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Strikeborn Yuji Guide: Moves, Combos, Counters, and Sukuna Ultimate (Vessel Sorcerer)

Learn Yuji (Vessel Sorcerer) in Strikeborn: full base moveset with variants, the black flash stack system, starter combo routes, Manji Kick counter play, the Guts matchup, and the Sukuna awakening moveset.

Vessel Sorcerer is Strikeborn's Yuji Itadori kit: a rushdown character with cursed-energy fists, a fast M1 family, and the air-combo identity the game is built around. To win with him, win scrambles with your faster M1s, take the launcher into the air (a grounded Yuji is a dead Yuji), and farm black flash stacks to power up your skills. He has no range and little built-in movement, so play tight spaces and learn dash canceling. He's a strong first main if you want to lab air routes immediately; pick Guts instead if you want range and slower, meatier hits. And if you're coming from Jujutsu Shenanigans, don't paste those combos — this is a different engine with direction variants, wall jumps, and directional/air skill variants.

Strikeborn is in paid early access, so every move name, damage value, and combo below can change with patches (the air Divergent Fist was already nerfed in the first update). All damage numbers are creator-reported from footage, not measured on a controlled current build. Recheck slots and values in your own client after character patches.

Base moveset

SlotMoveDamage (creator-reported)BlockableHits groundedVariants
1Divergent Fist15 (5 grab + 10 impact)YesYesAir variant: 15 (5+10), unblockable, hits grounded. Black Flash variant: 24, unblockable, does not hit grounded (reverts to normal if it hits the ground)
2Side Kick6.5YesYesBlack Flash variant: 13, blockable, hits grounded. The kit's most important move — enables easy air combos via side dash + M1 after it, plus a second air combo via aerial uppercut, 180 turn, back dash
3Earth Beat Down23 totalYesNoAir variant (drop kick): 23, blockable, hits grounded. Too close on the air version rolls the player back instead of the barrage finish
4Manji Kick13UnblockableNoFirst few frames are a counter; the counter also does 13 and teleports the enemy to you regardless of range. With a black flash charge, the counter deals 25

Other creator notes: Manji Kick is an active counter — only its first few frames counter. Almost every move in the kit can down-slam extend. Divergent Fist's finisher grants two black flash stacks. A patch nerfed the air Divergent Fist: shorter ragdoll, increased end lag, and no M1 immunity after landing.

Black flash stacks

Yuji's passive is black flashes, consumed through stacks. You earn stacks on every character via perfect blocks, perfect dodges, anti-team, finishing a high air combo with an M1, or Yuji's Divergent Fist ground-variant finisher (worth two stacks). Perfect dodges give two stacks; everything else gives one.

  • At one stack: normal slot 1, slots 2–4, and aerial down slam become black flashes, among more.
  • At two or more: M1s, front dashes, and air 3 become black flashes, making 1, air 3, and front dash unblockable and boosting all affected damage.

Hitting a black flash only uses the stacks that move requires, so chains are possible — but you lose all stacks when hit. After the balance patch, perfect blocks/dodges were made harder, and awakened-vs-awakened fights apply 70% damage on both sides.

Core combo routes and neutral gameplan

Starter routes to lab (not gospel; notation uses slot numbers — confirm each slot in your client, and no written combo is guaranteed true since ping, server size up to 100 players, and ragdoll state decide outcomes):

  • Ground confirm: M1 string into the uppercut hit, stop, jump-follow, aerial M1. In the four-hit string, hit three is the uppercut and hit four the down slam — leave the string on the launcher hit for air routes.
  • Counter convert: Manji Kick the counter on a dash-in, then immediately M1. If the counter also knocks up, treat it as an air starter.
  • Pad start: Jump pad, falling M1, then a skill tested as an air hit.
  • Edge route: Same ground confirm, but end with a down-slam variant at the ravine lip.
  • Air combo chain: After landing a full M1 string from slot 2's launch, uppercut, turn around, and back dash to start a second air combo (the air back-dash bounce extends into side-dash M1). A community shorthand route: M1 x3 > j.M1 > j.1.

Neutral gameplan: walk with dash pips in the bank, win the scramble with M1s, and take the launcher to the air. Use front/side dashes a lot and learn dash canceling (jump mid front/air back dash to catch punishers, then side dash around block). If they mash a skill on wakeup, hold the counter kick. If they run, don't dump all dashes — cut them off with a jump pad or wall bounce. If a third player appears, dump toward the waterfall instead of finishing a 15-hit clip.

Counters, defense, and the Guts matchup

Manji Kick (slot 4) doubles as a counter when its first frames eat an incoming hit, teleporting the enemy in — including, per creator footage, ultimate moves like Fuga when timed correctly. It's a guess, not a free button: don't counter as a walk-up, and expect good players to empty-jump and punish the recovery.

Against Guts: he has longer M1s — don't contest his max range on open stone. Force him into tight ruins where Yuji's speed closes distance faster, or jump over the swing and punish recovery. His Carnage Grip-style grab is a reason to keep a counter in your pocket, and in the air Guts players who learned look-down kick tech will try to pop you off the wall, so save a dash for that.

Finally, beware down-slam extends: a mistimed one can be Manji-kicked or perfect-dashed for a punish, and don't down-slam extend if the opponent still has their evasive.

Habits that get Yuji players killed

  • Mashing a full four-hit string when you wanted an uppercut convert.
  • Countering as a walk-up.
  • Spending all dash pips to approach a Guts who is already holding range.
  • Using the loudest cinematic skill in a 100-player courtyard.
  • Ignoring wall jumps because "Yuji is a punch character" — the map does not care.

Ultimate (awakening) moveset

The activation transforms Yuji into a Sukuna-style form with its own visual effect; awakening build-up was increased 25% in the first update.

MoveDamage (creator-reported)BlockableHits groundedNotes
Activation36.5 totalSlows, stuns, then a barrage of slashes and a final explosion
1 — Pulverize55 (5 + 5 + 45)UnblockableNoDash move
2 — Dismantle41UnblockableYesHold-S variant: world-cutting slash, 25, unblockable, hits grounded
3 — OnslaughtGround: 32; Air: 55UnblockableAir version: yesAir variant described as better in every way and can front-dash extend
4 — Flame Arrow (Fuga)31 (creator unsure)UnblockableYesCan be countered (Manji Kick) or perfect blocked by aware opponents

Use the loudest ultimate moves carefully in a 100-player lobby — they attract third parties.