Hajime Hinata

## Character Backstory

**Warning:** The following contains spoiler for Danganronpa 2: Goodbye Despair.

Hajime Hinata is the first playable character in Danganronpa 2: Goodbye Despair. He's comparable to Makoto Naegi in that he's usually the one responsible for doing most of the investigating for each trial and has a distinguished hairstyle. Unlike Makoto, however, he has some different methods of processing information during trials, such as the cross swords mechanic and the logic dive mechanic. Hajime Hinata becomes responsible for taking care of some of the students afflicted with the Despair disease alongside Mikan Tsumiki and Fuyuhiko Kuzuryu. In the end, it is revealed that Hajime was once Izuru Kamukura, the leader of Ultimate Despair, until he was uploaded to the Neo World Program in an attempt to change his ways. He eventually remains as Hajime and is one of a few students who escape the Neo World Program.

## Character Card Abilities

### Primary Active: **No That's Wrong**

* Predict a single night action of a target.
* If your guess is incorrect, then during tomorrow's trial you will be able to use No That's Wrong to immediately check if a partial statement about the previous night is correct.

### Secondary Passive: **Logic Dive**

* If the previous night's No That's Wrong was correct, during a trial you may give your exact hypothesis to how a murder happened and be told how many answers were correct in total.
* You may change one answer and gain results again.

## Character Card Notes

### Primary Notes:

* You can't ask a player what his/her action was beforehand or target the same player twice in a game.
* You can't predict free uses.
* No That's Wrong brings out the target while Hajime guesses his/her action.
* No That's Wrong can't confirm the killer or the puppet master.
* No That's Wrong must guess the first action only.
* The action you guess with No That's Wrong cannot be a free action. (Guess the non-free action if the target has a free action.)
* Bag of Chips prevents the use of No That's Wrong and Logic Dive during the daytime.
* Multiple nighttime No That's Wrong targets/actions still only grant 1 use of No That's Wrong or Logic Dive during the daytime.
* A "partial truth" means either the action/free use or the target.

### Secondary Notes:

* A "hypothesis", for the context of Logic Dive, is made up of 4 parts:
	1. Who is responsible for the murder, and if anybody helped him/her.
	2. If the murder was a reactive kill, contract, normal kill, etc.
	3. What weapons were used (and on what day).
	4. If other items were used (such as Cake, Sledgehammer, etc.) or if items were discarded.
* Logic Dive does not work on dead bodies or Hajime.

## Strategy

Hajime's abilities have 2 parts: 1 part is his night action and 1 part is during the trial. Hajime is encouraged to use No That's Wrong as his action on any night in which somebody could be eliminated- which, in most games, is every night. This is because No That's Wrong is mostly a trial ability that's totally useless if No That's Wrong wasn't selected as a night action on the night before a trial. The first part of No That's Wrong has Hajime guessing (often blindly) as to what a particular player chose as his/her night action. If his guess is correct, he gets to use Logic Dive during the trial the next morning (if there is one) to try to solve what exactly happened. If his guess is incorrect, he can still use No That's Wrong during the trial the next morning (if there is one) to learn *once* if a person's claim of performing a certain action or targeting a certain character is true or false.

Hajime, like in the game, is often pivotal to success in a trial. His trial abilities focus on the player being able to put together all the pieces and solving (or mostly solving) the mystery to exactly what happened. Even if Hajime guesses incorrectly when using No That's Wrong, he still gives the class valuable information as to who to suspect and what leads to pursue. That's why it's encouraged for Hajime to use his active ability on any night that there could be a trial following. Hajime can rarely use red or some purple items as a result and is probably better off mulliganing/trading items that require an action to be effective. Hajime will likely have no interest in using No That's Wrong if he's the blackened, but he will find it difficult to explain to others why he was unable/chose not to use No That's Wrong if he doesn't use either of his abilities during a trial. If Hajime is the blackened, he may either have to find a way to use No That's Wrong *and* eliminate another character, eliminate himself, or create a convincing excuse to have not been able to use No That's Wrong on the night before a trial (such as being roleblocked).