AoiTodo
Aoi Todo as a playable survivor: Boogie Woogie and the clap that drives it. Needs SatoruGojo, which is the shared library.Aoi Todo
The heaviest and best armoured of the set, and the only one who does not travel by running. He throws a stone to make somewhere to be, marks what he wants moved, and claps it to whatever he is looking at — himself, a teammate, or whatever is trying to kill him.
Needs Satoru Gojo, which is both a character and the shared library this one runs on. The mod manager installs it for you.
At a glance
| Range | Melee only |
| Moves by | Trading places, not running |
| Toughness | The most health and the most armour of the set |
| Cursed energy | Spends very little; the clap itself is free |
Skills
| Key | Slot | Skill | What it does |
|---|---|---|---|
M1 |
Primary | Consecutive Blows | Four blows thrown one after another while held. The first three barely move what they hit, so the fourth — a hook that throws it — still has something in front of it. Stop swinging for a moment and the run starts again from the first. |
M2 |
Secondary | Overhead Smash | Both fists into the ground. Damages everything around him and throws it outward; centred on him rather than aimed, so clap into a crowd, then smash. Press it in the air and he hangs for a beat and then comes down the way he is facing instead, landing for the same damage over a wider area — and the further he fell, the harder it lands. |
Shift |
Utility | Boogie Woogie: Stone | Hold to aim — the arc is drawn for you — and release to throw. The stone becomes a destination you can clap to, and clapping leaves it where you were, so the same throw takes you there and back. Several stones, one back on a timer. |
R |
Special | Plus Ultra | Dash at whatever you are looking at and kick it, and that kick is always a Black Flash — the one place in the mod where the rarest hit in the game is the button rather than the dice. Hold to dash further; it stops at the first thing it reaches, so the same key is the closer and the finisher. At a full beat it goes further, lands wider and hits harder, and a clap fills the beat outright. |
Mouse4 |
Extra | Mark | Mark whatever you are aiming at — a teammate, an enemy, or the stone. Aim at nothing to clear it. Costs nothing and no cooldown, but it will not start in the middle of another skill. |
Mouse5 |
Extra | Boogie Woogie | The clap. Two things trade places. No cooldown — the clap is the technique, not a resource. |
X |
Stance | Pair / Crowd | Which reading of the technique the clap uses. Pair is the clap as described above: two things trade. Crowd trades the two places — every enemy the arrival's blow catches, up to six at each end, changes ends with it, keeping the ground it stood on. So in this stance you cannot clap out of a pile; you take the pile with you, which is exactly the set-up the Overhead Smash wants. Only on the claps that land a blow. |
| — | Passive | Impact | Both ends of a swap take damage and are thrown outward, on a shared timer. And he fights to a beat: every blow that lands builds attack speed and armour, high stacks heal him, and a clap fills the beat outright. |
He is the one character in the set with no Domain Expansion.
The clap, in three lines
The marked thing trades places with whatever you are aiming at. From that, everything else follows:
- With nothing marked, you are one end.
- With nothing under your crosshair, the other end is the stone.
- So: aim and clap to go somewhere. Mark an ally and aim at the stone to pull them out. Mark an enemy and aim at another to rearrange the fight.
The loop he is built around is throw the stone → mark → clap. Both ends of every swap take the Impact damage, so a clap is an attack as much as a move.
In multiplayer: a clap that moves anybody but Todo is handed to the host and run there, so it works from a joined game as well as from one you are hosting. The same is true of the crowd a widened clap carries.
Cursed energy
One purple bar above the skill row, shared by every character in this set. It refills on its own and faster on melee hits and kills. A skill you cannot afford does not fire and does not go on cooldown. The maximum grows with your level, so skills priced as a share of the pool stay usable at every level.
Controls
| Action | Key |
|---|---|
| Mark | Mouse4 |
| Boogie Woogie (the clap) | Mouse5 |
| Stance — pair or crowd | X |
| Hint panel on / off | F3 |
All keys can be rebound in the config. One thing to know if you edit the file by
hand: it numbers extra mouse buttons from zero, so the button your mouse calls
Mouse 4 is written Mouse3 there, and Mouse 5 is Mouse4. The skill
strip in game draws them as M4 and M5.
Where the numbers are
Damage, cooldowns and costs are not listed on this page on purpose. Every skill description in game is assembled from the same constants the skill runs on, so the figures on the skill panel and in character select are the real ones and cannot drift out of date the way a hand-written page does.
Skins
One, picked in the ordinary skin selector.
Settings
Under Mod Options if you have Risk of Options installed, and in
BepInEx/config/dev.marmennz.satorugojo.cfg either way — the config is shared
with the library, so every character in the set is configured in one place.
Keys, model scales, audio levels and the title screen line-up live there.
Multiplayer
Everyone in the lobby needs the same version of this package and of Satoru Gojo. A mismatch between the two is refused by the lobby check.
Donations
Not asked for and not needed — the mod is free and stays free. If you would like to anyway:
| Solana | RGHL3oHK7CRd7W63EqFa1WWSTUP2cWoBczsP4dWJ7Xw |
| Ethereum | 0x89693F2e8e081Eaf9620F66fEE4271462452DCeA |
Credits
Made by Marmennz. Bugs, requests and screenshots:
Discord, or u723bh87_ directly.
Model and audio sources are listed in MODEL_SOURCE.md and AUDIO_SOURCES.md,
shipped with Satoru Gojo. Rights to Jujutsu Kaisen and to the original game
assets belong to their owners; nothing here is sold.
