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Jujutsu Shenanigans Puppet Master Guide – Moveset & Combos

The Puppet Master has just been released to the public!

The hard-working developers of Jujutsu Shenanigans have released the Puppet Master character to the public, which means that he is now available for everyone to use for free. Every player should take note of this, as it is a powerful Character that offers some really powerful and cool-looking moves that can be combined in oppressive combos that deal massive damage. The character is based of Kokichi Muta from the anime, and the game reflects that pretty accurately as you are piloting a puppet rather than doing the fighting yourself. So, to find out how to utilize all the moves the best way, stick around for our comprehensive Jujutsu Shenanigans Puppet Master Guide - Moveset & Combos.

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All Jujutsu Shenanigans Puppet Master Moveset

Below is a detailed explanation on all of the moves that the Puppet Master character offers inside Jujutsu Shenanigans. They are divided into Base moves which can be used without any prerequisites, and Awakening moves that can only be activated as you accumulate curse energy and awaken.

Puppet Master Base Moves

  • Ultimate Proxy (Passive): Just like Kokichi Muta from the anime, the player pilots a cursed corpse rather than getting involved himself. The puppet is marked by a metal guard on its forearm, which protrudes spikes when enemy attacks get blocked successfully.
  • Energy Reserves (Passive): The player has a second Awakening bar, which will begin filling up as damage is dealt once their regular Awakening Bar is full. This bar will also fill up 50% faster, and the more Awakening it accumulates, the longer the user can stay awakened. However, keep in mind that if you die your energy reserves will be set to 0.
  • Offload: The player gets an aura of energy, indicating that the next move will be carried out by a disposable puppet clone that will self-destruct immediately after it attacks or is struck by an enemy, dealing damage.
  • Puppet Barrage: If Offload is toggled off while an opponent is in sight, two cursed corpses will surround the enemy and dash forwards to them, taking hold of them and kicking them upwards. After the kick connects, the player will activate Boost On to launch to the sky while spinning, and proceed to hit the enemy with an axe kick. The second cursed corpse will self destruct as the target hits the floor, dealing damage. If the cursed corpses fails to reach the target, they will self destruct. This ability has an insane reach.
  • Ubercharge: If Offload is reactivated while it’s on cooldown, the puppet will instead surround itself with red cursed energy, indicating that its next move will be executed by a clone. This will consume a portion of the user’s Awakening meter and will also place the Offload move back on cooldown.
  • Ultra Spin: Performs a series of powerful medium distance circular slashes, which will if they connect slam the enemy into the ground and immediately launch him into the air, dealing AoE damage. If Offload is activated, the disposable puppet clone performs the same move from behind the enemy, and self destructs when doing so.
  • Boost On: Performs a short range grab move which makes both the player and the unfortunate enemy airborne. While airborne, delivers an Ultra Canon move that flings the opponent back to the ground, dealing damage.
  • Ultra Cannon: Charges up for a powerful medium-ranged blast of energy that deals damage if it connects. If you hold the button which activates this move for two seconds, performs a much more powerful variant of the move that deals more damage and stun locks al enemies nearby. Once again, if Offload is turned on, an additional puppet gets spawned which charges the move for the player, who can command it to fire at a desired time by blocking.
  • Heat Emission: Activates the Boost On move, but unleashes scorching heat that damages the enemy instead of the Ultra Cannon move. With Offload toggled on, summons a puppet that dashes forward with Boost On and executes a jab. If it connects, it grabs them, spins and lifts into the air toward the player, then launches them back before exploding. Enemies behind it at the start of the charge take unblockable damage and are stunned.

All Puppet Master Awakening Moves

  • Absolute: The user awakens the Absolute mode, dismissing their original puppet as a giant mech they will be piloting replaces it, destroying the area around it before letting out a roar. Keep in mind that the duration of the Awakening depend on how much energy you have accumulated before activating it.
  • Absolute passive abilities: Due to the mech's sheer size, the player will have to play around several unique mechanics. Each limb counts as a separate target, but all damage contributes to the mech’s total HP. Limb damage is reduced by about 47%, while the head and torso take full damage. The mech cannot be stunned, though hits and grabs force it to walk. After taking roughly 17 damage, the mech becomes disabled and briefly kneels, becoming staggered. If struck by a melee attack while staggered, an enemy can climb up, stomp its head for 10 damage, and drain 3 energy. All Mouse 1 attacks deal 6 damage, with the final two being unblockable. The mech cannot downslam, pick up items, or throw objects. Aside from Technique Charge, all moves consume cursed energy, displayed as remaining “years,” where each month equals 1 second of Awakening. Instead of a normal forward dash, the mech performs a heavy kick usable only on stunned enemies, which on hit launches the target away. If airborne, the dash becomes a strong AoE dropkick that sends enemies upward. If a player runs out of HP while in Absolute mode, he automatically ejects and dives down with a final drill attack. On hit, the enemy is impaled and thrown aside while the player fully heals, while missing results in player's death. When Awakening ends, the mech collapses in smoke and the user exits with 85/100 HP.
  • Energy Output: Each activation of this ability determines how many energy "years" will be spent on Pigeon Viola.
  • Pigeon Viola: Unleashes three rainbow bullets that deal insane damage, costing three years worth of cursed energy. Energy Output can modify this ability to fire up to seven devastating rainbow bullets, with each bullet costing a year of cursed energy.
  • Miracle Cannon: The player places both arms forward and blasts the area downwards with a massive sphere of energy, devastating everything in the zone. Costs two years of energy.
  • Absolute Destruction: The player utilizes 2 years worth of cursed energy to begin rampaging through the environment, stomping around and dealing damage before finishing with a short leap into a devastating slam. If the player is airborne when casting this ability, immediately performs the final slam.
  • Technique Charge: The player charges a blast projectile for up to two seconds. The more you charge, the better the accuracy, with a connection being guaranteed only if there is a full two second wind-up.

Jujutsu Shenanigans Puppet Master Combos

Here are some of the combos you can use when using the Puppet Master in Jujutsu Shenanigans.

Puppet Master Base Combos

  • Ultra Spin + Boost On is simple yet effective because Ultra Spin ends by leaving the enemy high in the air, meaning Boost On can immediately be activated for massive damage
  • Heat Emission + Ultra Cannon works so well because the opponent gets stunned if he gets hit with Heat Emission, which leaves him unable to dodge Ultra Cannon
  • 3 M1 attacks + Ultra Cannon + Heat Emission works amazingly because the third m1 attack is an uppercut, which can initiate a stunlock sequence
  • 3 M1 attacks + Ultra Spin + Puppet Barrage + Heat Emission + Ultra Cannon deals almost 50% worth of damage to the enemy
  • Offload + 4M1 attacks + Ultra Spin + Puppet Barrage + Heat Emission + Ultra Cannon combined for insane damage

Keep in mind that Offload can be used with any of the active abilites to a great effect, but strategically as Offload's cooldown of 10 seconds can be punishing.

Puppet Master Awakening Combos

  • 3 M1 attacks + Miracle Cannon + Pigeon Viola - again we are aiming for that 3rd mouse 1 uppercut which initiates the combo

This will be your main combo which will deal massive damage if not outright kill the enemy if you power up Pigeon Viola using Energy Output. Alternatively, you can simply pulverize the enemies by spamming mouse 1 attacks, as the strategy works just fine.

Jujutsu Shenanigans Puppet Master Guide - Moveset & Combos FAQs

How much does Puppet Master cost in Jujutsu Shenanigans?

The Puppet Master is can be used for free ever since it has been made available to the public by the game developers.

What are the pros and cons of the Puppet Master in Jujutsu Shenanigans?

The pros of the Puppet Master include a vide variety of combos, massive outplay potential using Offload and high tanking ability of the Awakening mode, while the cons revolve around dealing less damage per hit than contemporary characters and the potential clunkiness of some Offloaded abilities.

To find out more about Jujutsu Shenanigans, also check out How to fix NEP D2 Cat error in Jujutsu Shenanigans – Roblox.

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About the Author

Pavle is a freelance writer for Pro Game Guides who has played games since 2008. He enjoys story-driven RPGs, MOBAs, fast-paced shooters, RTS games, and many more. He may be late to the party, but he especially enjoys his newfound love for souls-like titles.