Cursed Child is the third overpowered character added to Jujutsu Shenanigans, and it's a crossover pick straight from Undertale. Based on Chara Dreemurr, the character arrived as part of a collaboration between Jujutsu Shenanigans and Jump Showdown, where the two Roblox games temporarily exchanged characters. Jujutsu Shenanigans received Cursed Child, while Jump Showdown got Vessel and Strongest Of History. A developer named Imed has confirmed the exchange is not permanent — expect the crossover characters to be removed after roughly a month.
Quick answer: You can permanently unlock Cursed Child (non-boss version) by defeating or assisting in defeating the Strongest Of History boss inside Jump Showdown. Alternatively, you can temporarily play as Boss Chara by picking up the Real Knife that drops from the Red Portal in the Subway area of Jujutsu Shenanigans.

Method 1 — Defeat Strongest Of History in Jump Showdown
This is the method that gives you the selectable, non-boss version of Cursed Child on the character select screen in Jujutsu Shenanigans.
Step 1: Join Jump Showdown and locate Shinjuku Station on the map.
Step 2: Wait for the Heian Sukuna world event to spawn. A world event triggers roughly every 30 minutes, but the specific event is random, so you may need to wait through multiple cycles before Heian Sukuna appears.
Step 3: Defeat or assist in defeating Heian Sukuna. Once the boss goes down, you'll earn a badge confirming the unlock.
Step 4: Return to Jujutsu Shenanigans. Cursed Child should now appear on your character selection screen and can be played freely in public servers without the boss restrictions.

Method 2 — Pick Up the Real Knife in Jujutsu Shenanigans
This path turns you into Boss Chara, a significantly stronger but time-limited version of the character with 250 HP instead of the standard 100.
Step 1: Head to the Subway area in Jujutsu Shenanigans and enter the Red Portal. The portal's first spawn takes about one hour after the server starts, with subsequent spawns occurring roughly every hour and a half to two hours.
Step 2: Wait inside the portal area. The Real Knife will eventually drop from above.
Step 3: Interact with the Real Knife to transform into Boss Chara. You can also become Boss Chara if a SOUL selects you after the previous boss player is defeated.
Getting a kill as Boss Chara in a public server earns you a limited-time badge and also unlocks the Vessel character over in Jump Showdown, completing the cross-game reward loop.

Boss Chara vs. Standard Cursed Child
The boss version and the standard selectable version share the same moveset foundation, but Boss Chara hits dramatically harder and cycles through abilities much faster. The differences matter if you're fighting against one or playing as one.
| Trait | Standard Cursed Child | Boss Chara |
|---|---|---|
| HP | 100 | 250 |
| Damage multiplier | 1x | 3.5x |
| Move cooldowns | 17–25s (varies by move) | 10s flat on all moves |
| Awakening | Available, lasts ~60s, heals 100 HP | Drains passively (~20s full bar), cannot manually awaken |
| Health drain | None | Loses health once Awakening bar empties |
The boss cannot trigger Awakening on demand. Instead, its base moveset automatically switches to the awakened moveset once fewer than five seconds of Awakening time remain. Notably, Bloody Mary replaces Reset in the boss's late-phase awakened kit.
How Check Makes the Entire Kit Work
Cursed Child's raw damage numbers are low by overpowered-character standards. The first three basic melee hits deal only 2 damage each, with the fourth hit dealing 4 — a full M1 combo totals just 10 damage. The character compensates through its special ability, Check.
When you activate Check while facing a nearby opponent, Chara selects "Act" then "Check" through a button that materializes to the left. The target gets highlighted red with a "*Def Reduced" indicator, causing them to take 30% more damage for 15 seconds. Check has a 25-second cooldown, so there's a 10-second gap where the debuff isn't active. Timing your combos within that 15-second window is essential.
The optimal pattern is straightforward: land Check first, then immediately engage with Lethal Wound as your neutral opener (a forward slide that pins and stabs for 12 damage), and follow up with Onslaught (17.2 damage multi-hit) or Bloody Mary (21 damage kick-slash-toss combo). With the 30% debuff active, these numbers scale meaningfully.

Full Base Moveset Breakdown
| Move | Type | Damage | Cooldown | Notes |
|---|---|---|---|---|
| Real Knife (M1) | Passive | 10 per combo | 1.7s | Slower than normal M1s; shows floating damage numbers |
| Soul Flip | Passive | None | 6s | Extended front/back dash; backdash puts front dash on cooldown |
| Check | Special | None | 25s | +30% damage taken by target for 15s; blockable in base |
| Onslaught | Ability | 17.2 | 17s | Only first slash is blockable; ends in ragdoll |
| Feral Takedown | Air variant | 9.5 total | 17s | Unblockable air grab; can be repeated before landing |
| Lethal Wound | Ability | 12 | 18s | Forward slide into pin + triple stab |
| Bloody Mary | Ability | 21 | 21s | Backward kick into forward slash combo; blockable |
| Fight | Ability | 2–5 | 21s | Thrust + QTE; timing the bar center boosts follow-up slash |
Awakening Moveset — "SINCE WHEN WERE YOU THE ONE IN CONTROL?"
Awakening heals 100 HP and lasts approximately 60 seconds. Uniquely, Cursed Child can gain Awakening while already awakened, extending the state's duration. The awakened moveset retains Check and adds several powerful abilities.
Cursed Remedy is a zig-zag sidestep rush into a long knife combo ending with a jumping cleave. Reset functions as a counter — the user stands with arms behind their back in a red outline, and if struck, a cinematic plays where Chara rushes the enemy with a disfigured face, culminating in a massive explosion. Reset deals 50–70 damage to the target but also costs the user 20 HP. It also counters bullet attacks, which is a notable edge case.
Atonement starts with a knife toss and lunge sequence. If the stabs connect, the enemy's perspective shifts into Undertale's battle system while Chara's patterns attack their soul. If the enemy endures long enough, they catch the knife and stab the user back — but Chara reappears with a dropkick and reclaims the weapon, saying "Nice try."
Seven Souls is the highest-damage awakened move. The user rushes forward alongside a manifested Chara soul, overwhelming the target with dual knife swings. A QTE bar appears mid-combo. Nailing the timing on two successive QTEs can push the total damage to around 70, making it the single most rewarding ability in the kit for players who've practiced the timing.

Finishers
Cursed Child has four finishers, all of which deal instant-kill damage. Lethal Wound's finisher features multiple stabs and a throat drag while Chara taunts "Try harder." Bloody Mary's finisher triggers a cutscene where both the user and Chara coordinate a lethal sequence. Fight's finisher skips the QTE entirely — the attack bar auto-succeeds, ending in a heavy uppercut. Cursed Remedy's finisher has a small chance to play with meme sound effects instead of the standard audio. Every finisher in Jujutsu Shenanigans plays at twice the speed compared to the original Jump Showdown version.
Strengths and Weaknesses
Cursed Child excels at mobility and safe pressure. The extended dashes from Soul Flip give you far more ground coverage than any standard character, and Lethal Wound is one of the best neutral engagement tools in the game. Several moves have low end lag, letting you bait and punish effectively. The boss version can theoretically last indefinitely if played with discipline.
The downsides are real, though. Cooldowns across the board are long, and raw damage without Check active is poor. Bloody Mary's backward kick startup makes it awkward to combo into — though chaining it after Lethal Wound works. The character demands patience and timing rather than brute-force aggression.

Key Differences from the Jump Showdown Version
While the moveset is largely carried over from Jump Showdown, several mechanics were adjusted for Jujutsu Shenanigans. Feral Takedown is unblockable here, and you can repeat it in the air if timed correctly (pressing too fast defaults to a regular Onslaught instead). Bloody Mary and Fight both have increased ragdoll duration with lower end lag. Check deals no damage or stun and operates on a fixed cooldown rather than being earned through perfect blocking. The "Special Hell" ability doesn't exist in this version, and Awakening cannot be used to revive yourself. Atonement's non-cutscene hits cannot bypass ragdoll, and the move doesn't pause Awakening drain.
Bonus Reward — The "Cursed Child" Emote
Getting a kill with Cursed Child in any form grants the limited-time "Cursed Child" emote, which is separate from the character itself. Since the entire collaboration is temporary, both the character and the emote will likely become unobtainable once the event window closes. The boss fight features a track called HeartSever, while the awakening phase plays Blood Sonata.
If you're planning to grind for the unlock, the Jump Showdown method is more reliable for permanent access to the standard version. The Red Portal method in Jujutsu Shenanigans gives you the stronger boss form but only for a single life, and the portal spawn timer means you could be waiting a while between attempts. Either way, act soon — this crossover won't last forever.