Honored One

Health
100
Special (R)
Limitless
Cooldown 15s
Awakening (G)
Six Eyes
Versions
V1.00
Base moveset
- InfinityCOSMETIC
Cosmetic effect: while blocking you pose and hover in place, and a black blindfold covers your eyes.
EffectGrants a special cosmetic and custom block animation - LimitlessSPECIAL
Teleports you in front of the enemy under your cursor; turn the camera before the glass-shatter effect ends to choose where you appear.
Cooldown15sAwakening cost6%UnblockableHits ragdolled targetsInterruptible - LimitlessSPECIAL VARIANT
Used on an airborne enemy, you appear above them and kick them down to the floor with a short ragdoll.
Damage8Cooldown15sAwakening cost6%UnblockableHits ragdolled targetsInterruptibleNo Evasive - Lapse BlueMove 1
Pulls a target within 35 studs toward you, then follows up with an unblockable kick while you hold melee i-frames.
Damage12.5, 5 for pull, 7.5 for kickCooldown13s360° blockableHits ragdolled targetsMeleeProjectileMelee i-frames - Reversal RedMove 2
After a short windup, fires a red orb 40 studs forward that explodes in a 15-stud radius; blocking halves its damage.
Damage12.5, 6.25 if blockedCooldown20sBlockableHits ragdolled targetsInterruptibleProjectileExplosion - Reversal RedSPECIAL VARIANT
If you use Limitless during the windup, you reappear upside down behind the target and fire the Red at point-blank range.
Damage12.5, 6.25 if blockedCooldownPuts the used abilities on cooldown.Hits ragdolled targetsInterruptibleBlockableProjectileExplosion - Reversal RedAIR TARGET SPECIAL VARIANT
Aimed at an airborne target, the Red follows an air kick; the Red replaces the kick's ragdoll and the damage is lower.
Damage17.5, 5 for kick, 12.5 for redCooldownPuts the used abilities on cooldown.BlockableInterruptibleHits ragdolled targetsProjectileExplosion - Reversal RedINTERRUPTION SPECIAL VARIANT
If the target was mid-action when the Limitless variant began, they are stunned in place and take an enhanced Red.
Damage15, 6.25 if blockedCooldownPuts the used abilities on cooldown.BlockableInterruptibleHits ragdolled targetsProjectileExplosion - Rapid PunchesMove 3
Locks a nearby enemy with a spinning kick, then gives bullet i-frames while you land 15 punches, 3 heavy punches and a final ragdolling blow.
Damage17.25, 1.25 on grab, 7.5 for barrage (0.5 per hit), 4.5 for heavy blows (1.5 per hit), 4 for final hitCooldown15sUnblockableCan't hit ragdolled targetsMeleeProjectile i-frames - Face GraterSPECIAL VARIANT · Rapid Punches
Using Limitless right after Rapid Punches lands makes you drag the enemy along the floor and toss them; it has heavy endlag if blocked.
Damage10.2CooldownPuts the used abilities on cooldown360° blockableHits ragdolled targetsInterruptibleNo EvasiveMelee - Twofold KickMove 4
An upward kick that grants melee i-frames on hit and holds the enemy in the air for an unblockable second kick that bounces them higher.
Damage10, 6 for first kick, 4 for secondCooldown18sSemi-blockableHits ragdolled targetsMeleeMelee i-frames
Six Eyes · Awakening
- Six EyesAWAKENING
Awakening: you remove the blindfold, heal 25 HP and gain the awakened moveset for 60 seconds.
Healing25 HPDuration60sUninterruptible - 0.2 DomainAWAKENING VARIANT · Six Eyes
Alternate awakening: pressing special during the sequence expands Infinite Void for 0.2 seconds, then starts a three-phase rush; afterwards you revert to the base moveset on cooldown.
Damage220 if all phases hit, 35 for first (5 per hit), 120 for second (20 per hit), 65 for lastUnblockableInterruptibleHits ragdolled targetsNo EvasiveNo lock-on - LimitlessSPECIAL
The same special as in the base moveset.
Cooldown15sUnblockableHits ragdolled targetsInterruptible - LimitlessSPECIAL VARIANT
The same air-kick variant as in the base moveset.
Damage8Cooldown15sUnblockableHits ragdolled targetsInterruptibleNo Evasive - Lapse Blue MAXMove 1
Creates a steerable blue vortex that lasts 20 ticks and pulls in and damages everything near it; you can walk while it is active.
Damage44, 2.2 per tick / +20.9 on kill, 1.1 per tickCooldown17sUnblockableInterruptibleHits ragdolled targetsExplosion - Unlimited PurpleVARIANT · Lapse Blue MAX
After Lapse Blue MAX kills someone, shooting the lingering orb with Reversal Red MAX turns it into a purple blast after 3 seconds and drains your whole Awakening bar.
Damage50-100, based on distance from the centerRequirementShoot Max Blue's finisher with Max RedUnblockableUninterruptibleHits ragdolled targetsNo EvasiveExplosion - Reversal Red MAXMove 2
Charges a repelling orb for just over a second, then fires it through enemies up to 100 studs; the farther it goes, the less damage it deals.
Damage30 to 7, depending on rangeCooldown10sUnblockableInterruptibleHits ragdolled targets - Reversal Red MAXSPECIAL VARIANT
If Limitless is used before firing, the orb rebounds at max distance: a target hit is pulled to you for a Black Flash, otherwise the orb hurts you.
Damage10 for punch, 15 to the user if missedCooldown10sUnblockableHits ragdolled targetsNo EvasiveMeleeMelee i-frames - Hollow PurpleMove 3
Merges both techniques into a purple mass that rushes forward after about 3 seconds and wipes out everything in its path; in the air it gives 360-degree aim.
Damage70Cooldown40sUninterruptibleUnblockableHits ragdolled targetsExplosion - Infinite VoidDOMAIN EXPANSION
Expands a domain that stuns every enemy caught inside for 14 seconds, though it does not interrupt actions they had already started.
Cooldown120sDuration14sUnblockableHits ragdolled targetsInterruptibleNo Evasive
Finishers
Finishers are the kill animations a move plays when it lands the last hit; the numbers are the wiki's.
- Lapse BlueMove 1
Finisher: the pulled enemy is kicked upward and crushed under rubble, which kills instantly.
DamageInsta-killCooldown13sHits ragdolled targets360° blockableMeleeProjectileMelee i-frames - Reversal RedMove 2
Finisher: the small red ball explodes on contact and kills instantly; every variant ends the same way at point-blank range.
DamageInsta-killCooldown20sHits ragdolled targetsInterruptibleBlockableProjectileExplosion - Rapid PunchesMove 3
Finisher: the last punch becomes a Black Flash that kills the target and sends them flying; Face Grater is not available afterward.
Damage5 for black flashCooldown15sUnblockableCan't hit ragdolled targetsMeleeProjectile i-frames - Twofold KickMove 4
Finisher: after the second kick, you hold the enemy in the air and hit them with a point-blank Reversal Red that sends the body flying.
Damage10 for Reversal RedCooldown18sSemi-blockableHits ragdolled targetsMeleeMelee i-frames - 0.2 DomainAWAKENING ATTACK
Finisher: holding the heads of two targets before the rush ends plays a cutscene that kills them while you keep total i-frames.
DamageInsta-killUnblockableUninterruptibleHits ragdolled targetsNo Evasive - Lapse Blue MAXMove 1
Finisher: the large blue orb tears targets apart and swallows them, then lingers for a couple of seconds.
DamageInsta-killCooldown17sUnblockableInterruptibleHits ragdolled targetsExplosion - Unlimited PurpleVARIANT · Lapse Blue MAX
Finisher: the unstable purple energy burns the whole area and leaves only the enemy's charred corpse.
DamageInsta-killRequirementShoot Max Blue finisher with Max RedUnblockableHits ragdolled targetsUninterruptibleNo EvasiveExplosion - Reversal Red MAXMove 2
Finisher: the red orb splits the enemy apart and scatters their body parts.
DamageInsta-killCooldown10sUnblockableInterruptibleHits ragdolled targetsExplosion - Reversal Red MAXSPECIAL VARIANT
Finisher: after the Black Flash lands, you amplify the black sparks to end the opponent.
DamageInsta-killCooldown10s, none for specialUnblockableHits ragdolled targetsNo EvasiveMeleeMelee i-frames - Hollow PurpleMove 3
Finisher: the purple mass obliterates everything ahead and leaves only the legs of whoever it eliminates.
DamageInsta-killCooldown40sUnblockableUninterruptibleHits ragdolled targetsExplosion
Honored One combos
- BaseDamage74.25
3 M1s Uppercut/Downslam + Twofold Kick + Rapid Punches + Reversal Red + Lapse Blue + Limitless
A side dash after Reversal Red may be needed so the target stays within Lapse Blue's range.
- BaseDamage75.25 - 78.25
3 M1s Uppercut + Rapid Punches + Lapse Blue + Reversal Red (Variant) + Twofold Kick + Downslam
The downslam window after Twofold Kick is tight; a proper true downslam can even let a second M1 connect.
- BaseDamage78.25 - 81.25
3 M1s Uppercut + Rapid Punches + Twofold Kick + Reversal Red + Downslam + Lapse Blue + Limitless
Wind up Reversal Red's downslam after Twofold Kick, which almost always lets the first M1 connect if you jump; the enemy can evade after Lapse Blue, but Limitless has low endlag.
- AwakeningDamage106 - 105
3 M1s Uppercut/Downslam + Reversal Red MAX (Variant) + Lapse Blue MAX + Limitless
Use only the air variant of Lapse Blue MAX so the orb aims upward and flings enemies into the air, setting up Limitless' kick.
Combos as the wiki's community lists them (move names in English, as in the game). We have not tested them.
Pros and cons
Pros
- Beginner-friendly moveset that fits most playstyles.
- Limitless and Reversal Red can start combos or mixups from range, or safely bait a ragdoll cancel.
- The awakening hits an area with very destructive moves and a highly disruptive domain expansion.
- 0.2 Domain reaches farther than the regular Infinite Void and, if done correctly, can kill at least two players and end in a finisher cutscene with i-frames.
Cons
- Limitless costs Awakening meter, so early on you are limited and forced into M1 trades.
- Extending after Lapse Blue and Face Grater is hard: both throw the enemy too far and leave punishable endlag.
- Unlimited Purple pulls you out of your Awakening and rarely deals meaningful damage, since Lapse Blue MAX may already have killed the target.
- Reversal Red MAX loses damage with distance, and its rebounding variant can miss even when the base shot connects.
- 0.2 Domain can be canceled during its windup and sometimes mid-rush, since its i-frames are not constant; the rush is also fully horizontal, so enemies can punish the end of it.
About Honored One
Every new account starts as Honored One, the Satoru Gojo kit, so it works as the game's default pick and as a full moveset with a Six Eyes awakening.
The base kit revolves around Limitless, a 15 second unblockable teleport that takes 6% of the Awakening bar. It starts or extends strings from range, and it rewrites other moves: used during Reversal Red's windup, it puts you behind the target for a point-blank shot. The damage itself comes from Lapse Blue (12.5, 13s), Reversal Red (12.5, 20s), Rapid Punches (17.25, 15s) and Twofold Kick (10, 18s). The wiki lists base combos worth 74.25 to 81.25 damage, and the site's tier list puts the kit in tier A at 0.792 damage per second of cooldown.
Six Eyes heals 25 HP and lasts 60 seconds. The awakened slots bring Hollow Purple (70 damage, 40s cooldown), Infinite Void (a 14 second stun on a 120 second cooldown) and the 0.2 Domain rush, which reaches 220 if all three phases connect.
On the downside, the wiki says Limitless drains the meter early on, that Lapse Blue and Face Grater throw targets too far to follow up, and that Unlimited Purple pulls you out of the awakening.
Where it sits in our tier list
More full characters
Jujutsu Shenanigans guides
Frequently asked questions
How do you unlock Honored One in Jujutsu Shenanigans?
Free. It is the default character every new player starts with.
What is Honored One's awakening?
Six Eyes. Awakening swaps the four moves for Lapse Blue MAX, Reversal Red MAX, Hollow Purple, Infinite Void; the awakening itself lists healing 25 HP, duration 60s.
How much health does Honored One have?
The wiki lists 100 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.






