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TETSUJIN Holdings,Inc.(2404) Summary

2404
TSE Standard
TETSUJIN Holdings,Inc.
464
JPY
0
(0.00%)
Dec 5, 2:12 pm JST
2.99
USD
Dec 5, 12:12 am EST
Result
PTS
outside of trading hours
465
Dec 5, 1:23 pm JST
Summary Chart Historical News Financial Result
PER
16.4
PBR
9.66
Yield
ー%
Margin Trading Ratio
1.33
Stock Price
Dec 5, 2025
Opening Dec 5, 9:00 am
466 JPY 3.00 USD
Previous Close Dec 4
464 JPY 2.98 USD
High Dec 5, 9:00 am
466 JPY 3.00 USD
Low Dec 5, 11:00 am
464 JPY 2.99 USD
Volume
1,700
Trading Value
1.00M JPY 5.10K USD
VWAP
464.77 JPY 3.0 USD
Minimum Trading Value
46,400 JPY 299 USD
Market Cap
6.41B JPY 0.04B USD
Number of Trades
13
Liquidity & Number of Trades
As of Dec 5, 2025
Liquidity
Mid
1-Year Average
51
1-Year High Aug 6, 2025
560
Margin Trading
Date Short Interest Long Margin Positions Ratio
Nov 28, 2025 13,700 61,900 4.52
Nov 21, 2025 17,500 61,200 3.50
Nov 14, 2025 21,700 58,500 2.70
Nov 7, 2025 26,700 58,400 2.19
Oct 31, 2025 28,300 57,900 2.05
Company Profile
TETSUJIN Holdings, Inc. operates karaoke rooms primarily in the Tokyo metropolitan area. The company is also involved in media, beauty, and restaurant businesses, collaborating with sports streaming, anime, and gaming industries.
Sector
Services
TETSUJIN Holdings, Inc. primarily focuses on karaoke room operations while also expanding into food and beverage, beauty, and media content planning businesses. In the karaoke sector, the company operates stores under the "Karaoke no Tetsujin" brand, mainly in the Tokyo metropolitan area, offering original content and performances through its proprietary "Tetsujin System." The food and beverage division manages ramen shops under the "Naohisa" brand, as well as "Kyoto Katsugyu" and "Akakara" outlets. The beauty segment runs eyelash extension and nail salons under the "Bianca" and "Rich to" brands. The media division handles the production, sales, and distribution of mobile content. Additionally, the company is expanding into collaboration projects using licenses from anime and game content folders, as well as developing e-sports initiatives.