Jujutsu Shenanigans True Cannon Update – Kurushi & Higuruma

The newest update for Jujutsu Shenanigans is finally here, and while it may not look massive at first glance, there are actually a lot of important balance changes packed into this patch. Most of the update focuses on Kurushi and Higuruma, with several buffs, nerfs, quality-of-life improvements, and gameplay adjustments that will definitely affect how both characters perform in fights.

Some of these changes are small quality-of-life additions, while others completely change how certain abilities work during ranked matches and combos. If you play either of these characters regularly, you are definitely going to notice the difference almost immediately.

So let’s go through everything properly and explain what actually changed, what feels stronger, and what players should probably start adapting to after this patch.

Karaoke Keybinds Finally Added

One of the smaller but surprisingly nice additions in this update is karaoke keybind customization.

For players who enjoy the karaoke mode in the game, you can now rebind the directional keys to whatever feels comfortable for you. Instead of being stuck with the default setup, you can change left, right, up, and down inputs directly inside the controls menu.

This is honestly a really good quality-of-life change because rhythm-style modes always feel better when players can customize controls to match what they are personally comfortable using.

To access it:

  • Open Controls
  • Go to Keybinds
  • Change the karaoke directional buttons

Simple change, but definitely useful for players who spend time in that mode.

Sensitivity System Improvements

The built-in sensitivity settings also got updated. Players can now increase sensitivity all the way up to 10.

Now realistically, most people are probably not going to use the highest setting because it becomes extremely fast and difficult to control, but the option is there for players who prefer high-speed camera movement.

The update also added new keybind icons and made resetting keybinds easier. You can now click a keybind while editing it to reset it quickly instead of manually changing everything again.

These changes are not game-changing, but they make the menus feel cleaner and easier to use overall.

Kurushi Changes Explained

Most of the major balance changes in this patch are aimed at Kurushi, and overall, the character feels like it received more nerfs than buffs. However, there are still a few strong improvements mixed in.

The developers clearly wanted to tone down some of the frustrating parts of the character while still keeping the clone-focused gameplay fun.

Clone Health Reduced

The first major change is that clone health has been reduced back to its original value during awakening.

Before this patch, the clones were much tankier and harder to remove, which made Kurushi extremely annoying to deal with once ultimate was activated. Now the clones are easier to destroy again, meaning opponents have more counterplay.

This is definitely a nerf.

Players will not be able to overwhelm enemies with endless durable clones as easily anymore.

Clone Limit Increased to Eight

Now this is probably the biggest buff Kurushi received in the update.

Previously, players could only maintain around four active clone uses at once, but now the limit has been increased to eight total uses.

That means Kurushi players can apply much more pressure over time and keep fights chaotic for longer periods.

Even though the clones themselves are weaker now, having double the amount available still gives Kurushi strong momentum potential.

This creates an interesting balance change overall:

  • Individual clones are weaker
  • But overall clone pressure is higher

So instead of relying on a few strong summons, Kurushi now feels more focused on constant harassment.

Clones No Longer Work While Stunned

This is another major nerf.

Before the patch, Kurushi players could sometimes use clone abilities even while stunned, which made the character extremely frustrating to punish properly.

Now, if you get stunned, you lose access to those defensive clone options immediately.

This makes punishing Kurushi much more consistent and fair during combos.

Good players will definitely start abusing this weakness now that they know Kurushi cannot escape pressure as easily anymore.

Clones No Longer Generate Awakening

Another huge nerf is that clones no longer build awakening meter.

This was honestly one of the strongest parts of Kurushi before the update because clone pressure could help players gain awakening surprisingly fast.

Now awakening progression is slower and more balanced overall.

Kurushi players will have to rely more on actual combat performance instead of passive clone value.

Insect Trance Nerfs

Insect Trance also received a couple of important nerfs.

Insect Trance Ends on Ragdoll

Previously, players could sometimes keep the effect active even after getting ragdolled, which made the move extremely strong during chaotic fights.

Now, getting ragdolled immediately ends the effect.

This means enemies can counter the ability much more reliably.

Insect Trance Stun Removed

The stun effect was also removed entirely.

This lowers the move’s overall pressure significantly because players are no longer getting locked down the same way they used to.

Combined with the ragdoll change, Insect Trance definitely feels much weaker now.

Detach and Reattach Adjustments

Detach also got toned down slightly.

The injury stacks from the move have been reduced, meaning it cannot snowball damage as hard as before.

Meanwhile, Reattach now disables M1 attacks during the stun duration.

This is actually a pretty important change because it prevents players from getting instantly overwhelmed during the effect. It creates a clearer punish window without allowing unfair pressure afterward.

Overall, these changes make Kurushi feel more balanced and less oppressive.

Roach Swarm + R Is Slower

The Roach Swarm into R follow-up now comes out slower than before.

This mostly affects combo consistency and pressure timing.

Players who relied heavily on fast swarm pressure will probably notice this immediately because opponents now have a little more time to react.

It is another nerf aimed at reducing how overwhelming Kurushi could feel during aggressive combos.

Flashing Light Setting Added to R Special

This is mainly an accessibility improvement.

The flashing light setting now applies properly to Kurushi’s R special, helping players who are sensitive to bright visual effects.

Not a gameplay change, but still a good addition overall.

Overall Thoughts on Kurushi After the Patch

After looking at everything together, Kurushi definitely feels nerfed overall.

The biggest positives are:

  • Clone limit increased to eight
  • Better long-term pressure potential

But the negatives are much heavier:

  • Clones weaker
  • No awakening gain
  • Cannot use clones while stunned
  • Insect Trance nerfed heavily
  • Combo pressure slowed down

So while the character is still playable and probably still annoying in the right hands, the update clearly reduced a lot of the unfair pressure Kurushi used to have.

Players who enjoy smart clone usage and spacing will still do fine, but mindless spam will probably not work nearly as well anymore.

Higuruma Changes Explained

Higuruma also received several important updates, mostly focused on improving consistency and utility.

Extended Swing Slam Hitbox Increased

The third hit of Extended Swing now has a hitbox that is 30% larger.

This is honestly a pretty solid buff because landing the third hit consistently used to feel awkward sometimes.

Now the slam follow-up connects more reliably, especially during fast movement situations.

Players using Higuruma aggressively are definitely going to appreciate this.

Sweep Now Has Lingering Hitbox

Sweep now keeps its hitbox active for a little longer.

This makes the move much more forgiving and harder to dodge perfectly.

It also improves combo stability since enemies are more likely to get clipped even if movement timing is slightly off.

Small buff, but noticeable during real matches.

Pressing Charge Highlight Effect

A new visual indicator was added where Pressing Charge highlights enemies yellow to indicate finish or stun states.

This does not massively change gameplay, but it helps players read situations more clearly during combat.

It also just looks pretty clean visually.

Pressing Charge No Longer Knocks Back on Miss

This is one of the more interesting changes in the update.

If the first part of Pressing Charge misses, enemies no longer get knocked back afterward.

Some players may like this change while others may find it strange because visually it can look like the move should still push enemies away.

Gameplay-wise, it makes missed attacks easier to punish.

So overall, this is probably healthier for balance.

Special + Pressing Charge Resets Chase Dash Cooldown

Using the special into Pressing Charge now resets chase dash cooldown.

This gives Higuruma much smoother mobility during pressure situations and lets skilled players continue offense more consistently.

Definitely a useful buff for aggressive players.

Grapple Changes

Grapple now:

  • Deals 11 damage
  • Is blockable

Making Grapple blockable adds more counterplay, but the increased clarity and consistent damage still keep it useful.

This makes the move feel fairer overall instead of becoming a guaranteed free punish tool.

Ranked Gameplay Changes

One really interesting thing mentioned during gameplay is that ranked matches no longer include ultimate abilities the same way they used to.

Because of that, players can switch characters during fights more often, creating some very unusual matchups and momentum shifts.

This can be both fun and frustrating depending on the fight, but it definitely changes the pacing of ranked games compared to older versions.

Overall, this patch feels more like a balance-focused cleanup update rather than a massive content expansion, but honestly, that is not a bad thing.

The developers clearly focused on making frustrating mechanics more manageable while improving consistency for certain characters.

Kurushi players will probably need some time to adapt because the character lost a lot of oppressive tools, but the increased clone limit still keeps the playstyle unique and dangerous.

Meanwhile, Higuruma feels smoother and more reliable overall thanks to larger hitboxes and improved combo flow.

This update may not completely change the game overnight, but it definitely shifts the balance enough that ranked matches and character matchups are going to feel different moving forward.