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True Cannon

Based on Ryu Ishigori (Jujutsu Kaisen). Free for all players. It was Early Access only until its public release in V1.76.
Full100 HPEvery Last Drop.Added V1.75
True Cannon in Jujutsu Shenanigans

Health

100

Special (R)

Restyle

Cooldown 17s

Awakening (G)

Every Last Drop.

Versions

V1.75

finished V1.76

Base moveset

  • Cursed Energy DischargePASSIVE

    Your M1 string is cut to 3 hits. While Overheat is under 90%, the final neutral M1 fires a 24-stud ray for double base damage (not on uppercuts or downslams).

    EffectLimits M1 sets to 3 hits (3 + 3 + 4), and boosts the 3rd neutral M1 (4 to 8, and 3x range)
    BlockableInterruptibleCan't hit ragdolled targetsMelee
  • OverheatPASSIVE

    Your attacks fill an Overheat Meter. At 100%, Cursed Energy Discharge attacks stop working (Appetizer only fires its last blast) and your head smokes.

    EffectDisables the neutral M1 blast at 90% Overheat, then Granite Blast, Appetizer's first 2 beams and Every Last Drop. at 100%
    Interruptible
  • RestyleSPECIAL

    You pose and say "Sweet!" to lower your Overheat by 60%. Landing Unsatisfied's first three punches or Second Helping shaves time off this special's cooldown.

    Cooldown17sDuration1sOverheat-60%
    Interruptible
  • RestyleSPECIAL VARIANT

    At 100% Overheat you comb your hair instead. You stay open much longer than with the pose, but Overheat drops to 0%.

    Cooldown17sDuration2.75sOverheat-100%
    Interruptible
  • Granite BlastMove 1

    Fires a concentrated beam 78.5 studs that stuns the first target (ragdolls one already stunned). Used airborne, it halts your fall and lets you aim in any direction.

    Damage5.5Cooldown0.5sOverheat20%
    BlockableInterruptibleHits ragdolled targetsNo lock-onProjectile
  • Granite BlastHOLD VARIANT

    Holding for about 1.1s charges the beam: it pierces up to 100 studs, is unblockable and uncounterable, and costs double Overheat. Damage halves from 80 studs away.

    Damage12, 6 at further rangeCooldown0.5sOverheat40%
    UnblockableInterruptibleHits ragdolled targetsNo EvasiveNo lock-onExplosion
  • Granite BlastDASH VARIANT

    Used during your front dash, you stop to fire a beam that loops around you and then perform a second front dash, greatly extending your travel.

    Damage4 (front dash)Cooldown6s (front dash)Overheat20%
    BlockableInterruptibleCan't hit ragdolled targetsMelee
  • UnsatisfiedMove 2

    Three quick blows followed by a back clash in a Tetsuzanko. The first three hits cannot bypass grounded ragdoll but force an air-ragdolled target to stand up.

    Damage18, 3 for each of the first 3 hits and back clash, 6 for tossCooldown20s
    BlockableInterruptibleSemi-ragdollMelee
  • Second HelpingMove 3

    Aim at an enemy within 70 studs and dash above them with melee i-frames to slam them skyward.

    Damage12Cooldown15s
    UnblockableInterruptibleHits ragdolled targetsMelee
  • Second HelpingAIR TARGET VARIANT

    If the target is airborne, they lose ragdoll cancel once locked on, and you appear over them to punch them to the floor with delayed impact.

    Damage12, 6 for punch, 6 for extra impactCooldown15s
    UnblockableInterruptibleHits ragdolled targetsMelee
  • AppetizerMove 4

    Fires two quick Granite Blasts up to 80 studs that stun, then a third vertical ray that ragdolls a target 60 studs ahead upward and toward you.

    Damage16, 4 per blast, 8 for final rayCooldown18sOverheat30%, 10% per blast
    BlockableInterruptibleHits ragdolled targetsProjectile
  • AppetizerVARIANT

    When overheated, even after one blast, you skip the remaining blasts and go to the final ray, which now ragdolls the target away. The blast animation still plays.

    Damage8 for final rayCooldown18sOverheat10% per blast
    BlockableInterruptibleHits ragdolled targetsProjectile

Every Last Drop. · Awakening

  • Every Last Drop.AWAKENING

    Fires a huge beam that maxes Overheat; you only enter awakening if Overheat was between 80% and 99% beforehand. Up to 3 targets take about 103.93 each.

    Damage~7.42 per hit, totalling up to 103.93Overheat100%Healing25 HPDuration90s
    UnblockableUninterruptibleHits ragdolled targetsExplosionBeam
  • DecadencePASSIVE

    Passive regeneration is off and you stay at 100% Overheat. At critical health, damage drains your Awakening meter instead, which can absorb 200 damage.

    EffectLocks the user in overheat, disables passive healing, and turns the Awakening Bar to a second health bar when low
  • DecadencePASSIVE

    For 5 HP you can cancel one of the first three moves or feint it into another, which puts it on a 6s cooldown. Each move has its own feint window.

    EffectAllows the first 3 moves to be canceled or feinted into each other in exchange for 5 HP, putting them on a 6s cooldown
  • RestyleSPECIAL

    You say "Sweet!" and regain 10 HP and 10% Awakening over 2s. If the awakening ends during the animation, you gain nothing.

    Cooldown17sHealing10 HPAwakening gain10%Duration2s
    Interruptible
  • "What are you after?"Move 1

    Slam the floor to bounce the target up, then leap and aim an air lunge; on contact you trade punches and toss them. Used airborne, you skip the slam.

    Damage10 for slam, 20 for lunge, 5 for tossCooldown18sSelf damage5 on launch
    UnblockableInterruptibleHits ragdolled targetsMelee
  • "I had no idea..."Move 2

    A windup punch; if it lands, you and the opponent trade seven punches. Only ragdolling swarm attacks interrupt the windup, while other hits extend it.

    Damage3 for grab, 2 per punch (14 total), 3 for pushCooldown15sSelf damage2 on grab, 1 per punch (7 total)
    UnblockableExplosion i-framesCan't hit ragdolled targetsMelee
  • "This is what dessert is like!"Move 3

    A running stunning kick, then a wild swing. If it lands, a cutscene starts where both sides take four heavy blows. Interrupting an action with the kick guarantees the swing.

    Damage7 for kick, 3 for swing, 20 for blows, 6 on pushCooldown20sSelf damage10 during cutscene
    Semi-blockableFull i-framesHits ragdolled targetsNo lock-onMelee
  • "You weren't invited."Move 4

    A wound-up right jab and lunge that sends the target flying left. Holding the move for 1.9 seconds charges the blow and doubles its damage.

    Damage20, 40 if heldCooldown20s
    UnblockableInterruptibleHits ragdolled targetsNo EvasiveExplosion
  • "You weren't invited."VARIANT

    Against a wall, the punch sends debris 100 studs forward, carrying players along (250 studs if held, plus 250 per player carried). It can also push domain borders back.

    Damage20 on impactCooldown20s
    UnblockableInterruptibleHits ragdolled targetsSwarm

Finishers

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

  • Granite BlastMove 1

    The blast fries the enemy into a crisp.

    DamageInsta-killCooldown0.5s
    BlockableInterruptibleHits ragdolled targets
  • Second HelpingMove 3

    The user crushes the target like jelly.

    DamageInsta-killCooldown15s
    UnblockableInterruptibleHits ragdolled targetsMelee
  • AppetizerMove 4

    The rays fry the target alive and leave the body charred, like Granite Blast.

    DamageInsta-killCooldown18s
    BlockableInterruptibleHits ragdolled targetsProjectile
  • "You weren't invited."Move 4

    The target's body shatters along with the debris carrying them.

    DamageInsta-killCooldown20s
    UnblockableInterruptibleHits ragdolled targetsSwarm

Pros and cons

Pros

  • Granite Blast's short cooldown gives high DPS potential in base.
  • You can play at range, especially with Granite Blast's hold variant.
  • The third M1's extra range works well as a neutral tool from a safe distance.
  • The awakening sequence itself can be used as an attack to counter domains and other long windups.
  • "I had no idea..." counters long attacks, letting you surf them and punish the opponent.
  • Restyle during the awakening can greatly extend how long it lasts.
  • Few players know Granite Blast's dash variant, a dash extension that can catch opponents off guard.
  • Feinting during the awakening lets you extend combos and deal more damage.
  • The damage you take from your own moves is always two or three times lower than what they deal.

Cons

  • Overheat sharply cuts your damage: you lose the 1st move entirely and the 4th loses half its damage.
  • Restyle leaves you open and is risky, especially the comb version.
  • The true awakening needs a specific Overheat window with no accurate indicator, and failing leaves you with a full Overheat bar.
  • Proper awakening combos require spending health on feints, since the moves alone have very short stun.
  • The only way to heal during the awakening is the R special, which also leaves you vulnerable.

About True Cannon

Overheat defines True Cannon, the character built on Ryu Ishigori's cursed energy discharge. It is a full character, free to everyone since its public release in V1.76 (Early Access in V1.75), and has 100 HP.

Every attack fills an Overheat meter, and the numbers show why it matters. Granite Blast costs 20% Overheat and fires every 0.5 seconds for 5.5 damage, and a 1.1 second hold turns it into an unblockable piercing beam for 12. Unsatisfied (18 damage, 20 seconds), Second Helping (12, 15) and Appetizer (16, 18, costing 30%) do the heavy work. Restyle, on a 17 second cooldown, lowers Overheat by 60% with a pose, or all the way to zero with the comb, at the price of staying open.

Every Last Drop is the odd part: it only starts the awakening if Overheat sits between 80% and 99% beforehand, and the wiki notes there is no accurate indicator for that window. Done right, it deals about 103.93 to up to three targets, heals 25 HP and lasts 90 seconds, and Decadence turns the awakening bar into a second health bar worth 200 damage. Overheated, you lose Granite Blast entirely and Appetizer drops to half damage.

Where it sits in our tier list

SBase moves 1–4 add up to 51.5 damage over 53.5 s of cooldown (0.96 damage per cooldown second, with 100 HP). How the tier list works →

More full characters

Jujutsu Shenanigans guides

All Jujutsu Shenanigans guides →

Frequently asked questions

How do you unlock True Cannon in Jujutsu Shenanigans?

Free for all players. It was Early Access only until its public release in V1.76.

What is True Cannon's awakening?

Every Last Drop.. Awakening swaps the four moves for "What are you after?", "I had no idea...", "This is what dessert is like!", "You weren't invited."; the awakening itself lists overheat 100%, healing 25 HP, duration 90s.

How much health does True Cannon 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.