Access
Shinji joined as the Early Access character on 23 March 2025 with Nunchuck Flurry, Body Flicker, Lightning Flash, Flashstep Fury, and a wall combo. On 17 October 2026 the character became free, alongside a combat and hitbox pass and the Virus Overlord Early Access kit. Community footage from that day also showed base finishers and a Body Flicker into move 3 variant. Exact post-patch percentages have not been republished, so the numbers below are the earlier move notes.
Shinji is from Combat Gods, the same series as Jun. The playstyle is rushdown and multi-target pressure. The M1 chain is a right hook, a left jab, a figure-eight nunchuck hit, and a spinning hook kick. Listed M1 damage is 15 percent. The nunchuck swing is one M1 even though it shows two hits, so the chain is still four M1s.
Base moves
| Move | Damage | Cooldown | Block and hit notes |
|---|---|---|---|
| Nunchuck Flurry | 17% | 30s | Does not bypass block. Hits ragdolled players and can hit several people. A ragdoll cancel escapes it and does not grant the Flashstep Fury reset. |
| Body Flicker | 13% | 20s | Does not bypass block and does not hit ragdolled players. Electrifies people in the path, then they roll in a random direction. Leaves you on your third M1. |
| Lightning Flash | 15% | 25s | Bypasses block. Hits ragdolled or grounded players. Roundhouse, knee, leg, then a dropkick. |
| Flashstep Fury | 8.5% | 20s, or a reset | Blockable. Hits a radius, including ragdolled players. You can walk slowly during it. Whiffing has endlag. |
Lightning Rage is the passive. If Flashstep Fury is on cooldown, landing Nunchuck Flurry or Body Flicker can reset it. A small bar then takes about 50 seconds before that reset is available again. Using the reset just as the bar finishes does not refresh it. The same bar has been suggested for Volt Drive, but that part is not confirmed.
Ultimate
Warrior's Grief plays the village cutscene and a lightning return. Listed damage is 29 percent of the bar, with a short electric wave that stuns and knocks up if you are close at the end. You are not damaged during the cutscene.
| Awakening move | Listed damage | Cooldown | Practical note |
|---|---|---|---|
| Iron Onslaught | 83% / 66% / 5% | 35s | Cutscene confirm. Cancelable until the eyes flash blue. Only the first and third lunges start the cutscene. Jun can answer it with One Inch Punch if you throw it in their face. |
| Lightning Rampage | 36% total, 23% if the charge misses | 15s | Charge shockwave is blockable. Hits ragdolled players. Cancelable on startup. |
| Draco Meteor | 68% on a direct land, 22% as nearby AoE | 33s | Aimable dive. Farther travel reduces damage unless you land on the target. Startup can be cancelled. |
| Volt Drive | Unknown | Unknown | The public move page marks this as a teaser assumption, not a measured live move. Do not build a combo around an unpublished number. |
Players can evasive out of Nunchuck Flurry and Body Flicker. Ultimate moves can be cancelled. A March 2025 balance pass forced Flashstep Fury onto the third M1, raised its startup and endlag, and lengthened the wall-combo cooldown. A 17 October 2026 showcase also described a smaller head hitbox on a force-style move. Re-test any one-shot you learned before that date.
Routes that match the kit
These are community strings, not developer combos. They need the opponent to miss the evasive, and they may have changed when hitboxes changed.
- Reset route: front dash, M1s, downslam, Nunchuck Flurry, Flashstep Fury, Body Flicker, Flashstep Fury again, then Lightning Flash. The second Flashstep Fury requires the blue reset bar to be ready.
- Block check: if they are holding F, stop the string. Only Lightning Flash is documented as a block bypass. Holding block is the standard answer to Shinji.
- After Body Flicker, the victim is not stunned for the whole roll. They can ragdoll-cancel sideways and M1 you during your delay.
Against groups, everything except the single-target focus of Lightning Flash can catch extra players. Lightning Flash can still clip people standing on its path. Nunchuck Flurry can reach a dojo roof. Staying up there too long knocks you off unless you hold M1.
Use Jun's ultimate as the danger state. Do not throw Iron Onslaught into a Jun who still has One Inch Punch.
