Move Name / Passive
Type
Damage
Cooldown
Effect / Notes
Blue
Telekinetic Pull
18
6s
Pulls enemies toward Gojo → sets up combos and follow-ups
Red
Telekinetic Push
22
8s
Pushes enemies back → breaks guard, controls spacing
Purple
Blue + Red Combo
35
12s
Combines Blue + Red → huge knockback → stagger enemies
Teleport / Dash
Movement Utility
0
5s
Short-range dash → reposition or follow-up attacks
Infinity
Passive
0
N/A
Automatically slows/stops enemies from reaching Gojo → always active
Excellent zoning with Blue/Red/Purple
Passive Infinity makes him hard to hit
Strong knockback and crowd control
High mobility for combo setups
Low base melee damage → relies on combos
Timing required to land Blue/Red/Purple effectively
Vulnerable if Infinity is bypassed (multi-target or ranged attacks)