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Vessel

Based on Yuji Itadori and Ryomen Sukuna (Jujutsu Kaisen). Free.
Full85 HPKing of CursesAdded V1.00
Vessel in Jujutsu Shenanigans

Health

85

Special (R)

Combat Instincts

Cooldown 2s

Awakening (G)

King of Curses

Versions

V1.00

Base moveset

  • Combat InstinctsSPECIAL

    Using it during an M1 or a skill windup (except Manji Kick) cancels the attack with no endlag and keeps that move off cooldown.

    DamageNoneCooldown2sAwakening cost3% (unrequired)
    Interruptible
  • Combat InstinctsSPECIAL VARIANT

    Used next to a throwable, you punch it forward; unlike the normal special, this version requires Awakening meter.

    Damage15 from throwablesCooldown2sAwakening cost3%
    UnblockableInterruptibleHits ragdolled targetsProjectile
  • Cursed StrikesMove 1

    Slides forward and, on contact, gains bullet i-frames for a flurry of punches ending in a stunning kick; afterwards your M1 count is kept.

    Damage17.5, 4 on grab, 10.5 for punches (1.75 per hit), 3 for kickCooldown14s
    360° blockableCan't hit ragdolled targetsMeleeProjectile i-frames
  • Cursed StrikesAIR VARIANT

    Used in the air, you dive at the ground with a cursed-energy dropkick that grounds whoever you land on.

    Damage14Cooldown14s
    UnblockableInterruptibleHits ragdolled targetsNo lock-onMelee
  • Crushing BlowMove 2

    Charges your hand and slams a nearby target into the ground twice before launching them; if nobody is grabbed, a weaker shockwave is released.

    Damage12, 6 per slam, 3 for shockwaveCooldown15s
    UnblockableHits ragdolled targetsInterruptibleMelee
  • Crushing BlowAIR VARIANT

    Dashes through the air to grab the enemy and do the same slams; feinting this move gives useful mobility.

    Damage12, 6 per slam, 3 for shockwaveCooldown15s
    360° blockableHits ragdolled targetsInterruptibleMelee
  • Divergent FistMove 3

    A punch followed by a delayed cursed-energy impact that knocks the opponent back; the punch can be blocked but the impact cannot.

    Damage10, 5 per hitCooldown18s
    Semi-blockableInterruptibleSemi-ragdollMelee
  • Divergent FistINTERRUPTION VARIANT

    If the delayed impact interrupts an enemy action, they are stunned briefly instead of ragdolled.

    Damage5 for delayed impactCooldown18s
    UnblockableInterruptibleHits ragdolled targetsMelee
  • Black FlashUSE TWICE VARIANT · Divergent Fist

    Pressing again while the fist is pulled back turns the punch into a Black Flash; interrupting an enemy action doubles its damage.

    Damage10, 20 on interruptionCooldown18s
    UnblockableInterruptibleCan't hit ragdolled targetsMelee
  • Black Flash ChainVARIANT · Divergent Fist

    A Black Flash on the enemy's back stuns them and keeps the move off cooldown, allowing up to four in a row, the last one heavier.

    Damage7 (14 on interruption), 15 for the fourthCooldown18s
    UnblockableInterruptibleCan't hit ragdolled targetsNo EvasiveMelee
  • Manji KickBULLET COUNTER

    Counter stance: a melee hit triggers a roundhouse kick, while a bullet attack is dodged before you swoop in on the attacker.

    Damage8.5Cooldown20sCounter window0.6s
    UnblockableHits ragdolled targetsNo Evasive

King of Curses · Awakening

  • King of CursesAWAKENING

    Awakening: your alter ego takes over, healing 45 HP and lasting 60 seconds.

    Healing45 HPDuration60s
    Uninterruptible
  • ShrinePASSIVE

    Your M1s become quick slashes with triple range (24 studs), blockable from all sides; uppercuts and downslams are disabled.

    EffectDisables Uppercuts and Downslams, makes M1s 360° blockable, but multiplies their range by 3
    360° blockableInterruptibleCan't hit ragdolled targetsProjectile
  • CleaveSPECIAL

    Grabs a target and slashes through them for 40% of their current HP, dealing at least 10 even if they have under 25 HP.

    Damage40% HP down to a minimum 10Cooldown12s
    UnblockableInterruptibleCan't hit ragdolled targetsMelee
  • DismantleMove 1

    Slashes any opponent within 30 studs with a barrage; blocking reduces the damage and prevents the execution.

    Damage17.5, 10 if blockedCooldown13s
    360° blockableInterruptibleHits ragdolled targetsProjectile
  • DismantleAIR VARIANT

    You jump, hover briefly in a flip and throw a long Dismantle slash.

    Damage25Cooldown13s
    UnblockableInterruptibleHits ragdolled targetsExplosion
  • World Cutting SlashVARIANT · Dismantle

    A chanted horizontal slash with total i-frames, unlocked by combining Rush, Open and Cleave with Dismantle; it hits less hard the more people it catches.

    Damage80CooldownPuts all used abilities on cooldown
    UnblockableUninterruptibleHits ragdolled targetsExplosion
  • OpenMove 2

    Forms a flaming arrow and, with total i-frames, fires it forward to create a pillar of fire that lifts everyone in range.

    Damage30Cooldown40s
    UnblockableUninterruptibleHits ragdolled targetsExplosion
  • RushMove 3

    Charges forward in a straight line; on contact you throw the target, chase them with a knee kick and then slam them down.

    Damage25, 5 on impact, 15 for kick, 5 for slamCooldown15s
    UnblockableInterruptibleCan't hit ragdolled targetsMelee
  • "We'll See Something Interesting"Other

    If you interrupt Ten Shadows' Mahoraga with Rush, you swap bodies and become The Fallen with infinite Awakening until you respawn.

    EffectSwitches the user to The Fallen's moveset with Infinite Awakening.
  • Malevolent ShrineDOMAIN EXPANSION

    Expands a domain that keeps slashing everything inside for 18 seconds; blocking reduces the damage from the slashes.

    Damage2 per slash, 0.5 if blocked.Cooldown120sDuration18s
    360° blockableInterruptibleHits ragdolled targetsDomain

Finishers

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

  • Cursed StrikesMove 1

    Finisher: after the strikes, a kick and a floor strike launch the target upward, then a spinning kick sends them flying.

    Damage1.75 for first kick, 3 for each of the last two.Cooldown14s
    360° blockableCan't hit ragdolled targetsMeleeProjectile i-frames
  • Cursed StrikesAIR VARIANT

    Finisher: the dropkick lands with a Black Flash that confirms the kill.

    DamageInsta-killCooldown14s
    UnblockableInterruptibleHits ragdolled targetsMelee
  • Crushing BlowMove 2

    Finisher: you slam the grabbed opponent once, then finish with a full German suplex.

    DamageInsta-killCooldown15s
    UnblockableInterruptibleHits ragdolled targetsMeleeProjectile i-frames
  • Crushing BlowAIR VARIANT

    Finisher: you dash through the air, grab the enemy and slam them in the same way.

    DamageInsta-killCooldown15s
    360° blockableInterruptibleHits ragdolled targetsMelee
  • Divergent FistMove 3

    Finisher: the delayed impact of the empowered fist courses through the body and shatters it.

    DamageInsta-killCooldown18s
    UnblockableInterruptibleSemi-ragdollMelee
  • Black FlashUSE TWICE VARIANT · Divergent Fist

    Finisher: a decisive Black Flash is amplified with more sparks and launches the opponent very far.

    Damage10 for power ampCooldown18s
    UnblockableProjectile i-framesCan't hit ragdolled targetsMelee
  • Black Flash ChainVARIANT · Divergent Fist

    Finisher: on the fourth Black Flash you shout "Kokusen", producing a huge flash with rainbow rays that propels the enemy with extreme force.

    Damage10 for power ampCooldown18s
    UnblockableProjectile i-framesCan't hit ragdolled targetsNo EvasiveMelee
  • Manji KickBULLET COUNTER

    Finisher: a face kick, then you grapple the target with your legs and spin them into the ground, crushing them.

    Damage4 for slamCooldown20sCounter window0.6s
    UninterruptibleNo Evasive
  • CleaveSPECIAL

    Finisher: you cleanly dice the enemy into pieces.

    DamageInsta-killCooldown12s
    UnblockableInterruptibleCan't hit ragdolled targetsMelee
  • DismantleMove 1

    Finisher: the slashes dismember the target, removing the head and limbs.

    DamageInsta-killCooldown13s
    360° blockableInterruptibleHits ragdolled targetsProjectile
  • DismantleAIR VARIANT

    Finisher: the massive slash cuts any target it hits in half.

    DamageInsta-killCooldown13s
    UnblockableInterruptibleHits ragdolled targetsExplosion
  • World Cutting SlashVARIANT · Dismantle

    Finisher: whoever is caught in the slash is ripped apart and divided in two.

    DamageInsta-killCooldownPuts all used abilities on cooldown
    UnblockableInterruptibleHits ragdolled targetsExplosion
  • OpenMove 2

    Finisher: when the arrow lands, the opponent is sent flying and burned to a crisp.

    DamageInsta-killCooldown40s
    UnblockableUninterruptibleHits ragdolled targetsExplosion

Vessel combos

  • BaseDamage42.5

    M1 + Cursed Strikes + 3 M1s + Crushing Blow

    A simple, unevadable combo; using Cursed Strikes after the first M1 gives the highest true damage possible (chaining excluded).

  • BaseDamage63.5 - 89.5

    3 M1s Uppercut + Crushing Blow + Cursed Strikes + 3 M1s + Divergent Fist (Black Flash Chain)

    Crushing Blow's bounce lets Cursed Strikes catch the enemy for an M1 reset, followed by a chain for maximum damage.

  • BaseDamage71.5 - 74.5

    3 M1s Uppercut + Divergent Fist (Black Flash) + Cursed Strikes + 3 M1s Downslam + Crushing Blow + 3 M1s Downslam

    Cursed Strikes' hitbox often grabs enemies on wakeup, giving an M1 reset so Crushing Blow's air ragdoll can land a regular M1 and a true downslam.

  • AwakeningDamage89.9

    4 M1s + Dismantle + 3 M1s + Cleave + Rush

  • AwakeningDamage80

    Open + Rush + Dismantle (Air Variant)

    Be careful with the timing of Rush after Open.

  • AwakeningDamage98.5

    3 M1 + Cleave + Side Dash + Dismantle + 3 M1s + Rush

    Potentially a one-shot combo if you add a Front Dash.

Combos as the wiki's community lists them (move names in English, as in the game). We have not tested them.

Pros and cons

Pros

  • Simple combos with moves that flow together can reach high damage.
  • Every move, or its variant, breaks block, bypasses ragdoll and damages domains, except Manji Kick.
  • Cursed Strikes is an effective true combo extender, and its variant can finish enemies or bait counters and ragdoll cancels when paired with Combat Instincts.
  • Feinting is free: it needs no Awakening meter (though it uses some if available) and has a short cooldown.
  • Strong in close combat thanks to passives in both base and Awakening, either winning most M1 trades or keeping enemies away with ranged slashes.
  • Open, Rush and aerial Dismantle make up for the lack of range of the base moveset while awakened.
  • Very tough to take down when awakened, thanks to long M1s and a large heal on activation.
  • Malevolent Shrine puts heavy pressure on enemies by eating away at their health and is nearly inescapable.

Cons

  • All base moves are melee: they lack range, can be countered, mostly work only when confirmed off M1s, and ragdoll cancels can punish them on landing.
  • 85 max HP, which is lower than most characters.
  • Feinting moves for mobility can be punished and interrupted if done predictably.
  • Chaining Black Flashes is inconsistent and usually only works on opponents with high ping or slow reactions.
  • Open is easy to dodge in wide spaces.
  • World Cutting Slash has a long startup and cooldown, so a prepared opponent can cancel or dodge it.

About Vessel

Vessel was the second character ever added to Jujutsu Shenanigans, and it adapts Yuji Itadori, with Ryomen Sukuna taking over in the awakening. It is free, available since V1.00, and has 85 HP, lower than most of the roster.

The base moveset is entirely melee, built around combos that flow together. Combat Instincts has a 2 second cooldown and cancels a move's windup without endlag. Cursed Strikes (17.5 damage, 14 seconds) is the true combo extender, Crushing Blow does 12 with two slams, Divergent Fist deals 10 and can turn into a Black Flash for 20 on an interruption, and Manji Kick (8.5) is a counter stance with a 0.6 second window.

King of Curses heals 45 HP and lasts 60 seconds, replacing the set with Shrine, whose M1s have triple range (24 studs). Dismantle hits for 17.5, Open for 30 on a 40 second cooldown, and Rush for 25. Malevolent Shrine, on 120 seconds, slashes for 2 per hit across 18 seconds. Combining Rush, Open and Cleave with Dismantle opens World Cutting Slash for 80. The wiki lists the downsides: no range in base, predictable feints get punished, Black Flash chains are inconsistent, and the slash has a long startup.

Where it sits in our tier list

CBase moves 1–4 add up to 48 damage over 67 s of cooldown (0.72 damage per cooldown second, with 85 HP). How the tier list works →

More full characters

Jujutsu Shenanigans guides

All Jujutsu Shenanigans guides →

Frequently asked questions

How do you unlock Vessel in Jujutsu Shenanigans?

Free.

What is Vessel's awakening?

King of Curses. Awakening swaps the four moves for Dismantle, Open, Rush, Malevolent Shrine; the awakening itself lists healing 45 HP, duration 60s.

How much health does Vessel have?

The wiki lists 85 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.