CharactersHitoshi Shinso

Hero

Hitoshi Shinso

The star of General Studies aims to become a great hero! Use his "Brainwashing" Quirk to take down your foes!

Battle Style
1
Costumes
30
Emotes
9
Voice lines
12
Emblems
31

Hitoshi Shinso

Battle Style

Hitoshi Shinso Original

Battle Style

Original

Lock enemies down with Binding Cloth and leaps!
Steal items from Brainwashed foes and deliver a powerful strike!

  • HP300
  • Released Season 10
  • Location FoundObtained from Rolls

In a Roll now: Character Roll: Original (S19) Armored All Might until

T.U.N.I.N.G.

Quirk Skill β Attack Power+ Increases damage dealt for Quirk Skill β

Level1234
Value1.011.0151.021.025

Forward Jump HT+ Increases your forward Jump height

Level1234
Value5101520

Special Tuning Skill

Trance Blow Landing a melee attack puts the enemy in a brainwashed state for a set amount of time. Level up to shorten the time it takes to activate the skill.

Level1234567891011
Value6055504540252219161310
Fixed values
  • Brainwashed state lasts 6 s
Skill level

Quirk Skill α

Binding Cloth: Crushing Strike

Sends out Binding Cloth to restrain an opponent and slams them down. Press again while restraining to instantly slam the enemy down.

Binding Cloth: Crushing Strike
Hit
  • Projectile
  • Reaction: Grabbed
  • Guard: Through GP
  • Down power 50
252627303132333435
Throw
  • Melee
  • Reaction: Strong add-hit
  • Guard: Through GP
  • Object damage ×0
000000000
Slam
  • Melee
  • Reaction: Strong blow-off
  • Guard: Through GP
  • Down power 325
424344454749515355
Ammo333444445
Ammo used per use111111111
Reload time (s)2.52.52.52.52.52.52.52.52.5
Reload delay (s)222222222
Penalty reload time (s)555555555
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, No. of Rounds+, Size+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, No. of Rounds+, Size+

Quirk Skill β

Binding Cloth: Sky Rend

Fires Binding Cloth to leap into the air. Jumps in the movement input direction.

Hold Binding Cloth: Sky Chaos
Hold to spin and swing your Binding Cloth. Use midair to descend rapidly while attacking.

Binding Cloth: Sky Rend
Hit
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
120127134140144148152156160
Ammo333333333
Ammo used per use111111111
Reload time (s)7.57.57.5777776.5
Reload delay (s)111111111
Penalty reload time (s)999888887
Penalty delay (s)111111111
  • Reload starts on the ground
Quirk Skill Level Up
  1. Lv.4 Reload Speed+
  2. Lv.9 Reload Speed+

Quirk Skill γ

Brainwashing

Sends out a call that brainwashes nearby opponents. While brainwashed, their movement slows and it becomes hard to distinguish allies from opponents.

Brainwashing
Hit
  • Projectile
  • Reaction: Always weak
  • Guard: Damage reaction
  • Applies Brainwash (slowed) (6s)
  • Pierces super armor
000000000
Ammo111222222
Ammo used per use111111111
Reload time (s)121212121212121210
Reload delay (s)111111111
Penalty reload time (s)121212141414141412
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Reload Speed+
  2. Lv.3 Reload Speed+
  3. Lv.4 No. of Rounds+, Damage Area+
  4. Lv.5 Reload Speed+
  5. Lv.6 Reload Speed+
  6. Lv.7 Reload Speed+
  7. Lv.8 Reload Speed+
  8. Lv.9 Reload Speed+, Damage Area+

Special Action

Persona Chords
Projects a loud voice in the aim direction. Opponents hit drop items and are briefly immobilized.

Persona Command
When a Special Action has immobilized an opponent, use this to place a marker in the aim direction. The opponent is forced to run to that spot.

Special Action
Value
Special
  • Projectile
  • Reaction: Always weak
  • Guard: Damage reaction
  • Applies Brainwash (4.5s)
  • Pierces super armor
  • Down power 125
0
Ammo1
Ammo used per use1
Reload time (s)30
Reload delay (s)0
Penalty reload time (s)30
Penalty delay (s)0

Melee

Attacks that do not level up.
Melee
Value
Ground Melee 1
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 125
40
Ground Melee 2
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
80
Air Melee 1
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 250
60

Stats & movement

Same for every Battle Style, except HP.

Body

HP
300
Guard Points (GP)
250
Armor
100
Down gauge
500
Freeze gauge
100
Shock gauge
100
Guard break rate
1
Damage taken rate
1
Damage taken rate (special)
1
Body size
M

Run

Top speed
600
Start speed
400
Time to top speed (s)
0.4
Stop time (s)
0.3

Dash

Top speed
1050
Start speed
850
Time to top speed (s)
4
Stop time (s)
0.25

Jump

Height (standing)
300
Rise time (s)
0.25
Height (moving)
150
Rise time, moving (s)
0.2
Forward speed, start
900
Forward speed, end
800

Wall

Wall run top speed
700
Wall run start speed
50
Time to top speed (s)
0.4
Wall jump height
250
Wall jump speed, start
600
Wall jump speed, end
500

Dodge

End speed
1000
Start speed
900
Invincible time (s)
0.3

Other

Move rate while aiming
0.6
Move rate while crouching
0.6
Landing lag from height
500
Longest landing lag from height
2000
Landing lag, shortest (s)
0.2
Landing lag, longest (s)
0.4
Finisher time (s)
3
Aim assist distance
5000

Speeds, heights and distances are in game units (Unreal units: 100 = 1 metre), speeds per second.

Projectiles

6 entries
Lifetime and range of every projectile, hitbox and effect this character spawns
Internal nameLifetime (s)Max distance
Unique1 Shot 5 2850
Unique2 10 no limit
Unique2 End 0.2 no limit
Unique3 Shot 0.2 no limit
Special 5 5000
Special Target 6 no limit

Where two numbers are shown, the first is skill level 1 and the second the highest level. Names are the developers'.

Costumes

30 released

Emotes

9 released

Voice lines

12 released

About these numbers

  • Damage, GP damage, down power, ammo and reload values are the game server's balance data for the current version. They are base values, before role bonuses, T.U.N.I.N.G. and the target's damage taken rate.
  • A highlighted cell changed from the level before it. Pick a level with the level buttons to follow one column.
  • Penalty reload values are the ones stored for a magazine that has been emptied. A skill with 1 ammo empties on every use.
  • Reaction and Guard are the game's own names for how a hit moves the target and how it deals with GP (explained below). Hover a tag to see what it means.
  • Hover a row name to see the field or the original Japanese part name it comes from.

Guard: what happens when the target has GP

Whole
GP takes the damage (no HP damage while GP lasts). The target plays a full-body guard reaction that interrupts what it was doing.
Nagara
GP takes the damage (no HP damage while GP lasts). The target only flinches on top of what it is doing and keeps moving. Nagara is Japanese for "while".
Through
Ignores GP: the damage goes straight to HP, even while the target still has GP.
Strong
GP takes the damage (no HP damage while GP lasts). The target plays a heavy guard reaction.
Damage reaction
GP takes the damage (no HP damage while GP lasts), but the target still plays the move's own reaction (see Reaction), as if unguarded.
Through GP
GP still takes the damage (no HP damage while GP lasts), but the move's reaction, such as a grab or a blow-off, goes through the guard.

Every Guard type except Through stops HP damage while the target has GP; the hit that breaks the GP passes what is left over to HP. The type only changes how the target reacts in the meantime.

Reaction: how the hit moves the target

No reaction
The target does not react.
Weak
A light flinch.
Always weak
A light flinch, every time.
Strong
A heavy hit that knocks the target back.
Straight
Knocks the target straight back (it bounces on landing).
Grabbed
Grabs the target.
Captured
Captures the target (held in place).
Pulled up
Pulls the target up.
Involved
Drags the target along with the move.
Zero gravity
Puts the target in zero gravity (it floats).
Noise
Stuns the target with noise.
Strong launch
Launches the target into the air.
Grabbed (no reaction)
Grabs the target without a hit reaction.
Strong bound
Slams the target into the ground so it bounces (バウンド, "bound").
Teleport weak
A light flinch from being warped.
Stone bind
Binds the target in stone.
Strong blow-off
Blows the target far away.
Strong add-hit
A heavy hit followed by an extra hit.
Strong carry front
Carries the target forward with the attacker.
Straight (no bound)
Knocks the target straight back without the bounce.

Hitoshi Shinso GUI assets

Face icons 6

Battle Style 4

Quirk Skill 7

Special Tuning Skill 1

Costumes 108

Emotes 27

Emblems 6

Click an image to open the file at full size.