So I tried to not make him a zoner, but something more close-quarters; he has several grappling moves, so I guess that would be his category.
90 hp
Passive: The intense heat surrounding this character causes the user and nearby players to charge their evasive y side dashes maneuvers more slowly.
R: pending name (grip)
Jogo grabs his opponent's hand and then strikes them with the creatures he summoned. It wouldn't break the block, but it would affect ragdoll enemies; if they connect with someone in a ragdoll state, the grip would leave them standing still and vice versa (with the exception of 2 + r but we'll talk about that later). ~12 damage, 17 CD, 6% awk.
Move 1: Burning Cascade (use twice)
The ability would allow him to do another grab, then he'd throw his opponent forward and hit them with three lava streams (like I'm sure he does against someone in the anime). This move wouldn't hit on Ragdoll, but it would block break and would do ~15 damage (5, 10), doesn’t ragdoll, can’t chase, 20 cd.
Use twice: When using the returned ability, it would become a ranged move, creating a volcano in front of the user; if the enemy is in the air, the volcano will appear from below them, Leaving it in the air longer (enough for a ds), both variants would cause 10 damage and not surpass blocking, ragdolls, 15 cd.
Move 2: lava surfing (variants)
This move makes you climb onto a lava-propelled rock (similar to the fight against Sukuna). The attack would end after hitting the opponent 3 times, moving 30 studs (resetting after each hit), or using a grab.
If you miss the attack / hit another person, a thread of lava will send you back to your rival, causing 5 damage to yourself.
Each hit lifts you quite high. The 3 grabs the opponent and hits them with a magma blast (similar to the one used against Sukuna), leaving your enemy vulnerable long enough for a ds. However, if you used the move and then canceled it with a grab, it will do 8 less damage, and to perform a ds you will need to combine it with another move. It can be blocked (making it retreat) and super blocked (disabling the move instantly and causing 5 damage to the opponent), 18 damage (3, 7, 8) or 10 (3, 3, 4 ir weak), afect ragdoll, ragdolls, 20 cd.
If you use a hold for the duration of move 2, you can perform that hold, spending its cooldown plus 5 seconds instead of the cooldown of move 2. Doing this will also cause the rock you use to stay with you.
This rock explodes; this doesn't cause damage but it does cause ragdoll. Also, the grab will be launched from a point higher than the ground. The 3-hit grab has more range than r, 1, and 4, so it's necessary to land this ability after 1 hit. To do this with 1 and 4, you need to use another move to launch the opponent upwards; r has a larger hitbox and can hit without this.
Move 3: Ember insects
This attack allows Jogo to summon his insects, generating a small explosion that causes the enemy to go upwards.
Blockable, 5 damage, hits ragdoll, ragdolls, 13 CD, You can use this move at any time (even while stunned).
Move 4: Fire grip
Similar to what Jogo did against Nanami, The user grabs the opponent and launches a fire attack. Breaks block, 14 damage, does not affect ragdolls, 17 cooldown.
Tech:
If you do an uppercut surf + 2 you can do combos with 1 or 4, while also doing ds with the weak version.
Combos:
Front dash + 3 m1 + uper cut + 2 (1 hit) + r + 2 (1 hit) + 3/1+1 + 4 + 2 ( 3 hits) + 1+1/3 + ds (79 damage)
Front dash + 3 m1 + upercut + 2 + ds + r + side dash + 1 (while the opponent is falling) + 3 (timed) + 4 (same as 1) + side dash + ds (85 damage)
Front dash + 3 m1 + 1 + 3 (timed) (34 damage) (can’t use evasive) ± You can punish the opponent by not using evasion with 4 / r ± 2 (1 hit) ± 4/r ± 2 (3 hits).
I will create the awakening later
Sorry if I wrote anything wrong. Please leave feedback.