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Aspiring Mangaka

Based on Charles Bernard (Jujutsu Kaisen). Free for every player; released to the public in V1.58.
Base-only85 HPForesightAdded V1.58
Aspiring Mangaka in Jujutsu Shenanigans

Health

85

Special (R)

Clairvoyance

Cooldown 25s

Awakening (G)

Foresight

One attack (base-only)

Versions

V1.58

Base moveset

  • G-WarstaffCOSMETIC

    Cosmetic: you hold a G-Warstaff whose trail and tip turn redder as the Awakening bar fills; it stays on your back while you hold an item or emote.

    EffectGrants a cursed tool cosmetic with varying trail colors depending on the user's Awakening meter
    BlockableInterruptibleCan't hit ragdolled targetsMelee
  • OraclePASSIVE

    Blocking just before impact evades blockable attacks from any side. The window grows with Awakening and against marked enemies, up to 0.25s, and parrying a marked enemy gives 5% Awakening.

    EffectGrants a 360° perfect block, with a window ranging from 0.05 to 0.25
  • ClairvoyanceSPECIAL

    Marks an enemy within 35 studs for 25 seconds. Against them you can force dashes and get a wider perfect-block window, and Despair, Sacrilege and Foresight improve.

    DamageNone, lasts for 25sCooldown25sAwakening cost5% (unrequired)
    UnblockableInterruptibleHits ragdolled targets
  • Clairvoyance: PredictionSPECIAL VARIANT · Clairvoyance

    Against a marked enemy not ragdolled or mid-skill, forces a side or back dash every 4 seconds and locks their camera.

    Cooldown4s
    UnblockableInterruptibleCan't hit ragdolled targets
  • DespairMove 1

    Rapid spear thrusts followed by an unblockable slash that sends the enemy flying; the move slows down if it misses or an unmarked target blocks it.

    Damage16.1, 15 for thrusts, 1.1 for last hitCooldown16s
    Semi-blockableInterruptibleHits ragdolled targetsMelee
  • Shut Up!Move 2

    Stabs backward at whoever is behind you; on a hit you gain i-frames, spin them around, kick them away with long stun and reset your front dash.

    Damage7, 3 for stab, 4 for kickCooldown16s
    BlockableInterruptibleCan't hit ragdolled targetsMelee
  • Shut Up!MELEE COUNTER VARIANT

    If a melee attack hits you during the windup, the move works as a counter: the thrust is faster and has no endlag on a miss.

    Damage7, 3 for stab, 4 for kickCooldown16s
    BlockableInterruptibleCan't hit ragdolled targetsNo EvasiveMelee
  • Shut Up!AIR VARIANT

    Used in the air, you hop up and wind up a heavy staff slam that crushes targets below; it ends if you do not reach the ground in time.

    Damage12Cooldown16s
    UnblockableInterruptibleHits ragdolled targetsMelee
  • Shut Up!INTERRUPTION AIR VARIANT

    If the air slam interrupts an enemy attack, the target is driven face-first into the floor; the ragdoll is only visual and any attack still lands.

    Damage12Cooldown16s
    UnblockableInterruptibleHits ragdolled targetsNo EvasiveMelee
  • Eye CatchingBULLET COUNTER

    Crossed-arms stance that counters melee and bullet hits by spinning away and knocking the attacker down, staying off cooldown; blockable explosions and swarms are blocked, not countered.

    Damage9Cooldown14s, none if landedCounter window0.75s
    No Evasive
  • SacrilegeMove 4

    Twirls the spear and dashes 20 studs forward; a hit triggers two text boxes, then a pull-out, punch, spin and kick. Missing the dash costs 0.85s of endlag.

    Damage12, 6 for thrust, 6 for kickCooldown16s
    UnblockableInterruptibleHits ragdolled targetsNo EvasiveMelee

Foresight · Awakening

  • ForesightAWAKENING MELEE COUNTER

    Awakening counter: you hold the spear upright, and a melee hit is blocked and sends the attacker up and away. The counterattack cannot hit other targets.

    Damage40Counter window1sAwakening refund40% on hit/miss, 80% if interrupted
    No Evasive
  • ForesightAWAKENING MELEE COUNTER

    If the attacker is marked by Clairvoyance or has under 40 HP, a cutscene plays in which you block their punches and pierce them with the spear.

    Damage115 for pierceHealing21.25 HP if landedCounter window1sAwakening refund40% on miss, 80% if interrupted
    No Evasive

Finishers

Finishers are the kill animations a move plays when it lands the last hit; the numbers are the wiki's.

  • DespairMove 1

    Finisher version: repeated spear thrusts followed by slamming the opponent into the ground.

    Damage3 for slamCooldown16s
    Semi-blockableInterruptibleHits ragdolled targetsMelee
  • ForesightAWAKENING MELEE COUNTER

    Finisher version: against an attacker with 40 HP or less, the cutscene plays even if unmarked, killing them, restoring 20% HP and using the whole Awakening bar.

    Damage115Healing21.25 HP if landedCounter window1sAwakening refund40% on miss, 80% if interrupted
    No Evasive

Pros and cons

Pros

  • Great defense: three counters (Shut Up!, Eye Catching and Foresight) plus perfect blocking.
  • The special and the perfect-block passive work well together, as both deny side-dash M1s.
  • If Despair is blocked, you can back out or walk around the opponent.
  • Shut Up! punishes aggressive opponents with inescapable combos using either variant.
  • Sacrilege has a short windup and bypasses blocks, so it punishes passive play or surprises opponents in range.

Cons

  • Base-only moveset with 85 Max HP, relying on long combos for significant damage.
  • Punishable endlag on all moves except the Shut Up! variants.
  • The G-Warstaff turns red as Awakening fills, which signals that Foresight is ready and makes wary opponents harder to counter.
  • Missing the dash leaves a decent amount of endlag.

About Aspiring Mangaka

Charles Bernard from Jujutsu Kaisen is the model for Aspiring Mangaka, a base-only character that every player gets for free since V1.58. With 85 HP it sits on the fragile side, and its damage comes from long combos rather than single hits, so the kit is built around making opponents walk into answers.

The plan starts with Clairvoyance, a 25-second mark on anyone within 35 studs. Its Prediction variant forces a side or back dash every 4 seconds, which feeds Despair (16.1 damage, 16s cooldown) and its unblockable ending slash. Three counters cover defense: Shut Up! (7 damage, 16s), Eye Catching (9 damage, 14s, no cooldown when it lands) and the awakening counter Foresight (40 damage). Against a marked target, or one under 40 HP, Foresight becomes a 115-damage cutscene pierce.

The weak spot is endlag. The wiki says every move except the Shut Up! variants is punishable, and a missed Sacrilege (12 damage, 20-stud dash) costs 0.85 seconds. The G-Warstaff also turns red as the Awakening bar fills, which tells wary opponents that Foresight is ready.

Where it sits in our tier list

DBase moves 1–4 add up to 44.1 damage over 62 s of cooldown (0.71 damage per cooldown second, with 85 HP). How the tier list works →

More base-only characters

Jujutsu Shenanigans guides

All Jujutsu Shenanigans guides →

Frequently asked questions

How do you unlock Aspiring Mangaka in Jujutsu Shenanigans?

Free for every player; released to the public in V1.58.

What is Aspiring Mangaka's awakening?

Foresight. Aspiring Mangaka is a base-only character: awakening performs one special attack instead of giving a new moveset.

How much health does Aspiring Mangaka have?

The wiki lists 85 HP. Most characters have 100; lower health usually comes with stronger tools.

Data taken from the Jujutsu Shenanigans Wiki (CC BY-SA), organized with AI assistance; nothing here is tested in the game; wiki read on 2026-10-24.