 second cooldown, but the mass version spends 100% of the bar for a 24 damage kick that ricochets off walls. Rising Rage (14 damage, 15 seconds) can be charged twice and reaches 24 with 60% mass, and Garuda Stab goes from 14 to 21 with 50%. Mass Breaker (15 damage) can end in an uncounterable ground smash. Holding Garuda Rebound also delays Garuda's return, which opens mixups.

The awakening, Unrestricted Density, only triggers after you die: you latch onto a target and become a black hole dealing 500 damage per second, less with distance. The wiki notes it needs your body intact, a counter avoids it, and a missed grab still burns the whole bar. Long telegraphed windups and little ragdoll bypass are the other listed cons.

Where it sits in our tier list

SBase moves 1–4 add up to 48 damage over 58 s of cooldown (0.83 damage per cooldown second, with 100 HP). How the tier list works →

More base-only characters

Jujutsu Shenanigans guides

All Jujutsu Shenanigans guides →

Frequently asked questions

How do you unlock Star Rage in Jujutsu Shenanigans?

Free for every player; released to the public in V1.56.

What is Star Rage's awakening?

Unrestricted Density. Star Rage is a base-only character: awakening performs one special attack instead of giving a new moveset.

How much health does Star Rage have?

The wiki lists 100 HP. Most characters have 100; lower health usually comes with stronger tools.

Data taken from the Jujutsu Shenanigans Wiki (CC BY-SA), organized with AI assistance; nothing here is tested in the game; wiki read on 2026-10-24.