Guide developed and supervised by: Pneulysta (Steam) Contributers: Nugget (PS), No_life (PS)
Last Update: January 22nd 2026
The Symbol of Peace is BACK with a new arsenal inspired by his beloved Class 1-A! From beaming, combos, mobility, the Symbol of Peace is back to steal the spotlight!
Armored All Might is a high mobility mid/close ranged fighter that is incredibly versatile and durable. He literally has something for every situation. Use alpha to fight from afar, beta for burst damage and combo setups, and gamma to protect yourself even when you’re getting hit!
Best Map: UA Island
Alpha Skill - Ice Bullet Shot/Flame Bullet Shot
Armored All Might’s alpha has two different versions depending on whether or not you’re in Aim Mode. If you’re in Aim Mode you’ll use Flame Bullet Shot, and if you’re not in Aim Mode you’ll use Ice Bullet Shot. While using alpha you can hold down the alpha input and it’ll fire at a faster rate unlike other alphas where you have to keep pressing the input to fire multiple shots. Both versions are used for different things so let’s start with Ice Bullet Shot. Each level increases the projectile's size, so if you're not the best at aiming you might like leveling it for that reason specifically.
Ice Bullet Shot
Ice Bullet Shot is a quick-fire low damage alpha that is capable of freezing an enemy after 3 shots are landed on the same target, the freeze is comparable to Strike Todoroki’s gamma. This version of alpha is only really used as a combo starter as its damage is pretty low.
Flame Bullet Shot
Now this version of alpha is the one you’ll most likely be using a lot more. It does good damage and then 70 true damage over time, doing 10 burn damage per tick for 7 ticks. This version of alpha has multiple uses like beaming and ending combos. The 70 true damage is present no matter the level of alpha so it’s very good at weakening foes for your teammates even at low levels. A common technique to help mitigate the slower camera from Aim Mode is to aim in unaimed mode first, then use Aim Mode to use Flame Bullet Shot so you retain your faster camera while still having access to firing Flame Bullet Shot.
Beta is a versatile ability that can be used for very potent burst damage, mobility, and as a combo starter tool that you should definitely keep your eye on the cooldown, as you’ll be using beta a ton. To keep terms short, Blackwhip Charge Bolt will be referred as Blackbolt, and Blackwhip Cellophane as Blackphane.
Blackwhip Charge Bolt
Blackbolt is a very good burst damage option that locks an opponent in place for the entirety of its time, doing damage which is incredibly powerful for teammates with low downpower moves so they can pile on extra damage. This Quirk Skill is also really good as a combo ender as its good damage can make some combos do much more damage and possibly even down from 400 HP without tuning. Using Blackbolt does keep YOU in place as well if you manage to hit someone with it so keep that in mind when using it in a crowded area where other players can get cheap shots on you. This version of beta can only be used while you’re on the ground and does NOT pull you towards opponents or the environment like Blackphane does. While using Blackbolt you can cancel the animation with a grounded melee.
The range of the grounded version is relatively limited, especially at low levels, so keep that in mind.
Blackwhip Cellophane
Blackphane is where his utility starts getting better. Blackphane will pull you towards wherever it hits, whether it be the environment or other players, letting you use Blackphane for mobility or as a combo starter. There is also a special damaging hit box when using Blackphane that is only present when one of these two scenarios occur:
You use Blackphane on the environment and run into a foe
You use Blackphane on a foe and you are positioned directly above or under them
This special hit box will be referred to as an “Air Bash” from now on. While using Blackphane you can cancel the movement with a beta input which has some niche uses in combos, but is also good if you need to prematurely stop during Blackphane’s mobility. This ability's range is also really high unlike its ground version, allowing you to catch an enemy or propel yourself towards a surface that is way beyond the max range of other ranged grabs such as Aizawa's, Shinso's, Tamaki's or Assault Deku's.
Gamma Skill - Drone Anima
Drone Anima is his best Quirk Skill by far and it’s not even close. Drone Anima is a combo breaker, combo starter, extra damage output during combos, a way to guarantee a tracking hit, a 100 damage burst option, and it staggers after 2 drones even on GP. It definitely has a lot going for it and should always be out 24/7 no matter what unless you are trying to hide, as the drones can give you away. As for how it actually works, you press gamma once and he will summon drones that follow him around and that turn with your camera movement. When released, this ability will track onto the person closest to the center of your screen. You can either tap gamma to fire one drone or hold gamma to fire all remaining drones all at once. Once his gamma reaches 0% all remaining drones will automatically be fired wherever his camera is facing. You can also fire drones during your own actions like in the middle of firing an alpha or opening an Item Box for example.
The damage on the drones does not increase on level ups so it is a consistent 100 damage option once gamma reaches level 4. The drones do have some tracking but it isn’t anything crazy so don’t expect them to make crazy turns around corners to hit someone except on certain scenarios such as following Mr. Compress' gamma. A very strong aspect of the drones is that you can shoot them out even when you are taking damage, meaning you can shoot out two drones to stagger the enemy and interrupt their combo. You only need two drones to stagger an enemy even if they are on GP and that stagger is not only great but you can also take advantage of it twice once you reach gamma level 4, pretty much invalidating characters like Tamaki. Staggering the enemy won't just break their combo but also give you an opening to start yours. It is highly recommended to get gamma to level 4 first no matter what kind of play style you have so you can have 4 drones instead of 3 for the double stagger. An important thing to note is you cannot shoot drones the moment you are put into i-frames and must wait a bit after you are put into i-frames before you are able to shoot drones again. This also happens if you are put into heavy hit stun like getting hit by Tamaki Amajiki's gamma. Another drawback of gamma is that once you activate it you are put into a long start-up animation where enemies can easily attack you for free. A way to mitigate this if you need to shoot drones faster is by mashing gamma since you can actually fire drones via tapping before the animation ends. This can be useful if you need to shoot drones as soon as possible for a stagger and can't afford to wait the extra time. In general you should try to activate Drone Anima (the summoning part) behind cover before starting your onslaught as you are still vulnerable during your animation before your drones are spawned in.
Overall, a good use of this skill will make you unbeatable in 1v1s, the ability to not only avoid a high damage strike, but also punish back instantly with a high damage combo is insane.
Special Action - Thruster Uravity/Thruster Ingenium
Armored All Might's Special Action is an insane movement option that gives him the ability to catch up with even the fastest characters in the game or fly up into the air to completely counter some characters who struggle with aerial threats. Thruster Uravity is used when Armored All Might goes up with his Special Action while Thruster Ingenium is used when Armored All Might goes forward with his Special Action.
Thruster Uravity
Pressing the jump input in the air activates Thruster Uravity, you can choose to hold jump to continue gaining height or tap jump to hover similarly to Nejire and Endeavor. You can reach some insane heights by holding jump with max Special Action, to the point where you very easily reach the skybox or at least get very close to it. Holding jump does take a decent amount of Special Action if you do decide to hold it so keep that in mind when managing your Special Action. The hover version doesn’t take that much Special Action per tick so you can hover for quite a while which lets you, like stated before, remain airborne so you can counter enemies who thrive on the ground but struggle facing aerial foes. Using Thruster Uravity does not end your invincibility frames early and is an amazing wake up option as you gain height so fast it’s hard for characters to punish you after your invincibility frames are over. Even characters with big AoEs like All For One with his gamma have trouble catching you if you use Thruster Uravity on wake up.
Thruster Ingenium
This version of Special Action will have you zipping around the map at ludicrous speeds. Like Thruster Uravity there are two ways to use this version of Special Action and that is by either tapping or holding Special Action respectively, and both of these versions can be used both in the air or on the ground. By tapping Special Action you get a burst of speed where Armored All Might is facing and it takes 20% of his Special Action, good for short bursts of mobility to quickly close short gaps. The hold version makes him perform a longer dash that covers a great distance and takes 80% of his Special Action. Do note that you can perform either of these even if you only have 1% of his Special Action, so even at 1% you can perform a full hold dash. When using the hold version of Special Action you can cancel the dash early by pressing Special Action again or using a melee, and when using the tap version of Special Action you can cancel it early by using a melee. Do note that using Thruster Ingenium ends your invincibility frames early so it is not advised to use it on wake up. Another thing to note is if you use either version of Thruster Ingenium on the ground the game still counts you as being grounded so your Special Action will start its reload during your Special Action which is good to know for Special Action management. An oddity with Thruster Ingenium is if you have the equivalent of a 40% movement/attack speed buff then you can not use the hold version of it until you dip below a 40% speed increase.
Basic Attacks
Ground Melee
A two hit string that starts with a punch propelling Armored All Might forward and ends with an explosion that knocks the opponent back far from where the punch started. This melee has some tracking to it and the explosion hit is very good at catching wake ups due to its delayed hit box. It is possible to combo the first hit of grounded melee into itself once and then do the explosion hit for extra damage. The grounded melee also has a degree of movement you can perform with it by holding a direction after you start a Melee 1.
Air Melee
This character is the first one to have a three hit air melee string and he makes VERY good use of it. Air melee can be used as a combo starter if coming in with your Special Action and is a main proponent in many of his combos. Due to either a shadow nerf or bug in Season 15 his air melees no longer keep him in the air meaning that it's impossible to land his air melee string on aerial enemies as he'll simply keep falling and miss his other kicks.
Leveling Paths
Beamer Path
A path that lets you spam alphas as soon as possible. Gamma 4 is recommended first because the fourth drone is very good utility-wise, alpha 9 for alpha’s max effectiveness early, beta 4 so you can reposition with its increased range, gamma 9 to aid gamma’s utility, and beta 9 last since if you’re beaming from the sky you probably aren’t going to be using beta for damage much.
Balanced Path
A balanced path that makes him better able to handle all situations with more alpha damage early letting him fare better against distant enemies compared to the Combo Path. Gamma 4 is recommended because gamma's utility is amazing, beta 4 for the range increase so you can reposition better, and alpha 4 for the gauge consumption reduction and size increase. Beta 9 lets you reposition more often and gives him his very nice burst damage, gamma 9 so your drones are out longer, and alpha 9 so you can bring out your full ranged power.
Combo Path
A very combo oriented path that enables his high damage grounded beta finishers and increases his beta's range to the max early. Gamma 4 gets him his fourth drone, which is invaluable and beta 9 increases his mobility and damage greatly so he can get in close and do some damage. Alpha 4 goes before gamma 9 because alpha also does good damage and the freeze is a good combo starter if you can land it, and it is more impactful than gamma 9. Gamma 9 goes before alpha 9 however, because the increase in time the drones can be out is incredibly good and the reload speed increase at level 9 is also very appreciated.
Why is Gamma Lvl.9 always recommended second to last?
Gamma level 9's increase in the time the drones can be out make you unable to be combo'd for even longer than level 4, which increases his survivability greatly. It also lets you have a great combo starter up for even longer. However, it does not increase its damage, and generally other tools are often more valuable.
Techs
Thruster Boost
A nice way to get some extra distance out of Thruster Ingenium via melee cancelling. All it is is at the end of either your tap or hold version of Special Action you do a grounded Melee 1 since grounded Melee 1 propels Armored All Might a good distance. You can also take advantage of the degree of control you get after Melee 1 with this tech. Doing this tech with an air melee isn't as good since you don't go nearly as far as a grounded melee. Both air and grounded melee can be used to cancel your tap Special Action early in case you need to stop for whatever reason just make sure that if it's the grounded melee to also turn to the side so you can avoid going forward.
Rejuvinating Flight
A niche thing you can do is start drinking a healing item, drop off a ledge, and then tap/hold jump to fly while continuing your drinking. This does not apply to Thruster Ingenium. This tech won't get used very often, but if you spot someone like an Assault Kendo running towards you you can perform this tech to prevent her from cancelling your healing and strike back after the healing is done.
Blackice
Ice Bullet Shot can be animation cancelled into beta extremely quickly letting you use an Ice Bullet Shot for extra damage during combos with beta or right before you beta someone for a combo. Do note that if you want to perform a combo with a lot of down power it might be better to not shoot an Ice Bullet Shot to avoid applying extra down power on the foe.
Flashfire/Flashfrost
Flame Bullet Shot and Ice Bullet Shot can be animation cancelled into itself which allows you to fire your alpha quicker than usual. This is done by holding alpha and then tap it twice right as the 2nd shot is being fired. This way the 3rd shot will come out faster.
This tech also let's you swap between both alphas mid-firing much quicker since you're cancelling the animation keeping you from doing it quicker normally
Melee 2 Cancel
A way to get out of melee 2's end lag quicker. The main use of this tech is to perform a beta quicker than usual out of a melee 2 for either offense or movement. All you need to do is after a melee 2 spam Ice Bullet Shot so you can use it on the first frame you can which allows you to perform the Blackice tech mentioned previously. If you wanna use Blackphane after the Ice Bullet Shot simply jump during the Ice Bullet Shot then use beta. If you do it very quicly you might notice that you get pulled onto something even though you're on the ground using beta. If that happens you accidently performed the next tech called...
Cellobolt: Grounded Air Beta
A way to use Blackbolt and Blackphane ""at the same time"". It uses the range of Blackbolt so it does have less range than if you were to use a regular Blackphane. The situations you'd wanna perform this are pretty niche, but one example of wanting to use it would be if you're fighting someone you want to get close to but also want to hit them with a Blackbolt. If you miss you get closer by latching onto something behind them, and if you hit it you perform a Blackbolt on them.
To perform this tech all you have to do is shoot an Ice Bullet Shot, press jump, then instantly use beta. Armored All Might should perform the grounded beta animation but still be pulled into things when hitting the environment.
Combos
The different ways you can combine and chain various skills for higher damage within 500 DP (Downpower). The downpower of Armored All Might's abilities are as follows:
The text of the combos below will be colored by how true they are, in this case, we will define as "True" combos that, without 3rd party or tuning interference, can only be escaped/interrupted by Overhaul and/or Mirio, as those are special cases.
White Text means that part of the combo is True on both GP and HP. Green Text means that part of the combo is True if the target is on HP only or the hit Guardbreaks. Blue Text means that part of the combo is True if the target is on GP only. Red Text means that part of the combo is Untrue, and therefore the enemy can escape it.
Since Armored All Might’s drones can be activated mid-action if a drone(s) can be used in a combo for extra damage without needing to be used at a specific point in the combo an extra parameter will be present above the combo listing the max amount of drones you can use for extra damage without breaking the combo. The damage calculation will be calculated assuming you used the max number of extra damage drones listed.
For combos that require an additional stun with gamma if performed on GP shoot drones a half-second after the Air Melee 2 and if performed on HP wait until Armored All Might slides past the enemy and then shoot the drones. If you mistime the drones the enemy will not get staggered again and they can break out of the combo easier. The combo examples are shown without the proper timing for drones.
A basic combo that you can do if you manage to land a raw Melee 1 on someone though the timing on the second Melee 1 is tight if you want it to be true on GP.
Air Melee 2 --> Air Melee 3 --> Flame Bullet Shot
Another basic combo you can use in case you miss the first air melee of his air melee string but land the second one. Not a combo you should be fishing for but still good to know just in case.
Blackbolt --> Gamma (Hold)
Another basic combo that sacrifices all of your drones for good burst damage. You can alternatively use your drones to stagger first and then hit the Blackbolt.
A combo that you can use when close to an opponent and land a Blackbolt as your first move. This combo utilizes cancelling the Blackbolt early with a grounded melee for extra damage compared to the previous combo. Make sure you are using your Melee 1 on the last possible damage tick of Blackbolt for maximum damage which with no tuning would be 80 damage if you have no Strike teammates and the enemy has no Assault teammates. With the drones it would become 130 before you melee because 80 + 50 = 130.
A combo you can use while grounded or in the air and manage to freeze someone. The hardest part about the combo is landing the freeze as some characters can easily evade your alphas but once the enemy is frozen it’s a free guard break for you. If you want to guarantee the freeze shoot the two drones out first to stagger the enemy and that buys you enough time to get the three Ice Bullet Shots off. Individually, Burn DMG and the two drones can make this combo go from Light+ to Medium, and if we include both (burn DMG + drones), then it reaches Medium+.
Melee 2 --> Ice Bullet Shot --> Blackbolt
This combo can be used in case you miss the Melee 1 but the enemy is still in range of the Melee 2. Makes use of the Blackice tech to squeeze in some extra damage before the Blackbolt.
Blackphane (On enemy) --> Air Melee 1 --> Air Melee 2 --> Blackbolt
An untrue, but more damaging combo you can perform on a grounded enemy you hit with Blackphane. The Blackbolt becomes more consistent with the help of Acceleration or Rapid Ability Cards. Since this combo is untrue it is not recommended to use this combo on someone like Mirio or other characters with quick combo breaker options unless you have a way to hasten your attack speed.
Blackphane (On enemy) --> Air Bash --> Air Melee 1 --> Air Melee 2 --> Air Melee 3
A combo to use when you hit a Blackphane directly above an opponent to utilize the air bash property of Blackphane.
Air Melee 1 --> Air Melee 2 --> Gamma (2 Drones) --> Blackbolt
A combo you can perform if you hit a raw Air Melee 1 on an opponent. Like all combos that involve Blackbolt make sure that you won't get beamed for free during your Blackbolt to avoid unnecessary damage.
Blackphane (On environment) --> Air Bash --> Air Melee 1 --> Air Melee 2 --> Gamma (2 Drones) --> Flame Bullet Shot
A situational combo that you won’t be hitting much, but if you run into someone on the ground while using Blackphane for movement you can perform this combo on them. The air melee tracking problem is also present here so this combo isn’t the most consistent. Also make sure that you are pressing the beta input again after the air bash connects so you can perform the air melees as failing to do so will just keep moving Armored All Might past the enemy.
Blackphane (On enemy) --> Air Bash --> Air Melee 1 --> Air Melee 2 --> Flame Bullet Shot
A combo you can perform on an enemy you hit a Blackphane on directly above them to get the air bash hit box. Burn DMG let's this combo do Medium DMG.
A combo with tight timing that heavily utilizes the melee cancel that can be performed during Blackbolt. Make sure to time your melee cancel after your Blackbolt has done 80 damage (without tuning) as that is the last tick of damage before it sends the enemy into a hard knock down. Becomes more consistent with attack speed increases. The Flame Bullet Shot is true, but since it does not hard knock down (unless you use the Extra DMG Drone) the enemy can attack you during it if they react fast enough. If the enemy is in the air when you land the first Blackbolt it is incredibly hard for the enemy to get out of the Blackbolt loop making this combo much more viable to go for in that situation. A good way to trap an enemy in the air for this combo is to wait for the enemy to be in the air then use your two Extra DMG Drones to stagger them in place for an easy beta. Burn DMG allows this combo to reach Medium+ DMG.
A combo that does better damage than the previous freeze combo but requires you to be grounded when the freeze happens unlike the previous freeze one. It is recommended to hit the Blackbolt first instead of trying to hit the drones first so you can guarantee all the damage as if you try to do the drones first you might be too slow and miss the Blackbolt. Alternatively you can shoot out the two gammas before the Ice Bullet Shots to confirm the freeze.
Air Melee 1 -> Air Melee 2 -> Air Melee 1 -> Air Melee 2 -> Ice Bullet Shot -> Blackbolt
A combo you can perform if you manage to land a raw grounded air melee. Both the second Air Melee 1 and Blackbolt are untrue on GP.
An untrue, but very punishing combo if you manage to land a freeze on a grounded enemy and are close to them. Again, only recommended to perform this combo if you have a way to quicken your attack speed. However, if you perform this combo using grounded air melees it's basically true on both HP and GP. On GP they get so little time to react before the Blackbolt that it's practically true so if possible try to use grounded air melees to perform this combo.
Positioning
A high mobility character like Armored All Might won't have to worry about positioning as much as other characters, but there are still situations where you should worry about your positioning.
When And When Not To Be In The Air
Some characters can punish you extremely hard if you decide to hover in the air so when one of these characters are present you will want to either reposition out of their line of sight and keep shooting with alpha or leave the fight entirely. If you have to stay in the air because there are a lot of grounded threats then shutting down the characters that can punish you in the air are your top priority.
Securing High Ground
Since you have so much mobility as Armored All Might you should be the person dispatching of enemies taking advantage of high ground. This is especially true if both of your teammates are grounded characters who have a hard time attacking enemies above them.
Teamplay
Armored All Might is an incredbily versatile character which opens up a lot of options for teamplay.
Stagger/Freeze For Your Team
Armored All Might's drones are incredibly powerful for controlling a fight, so using them to stagger an enemy a teammate is trying to catch up to, or stagger an enemy comboing your teammate to rescue them are opportunities you should be looking out for constantly. The same idea applies to Ice Bullet Shot as well.
Listen To Your Team
You are a very mobile character so you should listen to teammate pings as much as possible if it's appropiate to do so. As a general tip you should always be somewhat close to your team, but even if you aren't you have the mobility to make it to the teammate in danger very quickly so if you see the chance to help a friend out you should take it. At the very least you'll be able to buy time for your third teammate to join the fight and you can choose to continue fighting or retreat from there.
Become A Distraction
You have a lot of tools that make you very annoying to fight. What this means is if you want to catch your enemies off guard you can initiate a fight to put the attention on you while your teammates flank to take care of the backline threats. Do be careful when trying to be a distraction for your team however as you can very easily get bursted down depending on the enemies team composition. If the enemies try to help the person getting jumped in their backline you can take the chance to slow them down with drones and beta to buy time for your team to pummel the enemy's teammate.
Cooldown Management
Armored All Might has incredible tools, but you need to know how to manage their cooldowns to use them to the fullest.
Beta Management
Beta is incredibly important to have off cooldown as Blackbolt is insane burst damage and Blackphane adds to Armored All Might's insane mobility. Unless you know that the enemy will die with one more Blackbolt/Blackphane combo then make sure you save at least 1 beta usage so you can use it to escape in the event that your Special Action is on cooldown.
Gamma Management
While gamma's cooldown is short there are situations where you walk into a fight without 4 drones or with your gamma about to run out, which limits your options in a fight. The simple answer is to simply shoot all your drones into the ground if you think you won't be entering a fight soon. This lets you have the full timer for your drones the next time you want to activate gamma, which opens up your options drastically. Make sure you're shooting the drones into the ground so you don't essentially send a beacon to any nearby foes who may see your drones flying by.
Special Action Management
It can be hard to track the cooldown of Special Action since you'll be using it a lot, and hold version takes 80% of the gauge. If you're in a fight and notice your Special Action getting low, consider getting on high ground and continuing your assault from there so you aren't left on the ground where you're more likely to die. You could also adopt a more grounded position to fight your opponent while your Special Action reloads depending on the opponent, so that you're able to use Special Action against enemies like another Armored All Might.
The list of recommended special tunes (not ordered):
Acceleration This tuning, like all melee tunings on this character is incredibly easy to activate and makes him a combo demon. The extra movement speed is a nice bonus, but you’re mainly using this tuning to make his combos harder to escape from as the more damaging ones are generally harder to hit.
Embrittlement Embrittlement is basically a free 10% damage increase on the target due to how easy it is to land melees and how much he melees in his combos.
Perception If you have trouble tracking enemies, Perception combined with this character’s movement almost ensures that you’ll be able to catch up to them and finish them off.
Special Attack Reload Boost This character’s main mobility comes from Special Action so having a way to have it basically always up for a bit after inflicting a DOWN is invaluable. This tune also allows you to use your hold Special Action on the ground and regain Special Action at the same time.
Critical Permeation Basically a get out of jail free card whenever your guard is broken. You can use this to fly into the air and then dash away to safety. Attacking will end the Permeation early and if you’re fast enough with inputs you can drink a small GP or HP drink, or even a big GP drink if the attack that guard broke you was not a knockdown.
Quirk Factor Release When you guardbreak someone, ALL your cooldowns get a very nice reload boost which helps keep his beta, gamma, and Special Action off cooldown, which is very strong. The preference for Special Attack Reload Boost and Quirk Factor Release depends on whether or not you want a ludicrously fast Special Action reload speed or a decently fast reload speed on all your abilities.
Kota Finder This character’s movement is disgusting to the point where you’re most likely reaching Kota before the rest of the lobby even has a chance to get close, letting you and your team get a free +3 levels to all your Quirk Skills.
Card Duplication Armored All Might has no problem fighting early so this tune lets him level up quickly for an early power spike. Once you’re max level you can give your extra level cards to teammates and once they're maxed you can level up your Ability Cards.
Willpower Essentially an extra life which is huge on a character that can get away from situations very easily.
Crushing PU Charge 20% Plus Ultra charge on every KO lets Armored All Might snowball the entire match since he has more than enough damage and utility to consistently KO opponents the entire match.
Hyper Regeneration Armored All Might can guard break very easily which means he’ll be constantly healing both HP and GP passively during a fight. A really nice tune if you’re especially aggressive since it can let you stay in fights longer before needing to heal.
Recommended Builds and Costumes
Hero Costume Camouflage ver. (Fancy)
A really good costume to use Fixer on that sacrifices one damage slot on the Fixer column for a Strike (Hero) Special Slot. Has a nice mix of defensive and damage slots with the ability to run Kota Finder at level 11 which with Armored All Might’s speed should not be an issue to obtain.
Hero Costume Camouflage ver. (Heat)
His best Embrittlement/Quirk Factor Release costume that has a lot of good damage slots.
Hero Costume Camouflage ver. (Dangerous)
His best Acceleration costume letting him slot it on the right column for 20 seconds shaved off its cooldown. Has a good mix of damage, reload, and defensive slots making it the perfect all-rounder outfit for combo enthusiasts.
Hero Costume Damaged ver. (Villain Style)
A very flexible costume that has a lot of good Special Tuning combinations and has a healthy amount of damage and reload slots.
Hero Costume Damaged ver. (Combat)
A defensive costume with a lot of Assault and Support slots. If you don’t like running Acceleration at level 10, Card Duplication is another good choice as Armored All Might has no issues fighting early into a match. Also allows for Kota Finder level 11 which enables even faster Kota acquisition.
Hero Costume Damaged ver. (Fancy)
An alternative Embrittlement/Quirk Factor Release outfit that also has a lot of good damage slots and can run Card Duplication instead of Strike Special Tunings.
Hero Costume Metallic ver. (Emerald Metal)
A more defensive Fixer costume that gains a damage slot on the Fixer column compared to Hero Costume Camouflage ver. (Fancy) but has a Hero Support Special Tuning on the right column instead. Revenge Support can be good to survive longer in fights and Divine Protection can be used to zoom towards Item Boxes (Large) that drop periodically during a match.
Hero Costume Metallic ver. (Sapphire Chrome)
A more defensive Embrittlement/Quirk Factor Release costume compared to Hero Costume Camouflage ver. (Heat) with a lot more Support slots. Can also run Kota Finder at level 11 if you don’t have Hero Costume Camouflage ver. (Fancy) or Hero Costume Damaged ver. (Combat).
Hero Costume Metallic ver. (Opal Gold)
Inferior to Hero Costume Camouflage ver. (Dangerous) if you are a combo enthusiast due to Acceleration being on the left column, so its cooldown is 20 seconds longer. Another good all-rounder costume though with a good mix of damage, reload, and defensive slots.
Hero Costume
A decent budget build option that can run Special Attack Reload Boost/Revenge Technical/Critical Permeation/HP Sucker and Full Burn/Symbol of Peace, but do keep in mind that the effectiveness of all of these will be reduced due to the low max level of Special Tuning Slots on non-PUR outfits. Out of all the Technical options Special Attack Reload Boost would be preferred due to still providing decent value even at lower levels.
Izuku Midoriya (Default)
Difficulty Score: 🟢🟢Very Favorable🟢🟢
Izuku doesn’t really have anything too threatening to use against you. You can fly out of his beta range, Blackwhip is hard to land, and alpha while being his best Quirk Skill can’t do much if it’s the only thing he can use to attack you with. Just out beam him or use tricky movement if you’re close to avoid his damage and land your combos on him. If you want to stagger Izuku out of his beta with your drones then make sure to shoot the drones towards the end of his beta as doing it earlier than that will not stagger since Izuku's beta has armor. If you get grabbed by Blackwhip all you need to do is shoot 2 drones after you start moving towards him and he can't do anything to you.
Izuku Midoriya (Full Bullet)
Difficulty Score: 🟢🟢Very Favorable🟢🟢
Full Bullet’s alpha is much more powerful than Assault Izuku’s, but that’s all he has going for him if you’re in the air. Full Bullet’s beta is incredibly inconsistent to land on aerial enemies and gamma can only really be used to match your height. You can’t really out beam a character who can do 200 damage with two alphas however, and getting close to him makes you liable to getting combo’d, so this a battle where if you can’t go higher than his alpha’s range and fire back at him you must get close and bait his beta and gamma so you can perform your own combos on him. Drone Anima can also be used to prevent his beta from doing massive damage if you use it before Full Bullet’s beta connects onto the ground as well as beta as long as you use beta fast enough. If Full Bullet misses a beta that is prime time for you to freeze him with Ice Bullet Shot as the end lag on Full Bullet's beta is extremely long, but the end lag can be cut short using beta cancels in which case punishing him for a missed beta becomes harder.
Izuku Midoriya OFA
Difficulty Score: 🟢Favorable🟢
This is a fight where whoever lands the most combos wins. Izuku using the apex of One For All is fast, hard to hit, and has very annoying to deal with attacks. Thankfully, Drone Anima can be used to make this pest sit in place for you to wallop him. He also has very punishable end lag after he uses beta so if you can either roll and punish or go up into the air and punish if he uses Quintuple. He also has some start up whenever he uses gamma and if you roll his lock on correctly that’s another free punish for you. However, this is all assuming he hasn’t gotten the chance to rush you down as once that happens you’re in for a rough time unless you have your drones ready and waiting. A weird property Drone Anima has with Izuku’s lock on gamma is if you tap the drones when hit by his gamma the drones will not shoot out but if you HOLD the drones they will shoot out. TLDR: Hold gamma when One For All Deku hits you with his gamma to stagger him out of the punch and you’ll avoid a big chunk of damage. Another thing to keep in mind is his uppercuts have armor during them so trying to free yourself with drones won't help very much if he manages to land a melee on you.
Katsuki Bakugo (Default)
Difficulty Score: 🟢🟢Very Favorable🟢🟢
Bakugo can’t really do much to you once you’re in the air. His beta is incredibly hard to land on aerial enemies and Bakugo has to spend his precious Special Action to match your height to use gamma and alpha effectively. The thing is, you can just use tap Special Action or go higher to get out of range of gamma, and alpha is hard to aim on someone who moving erraticaly in the air. As long as you keep your distance and don’t let him get the jump on you this fight should be a cinch.
Katsugi Bakugo (Machine Gun)
Difficulty Score: 🟢Favorable🟢
Machine Gun is incredibly fast, evasive, and does really solid damage. Unless you are incredibly accurate with your aim this character will be a massive headache as trying to kill a mosquito that can delete fair amounts of your health bar relatively quickly is not a fight you’d want to take in general if possible. Best thing you can do against Machine Gun is punish his gamma end lag and get as much damage as possible then. Drone Anima is also a decent way to get him to sit still for you and could turn the fight around as his low HP makes your combos even more devastating against him. Problem is with using your drones however is Machine Gun is incredibly fast and depending on his speed and your angle on him hitting drones on him could prove to be challenging. If Machine Gun decides to try and trade alphas with you you barely win the trade so a better option would be to take the chance to stagger him with drones and combo him off the stagger.
Ochaco Uraraka (Default)
Difficulty Score: 🟢🟢Very Favorable🟢🟢
Another mosquito that can delete your health except she can do it even faster if she lands a gamma on you. Thankfully, she has decent end lag at the end of her beta and gamma so punish those moves if she misses them. Try to stay off the floor as much as possible as getting hit by Ochaco’s gamma is a very easy way to lose the fight right then and there. There’s enough end lag to get a freeze off on her if you can evade her gamma which is a very good way to get some damage on her as Armored All Might’s freeze combos are his deadliest but the timing is pretty tight. Your drones are another massive asset you have against Ochaco to keep her in place but depending on how fast she’s moving and your angle to her she could dodge the drones using her crazy mobility. A key part of surviving her if you do get hit by her gamma is to stagger her with your drones as this will buy you enough time move out of her gamma and either continue fighting her or run away. If she tries to beta you you can simply shoot out drones to stagger her and punish her.
Ochaco Uraraka (Zero Satellites)
Difficulty Score: 🟢🟢🟢Extremely Favorable🟢🟢🟢
Zero Satellites does have a very hard hitting charged alpha, but she can’t really do much to you if you keep your distance. Her regular alpha is a slow moving projectile you can get out of the way of, beta can be some trouble but nothing your beta or drones can’t take her out of, and her gamma is only threatening if you’re on the ground. Don’t worry about her using her charge gamma to heal as you have more than enough mobility to catch her up there. Just keep in mind that if you get close she does have a charged alpha that can do some decent damage on you but even then you can kick her out of it with drones.
Tenya Iida
Difficulty Score: 🟡Even🟡
Iida if you let him get the jump on you can be really oppressive and hard to shake off. Depending on how good the Iida’s movement is, landing drones on him could prove to be difficult, but getting some height on him forces him to use some alphas and betas to match your height which gets rid of some of his pressure. Once his Recipro runs out that’s when you want to rain the pain on him as he is incredibly vulnerable in this state. This fight revolves around whether or not you can survive under pressure if he gets the jump on you and if you get the jump on him how long you can pressure him with beta and gamma to keep him in place for you and your team. Do keep in mind that Iida has armor on his beta meaning your drones cannot stagger him out of it so whenever Iida goes for a beta focus on dodging it or using beta to grab him out of it if you have enough distance between from him and can follow the arc of his beta instead of staggering him out of it.
Shoto Todoroki (Default)
Difficulty Score: 🟢🟢Very Favorable🟢🟢
Todoroki’s two most threatening moves in beta and gamma are stuck to being grounded moves meaning that staying in the air is the play to shut him down. If he tries to bait you into a building it is generally not worth the risk of following him as this character can absolutely eviscerate you if he’s in a small space with you.
Shoto Todoroki (Ice Fang Wind Flame)
Difficulty Score: 🟢🟢Very Favorable🟢🟢
Ice Fang Wind Flame has the same counterplay as Strike Todoroki with the addition of never following this version into a building as he’s even more of a menace inside small spaces than Strike Todoroki unless you know he’s beaten and battered. Ice Fang Wind Flame can also hide inside of the fire pillars spawned by his gamma if he doesn’t want to risk getting hit by your alphas or drones, but this isn’t generally an issue as he also can’t really do much to you in this state because he has to keep spamming gammas if he wants to keep the tornadoes up.
Tsuyu Asui
Difficulty Score: 🟢🟢Very Favorable🟢🟢
Tsuyu is a slippery foe, but drones can usually shut down her tricky movement. If you see her trying to get a beta on you while you’re in the air try to dash out of the range of her beta with Special Action and punish with a beta of your own or stagger her with drones then punish. On the ground it's the same idea except you can just dodge roll instead of dashing with Special Action. It’s easier to get the beta off if you stun with drones first as her end lag on beta isn’t the slowest but it gives you enough time to get something going. If you do get hit by her beta you can simply fire back with drones and use your own beta on her as a punish.
Eijiro Kirishima (Default)
Difficulty Score: 🟢🟢🟢Extremely Favorable🟢🟢🟢
Stay in the air and this guy can do literally nothing to you. If you HAVE to fight him up close however try to bait his alpha and beta by rolling behind him and punishing the end lag, and for gamma get some height to avoid the lingering hit box as the hit box lingers for quite a while. Blackbolt can keep Kirishima in place even while he’s Hardened which can help in case you need a breather from his beta and gamma spam in a closed space. Do keep in mind that while Kirishima has Hardening active your drones cannot stagger him easily and your Ice Bullet Shots can't freeze him easily so don't rely on them too much during this fight.
Eijiro Kirishima (Red Drive)
Difficulty Score: 🔴🔴🔴Extremely Unfavorable🔴🔴🔴
Red Drive can do ludicrous amounts of damage in a ludicrously short amount of time and has the tools to follow you if you don’t use your entire arsenal to get away from him. Red Drive’s alpha lets him get some decent movement and is a combo starter, his beta is an incredibly annoying shield and massive AOE damage if you’re on the ground, and his gamma has him throw a rock that has a stupidly long lingering hit box, does good damage, knocks you down in two hits, and Red Drive is armored during the throw. There’s not really a reliable way to stun him as his shield is very good, he attacks fast, has insane movement that can make it hard for your drones or beta to connect, and Hardening makes your drones have a much harder time staggering him. He does have an opening when he uses his gamma so if you can capitalize on that that can get you some nice damage unless he has Hardening active. This is a rough fight whether you’re in or outdoors and you should not take this foe lightly.
Momo Yaoyorozu
Difficulty Score: 🟢🟢🟢Extremely Favorable🟢🟢🟢
Flying into the air makes Momo absolutely defenseless against you so if you catch her out in an open area she is positively screwed just rain down alphas on her and she’ll be dead. It is ill-advised to follow her inside of a building unless she is almost dead as this is where Momo thrives since her cannons are very good deterrents and she can use her shields to block off entrances and exits to keep you trapped if she’s smart enough.
Fumikage Tokoyami
Coming Soon...
Denki Kaminari (Default)
Difficulty Score: 🟢🟢🟢Extremely Favorable🟢🟢🟢
Same deal as most other characters just fly up and most of his damage is gone. As always when fighting Denki be careful fighting close quarters against him as one mistimed roll can lead to deadly damage on you if you do not have your drones up. Denki’s Special Action makes it harder for you to perform combos where you have to be close to him, but you can perform proper spacing with alpha and gamma to take him down. If Denki tries to use beta or gamma on you you can beta or gamma him right back, and if Denki does manage to land a gamma on you you can use your drones to stagger him to prevent the alpha spam that usually follows after his gamma.
Denki Kaminari (Lightning)
Difficulty Score: 🔴Unfavorable🔴
Lightning has almost every tool to deal with you. Want to get in close for combos? Mines and Special Action. Want to beam him from out of the sky? He can beam you right back. Want to run away using your Special Action or beta? If there’s no line of sight blockers he’s got you in his sights. His mines can also block your drones which makes it even harder to get in and start something against him. Your best bet is to start attacking him before he notices that you’re getting close otherwise it’ll be hard to get in against Lightning. Thankfully, if Lightning does not have his Special Action up he shoots alphas much slower, and if he does have Special Action up he'll only be able to get one or two fully charged alphas off before your alphas knock him down.
Neito Monoma
Difficulty Score: 🟢Favorable🟢 / 🟣Unknown🟣
The unpredictability of Monoma makes it hard to determine whether or not he’s a threat to you, but Armored All Might is incredibly versatile and can handle most of the tricks he has up his sleeves. This fight is more you keeping track of what Quirks he’s Copied so you can plan your strategy accordingly. In general Monoma has good movement and a gamma he can press to become invincible for a long time and a bit after an attack hits him during it. Thankfully, you can catch up to him fairly easily with your own mobility tools and gamma to slow him down, and his gamma can easily be taken care of but shooting him with a quick alpha. However, giving Monoma access to your drones does make him a pain to kill later as he now has his own combo breaker tool.
Itsuka Kendo (Default)
Difficulty Score: 🟢🟢Very Favorable🟢🟢
Kendo is absolutely screwed as soon as you enter the sky as the only thing she can do is hold her shield up and look for cover. If you must fight Kendo in a close-quarters environment then stay out of melee range with tap Special Action and beta and try to bait out gamma so you can punish with your combos.
Itsuka Kendo (Twin Palm Strike)
Difficulty Score: 🟢Favorable🟢
Twin Palm Strike has just as many combos as you do and the mobility to catch up with you if you don’t have Special Action to run away with. Her alpha can make it incredibly annoying to get in or out but you do have drones to cover that option and you can punish with alpha if she misses, her beta can be a problem if you don’t have beta off cooldown to kick her out of it so don’t use beta recklessly against her as doing so will rid you of your option against her beta. Gamma is too fast moving for the drones to track properly if she’s strafing on the ground but in the air assuming you’re close enough it should be enough to stagger her. If Twin Palm Strike manages to hit her gamma finisher on you she is armored during it so you cannot stun her out of it with drones. Thankfully her alpha and gamma don't do as much damage as they used to which gives you some breathing room when fighting her, and if she catches you in her melee combos you can use drones to get her to back off.
Ibara Shiozaki
Difficulty Score: 🟢Favorable🟢
Ibara does a lot of damage if you let her get close to you or if she lands a few good alphas but you have the mobility to easily bait and evade her. Just bait and dodge her alpha and beta with your own alphas and betas and this fight should be quick and easy. If you get grabbed by her gamma your drones do not track her properly so you're pretty much screwed at that point. If you see an Ibara that's caught one of your teammates in her gamma make sure to use beta on her as she has armor during her gamma meaning drones will not stagger her easily and she'll be much harder to freeze with Ice Bullet Shot.
Mirio Togata (Default)
Difficulty Score: 🟢🟢🟢Extremely Favorable🟢🟢🟢
Most of the things Mirio can do are things that you can roll since his charged alpha and beta have a lot of start up. His gamma and uncharged alpha come out quick and can definitely connect if you don’t expect them, but one missed attack from him means you automatically win the fight as one of your combos or even firing a few Flame Bullet Shots at him is enough for most Mirios to leave the fight right then and there. If you know a Mirio is around keep an eye on your surroundings and potential charged alpha jump scare spots and remember that whenever Mirio is using his beta he makes an audible noise giving away his location letting you know if you should be ready to dodge roll or not. This will limit the chances he has to get the jump on you which is what Mirio thrives on. Performing riskier combos on enemy Mirios isn't recommended since he can use Special Action to break out of combos very easily and the down time on most of the riskier combos is more than enough for him to use Special Action to escape it.
Mirio Togata (Sheer Counter)
Difficulty Score: 🔴🔴🔴Extremely Unfavorable🔴🔴🔴
This character is way too much even for the versatile Armored All Might. Sheer Counter has more i-frames than Rapid Mirio does on all of his moves, he can attack WHILE those i-frames are active on ALL of his Quirk Skills whereas Rapid Mirio can only do that after a charged alpha, and has the titular counter he can use on REACTION to most moves in the game all of Armored All Might’s Quirk Skills included. You’ll be lucky to get a hit in if Sheer Counter is using alpha, and you can’t risk attacking him when he’s not in the middle of an attack because of counter, so the only choice you have in most situations is pray he uses beta and misses as the end of beta has consistently long end lag that you can use to punish. Sheer Counter also has some end lag at the end of their counter but Sheer Counter has a bug that makes the i-frames from the counter last longer than intended so the window is pretty tight to punish him if he doesn’t activate a counter. Overall, this fight is a mess and one that you should try to take with your team if possible so you can overwhelm him with numbers. Due to this character’s Special Action and counter doing riskier combos is ill advised as he can either break out of them with permeation or hit you with a counter since both of these moves come out very quick and the downtime between your attacks during the riskier combos is more than enough for him to perform either of these actions.
Tamaki Amajiki
Difficulty Score: 🟢Favorable🟢
Tamaki’s main source of damage is from his combos that start with grabbing you with alpha which won’t be a problem as long as you use dodge rolls and tap Special Action efficiently. Tamaki does get a lot of chances to grab you however, and a good one will stop trying to go for grabs and start poking you with his unaimed alpha if he notices you’re dodging all his grabs, and when this happens you want to switch from dodging and weaving in alphas to getting out of his alpha range so you can try and start a combo. The reason you can’t try to get out of his alpha range when he’s going for grabs is because he’ll just grab you before you can escape. Drones do hard counter his combo attempts so having drones up against Tamaki is very important.
Nejire Hado
Difficulty Score: 🟢🟢🟢Extremely Favorable🟢🟢🟢
You have more movement, combo potential, and burst damage than Nejire. Since Nejire doesn’t have a way to go up besides using gamma you can attempt to perform an air bash combo on her by going directly above her and using beta, but you’d need to start the fight at a height advantage as if you try to do this mid-fight she’ll just dash away. Making her dash away does however make it easy for you to beam her or perform one of the combos you’d use for an aerial enemy caught in Blackphane. Generally though, just match her height and try to dodge her slow moving projectiles and this fight should be an easy win.
Hitoshi Shinso
Difficulty Score: 🟡Even🟡
Both Armored All Might and Shinso are great in a 1v1 so this fight is more so who can keep up the most pressure since a missed attack on Shinso’s end is a big punish for you while a mistimed roll on your end is also a big punish for him. Shinso’s alpha can grab you out of all of your options and once he does grab you your drones bug out and don’t track him properly like with Ibara's gamma so it’s harder to get out of his combos. Harder, not impossible because your drones will track properly after Shinso slams you so if you get hit by Shinso’s alpha wait until after you get slammed to stagger with drones. Unfortunately, if the Shinso goes for beta right after he alphas he’ll be able to hit the beta before your drones hit him and you lose the damage trade. Dodging while trying to stagger Shinso with drones will be key in winning this encounter. Something to keep in mind during this fight is a height advantage is nice to have at the start of the fight, but he can very easily drag you down with his alpha so a height advantage is hard to keep against Shinso.
All Might (Default)
Difficulty Score: 🟢🟢🟢Extremely Favorable🟢🟢🟢
Everything All Might can do has a decent amount of start up/end lag so as long as you can dodge his laggy moves you should be all good. All Might’s gamma can block all the attacks you can do, but he does have a bit of lag after so just be patient and strike when he’s vulnerable. If he tries to Special Action away you can use beta to grab him out of it but if he does get it off you have more than enough mobility to chase if it’s appropriate to do so.
All Might (Gatling)
Difficulty Score: 🟢🟢Very Favorable🟢🟢
Gatling has really good movement with beta, burst damage with gamma, and a really nice armored move in alpha. Thankfully, his burst damage can be avoided by keeping your distance, and his alpha you can grab him out of with beta. Do keep in mind that since Gatling is armored during alpha he will take many more Ice Bullet Shots to freeze and even 4 drones is not enough to stagger him so using beta to kick him out of alpha would be your best bet if you wish to fight him. If you have your drones out and Gatling hits you with gamma you can shoot two drones to stagger him out of it if you’re quick enough, but if you’re too late you’re eating the gamma damage as the drones cannot track him well and he gets armor after he leaps into the air. Gatling is actually able to keep up with you thanks to his insane movement with beta meaning that if you try to run away from him you're most likely going to get chased. However, this applies to Gatling as well so if you see him trying to run away, and you chasing him won't screw over your team, give chase to make sure the Symbol of Peace stays down.
Armored All Might
Difficulty Score: 🟡Even🟡
A mirror match so the better player wins. To get an edge over your evil clone move unpredictably and if you know you’re about to get hit by two or more drones shoot two drones back and since you’ll be staggered first you’ll recover first meaning you can punish the other Armored All Might. If the other Armored All Might tries to get a height advantage either match his height, grapple from below and combo him from there, or stagger them with drones.
Shota Aizawa
Difficulty Score: 🟡Even🟡
Aizawa, like Shinso, is incredibly good in a 1v1 and even more so if the Aizawa knows what he’s doing. It is imperative that you have drones up before an Aizawa starts his onslaught as if you have your drones out and Aizawa erases your Quirk you can still shoot drones. Aizawa’s gamma can block all of your Quirk Skills so don’t bother wasting time trying to hit him through it and instead use this time to reposition into a more favorable spot. The same drone bugginess with Shinso’s alpha also occurs with Aizawa’s alpha so make sure you wait until he pulls you in before you shoot your drones for a stagger. Your drones are actually a very nice tool against Aizawa since it can break his flow and mess up his combos enough for you to get an edge in. This fight will definitely take some focus to get through but it is entirely possible to win the 1v1.
Present Mic
Difficulty Score: 🔴Unfavorable🔴
Mic’s damage is simply too much to handle even with all of your tools. You can’t out beam him because his alpha and beta with boomboxes do way too much and you can’t get close to him because he’ll just tap beta into gamma for a free guard break. You do have drones, but that’s your only reliable way to get in unless you are really confident with trying to hit betas while constant 300 damage hit boxes are barreling towards your direction. Try to keep your distance and stagger Mic with drones before you go in for the kill to prevent taking massive amounts of burst damage.
Cementoss
Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Cementoss can create cover on demand which is really unfortunate for someone who’s biggest weakness is the enemy having cover. If you try to get close to Cementoss or he sees you he’s most likely going to put up some walls and make it very hard for you to keep being close to him. You do have the height advantage with your Special Action, but he can create cover from aerial foes so it’s hard to get in from the air as well. When Cementoss pillars up with his alpha, that's your chance to strike by matching his height and either shooting at him or comboing him. If possible try to stay in the air or at least have high ground on him to make it harder for him to attack you and if he covers his head with gamma and you need to continue fighting him get on the ground but do not get too close to him as every Quirk Skill he has can deal with close range enemies.
Endeavor (Default)
Difficulty Score: 🟢🟢Very Favorable🟢🟢
Endeavor has a slower flight than you, less air time than you, and he requires a lot more mechanical skill from the opponent to perform well. That being said it’s important to always stay on the move against an Endeavor as making him miss his alphas and betas is crucial to weakening Endeavor’s damage output. Do also keep in mind when chasing Endeavor that he can throw betas in a way to cover doorways and hallways so try not to fall for this when chasing him. If Endeavor tries to run away you have more than enough movement to catch up to him so the main thing to worry about with this fight is avoiding his attacks while trying to get in with your beta and drones.
Endeavor (Inferno Fist)
Difficulty Score: 🟢🟢🟢Extremely Favorable🟢🟢🟢
Inferno Fist generally stays in the air while he uses his abilities which makes him a very easy target for you to latch onto with beta or stun with your drones. If you are hit by Inferno Fist’s beta you can fly up and away from it, and if you are hit by Inferno Fist’s gamma on GP you just have to take the damage as his gamma stuns you in place if hit on GP with your only option being to shoot out your drones to get some damage in and stagger. Remember to hold down gamma to shoot all your remaining drones since tapping gamma shoots the drones weirdly if caught in his gamma. If you are hit on HP by his gamma you can either use tap Special Action to get some distance from Inferno Fist before the gamma puts you into a hard knockdown or use your drones to stagger him to prevent any follow-ups from Inferno FIst. If you decide on the drone option then make sure you stagger him twice with 4 drones with two being shot as he shoots his gamma, and two being shot after the first stagger ends. This will prevent him from following up with alpha or beta so less pressure is on you. If you can then you should obviously stagger him before the gamma is shot out so you don’t have to worry about it in the first place but if you are hit by it you aren’t out of options (if you have drones up that is). Getting a height advantage on Inferno Fist will also put him at a disadvantage so aim for that if possible.
Hawks (Default)
Difficulty Score: 🟢🟢Very Favorable🟢🟢
Hawks can be tricky to land hits on if manages to land a beta on you, but otherwise he’s not a huge threat. While he has wings he cannot use them to get a height advantage over you without wasting beta or gamma charges so getting a height advantage puts more pressure on him to waste those Quirk Skills for movement. As long as you’re making good use of tap Special Action Hawks’s alpha will have a hard time hitting you as well. Other than that it’s the same as usual which means using alpha and looking for an opening to combo off of or making your own with gamma.
Hawks (Slicing Wind)
Difficulty Score: 🟡Even🟡
Slicing Wind has more movement, damage and combos compared to Rapid Hawks making him a much bigger threat. When Slicing Wind has a level 7 or higher his hold beta has armor during the start of it meaning you cannot use drones to stagger him out of the start of his beta, but you can stagger him after the dash of his beta preventing him from comboing off of beta. Using your drones to break out of Slicing Wind’s gamma is also a key part in winning against him. Keeping a height advantage will force Slicing Wind to use their Quirk Skills to match your height, but do take care to not go too high as Slicing Wind’s tap alpha stagger loops can be devastating for your health. Make sure you take advantage of the long end lag Slicing Wind has after using hold alpha and beta by using your own betas to combo off his end lag. Having good aim against Slicing Wind is very important as this character is very quick and can be hard to hit.
Mt Lady
Difficulty Score: 🟢🟢🟢Extremely Favorable🟢🟢🟢
Another case of getting a height advantage over her makes her unable to do anything to you. Her alpha has short range, her beta can’t hit aerial targets, and her gamma doesn’t have that much travel distance. If she is using her Special Action it is advised to not use Ice Bullet Shot, beta or drones against her as you cannot freeze her easily when she's big, will be pulled towards a kick/stomp, or do minimal damage as gamma already does low damage and Mt. Lady gets damage reduction when she is big. You cannot stun her in place or stagger with beta or drones when she is in her Special Action so the best option would be to play outside of her effective range and spam Flame Bullet Shots to weaken her with the damage over time.
Tomura Shigaraki (Default)
Difficulty Score: 🟢🟢🟢Extremely Favorable🟢🟢🟢
None of his Quirk Skills can hit aerial enemies so a height advantage just wins you the fight. Shigaraki can use his Special Action upwards to get some height so as long as you avoid that range you should be fine. If you must fight this character inside of a building try to stay in the air and use alphas to freeze to prevent him from using Special Action to hit you.
Tomura Shigaraki (Catastrophe)
Difficulty Score: 🟢🟢Very Favorable🟢🟢
While Catastrophe has a way to move up it’s not a reliable way to hit you. Same things said about Strike Shigaraki apply here as well but just be careful about getting too close to the ground as the punishment for doing so is much worse than with Strike Shigaraki due to the insane damage combos Catastrophe has access to.
Tomura Shigaraki (Thousand-Hand Break)
Difficulty Score: 🟢Favorable🟢
Thousand-Hand Break’s moves all have a decent amount of start up and end lag so catching his openings shouldn’t be hard, just beta him once you dodge his alpha or beta if you have line of sight on him. If you’re above him he has a much harder time aiming his alpha and beta to hit you so make sure to get a height advantage over him if possible. His gamma combined with certain T.U.N.I.N.G. builds makes him nigh immortal which makes him much harder to kill but still has the same drawbacks mentioned already. Thousand-Hand Break doesn’t have armor on any of his Quirk Skills as well so using drones to kick him out of his Quirk Skills can be really nice especially gamma as preventing him from activating it makes him much easier to kill. As a side note make sure you pay attention to the green indicator on your screen as that means a Thousand-Hand Break is currently using Search and sees you though this also applies to when Aizawa uses Erasure on you.
All For One (Default)
Difficulty Score: 🟢🟢Very Favorable🟢🟢 / 🟣Unknown🟣
Depending on the Quirks All For One has plundered from someone this match-up could swing in multiple different ways. If All For One is using his base Quirks then there isn’t too much to worry about as if you’re in the air when he decides to use gamma you can fly up faster than it takes his gamma to pull you in, his alpha isn’t too threatening and you win the beamer 1v1, and his beta can’t hit you in the air easily. If you do happen to be grabbed by him, get ready to shoot drones at him to prevent any follow-ups. Just pay attention during this fight as without knowing what his second set of Quirks are it’s hard to have a proper gameplan.
All For One -Youth age-
Difficulty Score: 🟢Favorable🟢
Young All For One doesn’t have anything crazy threatening he can use against you. His alpha is good but without the extra damage he gets from the explosion it’s nothing crazy, his beta can knock you and let him get an alpha or Special Action off which can be scary especially if he seals your Special Action, and gamma if not avoided properly can let him loop you with it until the big explosion at the end. If you are in the air his alpha does less damage so being in the air is preferable, and you can use tap Special Action to avoid his beta as the further away you are from the start of his beta the more time it’ll take to reach you, and to avoid the gamma loop if you get hit wait a bit to make use of i-frames, fly up quickly, and then grab him with beta since your beta can kick him out of his gamma. Do not attempt to use drones when he is in his gamma as he has armor during it and 4 drones won’t be enough to stagger him. At all costs try to avoid getting hit by his Special Action because once your Special Action is sealed you lose a lot of pressure you would've otherwise had against Young All For One.
Dabi (Default)
Difficulty Score: 🟢🟢Very Favorable🟢🟢
Dabi’s alpha is too slow to hit you reliably and his beta and gamma do nothing to you in the air. Trying to combo a Dabi near his mines is ill-advised as you’ll either hit a mine and waste beta charges or latch onto Dabi but get hit by his mines. Fighting this character inside a building is also ill-advised as his gamma can make it hard to get in since it blocks all of your options and a good Dabi will have trapped the inside of his gamma to prevent people from rolling inside of it.
Dabi (Crazy Torch)
Difficulty Score: 🟢🟢🟢Extremely Favorable🟢🟢🟢
Crazy Torch cannot do much of anything to you while you’re in the air as long as you are outside of his beta’s range. Make sure when you dodge his beta to punish him with your own beta.
Himiko Toga (Default)
Difficulty Score: 🟡Even🟡
Toga’s mobility is really good for how much damage she can do with her alpha and beta. Toga’s beta isn’t too much of a problem if you’re in the air, but that leaves you open into getting beamed by her alpha where she can do similar amounts of damage to you if you try to out beam her. If you’re close to her it would instead be better to try and freeze her instead of trying to out damage her with alpha as a freeze will let you perform a combo that can do a lot of damage to her. If you are farther away it would be better to move unpredictably and hit her with your Flame Bullet Shots to knock her down so you can reposition into a better spot for a beta. If Toga hits you with her beta you can use your drones to stagger her out of the dash hit which will prevent you from taking a lot of damage. Toga also has a lot of end lag after she uses gamma which lets you either freeze her or beta her for a combo depending on how far away you are from Toga.
Himiko Toga (Sting Dance)
Difficulty Score: 🟢🟢Very Favorable🟢🟢
Watch out for her betas whenever you’re below Sting Dance as she can combo that into beta for more damage or gamma to take your blood easily. Her alpha can also pile on some damage if you’re not moving around a lot so trying to stay in the air and use Flame Bullet Shots isn’t advised. Playing grounded will most likely end with you getting beta’d, but staying in the air will most likely get you hit by either alpha or gamma, so your best option would be to fly up into the air, make her waste alphas and gammas trying to chase you, and while she’s chasing you beta her to start a combo. Alternatively, if you manage to catch Sting Dance's gamma end lag that is a very free combo for you since her gamma has very long end lag for a movement tool. You can also use drones to stop her from performing a combo off of beta if she does end up getting the jump on you.
Twice
Difficulty Score: 🟢🟢🟢Extremely Favorable🟢🟢🟢
Twice’s alpha has good range and can hit you even when you’re high up but that’s kinda all he has. His gamma is not very good mobility at all and while his beta does create an extra enemy to shoot at, its aim isn’t the best. Getting a height advantage over Twice basically confines him to using alpha which you do better than him so he just dies.
Mr. Compress
Difficulty Score: 🟡Even🟡
Compress can do good damage to you if he manages to catch you out while having very good mobility at gamma level 9. His beta also either reflects or blocks all of your options meaning you HAVE to fight him up close which can be uncomfortable in tight corridors or small buildings where his trucks have a hard time missing you. Thankfully, your melee is very good and can very easily hit him quickly if meleeing after Special Action, and if he’s throwing trucks at you he can’t pull up beta to block your drones, but without drones this fight becomes a bit tricky. Your drones and beta can also force Compress out of his marble when he uses gamma meaning if you’re in the air when Compress decides to gamma you can chase him and use drones to stagger him out of his marble or grab him with beta for a free punish.
Overhaul
Difficulty Score: 🟢🟢🟢Extremely Favorable🟢🟢🟢
Overhaul cannot do much of anything to you while you’re in the air so flying above him is preferred. If you have to fight him on the ground make sure to roll his gamma and counter with drones so you can use a beta afterwards for big damage.
Kurogiri
Difficulty Score: 🟢🟢Very Favorable🟢🟢
Kurogiri will have a hard time landing hits on you, but you’ll also have a hard time hitting Kurogiri if he uses his portals effectively. Being in the air makes Kurogiri have a harder time hitting you with alpha and beta but take care not to hover in place as that gives Kurogiri a free beta combo on you, which thankfully does not do as much damage as it used to due to quadruple beta being removed. Hitting Kurogiri with drones to keep him in place will make it much easier to do damage to him as otherwise you’ll have to keep chasing him through portals to do damage to him which is incredibly annoying and separates you from your team.
Lady Nagant
Difficulty Score: 🔴Unfavorable🔴
Lady Nagant can do insane amounts of burst damage with her Special Action so if you see a purple laser, RUN. If she does miss her Special Action then she loses almost all of her pressure on you. If you get into an alpha battle you win by knocking her down with your alpha before she can do more damage to you, but if you miss one or two alphas you’re most likely losing the alpha trade. So, instead of trying to win back the alpha trade if you miss a few alphas you should either stagger her with drones or use beta and combo her from there so she doesn't have a chance to win the alpha trade any further. Thankfully, if you can react fast enough you are able to use tap Special Action to dash out of her beta range, or if you are hit by her beta you can shoot drones to stagger her before she can get a shot off. Trying to hover against a Nagant is very ill-advised as that makes you incredibly prone to alpha spam and/or your head getting split open like a watermelon from Special Action. If you see her performing a gamma that's a very free beta or gamma for you since her gamma has some start up, and if she's in the air you can gamma her for free to stagger her in place for a beta as well if you aren't confident with your beta aim. Most important thing to remember in this match-up is to stay vigilant as one headshot on you instantly loses you the fight.