Head of the Hei

Health
90
Special (R)
Projection Sorcery
Cooldown 18s
Awakening (G)
Vengeance
Versions
V1.66
finished V1.69
Base moveset
- ProjectionismPASSIVE
M1s deal only 8 total (2 each), uppercuts and downslams are disabled, and the last M1 knocks back with evadable stun. The front dash becomes a second side dash.
EffectReduces M1 damage to 8 (2 + 2 + 2 + 2), disables uppercuts and downslams, replaces front dash with a second side dashBlockableInterruptibleHits ragdolled targets - Frame FreezePASSIVE
Moves add "Projection" to targets they hit, or to you on a miss. At 100% the target freezes in a frame for 3 seconds; hitting it deals triple damage.
EffectMoves build up projection, freezing the user or target based on whether they hit or notHits ragdolled targetsInterruptibleNo Evasive - Projection SorcerySPECIAL
Aim at a spot within 50 studs and cross the distance in one second, leaving an afterimage. You can teleport once more if a target is in sight.
Cooldown18sAwakening cost5% (unrequired)UnblockableInterruptibleHits ragdolled targets - Projection SorcerySPECIAL VARIANT
Using the special on a framed target winds up a quick punch through the glass that launches them and resets your M1 count.
Damage12Projection35%UnblockableInterruptibleHits ragdolled targetsMelee - Projection BreakerMove 1
Dash 15 studs backward with short melee i-frames, then spin back with a heavy kick that throws the target away. Your M1 count resets.
Damage9Cooldown18sProjection80% at 0% Projection / 35% otherwise, 50% on frameSelf projection50% on miss / 45% on blockBlockableMelee i-framesHits ragdolled targetsMelee - BleedoutMove 2
Stab forward with a tanto. The target gets 3 Bleed stacks; hitting them again with stacks refreshes them and starts Hemorrhage, a health drain that cannot kill.
Damage5 for stab, 3 per Bleed stack / 1.3 per tick for HemorrhageCooldown20sUnblockableInterruptibleHits ragdolled targetsMelee - Decisive StrikeMove 3
Run 35 studs forward and punch. On hit, a flurry of blows follows, leaving the target stunned and setting you to your second M1.
Damage6 for first hit, 8 for barrage (0.5 per hit)Cooldown18sProjection30% if Projection isn't at 0% / 15% on frameSelf projection50% on miss / 45% on blockBlockableInterruptibleHits ragdolled targetsNo lock-onMelee - Decisive StrikeUSE TWICE VARIANT
Using the move again delays the jab and extends the run by 15 studs.
Damage6 for first hit, 8 for barrage (0.5 per hit)Cooldown18sProjection30% if Projection isn't at 0% / 15% on frameSelf projection50% on miss / 45% on blockBlockableInterruptibleHits ragdolled targetsNo lock-onMelee - Decisive StrikeUSE THRICE VARIANT
A third use extends the rush another 23 studs and makes the punch unblockable.
Damage6 for first hit, 8 for barrage (0.5 per hit)Cooldown18sProjection30% if Projection isn't at 0% / 15% on frameSelf projection50%UnblockableInterruptibleHits ragdolled targetsNo lock-onMelee - Decisive StrikeAIR TARGET VARIANT
Aim at an airborne enemy within 70 studs to lock on and travel to a sure hit if you have line of sight. No self projection on a miss.
Damage6 for first hit, 8 for barrage (0.5 per hit)Cooldown18sProjection30% if Projection isn't at 0% / 15% on frameBlockableInterruptibleHits ragdolled targetsMelee - Cursory ImpactMove 4
Quick-step to your destination and hit with a back-handed smack; if the target is not framed, a sweeping kick follows. It gives 75% Projection but cannot frame.
Damage12, 6.5 for slap, 5.5 for kickCooldown16sProjection75% (cannot frame) / 35% for slap, 40% for kickSelf projection50% on missUnblockableInterruptibleCan't hit ragdolled targetsNo EvasiveMelee - Cursory ImpactVARIANT
On a target caught in any frame, the smack launches them up, then you flash-step in the air, catch them and toss them toward your aim.
Damage19.5 for smack, 5 for throwCooldown16sSelf projection50% on missUnblockableInterruptibleCan't hit ragdolled targetsMelee
Vengeance · Awakening
- VengeanceAWAKENING
Slowed Bleedout as awakening: uninterrupted, you regain 50% of the meter; hit by melee, you are stabbed and revive as a vengeful curse. Heals 90 HP, 60 seconds.
Damage10 for reincarnationCounter window~1.2sHealing90 HPDuration60sUnblockableMelee i-framesHits ragdolled targetsNo EvasiveMelee - VengeanceCOSMETIC/PASSIVE
As a vengeful curse you hover and move faster, tendril M1s pull from farther and add 10% Projection, and you die when energy runs out unless you used the domain.
EffectOverrides Projectionism's M1s, increases walkspeed, makes all M1s pull from farther and apply 10% Projection, and ends the Awakening in death. - AccelerationSPECIAL
Spin to damage the area and raise your walk speed if no enemy blocks you; it cannot kill. A momentum bar tracks up to seven uses that empower Top Speed.
Damage7, 1 per spinCooldown9s360° blockableInterruptibleHits ragdolled targetsExplosion - Top SpeedMove 1
Boost forward to crash into a target, gaining slight aim assist on them. Each Acceleration use adds damage, and after 4 uses the damage type changes from melee to bullet.
Damage5, +1.5 for every Acceleration, up to 15Cooldown14sUnblockableInterruptibleHits ragdolled targetsNo lock-onMelee - Top SpeedVariant
Flying through Flash Freezing frames lengthens the flight and adds damage per frame; frames broken this way deal no damage.
Damage+0.6 for each frameCooldownPuts both abilities on their usual cooldownsUnblockableInterruptibleHits ragdolled targetsNo lock-on - Flash FreezingMove 2
Freeze the air in front of you into a line of 15 glass frames; a hit frame shatters, damaging nearby opponents and frames, which shatter too.
Damage7 per frameCooldown18sUnblockableInterruptibleHits ragdolled targetsExplosion - Tendril GrabMove 3
Plunge an arm underground; tendrils burst out and grab every enemy within 25 studs, holding them for roughly a second.
Cooldown10sUnblockableInterruptibleHits ragdolled targetsNo Evasive - Time Cell Moon PalaceDOMAIN EXPANSION
Domain: you return to the base moveset at the same HP percentage, and opponents inside must follow the 24 FPS rule, freezing and shattering as they act. Lasts 25 seconds.
DamageUp to 0.5 per shatterCooldown60s, yet ends awakeningDuration25sInterruptibleHits ragdolled targets
Finishers
Finishers are the kill animations a move plays when it lands the last hit; the numbers are the wiki's.
- Projection BreakerMove 1
Finisher: after the dash, the user puts all their strength into a leg blow that sends the target barreling away.
DamageInsta-killCooldown18sBlockableMelee i-framesHits ragdolled targetsMelee - BleedoutMove 2
Finisher: triggers on a target with 14 HP or less; after the first stab you blitz around them, stab the neck and toss the body.
Damage3 for tossCooldown20sUnblockableInterruptibleHits ragdolled targetsMelee - Decisive StrikeMove 3
Finisher: you barrage with one arm while the target tries to retaliate; you freeze them in a frame after blocking their punch, then kick them away.
Damage8.5 for extra barrage, 20 for last hitCooldown18sInterruptibleHits ragdolled targetsNo lock-onMelee - Flash FreezingMove 2
Finisher: as the glass frames shatter, the victim's body breaks apart too.
DamageInsta-killCooldown18sUnblockableInterruptibleHits ragdolled targetsExplosion
Pros and cons
Pros
- Mobile moveset with several surprise attacks and low endlag.
- Double dashes and multiple mixups let you pressure the enemy and force them onto the defensive.
- Combos deal high damage when set up properly.
- Bleedout makes opponents think twice about using moves, since you threaten Hemorrhage.
- In the awakening you are hard to touch and hard to escape thanks to the fast movement speed.
- Time Cell Moon Palace gives you a full moveset off cooldown to pick off targets caught inside.
Cons
- You must win several interactions before you can start proper combos.
- Few reliable neutral tools: self projection, short melee i-frames on Projection Breaker, a reactable Decisive Strike windup, and Bleedout and Cursory Impact that cannot extend.
- It struggles to force a ragdoll cancel, since there is little reason to ragdoll out of M1s, so opponents evasive out of frame setups.
- Vengeance only counters melee attacks and ends in your death unless you used the domain expansion.
- At maximum acceleration, Top Speed's knockback makes chaining hits very hard, especially without Flash Freezing frames.
About Head of the Hei
Naoya Zenin, leader of the Zenin clan's elite Hei unit in Jujutsu Kaisen, is the model for Head of the Hei, a free full character with 90 HP, open to everyone since V1.69. It is a mobility kit with weak basics: M1s deal only 8 total, and the front dash becomes a second side dash. The damage comes from Projection. The passive Frame Freeze stacks Projection on hit targets, and at 100% they freeze in a frame for 3 seconds, taking triple damage.
The base moves are Projection Breaker (9 damage, 18s cooldown, short melee i-frames), Bleedout (5 for the stab, then 3 per Bleed stack and 1.3 per tick of Hemorrhage, 20s), Decisive Strike (6 plus an 8-damage barrage, 18s) and Cursory Impact (12, 16s). Projection Sorcery crosses 50 studs in one second.
The awakening, Vengeance, heals 90 HP and lasts 60 seconds as a vengeful curse. Top Speed grows from 5 to 15 with each Acceleration, Flash Freezing deals 7 per frame, and the domain Time Cell Moon Palace (60s) forces the 24 FPS rule. The wiki warns that you must win several interactions before real combos start, and that Vengeance ends in your death unless you used the domain.
More full characters
Jujutsu Shenanigans guides
Frequently asked questions
How do you unlock Head of the Hei in Jujutsu Shenanigans?
Free: any player can pick it from the character list.
What is Head of the Hei's awakening?
Vengeance. Awakening swaps the four moves for Top Speed, Flash Freezing, Tendril Grab, Time Cell Moon Palace; the awakening itself lists counter window ~1.2s, healing 90 HP, duration 60s.
How much health does Head of the Hei have?
The wiki lists 90 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.






