Jujutsu Kaisen Cursed Clash

Jujutsu Kaisen Cursed Clash

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how 2 brain in cursed clash
By bananaxd
this is the strongest guide for cursed clah
it will teach you how to brain your wai out of any situation eg vs gojo or other generally occurring predicaments
   
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MOMVE

How to move in the game
there's stuff that makes it hard to move.

easy mistakes:
1-pressing sprint button too quickly.
this will cause you to move straight towards the opponent
this can kill you if you were trying to sprint left or right, but ended up going forwards.

this happens because the sprint direction is determined once you press the sprint button. you ought to be sure what direction you're going in before you even try to consider sprinting.

2-landing lag.
no matter the height you will have terrible landing lag where you can't do anything.
you can't block, you can't move, or attack during that short moment.

*landing lag does not occur if you hit the ground running. (be watchful of your stamina if attempting)

*landing lag does not occur if you hit the ground while blocking.

gojo landing lag
if gojo catches you in blue he may be able to permanently trap you in oncoming blues. at least until your guard breaks. this depends on his level and how much blue costs to use for him.
*blue will lift your character off of the ground by like 10cm. this ♥♥♥♥♥♥♥ sucks because of landing lag.
not only are you at risk of landing lag. you can't even use sprint. your minimal height from the ground prevents you from sprinting. since you touch the floor too quick to start sprinting. thus if you go for a sprint you will fail and get landing lag. becoming vulnerable.

the only way to counter this, is to run away. having a plan goes a long way in this game.
so even if you see your teammate getting hit with an autocombo. its most likely better to just run away so that your teammate can get up normally. to go back to neutral.

some good movement tech i know is doing an air dash with a double jump. the double jump keeps you going fast and it creates plenty of momentum. while keeping you in the air.

3-Joint attacks
a setting called joint attack assist exists. if you turn it on doing an attack on a joint stunned enemy will just cause you to dash towards them before doing a predetermined attack.
i recommend you turn this setting off if you want to be efficient.
having it off is what allows you to use ranged attacks to follow through and assist in the joint attack.
eg todo rock or yuji rock

4-positioning and reaction

don't bother moving around if you're just going to block. the game has a hard time reading most of your buttons when it comes to that area. so just stand still and block. standing still can be a good stance to take some times. or you might just get hit for not holding block the whole time and standing still if your character happens to not have any move that's able to hit the opponent in a head on collision.

also if the delay is making it hard for you to dodge with sprint. stop using it. use the shield dodge instead. its more suited to close quarters. sprinting also varies with each characters. some of them have a heavier sprint so it starts slow. this would include sukuna and yuta. while yuji has the lightest sprint, he can start the fastest. but if lag. just use the shield dodge by pressing guard and any direction.
neutral and strats

its best to be reserved when protecting your allies.

if you have knocked away your 1v1 opponent, you may go to your ally to help them 2v1 the other oppnent. though
you can't afford spending more than a few seconds with that most of the time otherwise you'll get hit from behind. a lot of the time its more helpful to stay out of the way.

aggressive opponents.
some people just run at you and mash attack. its not a bad idea to just hold guard to get used to when they attack.
guard is safe unless its lagging to hard to avoid joint attacks
this is the only reliable universal strategy to fighting toji yourself
this is the only reliable universal strategy to fighting toji yourself
unless your character has some janky move that lets you ignore toji. you have to sit down and block when encountering him, he simply has several degree's of invincibilty during his attacks. And even if your move might cover one of those aspects he may counter that move just by a slight alteration in his timing or direction. eg you have super armor, toji can just go behind you and hit you. maybe you use a counter. toji can just use extra dashes before attacking. maintaining spacing is pointless when his dashes let him go anywhere unpunished. Toji's like to switch targets after a combo and immediately attack again. you can predict this and punish because the toji likely spent most of their stamina on their first opponent.

DEFENSIVE OPPONENTS
if an opponent is constantly running and maintaining massive distance. it can be a good idea to just switch targets as soon as they get a bit too far.
this may not be applicable anymore due to the avalanche of zoner characters flooding the game now. i'm pretty sure only toji is able to do this strategy reliably if one of the new zoner characters are present.
generally be wary of defensive opponents and their cursed energy level. they may have big spammable moves or a domain expansion. and they might completely switch program and start walking at you in a straight line to ♥♥♥♥ an awakened move on you.

if you manage to land a joint attack you can cancel any domain or big move coming towards you since it triggers an animation. but this can be hard depending on how easy the enemy is to catch.

if you intend to 1v1 a defensive opponent. you'll only catch them if you time your attacks right
which gets harder with lag. so try to use a healthy amount of guarding and be very careful of anything even remotely that's committal. try to avoid committing and predict when they make commitments. eg if you're fighting a mai player who runs via jumping high and sprinting away. you can usually just switch directions early and they might end up flying towards you instead of away from you as they try to sprint away from where they think you'll be. also very likely that if they're in a corner they'll probably try to jump over you. so just. see when they jump and run backwards.

the best thing you can do is to truly get to know what you're doing in neutral!
you do not have to chase your opponent. try standing still or just walking if you have time and focusing on observing. and see how that impacts the enemy.
figure out your own stance that you can take when you recognise a defensive opponent and perfect that stance by thinking about it mid fight or something.

most importantly. remember. sprinting is not that safe for most characters. especially ones like sukuna. using his sprint can be a good way to condition yourself to not rely on it too much. knowing when to use it can help you win an engagement.

PROBLEMS WITH SPRINTING
sprinting has frames where you cannot press buttons due to animations such as stopping or starting. this can and will cause you to fail to guard moves or generally do anything. this is why walking is much safer, there's no animations that get in the way of pressing buttons. I cannot overstate this. these animations screw with you very heavily in matches with lag.
and of course sprinting in the correct direction can be difficult unless you're very dilliberate with it

GETTING USED TO LAG
at the start of the match if you have distance try to focus on one enemy and whenever they do something random like jump or change direction. just press your guard button as soon as you notice. don't anticipate it. just react. i think this can give a sense for how big the lag is which helps with timing and assessing how safe you are to put down your guard.


VS Gojo
you should treat getting caught in blue like a death sentence. its massive pull shouldn't be slept on. if you see blue is in the equation just ignore that location. and catch gojo while he's summoning it or running away. just don't attack him from the front.
if you do get caught in blue. it can be 50/50 whether you should guard or not.
if the opponent has unblockable moves, you should just attack. since blue won't hurt nearly as much as if they hit you with another unblockable move. but of course sometimes they use blockable moves like if gojo charges up a massive red while you're caught, in that case you should block.

TEAMMATES
pay attention to your teammate. some characters are slow and close range and rely on teammates.
-geto
-todo
-toge
-mahito
-Hanami
-Nanami
i think these guys benefit from being near teammates the most

geto is defensive. his moves are slow. but they persist after he gets hit. if you stay near him he won't have to struggle with chasing his enemies. and if you get hit geto can pretty easily land a super on the enemy. he's best when people are predictable. +can 1v1 melee characters easier now after buff

todo can only swap if he's in range. if the situation is dire then stay near him. he can protect you very safely. so long as he isn't getting himself killed.

toge is defensive and has instant damage moves like geto. if you get hit. toge can use his supers to save you and punish the enemy. so even if toge gets hit by the second enemy. you'll probably be free and the first enemy will be eating dirt.

mahito's joint attack launcher is extremely versatile and prevents people from approaching. if you stick near him you'll likely get joint attacks as well as protecting him and letting him get his human stocks back up. -harder to hit his joint after nerf + buffed his melee attack for some reason so he's good on his own.

Hanami is pretty defensive. her plant buds have limited range. make sure you're in hanami's range or she can't really do that much to help you.

if nanami is on your team don't waste your time. if things start going downhill. just withdraw. don't engage, let nanami cook to get overtime. if you lose before overtime then that's just wasteful. be passive, negate risk and delay your enemy. just focus on surrounding your enemy.

be mindful of where your teammate is no matter what character they are. you don't want to just die after running into a 2v1 because you didn't realise your teammate got knocked backwards.
neutral 2: positioning
surrounding your opponents.
the key benefits of this is you and your teammate can see both of the enemies.
but the enemies can only see one of you at a time.

if you're struggling to find any openings. this is probably what you should be aiming for instead of fighting just get into a more comfortable position and limit the enemy's vision. this can be much more effective than dashing in killing yourself to save your teammate who's already cooked.

Because the more blind your enemy is the more openings they may leave for you.
dlc characters
the dlc characters do not have any principles of balance.
when i say super i mean attack that uses cursed energy

toji
toji is immune to perfect blocking. if you perfect block him. he can dash maybe 4 or 3 more times to attack you. perfect block doesn't mean anything.
toji has a 99% chance to win neutral in a 1v1 situation and force the opponent to play 50/50 rock paper scissors maybe 3 or 4 times in succession. with each dash he can do a normal hit which mildly damages your guard. or he can do a guard breaker which lets him combo you. getting hit by either means you get big damage on you. toji's guard breaker rivals the fastest guard breakers in the game so you can't react to it. you just have to dodge in advance.
toji has invincibility frames during his combos so 2v1 situations have a 50% chance to ignore one player until toji finishes an entire combo. this is also likely to damage the other player. so in 2v1 situations toji can fight both enemies until his stamina runs out.
toij cannot be dodged. this is why he will always win neutral. if toji uses his long super he will do automatic short dashes right before his attack. so if you dodge it wont matter. your dodge only matters if you do it 0.2 seconds before he attacks. which breaks cursed clash's previous princibles of dodging negating attack tracking.
dodging also is largely useless. because when toji dashes he is too close to you for you to dodge.
the main reason why dodging doesn't work is because toji's first light attack hit covers the entire 180° radius infront of him. so if you dodge left or right. you get hit. if you dodge backward. he will probably just keep mashing light attack and reach you with the next hits. this massive attack is also likely to hit any other opponent thats nearby. and a lot of toji's moves have huge stun for no reason.
for example his medium attack is a lightning fast multihit jab. so why in gods name does it have like a 2 second stun on every hit. the stun shouldn't be there. the move is designed to do knockback after the jabs are done. and the stun doesn't help the move connect. the stun is just there and it will stun people who are near the person toji's attacking if they're near and unlucky enough to be in the hitbox.

young gojo.
gojo's super melee combo ignores similar cursed clash principles
in complete ignorance of balance. young gojo's teleport move can't be dodged. while adult goji's teleports Can be dodged. remember how they nerfed adult gojo's teleports? so that if you block them or dodge them you have more time to punish him? so why the ♥♥♥♥ did they make a character that comepletely counters that patch and does even more than adult gojo ever did. you can't dodge young gojo's super unless you dodge 0.2 seconds before it hits. normally this wouldn't be bad. but considering how fast the move is. how the move has basically no telegraphing. the move goes through walls. not only does it teleport gojo, it teleports him even further than adult gojo's teleporting moves. if you're in the air and you touch the ground you won't be able to do anything for more than 0.2 seconds. if the game is laggy you won't be able to react. if you try to dodge by sprinting left or right you will fail and get hit by the attack. if you block his attack. you will lose most of your guard or your guard will break and you will take most of the damage anyway so guard doesn't help what so ever. if you dodge the attack successfully. it doesn't mean anything. gojo can still fight back. and he may even have time to punish you for dodging his attack depending on your timing. his super has no lag so he can move freely immediately after missing. same goes for his auto combo. so i can only assume the people who patched the game are not the same people who made the dlc characters.
almost forgot he has infinity, not everyone uses it. but this gojo is fully capable of standing still 100% of the time and still protecting his teammate. this gojo has the same light attack as toji which is undodgable and is one of the fastest in the game so you can't beat it with your own hits just try to stalemate then.

young geto
getos normals are busted. his combos break your guard after like two rounds of attacks.
(hidden tech) can dodge out his blockstrings
the reason being is not a single character in cursed clash has the ability to multihit you in guard with normals. geto is the only one who has normal attacks that hit you so many times while dealing standard guard damage. this means blocking geto means ♥♥♥♥♥♥♥ nothing.
lets say you perfect block geto. You get hit anyway. perfect blocking geto causes his second punch to appear in your face and hit you. you can't hit geto back even if you perfect block him, unless you have the right character who has maybe 1 move that's fast enough to counter before the second hit. but that's unlikely.
so. hearing that the right plan would be to avoid geto in close range right? unfortunately doing that is not ok. because geto is also a "support character" he's designed to stop opponents from attacking his teammate. and geto does that with flawless ease. if you don't hit geto first in a team battle. geto can open his domain and basically win the team battle for free.

geto's domain lasts like 3 times longer than it should and has practically no startup lag. he can run infront of you open the domain. and if you stutter for even a little bit he'll get it out and hit you for trying to stop him with basically no cursed energy drain on his part.
geto's domain has the ability to hit both opponents. when opponent A is being attacked by the domain, opponent B can also get hit if they touch opponent A, this is a mistake. this move is hardly telegraphed and gives the opponents very little warning. geto's will often be predictable. watch for when they jump in the sky to open a domain. when they jump you chase them. this is when you can stop their domain. they usually assume the sky is safe for them.
geto's range is longer than the foot ball field on the school stage. this is the longest ranged attack excluding the hollow purple and fire arrow moves, the thing that makes those moves fair. is that they are slow as hell. hollow purple has long start up time and is reactable. the fire arrow is faster start up time and is much less reactable. but the arrow has a slightly slower travel speed.
Geto just says ♥♥♥♥ that and has a move with excessive tracking, little visibility, excessive speed, high damage potential. the move doesn't even break guard always. so instead of resetting your guard it'll just cripple it for the next encounter with the move or geto's fists
geto's ranged attack cannot be seen by the opponents because the attack is colored black. on maps such as yasohachi bridge. geto can start the match in front of a pitch black tunnel. so round start geto gets a free snipe on his target. and the opponent has no warning what so ever. because the attack is invisible. the arrows are also probably the fastest projectile in the game rivalling mai's bullets.
so imagine mai's bullets having 10 times the range, and having the ability to pierce teammates. and also breaking your guard to 1hp if geto uses all his cursed energy.
what this means is if geto does his melee combo on your guard then you can't even block his sniper attack.
this move also works well in 2v1 situations. if an opponent tries to stop you while you're firing the lasers. theres a high chance they get hit because they weren't fully behind you. also. if the opponent takes the time to get really behind you. by that point geto will probably have the time to fight back, since his lasers have minimal end lag.
geto is the entire reason why i realised your guard is actually not reliable all the time
it takes so long for your guard to get some of it's health back.

the image below depicts geto's laser portals right before they unleash.
on a dark map you cannot see them.
2 Comments
Demonic_Ginger Aug 15, 2024 @ 5:40pm 
Even after the nerf, Toji is still beyond busted... he needs his stamina bar to increase over the span of like 10 seconds instead of instantly. That would be a great way for people to use their brains using him instead of spamming buttons and getting whatever they want because he can do it and it's all based off of stamina that replenishes in under .4 seconds.
SkeleTom Jul 6, 2024 @ 10:51am 
Glad to know the DLC characters are as busted as I thought. Spent 30 minutes fighting Student Gojo in free battle to find out even if I use perfect boogie woogie timing to dodge the blue barrage, chaining into Todo's fastest attack at nose-tocuhing range still enough enough to punish Gojo for whiffing blue barrage, he can just block. I think the whole idea is by making Toji, young Gojo and young Geto the only viable characters via being broken beyond broken, anyone who buys the game will have to also buy the DLC just to be able to stand a chance in fights. That or meth is the only way I can explain the design choices behind the DLC characters. Can't wait for the next patch to nerf them intro the ground so everyone maining them will have to learn to actually play instead of getting their wins for free on a platter