Ranking EVERY Mahoraga Move! - Jujutsu Shenanigans

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Mahoraga's technically got a ton of moves, and I wanted to rank them one by one for fun! This is all my opinion based off my knowledge of the game, so you might think something different, and if you do, you're welcome to say it in the comments along with your reason.

Timestamps
0:00 Introduction
0:28 Adaptation
1:23 Takedown
2:39 Parry
3:49 Divine Pummel
4:32 Ground Pitch
5:21 Earthquake
5:52 World Slash
6:34 Closing Thoughts
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#roblox #gameplay #review #jjk #jujutsukaisen #robloxfighting #fightinggames #tutorial #guide #jujutsushenanigans
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This video in a nutshell “the biggest thing that holds this move back is the fact it shares a cooldown with world slash” but fr they should do something about that

YUMMSMOREZ-ecsv
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Easy fix for adaptation, literally just make it adapt after you've been attacked.

*"Like a late throw rock paper scissors... The ability to adapt to any and all phenomena!"*

Maybe with a start up so it isn't that busted.

fakeassassin
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they definitely need to buff adaptation, it's literally mahoraga's whole gimmick yet it's his worst move by far

robbieramsey
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Ground pitch is the best. Simply because you can lore teamers to the wall and just throw them out. There's also a feature/glitch where sometimes you just throw them into orbit, it also does above decent damage for what it is

orangeisntsus
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I actually agreed with a lot of what was said in the video. The only things I have a problem with is the decision to rank takedown as being above adaptation and divine pummels rankings. As for the first issue, I feel like adaptation has genuinely saved me more times than takedown has, since using adaptation regens the ritual bar completely. Not to mention, you could always illicit help from a friend (or someone in the server willing to, I suppose), in order to nearly adapt to a move type completely. Takedown, however, while being connectable with another moves in his kit (likely as a combo ender), there is simply no point in using it as such, as World Slash not only is good for ending a combo, but ending the person your fighting. Now I’ll admit, I first I agreed with your ranking of ground pitch being above divine pummel, in the context of Mahoraga gameplay, it’s important to maintain ritual bar. In this department, divine pummel is either the second highest or third highest ritual regen move. Ground pitch, no matter which of it’s variants you use, doesn’t regen bar, which becomes a problem in some cases. So practically speaking, divine pummel might be better. Just some food for thought. Great video! You should do this with all the characters (mostly gojo as his moves aren’t objectively spectacular, making them slightly more difficult to rank than the other moves).

Retraxeio
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Nice thumbnail honestly (also yeah I agree about the adaptation point, the move is only good when you have no cooldowns, and even then it’s still the worst no cd move)

EMan-xjcz
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Sukuna got cut in half in the beginning 💀

KassandraHambrosio
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This is the 6th video I commented on I hope you see it. I edited some thing)

Here’s my suggestion for a character this is my first one and i hope you like it (don’t mind bad grammar)


Kento Nanami
Character select name: Mr 9 to 5
Stats: he does the least damage in the game in base m1s but he’s cooldowns are slightly lowered. M1s are a mix of hits with blade and sword.
R special: infuses cursed energy with he’s move for a couple seconds and has an long cool-down this does longer the cool-down of the move and can be cancelled by being hit.

First move(simple slash): a slash that is has the same range as Reverse balls (knocks back and ragdolls at close range and just delivers the the damage and slightly stuns and a far) and is wide enough to be side dashed out of and is block-able (not when r special is in play tho)

Second move:(fatal knee) dashes towards the opponent and knees then to be followed up with a combo, the finisher is the player slicing the opponent’s head off.(blockable). With R special it is still blockable but when it lands it follows up the player vanishing to the back and hit him twice more, the last slash hits the enemy far enough to not be hit by a dash(finisher has him throw his blade at him when they get launched).

Third move(Blade rush): This move is a hit twice one with the base move having a start up time and dashing forward to slice them up into air higher than a normal uppercut and makes then fall to the ground (while in air can be side dashed out of). The move if tapped again during the start up will have them stay in place and have the enemy be cut along the 7:3 ratio and sent to the left (this move does not differ with the R special).Finisher to base on has them land on the blade and be impaled, and for the 7:3 finisher your right arm gets chopped off.

Fourth move (too slow): this move only counters melee moves the payoff for this is that it counters every melee move (except for takedown and hakari’s third move and sukuna R move) deflects throwables, the move works by holding out the blade and when you get hit an animation plays that the opponent hits the outstretched blade and then gets hit my the handle allowing for a combo to take place as it does not hit them away. with R special it increases the window that you need to get hit in for the counter to work (has no finisher).



Ult:Overtime.
Unwraps the blade and ties the cloth around his fist, this increases his damage by 20%.

R Special: teleports to the enemy and hits them to the side, has the range of Sukuna’s world slash.

First move(Twin Air Slashes) The player will slice the air twice in a diagonal pattern the first one is unblockable but the second one is. If you do it in the air the player will do a Tall vertical line(keep in mind it’s not very wide).

Second move(“I simply chose the job I hated the least.”) Runs forward and when it hits the enemy gets cut along the 7:3(but knocking the enemy back). If you tap again before it hits the player will dash forward and slash the opponent (but not stopping when it reaches them so they end up behind the player and this variant is blockable).

Third move(the zone) The move would make the player rush at the opponent and hit a mixture of regular hits and 4 black flashes launching the enemy into the air and away.if your camera or your mouse is on the opponent and you press 3 the player will jump up and hit them to the ground as a reward for their skill.

Fourth move(Stoic pummel): this move is a close range one and makes the player throw the enemy up into the air and when they fall down they get pummelled into the ground(finisher is that the pummel is extended and ended with a black flash).

So that’s the move set hope you like it

bolaenikanoselu
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I'm rrcomenting this mahoraga adaptation rework concept.
Mahoraga gets a adaptation bar on top of ritual, he keeps his base movesets whit takedown as 4th take down is Buffed whit u slamming the enemy into the ground like sukuna rush after sending then into the air.
To adapt. U must press R u will make the same counter of current adaptation. If U hit it U will begin adapting to that move.
IMA use M1 as example, once U hit the R counter U will gain 10% adaptation bar and from now on each time to take dmg by any meelle attack the bar rises, to fully adapt U will need 3 bars whit first one requiring U to take 40 dmg worth to adapt 2nd 65 and 3nd 80. Mahoraga HP btw in this concept will be nerfed from 300 to 150 course of a mechanic.
Once the bar is full U press G and the wheel spins, once that happens U will have a 10% dmg reduction and a 18% heal to all dmg. U took from that move. NOT. A 15% of 150hp but the 15% of that specific dmg U took that adapted. For 2nd bar u get a 27% reduction and 33%heal (of that dmg)
And last Adaptation will be a 40%reduction and a 50% heal(of that dmg) BTW u will have 3 adaptation stolts that u switch by pressing g+R U can switch to certi slots to what u adapted allowing U to adapt to 3 things. This will make the mahoraga user thing about tactics. Adapt to only 1 wheel but 3 diff things of focus and concentrate in 1 category.
Also U. Will get new moves for passive adaptation once U get 2nd adaptation to slash attacks U your 4th move is replaced whit a move. To counter that we'll.... Move.
Like for dismantle U punch the slashes.
Last thing. ONCE U have ma 3 wheel adaptation to something lest just say M1 and u DIE from a Meelee based attack U have the ability to press G again and come back to life whit max HP at the cost of all ur Adaptation, remember u must have max adaptation and DIE precisely from that attack. Hope this gets SEEN BY NOOBETERNALY since it's a cool concept

leoaliji
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my opinion, nerf wcs SLIGHTLY and buff adaptation MASSIVELY. he is the part of the 10 shadows that can adapt to any and all phenomena, not resist any and all phenomena. make it decrease damage more, lower cooldown, and work automatically when the same attack that hits you the first time you adapted hits you again (aka you adapt to a red after taking the hit, then you get hit by red again and it automatically does it)

JohnnyNY
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honestly would have been cool if adaptation could be used after the move, kinda like in the show, healing you a bit aswell

JadeFanuga
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They should change adaptation to where you adapt to the person your fighting's damage and moves until they die so it'll be overpowered in 1v1s and be useful and also can be good for crowd control also they should make it's cooldown reset after a successful adaptation.

Mikecox-lg
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I have a idea for yuta, move 1:slash, this ability slashes the enemy 3 times and if u press the move again it will allow u to hit a black flash, move2:inumaki:this move allows u to chose 3 moves don’t move, get crushed, and explode with explode sending u in the air also stunning you, move 3:Rika, this move works exactly like divine dog able to attack this times but with the addition of being able to block three times and if u press ur special move rika will lunge at ur opponent taking their arm allowing u to copy their moves for up to 2 minutes(copying their moves is important, let me cook) after copying the move press special(without rika out) to insure u keep the move u can only have 3 copy’s and out of those 3 one big move like hollow purple open rush dismantle etc, move 4: love combo, this move deals up to 50 damage if pulled off correctly first u must have rika out, by pressing this move u dash to your opponent, you give 5 hits rika gives 5 slashes AWAKENING, move1: copied, this move allows u to use one of the big ult moves u have copied, move2:true form, this ability summons rika as ur true form giving u higher damage to all of your previous moves, move 3 rampage, this move will allow rika to do 30 damage by hitting u 4 times and the final hit will be a slash stunning u in the process, move for and the final move pure love this works just like gojos(requires true form rika)and even has a air variant so that if u wanted to still fight just jump in the air press the move and rika will fly in the air shooting in the direction your looking. now after this you lose everything but gain a lot more, you have now gained the achievement culling games, this gives you evolve rika, move 1: come rika, this move let’s rika come out with a new look rika will stop any opponent from moving because rika is holding them still, if pressed twice your able to stab them taking 20 percent of their health, move 2:rika, this allows rika to be used like the last rika able to attack 3 times or block 3 times, if pressed again rika will split into 5 miniature versions letting you hit 5 more times, move 3:chase down, if your opponent is a runner or is two far from you, your speed will increase the longer the chase the faster you get, and if you press dash(if your close to them) you will lunge at them impelling them in the back(something I forgot to mention rika is use like the last rika key difference is if you press her move twice small rikas come out, you you use the special button your still able to copy other people’s moves)move 4:pure love, this works like the last pure love except you don’t lose anything and it has a spam ability with a short but long cool down, AWAKENING-DOMAIN EXPANSION-MUTUAL LOVE, this opens your domain, when in this domain you have a infinite amount of cursed energy and swords, theses swords randomly have a ability you have copied, with rika and her small variants they stay longer and do more damage while in the domain

Jayjay-skhx
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# **Character:** **Nobara Kugisaki:**

**Straw doll techique**

**Properties:** You're avatar will have a Nail pouch and hammer in hand for m1s.
**Moveset:**
**R: ** **Hairpin** Click your nails, Detonating any nails you have stuck in the map. Effects nails stuck on targets.

**1: Nail in the coffin:**
*The player takes 4 nails out of your pouch and they float around your avatar hovering with cursed energy surrounding them. Doing a M1 with it active will shoot them at the target. Holding M1 down will shoot them all at once while tapping will shoot them at a time. They don't do much dmg by itself but with hairpin it is good.*

(Aimable with mouse or tapping on screen for mobile)

**Variant:** Use R while they are hovered For close-range detonation knocks them back far similar to mahitos 1st move knockback.

**2: Put a pin it it/scatter:**
*You scatter hairpins around the player in a radius. Doing similar stun and damage to hakari's second* **(You can detonate them manually)**

**Variant:**
You can down slam them and if you use resonance pinning them down and using resonance with a different visual.

**3 Resonance:** **Using hairpin on someone spills blood. Leaving puddles, use resoance while standing near them throwing the straw doll on the puddle. Setting up a connection for resonance using the nail damages the target. Does very good damage since it an conditional.** (Might add a version without the setup so it isnt useless when you dont have the setup)

**4 Hairpin: ** *Very similar to hakari's fever breaker but with a shorter startup you kick forward nails on your feet detonating them and knocking them back.*

**Awakening in thread.**
**Specifics: ** *Instead of a completely new moveset, It will be a mode were your attack speed and damage output is increased with more Damage fire rate*

**R:** *Rate of which you can use hairpin is increased by a large amount any nails stuck inside someone now does stun if detonated.*

**1st move change:** *Your fire rate is increased significantly instead of 4 you have 6 nails too.*

**2nd: Impale:** *Hairpin's output is vastly increased Instead of an aoe explosion your target gets impaled stunning the target for a significantly long time.*

**3rd: Connection.**

*The player can now mark up to 2 players with resonance by hitting them with a nail. Once you mark the two you want to mark using the move again damages them remotely but in return deals damage to you. Damage dealt to them does 2 times the amount you did to yourself. (I really wanted to incorporate this as a even if it isn't as accurate) Good for runners since it has small stun*

4th: **Black flash:**
*You take a nail out and charge up your cursed energy while the windup is happening. There is a small bam a nod to the time nobara used black flash. It does a lot of damage and has the same music as gojos red black flash when hit.*

thebreaddealer
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With mahoraga, I found that switching to ritual(blue) then preparing the defensive adaptation is really good for times when you need to parry something real quick. Once I'm in the blue adaptation, I press g twice to ready it and press r when I need it. It just comes down to timing whether or not you succeed.

randomstuff-yjic
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Ground pitch is great imo cause it can combo off basically anything, and extend combos, the 1 and 2 work and it can extend for world slash and takedown,

_In_A_Krillion
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I completely agree with this list, however on console you cant even switch modes while using mahoraga, so your stuck with takedown, at that point it just makes megumi useless ad every other character a much better choice to use

brendanhulion
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1:42 it prob has high knock back because in regular use, you’d likely slam them into things that’s slow their flight. Like hitting them into a *pole*

catman
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Dude the whole point of world slash is that it doesn’t give you mode take down does, ones for damage the other is for mode

Tort-rlgl
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I think takedown and adaptation is actually underrated cause adaptation is worth the risk cause the reward if you adapt to someone it shorten's the cooldown and grants you full Awakening bar and if you manage to adapt fully it almost makes it impossible to kill you with the attacks you adapted to and takedown is really good for separating teamers cause of the nockback not only dose it give mode it has a shorter cooldown than world slash and if you hit it you deal decent damage it's not a one shot like world slash but it comes close now world slash is good and I would agree pre moho nerf but you cant spam it any more plus gives no Awakening bar and if it gets interrupted than you lose your chance to use it for 30 seconds it's still the best but adaptation and takedown are really good too

propellerhead