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Marmennz-SatoruGojo-1.2.0 icon

SatoruGojo

Satoru Gojo as a playable survivor, and the library the other three Jujutsu Survivors are built on. Install this on its own for Gojo alone.

Date uploaded 17 hours ago
Version 1.2.0
Download link Marmennz-SatoruGojo-1.2.0.zip
Downloads 488
Dependency string Marmennz-SatoruGojo-1.2.0

This mod requires the following mods to function

RiskofThunder-RoR2BepInExPack-1.43.0 icon
RiskofThunder-RoR2BepInExPack

Simplify the modding ecosystem of Risk of Rain 2, making it easier for modders to create and maintain their mods while preventing harmful bugs.

Preferred version: 1.43.0
RiskofThunder-R2API_Core-5.3.0 icon
RiskofThunder-R2API_Core

Core R2API module

Preferred version: 5.3.0
RiskofThunder-R2API_Prefab-1.1.1 icon
RiskofThunder-R2API_Prefab

API for Prefab creation, networking and duplication

Preferred version: 1.1.1
RiskofThunder-R2API_Language-1.1.0 icon
RiskofThunder-R2API_Language

API for modifying the language localisation of the game

Preferred version: 1.1.0
RiskofThunder-R2API_Networking-1.0.4 icon
RiskofThunder-R2API_Networking

Networking API around the Unity UNet Low Level API (LLAPI)

Preferred version: 1.0.4
Rune580-Risk_Of_Options-2.8.5 icon
Rune580-Risk_Of_Options

A convenient API for adding BepInEx ConfigEntry's to a option menu

Preferred version: 2.8.5

README

Satoru Gojo

The strongest sorcerer, as a playable survivor. He controls space: a steerable Blue that gathers a crowd, a steerable Red thrown into it, flight, self-healing, Hollow Purple as a charged ultimate, and Unlimited Void. Fragile for his damage, but he carries a barrier and a field that slows whatever comes near him.

Install it on its own for Gojo alone. It is also the library Ryomen Sukuna is built on, so if you want him too, the mod manager pulls this in for you.

At a glance

Range Everything at range; melee only to refill the bar
Toughness The fragile one — traded for flight and a slowing field
Cursed energy Regenerates half again as fast as anyone else's, and he needs it: every technique is a hold that spends it
Signature Red fired into a standing Blue is a different and far larger technique than either

Skills

Key Slot Skill What it does
M1 Primary Hand-to-Hand Combat A three-swing combo: the first hauls everything nearby toward him, the second lands, the third drives it away. Each hit gives Cursed Energy back, the finisher most. Repeats while held.
M2 Secondary Spinning Kick A full spin that strikes everything around him and launches it away. A connecting kick refills energy.
Shift Utility Instant Transmission Aimed at an enemy, he crosses to their back and sets off a Red against it; anything left badly wounded is finished outright. Aimed at nothing it carries him forward instead.
R Special Hollow Purple Held, not pressed. Red and Blue merge and release as a piercing sphere that sweeps what it flies through and then detonates. Release early for a smaller, faster one.
Mouse4 Extra Cursed Technique Reversal: Red Hold to charge and steer a repelling sphere, release to hurl it, press the same button again to detonate — in hand or in flight. Two in hand, one recharging.
Mouse5 Extra Cursed Technique Lapse: Blue Hold to steer an attracting sphere, release to leave a standing field that pulls and damages while it drains energy. Press the key again to close it early.
X Stance Inward / Outward A switch, not a skill. It changes what the two orbs do with themselves — see below.
T Domain Unlimited Void A rooted cast — on the ground or in the air — seals a domain that repeatedly stuns and damages everything inside.
Passive Six Eyes — Infinity Armour and crit; a field that slows enemies more heavily the closer they get; and a second-by-second heal that tops up missing health first and lays barrier with what is left.

The one loadout choice is on Shift: Instant Transmission (the default) or Reverse Cursed Technique, which plants him in place and heals a large share of his health, armoured and uninterruptible while it runs.

The orbs, and the Hollow Purple you build out of them

Both orbs are steered the same way: hold the side button, aim to steer, and the mouse wheel pushes the orb further away or pulls it back. The camera stays free the whole time.

The combination is the point of the kit:

  1. Charge and release a Blue. It stands where you left it, pulling everything in.
  2. Charge a Red and fly it into that standing field.
  3. The two cancel into a Hollow Purple far larger than either.

The Blue charge sets the size, the Red charge sets the damage — so how big the blast is was decided two skills earlier. A tapped Blue makes a modest sphere; a fully charged one covers a good part of a stage.

Hollow Purple on R remains the bigger single hit, and this combination is the one that covers a room. That way round on purpose: the combination comes around every few seconds and R every thirty.

Charging spends energy, and both orbs let go the moment the pool is empty — which is what makes the setup work rather than what breaks it: an exhausted Blue field waits a moment for the Red to arrive before it collapses.

Turning the orbs inward

X flips a switch that both orbs read, and it is the answer to a crowd that is already on top of you rather than gathered in front of you.

Red becomes six small spheres that find their own targets. They fan out of him on release, then seek — one each to the six nearest enemies, or all six onto whatever single thing is standing there. The volley leaves his hands and the skill is over, so he can move and fight while it flies; the aimed Red keeps both hands on the sphere until it goes off. What it gives up is everything that needs the sphere to be somewhere in particular: the range, the steering, and the Hollow Purple.

Blue circles him instead of standing still. It goes round him, it goes with him, and it cannot be stepped out of by walking past its edge. The hold still buys the size, and the wheel still sets how wide the circle is.

Flight

Not a skill — it costs no slot and lives on the jump key.

Action How
Take off Jump, release, then jump again in the air
Climb Space with a movement key held — it climbs wherever the cursor points
Hover Space on its own — full stop, holding the altitude you stopped at
Descend Aim down and fly into it. No key drops him.
Land / exit Double-tap Space

Flight is paid for out of the same Cursed Energy pool, so an empty bar puts him down. Reverse Cursed Technique suppresses it while it runs.

Tips

  • Hold R to charge Hollow Purple — release early for a smaller sphere.
  • Hold Mouse4 to charge Red, release to throw, press again to detonate.
  • Fire Red into a standing Blue field for a far larger Hollow Purple.
  • The Blue field sets the blast radius, the Red charge sets its damage.
  • Press Mouse5 again to close a Blue field early.
  • X turns both colours inward — Red splits into six seekers, Blue circles him.
  • The inward Red aims itself; it gives up the steering and the Hollow Purple.
  • An inward Blue follows him and keeps sweeping; the hold still sets how wide.
  • Jump, release, then jump again in the air to fly.
  • Charging spends Cursed Energy — both orbs release when the pool is empty.

Cursed energy

One purple bar above the skill row, shared by every character in this set. It refills on its own and faster on melee hits and kills. A skill you cannot afford does not fire and does not go on cooldown. The maximum grows with your level, so the domain — priced as a share of the pool rather than a flat cost — stays usable at every level.

Controls

Action Key
Extra skill 1 (Red) Mouse4
Extra skill 2 (Blue) Mouse5
Turn the orbs inward / outward X
Domain expansion T
Steer an orb nearer / further Mouse wheel, while holding it
Hint panel on / off F3

All keys can be rebound in the config. One thing to know if you edit the file by hand: it numbers extra mouse buttons from zero, so the button your mouse calls Mouse 4 is written Mouse3 there, and Mouse 5 is Mouse4. The skill strip in game draws them as M4 and M5.

Where the numbers are

Damage, cooldowns and costs are not listed on this page on purpose. Every skill description in game is assembled from the same constants the skill runs on, so the figures on the skill panel and in character select are the real ones and cannot drift out of date the way a hand-written page does.

Skins

Seven, picked in the ordinary skin selector and offered in this order: Formal (the default), Jujutsu High, Hidden Inventory, Shinjuku Showdown, Shinjuku, Coatless, Day Off and Shirtsleeves. The second and third are the school uniform twice — the one he is known for with the blindfold, and the one he wore as a student, with the longer fringe and the round dark glasses.

Settings

Under Mod Options if you have Risk of Options installed, and in BepInEx/config/dev.marmennz.satorugojo.cfg either way. Black Flash chance and multiplier, the extra skill keys, audio levels, model scales and the title screen line-up. Most of it is read once at load, so a change applies on the next launch.

Multiplayer

Everyone in the lobby needs the same version of this package. A character package built against a different version of it will be refused by the lobby check.

Donations

Not asked for and not needed — the mod is free and stays free. If you would like to anyway:

Solana RGHL3oHK7CRd7W63EqFa1WWSTUP2cWoBczsP4dWJ7Xw
Ethereum 0x89693F2e8e081Eaf9620F66fEE4271462452DCeA

Credits

Made by Marmennz. Bugs, requests and screenshots: Discord, or u723bh87_ directly.

Model and audio sources are listed in MODEL_SOURCE.md and AUDIO_SOURCES.md, shipped alongside this file. Rights to Jujutsu Kaisen and to the original game assets belong to their owners; nothing here is sold.

CHANGELOG

Changelog

Newest release first. The long version, with the reasoning behind every entry, is CHANGELOG.md in the repository.


1.2.3

Hollow Purple: the incantation no longer runs the bar dry before it ends

The charge and the four spoken lines were taking energy at the same time, and the bar ran out around the third line — so unless you started the cast on a full pool, the sphere threw itself before Gojo could finish speaking.

The charge now draws nothing at all while he is speaking: the four lines are what the technique is paid with. Each one he finishes takes a quarter of the price, and the fourth leaves him exactly his reserve — so a full incantation costs what a full charge always cost, in four steps you can watch, and can no longer be cut short by an empty bar. The lines are priced as a share of the pool now instead of a flat five, which had stopped meaning anything by the second stage.

1.2.2 — bug fixes

  • The Skills tab in character select was blank, for every survivor in the game.
  • The mod's dust and sparks logged an engine error on every frame they drew.
  • Hardened against the two ways the HUD has vanished before, including when a character package is older than the shared library.

1.2.1

  • Fixed: your own character could go invisible to you for the rest of a life. The camera coming right up against you before your outfit was on switched every mesh off, and nothing was left to switch them back.
  • Fixed: launching Risk of Rain 2 without the mod wiped your Eclipse levels. They are kept alongside the mod now and put back next time. Ones already lost cannot be recovered from the save, but can be typed into BepInEx/config/dev.marmennz.satorugojo.eclipse.cfg once.
  • The listing icon is the close-cropped portrait character select draws, not the wider panel that was unreadable at mod-list size.

1.2.0 — two new survivors, and Mahoraga

New survivor — Yuji Itadori

No technique of his own, so he throws himself at things. His Black Flash chance is several times everyone else's, and landing one puts him in the flow — a streak that heals him, hardens him, and at the top refuses a killing blow. Seven outfits.

M1 M2 Shift Divergent Fist, a rising Manji Kick, and a Rush that can be aimed straight up
R Black Flash — a guaranteed one — or Soul Strike, which lands through armour and any block
Mouse4 Mouse5 Piercing Blood, the lance; and Divergent Quake or Scissors, one flat cut across
T A domain that deals no damage at all — everything inside simply stops fighting

New survivor — Aoi Todo

The heaviest and best armoured of the set, and the only one who does not travel by running: he throws a stone, marks what he wants moved, and claps it to whatever he is looking at — himself, a teammate, or whatever is killing him. Two outfits.

M1 M2 Four blows in a run; and an Overhead Smash that, pressed in the air, comes down the way he is facing and lands harder the further he fell
Shift Boogie Woogie: Stone — a thrown destination
R Plus Ultra — a dash whose kick is always a Black Flash. Hold it to go further
Mouse4 Mouse5 Mark what you want moved, and the clap that moves it. Marking is free; no cooldown on either
No domain, and no fall damage from any height

New — Divine General Mahoraga

He is not a skill and belongs to nobody. A shrine rolls on about a third of stages; turning its wheel opens it, and what comes out is on the monster team and adapts to whatever you are killing him with, so the answer is more than one thing, or speed. He drops the Ring of the Divine General, a red item, so any survivor in the game can keep him. Stacks make him stronger, never more numerous. G sends him away and puts his wheel on you instead.

New — the X key, on everybody

One binding, four answers — the kit you already have, done a different way. Gojo turns both colours inward; Sukuna skates on his own cuts; Yuji borrows Sukuna's reach for fists that land nearly twice as far out; Todo's clap trades the two places instead of the two things standing in them.

Satoru Gojo

  • Flight has weight — it pulls up and leans into a turn, and he lies back on air with his hands in his pockets.
  • Unlimited Void deepens with the run — a tenth-stage domain is a dark room where a first-stage one is a pale bubble. Look only; no numbers changed.
  • Fixed: Blue pulled once and then threw you across the room, the void missed some of what stood in it, and his skins were seven different heights with icons drawn on top of one another.

Everything

  • Spending cursed energy in a burst makes it dearer for a few seconds — up to twice the printed cost, falling back off over a few seconds of not spending, with the bar turning towards ember while it stands. No price changed, and it can be switched off in the settings.
  • Todo's three fighting buttons cost cursed energy now. They were the only ones that did not. Drained rather than gated, so an empty bar never stops him punching.
  • Every effect rebuilt and every skill icon redrawn, new walking and running for all four, bodies that fall over when they die, and a title screen that is a posed picture instead of a row.

1.1.7 — Gojo comes off the borrowed rig

  • The package no longer ships anybody else's asset bundles.
  • Two more outfits: Day Off and Shirtsleeves.
  • Fixed: four of his six skins were drawn inside out, he was missing from the title screen and character select, and he made Sukuna's hand sign when idle.

1.1.6 — Hollow Purple, built out of the two colours

  • Fire a Red into a standing Blue and the two cancel into a Hollow Purple far larger than either. The Blue sets the size, the Red sets the damage.
  • The orbs answer to their own buttons, Mouse4 and Mouse5.
  • A hint panel on F3.
  • Gojo hits harder in melee and takes hits better, and his pacing was reworked.

1.1.5

  • Fixed: the domain could kill you.
  • Fixed: Instant Transmission circled the enemy instead of arriving behind them.

1.1.2 — first release

Gojo and Sukuna, the shared Cursed Energy bar, and the settings page.