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Overhaul Guide

Guide developed and supervised by: REDgemboi (Steam/Switch)
Contributed by: Rotana (Steam), no_life456780 (PS)

Last Update Date: February 20th 2026
Last Update Content: Added Cyberpunk (Fancy), Quirk Fusion ver. (Dangerous) and Cyberpunk (Heat) to the recommended costumes.


Support Overhaul is a supportive backline that excels at knocking opponents down and catching their wake-ups, covering himself, his teammates, and locking areas down, allowing him to pressure opponents to leave him and his team alone while also having a heal to help keep him and his team alive longer.


Best Map: UA Island, Chaos City and Neo Academia




Alpha Skill - Underworld Crusher


Overhaul’s alpha is a relatively weak projectile, however it is large and fast along with also playing into his gameplan of keeping the enemy knocked down constantly with it’s high downpower, which knocks enemies down if you hit two alphas soon after one another. This attack has two parts to it: the initial hitbox and it’s lingering AoE. The initial hitbox has little damage but is still worth trying to land as it confirms every hit of the AoE early along with bumping up the damage just a little more, while the AoE is most of the damage.

His alpha's AoE is a very large and lingering attack that hits through multiple ticks of damage. Overhaul’s alpha will explode if one of two conditions are met: it will explode early if the initial hitbox makes contact with an opponent or obstacle, or his alpha will explode after travelling a certain distance. You want to use this skill to knock opponents down so you can catch their wake-up options with nearly all of your skills, or to use this to block a direction or cover a teammate/yourself using its lasting AoE, creating a small zone of damage. However it’s important to note that this skill’s AoE explodes primarily above the crosshair and not below so keep in mind to throw it slightly lower than the target if you wish to hit only the AoE, and if you are indoors avoid throwing it into the ceiling as you will not land any of the explosion, though its hitbox is noticeably wider to the sides.

Beta Skill - Piercing Dark Spear


Overhaul places a cluster of spikes in a spot of his choosing following his reticle. It can be placed on the ground, ceilings, walls and can even be placed on top of or over buildings and objects within it’s range through manipulating your camera and reticle placement. If you look above the ground Overhaul’s beta will be placed directly below your reticle allowing you to place it over obstacles and on top of buildings, allowing you to attack opponents that are out of sight and “snipe” them. Along with that when used in the air, this skill forces Overhaul to ground with a faster fall speed than usual, during your descent you are able to change where the attack is placed when you land. This is a very versatile attack as it can be used to finish your downed opponents, deal damage, catch wake-ups, block people with a zone of damage, and knock people off you or your team with it’s high knockdown, meaning it can be used for offense, defense AND support.

Gamma Skill - Coffin of Absolute Shackles


Overhaul creates a set of three spikes covering a large area directly in front of him, and then get sent forward for a long distance, trapping briefly any opponents hit. The size of these spikes along with how they get placed in front of you allows you to hit around corners when used properly. While you cannot use his gamma off high ledges, you will spawn the initial spikes no matter what, however off low ledges your gamma will travel as usual. You cannot change the direction of this skill after activating it when mid air unlike his beta. This move is Overhaul’s ride or die; he relies heavily on his gamma to help deal most of his damage, catch wake-ups, attack multiple opponents at once, starting combos for himself and his team, and defending yourself and your team through knocking people down and keeping them on the ground. It’s a simple yet effective attack. Always make sure to have this skill at Level 4 before committing to a fight.

Special Action #1 - Restoration


This move uses both charges and heals all your HP and half your GP when used on yourself, or all your teammate’s HP and GP when used on an ally. You want to use this on a trusted teammate or any teammate when in a premade team as you will never lose any value like you would in solo queue, Overhaul’s heal is incredibly strong and should be used to it’s full extent in a premade and trusted team. A strategy to try and communicate heals better is to ping near yourself as a way to say “come here” or “I can heal you”. When healing yourself avoid using it immediately and stalling it out as long as you safely can as there may be a situation where you can heal without using your special action or a situation where your teammate may need it more. Please note that you will lose your I-frames after getting up when you begin holding your heal and not when the heal comes out.

Special Action #2 - Disassembly


This move uses one charge and is a combo breaker, allowing you to smack the enemy away while you're being stunned by very-close-range attacks. This skill can be used outside of combos as an attack, however it is not recommended as it isn’t as strong as some of his other options. Please note that this move can only be used if the opponent is close to you, meaning if your opponent is attacking you from too far away you will be unable to disassemble them, along with that this move is counted as a projectile meaning moves that block or reflect projectiles will react the same with this move.

Basic Attacks


Ground Melee

Overhaul’s melee is a good option up close, having respectable damage, a good lunge distance and it's a good combo tool that can be used as a low risk wake-up catching option, as he still has a good attack range that can easily catch slower opponents while still being fast enough to attack with a quirk skill soon after in the case that you miss catching the wake-up. Overall not a bad option up close or when they’re knocked down.

Air Melee

This is a weak burst option that can be used for a quick knockdown or set up for simple combos. Not much else to add.



Leveling Paths

Gamma Level 4 is a MUST

Overhaul’s gamma is his most needed tool and level 4 grants him better damage, a far better size, and a second charge. This lets you take on fights and defend you and your team far easier. Being left without gamma level 4 doesn’t ensure a loss as he can still fight to an extent with only his beta and alpha, however gamma gives you so much utility you should never leave it below level 4.

Combat-Oriented Path

This is a level path that gives you the ability to fight well on the ground and still deal damage to airborne targets. Getting beta to level 4 second is to allow you to finish opponents faster along with having a stronger beta in general to help with your grounded damage output. This path is recommended for solo queueing as to stay self sufficient while still allowing you to support your team and backline when it comes to it.

Support-Oriented Path

This path is a more backline oriented path that allows you to cover your team effectively while not setting yourself up to simply fight. This allows you to still defend yourself, your team, and set up team combos through the extra gamma charges, along with giving you faster longer range attacks that still allow you to deal consistent damage. This is more recommended in stacks as you will be farther from the fight and thus will be able to heal your team more.

Techs

Instant Beta/Gamma

When landing you can use your beta or gamma to skip the startup allowing you to instantly attack upon landing (please note jumping and using alpha lines you up to perform this tech far easier). This makes jumping a large part of Overhaul’s gameplan as it allows him to act more mobile and mix up when he attacks.

Instant Reversal

If you use Overhaul’s special action upon landing he can attack immediately after as he is suspended just above the ground which allows him to use his beta or gamma instantly. This works best as a wake up option as he can essentially get both a heal and an attack in one action right after each other. To perform this you need to jump and right as you lift off the ground input your self heal and you will heal just barely suspended off the ground allowing you to instantly attack afterwards. Please note you will still lose your I-frames when you begin holding your heal if you attempt to perform this after getting up.

Beta Sniping

This is a technique that is integral to Overhaul managing his losing matchups and catching escaping opponents. To do this you place your reticle above or over an object/ledge. This allows you to place a beta on another plane giving you better verticality. Please note Overhaul’s beta has the same range as his alpha so you can use it to line up where your beta will go and place accordingly.

Combos

The different ways you can combine and chain various skills for higher damage within 500 DP (Downpower). The downpower of Overhaul's abilities are as follows:

Alpha Skill: 10 DP (Initial Hit), 90 DP (1 Tick Blast Wave), 270 DP (Full Blast Wave), 280 DP (Full Alpha)
Beta Skill: 120 DP (1 Spear Hit)
Gamma Skill: 250 DP
Special Action: 500 DP
Ground Melee: 100 DP (Melee 1, Melee 2), 100 DP (Each of Melee 3's ticks), 500 DP (Full Melee String)
Air Melee: 250 DP

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)

Using Special Action in Combos

Overhaul’s special action can be used in place of your gamma or air melee for 80 damage and in nearly every combo it's true on HP, however this is not recommended so we will not be including it in the combos.

Gamma → Gamma

This is a basic bread and butter combo to hit multiple people at once and confirm an easy 200+ damage.

Gamma → Alpha

This is a weaker but reliable and ammo efficient combo that can be performed with lenient timing.

Gamma → Beta

This is a more ammo efficient combo that provides better damage than the previous combos however it is within a tighter time frame. This can be made more lenient through performing an aerial gamma before the beta.

Gamma → Melee 1 → Melee 2 → Melee 3

This is a decently strong and reliable combo when upclose that saves your gamma charges.

Gamma → Beta (2 Spears) → Gamma

This is a combo that is powerful but tight on timing. I recommend you do this if you’re close enough to land the gamma near immediately as gamma travel time poses an issue at range.

Gamma → Melee 1 → Melee 2 → Air Melee / Gamma

This is a strong combo that utilizes melees that you can choose to finish with either an air melee for less damage but to save your gamma or another gamma to secure more damage and possibly a kill. Use this as an option if you are up close. Keep in mind that while gamma is not fully confirmed it is very likely that you will catch the opponent if they try to escape with it’s large size.


Melee 1 → Melee 2 → Melee 1Melee 2Air Melee / Gamma

This is a solid combo that begins with your melees that you can use if someone is up close if you decide to throw out a melee. Keep in mind that while gamma is not fully confirmed it is very likely that you will catch the opponent if they try to escape with it’s large size.


Air Melee → Melee 1 → Melee 2 → Air Melee / Gamma

Same as the previous combo but slightly faster. Keep in mind that while gamma is not fully confirmed it is very likely that you will catch the opponent if they try to escape with it’s large size.


Air Melee → Alpha

This is a worse but incredibly fast combo to use after an air melee, most useful in a larger fight to keep you less vulnerable but add on a little more damage than you usually would or to quickly secure a kill.


Air Melee → Gamma

This is a fast combo you can only perform if you hit the air melee closer to the end of its animation, but you get a solid amount of damage in return. Most useful in a large fight if you just throw out an air melee and don’t wish to commit to a usual combo to remain vulnerable. On HP it's consistent if there's a wall behind the enemy, as Air Melee's knockback might put the enemy out of range otherwise.

Beta → Alpha

This is a quick burst combo to knock down an opponent incredibly fast and do a respectable amount of damage.

Gamma → Beta (1 Spear) → Melee 1 → Air Melee / Gamma

This is a hard hitting combo you should never realistically go for as it is difficult specific and long however it has extra style points. Aim beta away to only hit 1 spear.




Smart Positioning

When playing Overhaul you want to try to stay in range of your skills but generally safe whether it be playing around debris or terrain to attack as safely as possible as your gamma will travel over small obstacles and when used properly can be used around corners to just staying farther away to avoid getting ganged up on and expending all your resources, you also really want to be playing around your team as to assist you in taking out threats you will struggle with and helping defend them.

The Poison Mist is Your Friend

You have 350 HP powerful get off me tools and solid range allowing you to marinate comfortably in a poor environment just make sure you have sufficient green healing items, support cards or have/are close to having your heal up to make the most out of storm safely. You will want to use this to escape from some fights or back off to heal you or your team safely. This will not work 100% of the time but it will work often

Speed and Saving Gammas

If you are forced into an up close engagement or wish to brawl try to conserve your gammas and remain mobile. You want to save your gammas to perform more combos whether they be quick or long as you use them to keep people off you, use them to catch wakeups and help do most of your damage. As a replacement you will want to opt for more melees or quirk skills to help keep your damage output consistent and set up into more situations where you can make the most out of your gammas. The only situations in an up close fight where you will want to use both gammas would be to down an opponent or to hit others that are farther away to ensure you get the most value possible from them.





Recommended Normal & Special Tunes

Normal Tunes

Strike Slots: Present Mic > Endeavor > Alpha DMG > Gamma DMG > Beta DMG > Else
Assault Slots: Endeavor > All Might > Shigaraki > Alpha Defense > Beta Defense > Gamma Defense > Else
Rapid Slots: Bakugo > All Might > OFA Deku > Toga > Twice > Mirio > Else
Support Slots: Max HP > Max GP > Else
Technical Slots: Shigaraki > Denki Kaminari > All For One > Mirio > Shoto Todoroki > Special Action Reload > Else


Special Tunes

The list of recommended special tunes (not ordered):
Critical Permeation
(Currently bugged) This tune allows you to freely escape combos or get a quick heal, all while being invincible upon a guardbreak.
Quirk Factor Release
This tune lets you easily get a reload boost which will allow you to keep your gamma up more often and get your special action back faster, allowing you to support and fight more effectively.
Special Action Reload Boost
This tune rewards getting downs to bring back your heal incredibly fast, all with an easy requirement with Overhaul’s large AoE and high damage.
Wall Runner
This tune gives Overhaul movement, which allows him to escape engagements and make general maneuvering far easier, increasing his survivability substantially.
Willpower
This allows Overhaul to use his heal safely at the last possible second, essentially giving him a second life rather than a reset to his HP.
Ability Manifest
Overhaul gains a lot of value from Ability Cards whether it be attacking, poison mist marinating, or recovering your special action, so making the cards last longer is always good.
High-Speed Replenishment
Healing your shield faster allows you to stall your special action for longer, as you will likely fit in more heals in critical situations, saving your special action for you or your team along with speeding up GP teamheals, further reinforcing Overhaul’s supportive side.
Embrittlement
This allows him to consistently gain slightly more damage through his reliable melee combos.
Revenge Tunes
Same reasons as ability manifest however they take up other special tuning slots that may be better however they still aren’t bad options.

Recommended Builds and Costumes

Cyberpunk (Fancy)

This build boasts an amazing combination of a tech slot and villain assault slot allowing you to run a combination of Special Action Reload Boost and Quirk Factor Release, giving you great reloads for guardbreaking opponents which Overhaul already does easily but also making it easier to get downs through having your attacks up more often and activating special reload boost. Easily one of Overhaul’s best costumes through giving him his heal more often when using the right tuning combination.

Formal Suit (Default)

This build allows Overhaul to deal a respectable amount of damage and special tunes that allow him to fight aggressively or focus on his survivability with a strike slot and a tech villain slot that allows him to run tunes like Revenge Strike, Ability Manifest, and Willpower with Special Action Reload Boost (it’s also the most stylish costume).

Quirk Fusion ver. (Hero Style)

This build allows Overhaul to pump out easy damage with strike-dominant normal tuning slots, and special tuning slots that allow you to use Special Action Reload Boost and Revenge Strike with it’s technical special slot and it’s strike villain special slot, giving you more damage and heals while enabling you to get downs easier.

Formal Suit (Dangerous)

This build gives Overhaul access to tunes like Wall Runner, Willpower, and Ability Manifest with its rapid special slot and strike hero special slot, giving him mobility and better survivability while also giving him access to tunes that buff him.

Quirk Fusion ver. (Fancy)

Essentially the same as the previous build but on the fusion costume.

Quirk Fusion ver. (Default)

This build can turn you into a Raid Boss at the cost of damage through it’s normal tuning slots using its two special slots you can run tunes like Willpower, Ability Manifest, Revenge Strike, and for the assault slot you can run Revenge Assault, making you a tanky demon.

Formal Suit (Combat)

This is easily one of Overhaul’s most versatile builds, allowing you to heal faster, reload faster, or be one of Overhaul’s highest damaging builds with two technical special slots, giving him a wide range of tunes he can use.

Quirk Fusion ver. (Dangerous)

This build allows you to become a swift tank with it’s rapid slot and it’s assault hero slot giving you options like Wall Runner and Revenge Assault or Wall Runner and Space Hop if you wish to run a full movement build.

Formal Suit (Heat)

This build makes you a defensive heal demon with its assault special slot and its assault hero slot, allowing you to run Quirk Factor Release, Revenge Assault, Embrittlement, and some Space Hop making this a limited but decent build.

Quirk Fusion ver. (Combat)

This is a build that can constantly sustain you and keep you alive with proper tunes using its assault special slot and support hero special slot. This can run Revenge Support, Revenge Assault, Embrittlement, and Quirk Factor Release, which allows you to sustain yourself really well or maybe do a little more damage.

Cyberpunk (Heat)

This is a build that gives you a unique combination of a strike slot and a strike hero slot allowing you to run tunes like Willpower, Ability Manifest, and Crushing PU Charge, giving you an interesting combination of tunes to your disposal. It's not his best costume however it’s a solid costume that lets run some fun tunes without giving you a bad build.

Villain Costume (Dangerous)

This is Overhaul’s highest damaging budget build that keeps you alive just a little longer using its support special slot and its technical villain special slot, letting you run Revenge Support and Revenge Technical or Special Action Reload boost.

Villain Costume (Fancy)

This budget build is another solid budget build, making you a mini raid boss, letting you run Willpower, Ability Manifest, Revenge Strike, and Revenge Assault using its strike special slot and its assault hero special slot, allowing you to live just a little longer.

Villain Costume (Default)

This budget build is one that lets you heal more and escape engagements with its rapid special slot and its technical villain special slot, letting you run Revenge Rapid amd Revenge Technical or Special Action Reload Boost.



Although the match-ups seem grim, this is only considering a 1v1 situation. This does not include larger fights such as team fights in which Overhaul gains a large upper hand, meaning that more often than not you want to be fighting next to your team so they can cover your weaknesses and help you fight as you heal them, help enable them, and control the area around them making it easier to fight.

Izuku Midoriya (Default)

Difficulty Score: 🔴Unfavorable🔴
Assault Deku can fight you while you can struggle to hit him with his fast movement, however he loses most of his damage up close and indoors, as he likes playing more from range and you beat him in damage when he struggles to evade you. We recommend trying to lead him indoors or trying to read his movements along with utilizing beta sniping if he tries to play from an advantageous point, as this will give you a solid chance at winning.

Izuku Midoriya (Full Bullet)

Difficulty Score: 🔴Unfavorable🔴
Strike Deku outdamages you at range, however when using his gamma or beta he is vulnerable, making it easier for you to attack him and trade damage. It's recommended trying to get close as soon as possible and brawl him, as he hits hard from afar allowing him to burst you down, meanwhile you can prevent him from fighting effectively up close through catching his options and stunning him through his attacks as they all lack armor and can be caught. Alternatively, you can try to lead him indoors as while he isn’t bad indoors you are far stronger than him, meaning you can take him out. Please note your gamma can go through Strike Deku’s gamma walls.

Izuku Midoriya OFA

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Rapid Deku is one of your worst nightmares, being able to force you to use your options and act very safely. Your only hope is to get indoors or a very tight area to try and kill him through catching his beta endlag, trying to predict an approach and snuff it out or trade with his alpha. Otherwise you want to avoid engaging with him entirely and try to take him out with your team around to assist you.

Katsuki Bakugo (Default)

Difficulty Score: 🔴Unfavorable🔴
Strike Bakugo can remain midair and rain down attacks from above for a fair bit, however you can catch him after he uses his gamma and in some cases you can dismantle him as he is spinning. You want to try baiting him indoors and fighting him inside as you can win interactions easier there. However, he can still attack from outside, meaning that he doesn’t have to play by your rules, although if he wants reliable damage he will need to come indoors and fight you head-on, allowing you to possibly win the fight.

Katsuki Bakugo (Machine Gun)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Rapid Bakugo will never let you hit him, with only one opening to attack him being when he dives for his gamma. Even indoors he can stunlock you and make fighting very difficult. Try to avoid this man and see if you can get your teammates to help. If you need to fight him try fighting him indoors as that will give you the best chance at victory.

Ochaco Uraraka (Default)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Rapid Ochaco can hit you with near one touch kill combos at range, and midair with incredible movement, making simply hitting her a big struggle. You can only fight her indoors where she is weakest, allowing you to kill her, however her speed makes it difficult to secure a down if she decides to escape.

Ochaco Uraraka (Zero Satellites)

Difficulty Score: 🔴Unfavorable🔴
Assault Ochaco hits hard, has some solid movement, and can stay in the sky. However she has very "laggy" movement, meaning Overhaul can fight her somewhat effectively. They trade a lot indoors, as you will struggle to fight each other through constant stuns and hard hitting attacks. She can escape from engagements with you when pressured and can utilize hard hitting combos out of dismantle range. However if she tries to use her gamma platform you can beta snipe on top of it, meaning she cannot heal or revive for free. Please note that the platform must be fully raised before your betas will have any effect on her as they will simply get placed on the platform but not work.

Tenya Iida

Difficulty Score: 🔴Unfavorable🔴
Iida outspeeds you drastically. However, he has to play up close so you can snuff out any approaches with alpha. He's also very weak indoors, making this a very terrain-based match-up as anything other than indoors and you will very likely lose.

Shoto Todoroki (Default)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Strike Shoto can outdamage you, trade with you, and outmaneuver you while also defending himself from all your attacks, and he's just as strong or even arguably stronger than you indoors. You cannot dismantle him when he goes for most of his gamma combos and you will struggle to even fight back. You want to get your team to help you take him out.

Shoto Todoroki (Ice Fang Wind Flame)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Tech Shoto forces you out of your own buildings and can beat you outdoors with his gamma, making two of your attacks irrelevant and preventing you from using your Special Action if he attacks you with a tornado on top of him. He can fight from the outside of buildings making every interaction a large struggle. Just avoid fighting him as while he may have a range advantage you can still dodge his alphas from afar and run away, as Technical Shoto also lacks mobility options. However if you are forced to fight him get as close as possible, abuse your beta, and take every trade possible.

Tsuyu Asui

Difficulty Score: 🔴Unfavorable🔴
Tsuyu will outmaneuver you no matter what, however when she has to attack she is generally telegraphed, making her fairly easy to dodge. However, she's often too fast, making this a nearly unwinnable match-up due to her speed. Meanwhile indoors you will win no matter what as she struggles to move and get outdamaged while getting caught in everything you will throw out.

Eijiro Kirishima (Default)

Difficulty Score: 🟢Favorable🟢
Assault Kirishima has to approach you and he's easy to dodge, meaning you can cover yourself and outdamage him for simply trying to attack you. However every single one of his attacks are armored, meaning that you will struggle to stun him along with being solid indoors, on top of being able to activate hardening, lowering your damage and keeping him armored constantly. You are still stronger than him in every situation with your high Downpower, allowing you to still knock him down through his armor, however simple misplays can shift the fight into Kirishima’s favor.

Eijiro Kirishima (Red Drive)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Strike Kirishima is already very oppressive with his fast mobility, high damage, his shield, and effectiveness indoors, making it very hard to fight back against him already but then he can also activate hardening, making any opening impossible to exploit. You still want to get indoors as it makes maneuvering harder, and blocking your attacks with his shield will be a lot more difficult than it would be outdoors, you want to try and attack him when he goes for a beta slam or moving with alpha, however hardening remains an issue with getting rid of openings you would usually exploit. You want to get really good at rolling in an attempt to stall out hardening in order to even fight back.

Denki Kaminari (Default)

Difficulty Score: 🔴Unfavorable🔴
Strike Denki can force you to take free damage and force you to dismantle with the threat of killing you off of one stun, along with having damage that can force you to heal. On top of that, he's not too weak indoors thanks to his ability to lay down livewires, constantly covering a solid area and hitting through walls with his beta, not to mention he can attack from range with his alpha. You want to try and approach and try to force him to use his gamma, as you can dodge it pretty easily and punish him for it with its long endlag, otherwise as per usual try to lure him indoors as while he isn’t too weak indoors you are still stronger than he is along with his beta being easy to avoid if he tries to use it through a wall.

Denki Kaminari (Lightning)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Technical Denki will always try to stay out of your range and away from you on top of high ground to hit you with his alpha and rain down traps. You can easily destroy his traps, and if you watch Denki you can dodge his alphas when they come out. You want to go indoors and fight him there as he will not win, you outdamage him and you can dismantle any attempt for a melee combo.

Momo Yaoyorozu

Difficulty Score: 🟡Even🟡
Momo matches Overhaul in essentially every way making this an incredibly even fight. Overhaul is stronger outdoors than Momo so killing her outside will be easier than indoors. You want to dismantle Momo when she tries to go for combos and place betas on her feet in front of her to prevent any approach along with avoiding using both of your gamma so you can trade stuns or outdamage Momo.

Fumikage Tokoyami

Difficulty Score: 🟡Even🟡
Tokoyami cannot outdamage you, and Overhaul generally ignores shields, although he can easily outspeed Overhaul and force him to use valuable resources along with being able to glide slowly down from midair and jump away swiftly when in Ankh mode, making this fight a lot more even and ending it in a stalemate.

Neito Monoma

Difficulty Score: 🟣Unknown🟣
Monoma’s base kit is generally alright with the exception of his gamma being really strong, forcing you to avoid attacking him as he gets a lot of value out of your gamma, however fighting him will always be a struggle as he may have quirks that you counter or quirks that counter you.

Itsuka Kendo (Default)

Difficulty Score: 🟡Even🟡
Assault Kendo can output a ton of damage, but you can catch her and stun her while she alphas. You can mostly ignore her shield and punish her trying to punish you with good reads. Keep in mind that she can armor through your gamma, block most of your attacks and keep up a good amount of constant damage matching you but not beating you.

Itsuka Kendo (Twin Palm Strike)

Difficulty Score: 🔴Unfavorable🔴
Strike Kendo is a weird case as she outmaneuvers you outdoors and can nullify most of your damage in return for a large attack, but she relies a lot on her melee game for most of her damage which Overhaul counters heavily, so all she can do is rely on her ranged game which is good but not good enough to counter overhaul completely. She still forces you to waste your resources to protect yourself, making it difficult to win most interactions if you cannot get indoors. You want to be indoors as she will struggle to avoid most of your damage and will be easier to interrupt when trying to go for melee combos along with taking more damage when in beta if you respond with your own beta due to her reduced knockdown while holding it up.

Ibara Shiozaki

Difficulty Score: 🔴Unfavorable🔴
Ibara outdamages you at range and has stronger options up close just barely giving her the edge. This is still winnable both indoors and outdoors however you will struggle when trying to do so.

Mirio Togata (Default)

Difficulty Score: 🟢Favorable🟢
Rapid Mirio is leagues faster than you but he has too much startup lag, making him easy to roll and easy to punish through his endlag and vulnerability on his attacks, along with relying too much on melee combos to fight you at all, meaning you can brush him off you and kill him for a single mistake with his low hp. His great mobility and ability to escape easily is the only thing carrying this matchup and keeping it from being unwinnable for Mirio. Keep in mind your beta ignores Mirio’s gamma shield entirely.

Mirio Togata (Sheer Counter)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Technical Mirio should never be getting hit by your attacks; he can attack from range and up close, he can be completely invincible and then deal 200 damage on reaction with his gamma. Your only hope to kill Mirio is to catch him low and finish him in one combo.

Tamaki Amajiki

Difficulty Score: 🔴Unfavorable🔴
Tamaki can fight you from range and can escape you easily using his special action along with forcing you to use your special action when he goes for combos. You beat him in the melee game as any approach with a beta can be beat out, and any mistake when pulling you in will result in him getting hit and knocked off you. The problem comes in when you look at Tamaki’s gamma as it does a large amount of damage, lasts a long time and goes through walls meaning he doesn’t have to go indoors. Try to get close to him and out brawl him along with avoiding being put mid air by his special action as you will have less options and be left vulnerable to more attacks.

Nejire Hado

Difficulty Score: 🔴Unfavorable🔴
Technical Nejire is a midair brawler which Overhaul already struggles with, however she is left vulnerable to be beamed down with alphas and constantly be knocked down until she is on the ground and vulnerable to you, although she can still get back into the sky and back into a positive scenario. When indoors she has no sky to run to, and you can just DPS her down and kill her, so trying to lure her inside would be your best play, however you can still win outdoors, it’s just more in Nejire’s favor.

Nejire Hado (Fairy)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Support Nejire much like her technical counterpart fights primarily midair, however she is far more threatening through her consistent damage along with her beta and gamma allowing her to fly even longer and faster on top of healing herself, making what was already a struggle to fight against nearly unwinnable. You want to get indoors or fight her with your team as you will likely win the fight that way.

Hitoshi Shinso

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Shinso will constantly stun you from range and hit you with high damage repeatedly along with having a confirm allowing him to hit you with his gamma and slowing you down, making you an easy target. All you can do is get indoors, as Shinso struggles to trade with you inside buildings allowing you to fight back significantly easier.

All Might (Default)

Difficulty Score: 🟢Favorable🟢
Assault All Might has movement and can nullify all of Overhaul’s attacks with his gamma; however, he has loads of startup lag and loads of endlag, with damage that isn’t close to threatening, making him easy to kill. The issue lies in that if he tries to escape he will most likely escape with you being unable to do nearly anything.

All Might (Gatling)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Rapid All Might has very fast movement and can rain down attacks that hit hard into a grab for 200 damage, forcing you to use your special action and making the outdoors miserable to fight in. You really want to get indoors in order to fight him, he can armor through your attacks with his alpha, lowering damage taken and decreasing downpower received, leaving him open to more attacks but also allowing him to tank nearly everything you have in order to deal tons of damage fast. However, remaining indoors is your best shot at winning since he cannot fly around and rain attacks from above, he is forced to get close and personal, putting you in an advantageous position.

Armored All Might

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Armored All Might never has to touch the ground along with being very mobile in general while constantly hitting you with high damaging attacks with great range and numerous stuns that can lead into a guardbreak. Your only chance at survival is to rush indoors and fight him there, but even then he is still strong and a very difficult match-up to manage. You really want your team to help you in this fight.

Shota Aizawa

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Aizawa can attack you with next to no risk of getting dismantled, as his gamma blocks your special action on top of having the ability to take away your quirk skills and have good and hard to track mobility. You cannot fight him outdoors as you will be unable to track him and deal meaningful damage so you want to lure him indoors and abuse the fact he has nowhere to bounce around, meaning you can catch him as he attacks and out stun him. The only issue is that erasure still takes away most of your fighting ability so you will want to be somewhat close as to make it easier to melee him, allowing you to attack him while you have your skills erased.

Present Mic

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Present Mic can outrange you and outdamage you indoors and outdoors. You can stun him through his attacks as he has no armor, but that is simply all you can do since he can do the same to you and then also damage you from a safe range. You want to get your team to help you take him out as he poses a huge threat to you.

Cementoss

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Overhaul will simply not win this fight unless the Cementoss is sitting idle. Do not fight him.

Endeavor (Default)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Strike Endeavor is good outdoors, being pretty oppressive, however he also beats Overhaul indoors with his large and hard hitting beta that makes fighting a struggle, along with having a wall piercing gamma making baiting him indoors difficult. You can’t even pin down Endeavor as he can fly away. While you can win fights you will still want your team to help you win engagements with him.

Endeavor (Inferno Fist)

Difficulty Score: 🟢Favorable🟢
Assault Endeavor lacks damage outside of his gamma (which is also bugged when used indoors) so even if he has his strengths like controlling indoor spaces well, with his current damage he simply cannot hit hard enough to kill you, however he can still escape engagements with his flight.

Hawks (Default)

Difficulty Score: 🟢Favorable🟢
Rapid Hawks has speed and the ability to fly, however he doesn’t have a reliable way to get damage and can get his beta interrupted easily, removing a large amount of his damage output. He’s even weaker indoors than he is outdoors, making that an easy win condition. He can easily escape fights from you however, so he will almost never get close to killing you, but he can escape freely.

Hawks (Slicing Wind)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Strike Hawks is incredibly fast and will outspeed you and outmaneuver you constantly, meaning you will take damage and be unable to hit him back, but indoors it shifts in your favor as Hawks struggles to fight in a place he cannot fly in. If you get into a fight with him try to get inside or else you will die.

Mt Lady

Difficulty Score: 🟢Favorable🟢
Mt. Lady likes to fight at a melee range to deal damage, making dismantling really easy along with having sub par movement, poor range, and alright damage, taking care of small mode Mt. Lady is an easy task. However if she goes big you have to run, as she will kill you easily outdoors and can pierce walls with her beta, making hiding indoors useless. Otherwise she is not difficult to kill indoors or outdoors.

Tomura Shigaraki (Default)

Difficulty Score: 🟡Even🟡
Strike Shigaraki fights indoors and outdoors very similarly to Overhaul, the main difference being that he fights with DPS and Overhaul fights with burst damage. All you really need to know about this match-up is that Shigaraki prevents you from using your self heal when you are within his decay fields.

Tomura Shigaraki (Catastrophe)

Difficulty Score: 🔴Unfavorable🔴
Assault Shigaraki can shred you with long range combos along with difficult to dismantle touch of death combos. He has a more consistent ranged game and stronger combos, but in return he is not as strong indoors, as his AoE attacks last a shorter amount of time and he can be easily interrupted, allowing you to fight back and maybe kill him as long as you are both indoors. Avoid getting caught outdoors at a poor time and you will do fine.

Tomura Shigaraki (Thousand-Hand Break)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Technical Shigaraki puts out an incredible amount of damage and has good movement, along with constant healing, making dealing with him a nightmare. You cannot fight him indoors as he has large attacks that deal a ton of damage and the ability to hit through walls. You are unable to outdamage his healing in most situations. He will easily kill you through his high and nearly unavoidable damage, you will need your whole team to take care of this raid boss of a character.

All For One (Default)

Difficulty Score: 🟣Unknown🟣
All For One has a powerful yet manageable base kit allowing him to match your damage and strength indoors, along with being able to hit through walls with his beta, as well as with great power outdoors, however he may have a quirk that counters you or a quirk that you counter, making this a difficult match-up to talk about.

All For One -Youth Age-

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Young All For One has solid damaging AoE attacks and is almost always flying, making this an already difficult fight, but then he can temporarily disable your special action. You want to try and fight him indoors for the best chance of victory, although you still want to fight him with your team as fighting him solo will likely cause you to lose.

Dabi (Default)

Difficulty Score: 🟡Even🟡
Tech Dabi and Overhaul fight similarly, using AoE attacks and snuffing out approaches using their strong defensive skills. When fighting Dabi you want to interrupt his gamma to make fighting him easier however, abuse your gamma when Dabi does not have his gamma up so you can stun him and deal a good chunk of damage and take out any nearby traps, and then when Dabi has his gamma up you want to stay a little bit away and use your beta through the fire walls as they absorb your alpha, gamma and special action.

Dabi (Crazy Torch)

Difficulty Score: 🟢🟢Very Favorable🟢🟢
Strike Dabi struggles to even attack Overhaul as his ranged option is easy to avoid, his main damage source is completely countered by Overhaul’s defensive capabilities and special action, and he has poor and predictable movement, making this one of the easiest fights for Overhaul.

Himiko Toga (Default)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Technical Toga can steal blood safely from range, making it difficult already for Overhaul as she will be constantly healing as you try to deal damage to her. You want to get really good at rolling her gamma to avoid her stealing your blood and getting free heals. You also want to lure her indoors and fight her then, as you are stronger than her inside, making this a much more manageable match-up.

Himiko Toga (Sting Dance)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Rapid Toga is a near unwinnable match-up with being very difficult to hit and having easier access to your blood. She can steal your blood through trades, as her gamma needle is unavoidable and therefore she will always get blood, and she can fight as you to cover her weakness indoors as blood is easier to get and can be abused. You want to try to get your team to deal with her as she is still squishy, making her easier to kill than others.

Twice

Difficulty Score: 🟢🟢Very Favorable🟢🟢
Twice has an inconsistent DPS and relies on clones and close range damage to help deal with you, all of which you deal with very easily. Very easy to defeat in any situation.

Mr. Compress

Difficulty Score: 🟡Even🟡
Mr. Compress can fight indoors and outdoors slightly worse than you as spam rolling negates a fair bit of his damage along with being easy to catch when on the ground. However he is in the air quite a bit, and can escape easily while Overhaul cannot catch him, making this a generally equal fight.

Kurogiri

Difficulty Score: 🔴Unfavorable🔴
Kurogiri can fight remotely and escape from you in nearly every situation. If you get your hands on him he can lose, however the problem is that he can avoid you getting your hands on him very well as well as fight from a great range, making it essentially impossible to fight back or leave without you being able to follow him.

Lady Nagant

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Lady Nagant can maneuver midair swiftly while dealing the highest damage in the game, which can cause you to die without getting a chance to heal, along with being able to fight you and take advantage points out of your range, meaning she can shoot you down easily, as you can do nothing about it.

Overhaul

Difficulty Score: 🟡Even🟡
You can attack Overhaul while he can struggle to hit you through acting evasively and jumping constantly, as you can throw out attacks like gammas or betas and roll faster afterwards when used mid air or when utilizing instant gammas, this allows you to attack and then roll making it easier to evade his attacks and fighting without taking much damage, stretching out your heal and forcing your opponent into situations that can make him use his heal sooner, making it easier to kill him.