Head of the Hei
CompleteHead of the Hei is a Jujutsu Shenanigans character with 5 base move entries and an awakened form, Vengeance, carrying 5 more. Health is 90; the unlock condition is Free. Added in V1.65 and finished in V1.69. Of the moves that declare a block behaviour, 70% are unblockable.
- Health
- 90
- Unlock
- Free
- Version added
- V1.65
- Version finished
- V1.69
Health and unlock are the infobox text from Head of the Hei's page on the Jujutsu Shenanigans Fandom wiki, reproduced as written — ranges and hedges included. The version columns come from the wiki's Characters index; only characters filed under "Complete" there carry a finished version, which is why most of the roster shows none.
The wiki files this character under Complete: both the base kit and the awakened moveset are documented.
This kit, counted
Every figure below is arithmetic over the move rows on this page. They describe the shape of the kit as documented — they are not a rating, and they cannot tell you whether Head of the Hei beats anyone.
- Named moves
- 10
- Unblockable share
- 70% of 10 that state one
- Avg cooldown
- 20.1s across 10 moves
- Bypasses ragdoll
- 90% of 10 that state it
Put Head of the Hei next to another character to see these side by side — including the damage and cooldown spread, and what each number refuses to claim.
Base kit
Four numbered moves plus the Special, as the wiki lists them.
- 1
Projection Breaker
The user dashes 15 studs backwards while applying their technique, gaining short melee i-frames, before spinning back with a heavy kick that throws the target away. The user's M1 count will reset after this.
- Damage
- 9
- Cooldown
- 18s
- Block
- Blockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 2
Bleedout
The user pulls out a sharp tanto blade and spins it around before quickly stabbing forwards towards the target's abdomen. While this attack isn't a true extender, it applies several effects on the target it landed on: *The target gets inflicted with 3 "Bleed" stacks, slowing down their Projection Meter drain by 35%. To remove this effect, the target must have a move go on cooldown for each stack, though they will take damage each time. *If a target with at least one Bleed stack is hit again by this move, then their Bleed stacks will refresh to 3 as a new Hemorrhage effect is applied, draining their health (though unable to kill) until the target either gets rid of all their Bleed stacks or sustains 39 ticks of Hemorrhage, which will take away all Bleed stacks in the process. **Note that if the target is playing as , then the effect will target their Awakening Bar instead of their HP, ending once 50% of the meter has depleted. **Frame Freeze will momentarily stop the Hemorrhage effect until the frame is shattered.
- Damage
- 5 for stab, 3 per Bleed stack, 1.3 per tick for Hemorrhage
- Cooldown
- 20s
- Block
- Unblockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 3
Decisive Strike
With the help of their cursed technique, the user runs 35 studs forwards before quickly punching forwards. If successful, their punch will be followed by a flurry of swift blows that leave the target stunned in place while setting the user to their second M1.
- Damage
- 6 for first hit, 8 for barrage (0.5 per hit)
- Cooldown
- 18s
- Block
- Blockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 4
Cursory Impact
The user activates their technique yet again to quick step to their destination by increasing their movement speed. They then reappear with an immediate back-handed smack that, if landed on any enemy, gets followed up a sweep that propels one of the targets away.
- Damage
- 12, 6.5 for smack, 5.5 for sweep
- Cooldown
- 16s
- Block
- Unblockable
- Interrupt
- Interruptible
- Ragdoll
- Cannot Bypass Ragdoll
- Special
Projection Sorcery
By aiming at a position within 50 studs, the user activates their cursed technique to cover the distance in a single second while leaving an afterimage behind. They are able to teleport once again before the special goes on cooldown, though only if a target is in sight. If a projection is interrupted, the special will remain off cooldown.
- Damage
- not published
- Cooldown
- 18s
- Block
- Unblockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
Awakening — Vengeance
The awakened form's own moveset. Several moves share a name with a base move and have different numbers in this form; the awakened block is what is shown here.
- 1
Top Speed
By utilizing the inlets in their new cursed form to take in the air and eject it from behind, the user boosts forwards in an attempt to crash their tough shell into any player in their way. Once a player is hit, the user will gain slight aim assist for that player alone. Until the momentum bar is full, each use of Acceleration will boost the stats of the Top Speed as follows: *Crash damage will increase by 1.5 for each use, and by 1 on the seventh. *Damage type will change from melee to bullet after 4 uses. *Velocity and aim assist accuracy will both improve with every use until the bar is full. Keep in mind that the aim assist can be disabled by pressing the special during the windup.
- Damage
- 5, +1.5 for every Acceleration, up to 15
- Cooldown
- 14s
- Block
- Unblockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 2
Flash Freezing
The user activates their cursed technique and freezes the air in front of them, creating a line of 15 glass frames. Once a frame is hit, it will shatter into pieces, damaging nearby opponents and frames, causing them to shatter as well. Keep in mind that the frames will deal no damage if smashed through using Top Speed.
- Damage
- 7 per frame
- Cooldown
- 18s
- Block
- Unblockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 3
Tendril Grab
The user plunges their arm underground, before their tendrils surge out to grab any enemies within 25 studs, immobilizing them for roughly a second.
- Damage
- not published
- Cooldown
- 10s
- Block
- Unblockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- 4
Time Cell Moon Palace
The user performs a handsign to expand their innate domain, Time Cell Moon Palace, all while leaving their previous form and reverting back to their base moveset with the same HP percentage. Whilst in the domain, rolls of film are injected into the neck of every opponent, forcing them to abide by Projection Sorcery's 24 FPS rule which will operate on a cellular level. Any action will result in their cells freezing in frames then shattering, dealing damage depending on how fast the user and target were moving. Blocking will reduce this damage.
- Damage
- Depends on speed
- Cooldown
- 60s, yet ends Awakening
- Block
- Unblockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
- Special
Acceleration
The user's new form gives them the ability to accumulate speed by rapidly spinning using their cursed technique, damaging the area around them while increasing their walk speed if not blocked by an enemy. A "momentum" bar can be seen to the user's right indicating how many uses of the special are needed to buff Top Speed to its maximum potential, that being seven. This attack cannot kill.
- Damage
- 7, 1 per spin
- Cooldown
- 9s
- Block
- 360 Blockable
- Interrupt
- Interruptible
- Ragdoll
- Bypasses Ragdoll
Where this comes from
The moveset and version columns come from the Characters index on the Jujutsu Shenanigans Fandom wiki; health, unlock and each move's description, damage, cooldown, block type, interrupt and ragdoll behaviour come from Head of the Hei's own page. Moves are matched between the two by exact name only, so a compound row that does not match an ability block stays blank rather than being paired with a guess. Last synced August 14, 2026.
Anything the wiki prints as "TBA" or omits entirely is shown as not published. Nothing on this page is drawn from the Jujutsu Kaisen manga or anime, and no damage number, cooldown, tier or date is inferred.
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