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Tomura Shigaraki Guide

Guide developed and supervised by: CoffeeDemon (???), Rotana (???)
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Strike Shigaraki is a fully ground-based character specializing in AoE attacks that can efficiently lock down and control interior spaces, dominating the battlefield from a "Floor-Is-Lava" stance.

Able to add a whole new wave of pressure on multiple targets during battle, he has the ability to take on more than singular opponents at a time as long as he has sufficient levels to do so - with incredibly weak early game offense, he's not a character you want to dive headfirst into fights with too soon, especially not alone.

Due to his incredible defensive capabilities within closed spaces, Shigaraki becomes a highly valuable teammate at higher levels, using his skills to claim tight spaces as his own and providing his team a safe spot to regroup and heal. He also excels at disrupting the territory of the enemy, which becomes even more effective towards the end of the match, as his skills cover up a large portion of the small safe-area, making it hard for the enemy to heal.

Team-wise he works best with characters able to match his area dominating potential, or those with the airborne strength to cover his weaknesses, however he is by no means team-dependent as he can still be a threat on his own.

Being fully grounded though means highly airborne stallers are his bane, but what he lacks in aerial offense he makes up for in maneuverability, area-denial, and being a master of stealthy ambush.

Playing with patience and cunning is the key for this character, much like Shigaraki himself.


Best Map: Neo Academia

Neo Academia is Strike Shigaraki's best map as there is plenty of clutter, interior spaces and chokepoints for him to use to his advantage. With little open flat ground, everywhere has benefit to him, whether playing campy, aggressively, or mobile. The map allows so much potential for him to play to his strengths completely, especially around the Japanese House, Hospital, and Coffin In The Sky locations.

UA is Strike Shigaraki's second strongest map as there is also an abundance of interior spaces and clutter to use to his advantage. Nature Zone and Destruction Zone however are widely open, making this map not quite stand to equal measure as Neo Acadamia. Unless forced to due to storm rotation, try to avoid fighting in those two specific locations alone as they offer little advantage.

Chaos City is Strike Shigaraki's third best map as it also has a good amount of cluttered areas for him to fight around, such as the Shopping District, Mountain Lodge, Kamino Ward, and the Containment Facility - however there are more open spots than in UA which can be less that favorable for him. The Canyon, Training Grounds, Hero Agency and the bridge are all tedious zones to try and fight in.

USJ is Strike Shigaraki's worst map. He can still do well of course, but compared to the other two maps there just isn't enough opportunity for him to play to his strengths, outside of Fire Zone and Typhoon Zone only. Mountain Zone and Aquatic Zone are manageable but not ideal, with the rest of USJ being far too open, making it difficult to play campy or elusive with him.




Alpha Skill - Earth Crack

Strike Shigaraki's Alpha is a linear grounded attack that spreads small circles of decay in a straight line, able to ascend up structures, though not down them. Uniquely for an Alpha ability, it is a form of AoE, able to hit multiple targets at once.

It is his main source of damage due to being ranged and having multiple charges of ammo, each doing 4 lots of tick damage. It can be great as a tool to 3rd party while keeping a safe distance, or to keep pressure on any low/medium-mobility character who's attempting to flee, even if via high ground.

This ability can also travel through or over small obstacles, such as fences, short walls, and such.


When using the alpha try to lead your shots, as the lingering effect of the hitbox means people are more likely to jump or roll directly into it if you aim where they are heading, not where they're at. His Alpha also has stacking properties, allowing you to deal a massive amount of damage at once by piling several alpha charges on top of each other to catch someone's landing when they are descending from the air.

Using the Alpha in the air won't change the properties of the attack itself, but will cause Shigaraki to do a backflip, this has any number of beneficial uses, such as aiding with mobility - using the flip to get onto ledges or cross gaps, or just using it constantly to keep mobile in battle so you're harder to land shots on. This backflip is affected by camera angle, looking straight up will decrease the backflip's height, while looking straight down will increase it, any angles in-between will give him diagonal momentum based on the angle.


Damage Values

These are base values excluding Tuning, the addition of any Strike teammates, or any enemies having Assault teammates, or defensive Tuning equipped.

  • Level 1: 18 damage per tick (72 total)
  • Level 2: 19 damage per tick (76 total)
  • Level 3: 20 damage per tick (80 total)
  • Level 4: 21 damage per tick (84 total)
  • Level 5: 23 damage per tick (92 total)
  • Level 6: 24 damage per tick (96 total)
  • Level 7: 25 damage per tick (100 total)
  • Level 8: 26 damage per tick (104 total)
  • Level 9: 27 damage per tick (108 total)

Reload Values

If all charges are used, the reload takes 6 seconds regardless of level. These are the values of base reload per Alpha use, with no addition of Technical teammates or Reload Tuning.

  • Level 1-3: 5.5 seconds per alpha
  • Level 4-8: 4.5 seconds per alpha
  • Level 9: 3.75 seconds per alpha

Additional Levelling Changes

Bear in mind the range of Alpha doesn't increase beyond level 4, only the radius size of the individual circles increases, making the Alpha line appear much longer.

Level 1-3: 4 charges
Level 4-8: 5 charges, range increase by almost double, circle radius increase
Level 9: 6 charges, circle radius increase.

Beta Skill - Ground Destruction

Strike Shigaraki's Beta is a round pool of grounded decay, being one of the largest and most effective AoE moves in the game for dominating close-quarters, or controlling the end circle with the ability to hit multiple targets at once with strong tick damage and a fairly long linger. It is also his main tool for locking down interiors, either to defend himself in a brief respite, or to support his teammates, as the game has many buildings which can be almost entirely covered with it. At high levels the effect will spread further, even reaching floors above or below him as the effect of the pool isn't contained by solid structures.

The Beta also has a few additional traits beyond just offense and defense, as it can be a good tool for tracking enemies by their damage numbers and flushing out those trying to hide and heal, or finishing anyone who happens to be Downed nearby. It also has the destructive capabilities of destroying collapsible structures quickly - this is helpful when searching for civilians, or clearing away potential hiding spots for enemies.

However his Beta is incredibly weak early game. With a tiny radius and barely much damage, he will not be able to efficiently control any space on his own until the Beta reaches at least level 7. That being said, you still need caution when using his Beta at high levels. It can act as a very clear beacon to many enemies, giving away your position - there are also characters who are capable of challenging a Strike Shigaraki for a zone with their own area controlling potential. Know when to surrender a building to avoid becoming trapped, yourself.

When used in the air, Shigaraki will lunge forward before falling down with the Beta. Similar to the Alpha, this can provide aid in mobility, such as when crossing gaps between structures, quickly closing distance on an enemy, or just being harder to hit. Bear in mind though, the Beta animation will leave him vulnerable for a second, but it can be cancelled into Gamma for a quick getaway. This is highly recommended. More on this in the Techs section.

Gamma Skill - Area Glitch


Strike Shigaraki's Gamma is a freely-controlled dash ability that combines mobility with offence. When in the dash, Shigaraki can move in any direction in a non-linear path, making it unique compared to most other dash moves in the game. This agility allows him to weave around tight alleyways and corners efficiently and be harder to keep track of that way. He also gains armor during the dash, enabling him to power through many attacks that would otherwise catch him out, such as Overhaul's Gamma, Tech AFO's Beta, Strike Bakugo's Gamma and Strike Shoto's Gamma. He isn't immune to getting knocked out of it however, so it takes some trial and error to learn which attacks can be challenged via Gamma, and which can't. He also has a lot of ending lag with it on its own, but if you input a movement direction you can cancel the ending animation, allowing you to act out of Gamma a lot quicker.

When colliding with an opponent however, he will catch them in a chokehold - initially dealing GP damage with the dash (if the enemy has GP), but then dealing true HP damage once in the grab itself. This however leaves him vulnerable while the animation plays out. It's very high-risk, high-reward to use this move offensively, especially since he loses his armor upon connecting to an enemy.

While the temptation to grab enemies is always fun, it's not ideal to do so when there's multiple adversaries around. Instead the Gamma should be focused as a means of repositioning and escaping first, and as an attack secondarily.

Another thing to note is that every other main ability of Shigaraki's can be cancelled into his Gamma, this is most commonly done straight after using his Beta, but can be done after an Alpha flip too (more on this in the techs section). The Gamma itself can't be canceled though, but by tapping the ability you can end the dash a lot quicker than if you kept the input held down the whole time - this is useful when you need to try and quickly roll an ability like Tech AFO's Gamma or either Ochaco's Gammas while in mid-dash.

Finally, his Gamma when used in the air will simply drop him down in a swan dive, not affecting the ability itself other than slightly decreasing the ground coverage of it upon landing, but allowing him another means of quick descent from high structures, or as a way to sneak attack someone into a direct grab from above.

Special Action - Collapse Hand


A Jack-Of-All-Trades style Special Action that works like a multi-tool. On the surface, it's a rather simple melee attack with 2 charges, but it's superior to his basic melees in that it has much greater range, applies a -20% defense debuff to enemies, can destroy structures instantly, and be Strike Shigaraki's main option of aerial mobility.

When used offensively, his Special Action is good for getting people in close range to back off, especially since the debuff can cause follow-up attacks from Shigaraki or his team to make short work of the enemy pretty quickly. When grounded, it can also be used to combo at the end of a melee chain, though the hard knockdown means it can't be used to start the combo.

When used in the air, the tracking allows you to catch wake-ups on enemies who recover quickly, or simply hit airborne targets with much greater ease than regular air melees can suffice. You can also combo the air Special into an air melee or even be able to land both air Specials on an opponent at once. The debuff however does not stack.

Using the action in the air also propels him in the direction your camera is aimed, allowing him to gain some limited, though precise aerial mobility. This alone makes his Special Action a very valuable tool for the character.

In terms of the destructive aspect, any destructible object can be destroyed instantly with the Special Action. This is great for time-saving convenience, escaping being blocked in by an enemy, or clearing out potential hiding spots for foes.

Basic Attacks

Ground Melee

When grounded, Shigaraki has a 3-string chain of melees that do a decent amount of damage at 120 in total - his 3rd melee specifically having the range to often hit enemies who may avoid the initial 2 hits by dodge rolling.

Being able to close distances fairly quickly with Gamma or Special Action means landing these melees is easier for him to procure than it can be for some other characters, and with some practice he can be rather oppressive with them, as they have no cooldown and can preserve ammo of his main attacks for longer.

Most of Strike Shigaraki's combo potential stems from landing the first melee hit, so you have a good amount of options at your disposal by making use of this ability over simply trying to Gamma someone within range. Opting for melees instead also leaves you less vulnerable in comparison.

Air Melee

Using Shigaraki's melee in the air isn't as impressive or rewarding as it doesn't have the tracking or range like some other characters have, but it still has its uses.

For example, it's good for catching wake-ups on people who recover quickly or hitting an airborne target within range. Granted, even this is overshadowed by his Special Action, which is the more reliable and rewarding option overall, however his air melee can still be used that way instead if Special Action is on cooldown or if you simply wish to preserve its ammo. It also sees use as a combo starter for ground melees if the enemy is close enough to the ground that you can immediately follow up with the regular melee chain.




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:

Alpha Skill: 50 DP (Ice Bullet), 125 DP (Flame Bullet)
Beta Skill: 100 DP (Blackbolt Grab), 0 DP (Blackbolt Cpntinuous Damage), 500 DP (Blackbolt Final Hit), 200 DP (Blackphane Grab), 100 DP (Blackphane Air Bash)
Gamma Skill: 90 DP (1 Drone), 360 DP (4 Drones)
Ground Melee: 200 DP (Melee 1), 300 DP (Melee 2), 500 DP (Whole Chain)
Air Melee: 100 DP (Air Melee 1), 50 DP (Air Melee 2), 400 DP (Air Melee 3)

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.

The DMG of the following combos at max level and accounting for the character's Strike role is classified under the following tags:
Basic DMG (100-149 DMG), Basic+ DMG (150-199)
Light DMG (200-249 DMG), Light+ DMG (250-299)
Medium DMG (300-349 DMG), Medium+ DMG (350-399)
High DMG (400-449 DMG), High+ DMG (450-499)
Heavy DMG (500-549 DMG), Heavy+ DMG (550-599)
Deadly DMG (600-649 DMG), Deadly+ DMG (650-699)

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.

Melee 1 --> Melee 1 --> Melee 2 (+ Extra DMG Drones: 1)

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.

Blackbolt Cancel --> Gamma (2 Drones) --> Melee 1 --> Melee 2

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.

Ice Bullet Shot --> Ice Bullet Shot --> Ice Bullet Shot --> Flame Bullet Shot --> Flame Bullet Shot (+ Extra DMG Drones: 2)

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.


Blackbolt Cancel --> Blackbolt Cancel --> Blackbolt Cancel --> Flame Bullet Shot (+ Extra DMG Drones: 2)

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.


Ice Bullet Shot --> Ice Bullet Shot --> Ice Bullet Shot --> Ice Bullet Shot --> Blackbolt --> Gamma (2 Drones)

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.

Ice Bullet Shot --> Ice Bullet Shot --> Ice Bullet Shot --> Ice Bullet Shot --> Air Melee 1 --> Air Melee 2 --> Blackbolt

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.






Recommended Normal & Special Tunes

Normal Tunes

Strike Slots (Option 1): Dabi -> Lady Nagant -> Bakugo -> Present Mic -> Endeavor -> Izuku -> Else
Strike Slots (Option 2): Present Mic -> Endeavor -> Kendo/Kirishima -> Shigaraki -> Dabi -> Lady Nagant -> Bakugo -> Else

Option 1 would be used if you are going the Beamer level path but otherwise do Option 2.

Assault Slots: Endeavor-> All Might -> Shigaraki -> Ochaco -> Else
Rapid Slots: All Might -> Izuku (OFA) -> Bakugo -> Mirio -> Twice -> Else
Support Slots: Overhaul -> Kurogiri -> Ibara/Momo -> Else
Technical Slots: Denki -> Shigaraki -> Mirio -> All For One -> Todoroki -> Dabi -> Monoma -> Else

Special Tunes

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.