Guide developed and supervised by: ItsNotUrPotato (Xbox), Bry (Switch), Duch (Steam)
Last Update Date: April 23rd 2026 Last Update Content: Updated a plethora of match-ups, changed recommended regular T.U.N.I.N.G. for Strike and Technical, added Annihilation to Special T.U.N.I.N.G. list, and updated the recommended costume list.
The elusive magician puts on an enchanting show and pickpockets with precision.
Mr. Compress is an expert in both offense and defense, being an excellent damage dealer and supporting teammates, as well as using his high mobility to sneak up on opponents or escape tense situations. Use his Alpha to burst down opponents, his Beta to block moves aimed at you or teammates, and his Gamma to chase, flee, loot, move allies or reposition. A character that loves sticking around areas with plenty of verticality where he can easily change his elevation and mask his location, but must be very wary of close-quarter brawls.
Best Map: UA Island
Alpha Skill - Production Magic
Mr. Compress’ Alpha is his best move by far and his most reliable source of damage. It consists of 3 main components: the initial marble he throws, the object that comes out and the shockwave once it lands.
The Marble
The marble has a few unique properties. For starters, no matter the level of your Alpha, a direct hit with the marble will always deal 5 damage (although you will often see 75 instead because the 2nd part of his alpha will also hit), a fairly insignificant amount but it starts to pile up once it gets combined with the other parts of the Alpha. On top of this extra damage, hitting an opponent who has GP will cause them to be stunned in place, allowing you to follow up with more alphas as the opponent won't be able to move. This aspect of his Alpha turns Compress into a GP destroying machine, very hard to counteract once you’re stunned.
The marble also travels in a different way from any other projectile currently in the game; after throwing the marble, instead of going straight forward like a generic projectile, it will actually travel on an arc. On top of that, if the marble hits a wall or the floor it will bounce off instead of disappearing. It's very much worth noting however that both of these properties change when you enter Aim Mode: the arc/angle at which Compress throws the marble is much different, allowinging it to travel farther distances and slowing the spawning of the object inside the marble. Most importantly, because of both of these variations, in Aim Mode, bouncing the marble off of objects or a wall to hit enemies is much easier.
The Object
These items include the barrel at levels 1-3, the boulder at 4-6, and the truck at 7-9, each being bigger than the previous (Trucks are especially excellent at hitting enemies standing too close to the edge of a corner, like doorways for example, thanks to this expanded size and hitbox). This part of the Alpha is the move that deals most of the damage when playing Compress. Do try to always keep one alpha in your pocket, as the penalty reload is much longer than the individual charges returning. What you will need to be careful with is his downpower when in combination with teammates. Opponents getting hit by multiple moves at once alongside Compress' alpha will be knocked down much quicker, meaning sometimes it may be better for you to throw fewer Alphas if your teammates can deal more damage with their own moves. This will also apply to opponents being hit by the moves of other opponents.
The Shockwave
The shockwave from Compress’ alpha comes out from the released object when it hits the ground, with its size and damage being dictated by level just like with the object itself. There’s really nothing special about the shockwave, aside from the fact it expands the range at which you can hit enemies not currently in your line of sight.
Hitting all 3 parts of Compress' alpha is much easier when attacking from above, as normally at ground level the shockwave goes past the target you've hit with the marble, while if you hit them from above you can avoid this.
Beta Skill - Sleight of Hand
Compress’ Beta Skill is a barrier that can stop projectiles from hurting him or allies.
When a projectile hits this barrier, Compress will quickly compress it and reflect it back, dealing some extra damage the original projectile didn't have.
Different Moves can have 3 types of interactions with Compress' Beta: Reflect, Block and Ignore.
Reflectable Moves
Reflectable moves are attacks that upon hitting Compress' shield will be sent back to the enemy, dealing increased damage. Usually, projectiles are reflectable, while melee attacks are usually not reflectable. Reflected moves are not guaranteed to hit the target, especially if they're moving quickly. For a list of reflectable moves scroll at the bottom of Beta's section.
Blockable Moves
Blockable moves are attacks that upon hitting Compress' shield will vanish, but won't be reflected back to the original user. While these won't do damage to the enemy, it will also cause no damage to you. For a list of blockable moves scroll at the bottom of Beta's section.
Ignored Moves
Ignored moves are attacks that do not interact with Compress' shield, hence, they will ignore it and damage him. Moves in this category are often shockwaves, physical attacks, or area attacks that might also hit Compress from behind. For a list of ignored moves scroll at the bottom of Beta's section.
Beta is Compress’ most defensive tool, able to block all sorts of damage as you can see above. This has a variety of uses, the most obvious of which is to use it mid shoot off to reflect alphas at trigger happy opponents. Swapping back and forth between this and your alpha conserves your own health and can often force enemies into engaging with you close up so you can start Melee combos. This move is percentage based, meaning you can hold it up as much as you want, but the more hits it absorbes the more percentage gets consumed until it's forced into reload. A helpful tip is that this move can be rolled to avoid the EndLag of deactivating it.
However this isn't the only way to use your Beta; other uses consist of leaning into Compress’ Support role by protecting teammates from taking damage too. Stand in front of allies opening boxes, supply drops or even finishing enemies to stop your opponents from interrupting your team. Even standing in front of an ally while they have a shoot off will essentially make them invincible while the fight is happening. Beta is widely considered one of the worst moves in the game, so show everyone just how useful (or annoying) it can actually be.
The interactions between skills and Compress' beta are as follows:
✅ Means "Reflects"
🟡 Means "Blocks"
❌ Means "Ignores"
Battle Style
Alpha
Beta
Gamma
Special Action
Melee
Izuku Midoriya
✅ Normal ✅ Crouch
❌
🟡
➖
➖
Izuku Midoriya - Full Bullet
✅ Normal ✅ Aimed
❌ Heel ❌ Shockwave
❌
➖
➖
Izuku Midoriya (OFA)
✅ Ground ✅ Air
❌ Normal ❌ Overdrive
❌ Normal ❌ Overdrive
➖
➖
Katsuki Bakugo
✅
✅ Grenade 🟡 Explosion
❌
➖
➖
Katsuki Bakugo - Machine Gun
✅
🟡
❌
➖
➖
Ochaco Uraraka
🟡
❌ Spin ✅ Throw
❌
➖
➖
Ochaco Uraraka - Zero Satellites
✅ Throw ❌ Swing
❌
❌
➖
➖
Tenya Iida
❌
❌
➖
➖
➖
Shoto Todoroki
✅
❌
❌
✅
➖
Shoto Todoroki - Ice Fang Wind Flame
✅ Fire ❌ Ice
❌ Ice ❌ Explosion
🟡
🟡
➖
Tsuyu Asui
🟡
❌
➖
➖
➖
Eijiro Kirishima
❌
❌
❌
➖
➖
Eijiro Kirishima - Red Drive
❌
❌
✅
➖
➖
Momo Yaoyorozu
✅
❌
✅ Cannonball 🟡 Explosion
➖
🟡 Melee 3 (Hammer)
Fumikage Tokoyami
✅
✅
➖
✅ Black Ankh Ground Projectile ✅ Black Ankh Air Projectile
➖
Denki Kaminari
✅ Bullet ❌ Connection
❌
❌
➖
➖
Denki Kaminari - Lightning
✅ Normal 🟡 Lock-On
🟡
❌
➖
➖
Neito Monoma
✅
❌
➖
➖
➖
Itsuka Kendo
✅
➖
❌
➖
➖
Itsuka Kendo - Twin Palm Strike
✅ Normal ✅ Charged
❌
❌
➖
➖
Ibara Shiozaki
❌
❌
❌
➖
➖
Mirio Togata
❌
❌
❌
➖
➖
Mirio Togata - Sheer Counter
✅
❌
❌
➖
➖
Tamaki Amajiki
🟡 Swordfish 🟡 Tentacle
❌
🟡
❌
➖
Nejire Hado
✅
🟡
❌
➖
➖
Nejire Hado - Fairy
✅
❌
❌
➖
➖
Hitoshi Shinso
🟡
❌
❌
🟡
➖
All Might
✅ Bullet 🟡 Shockwave
❌
❌
➖
➖
All Might - Gatling
✅ Bullet
✅ Projectile ❌ Dash
❌
➖
➖
Armored All Might
✅ Ice ✅ Fire
🟡 Shock 🟡 Pull
🟡
➖
➖
Shota Aizawa
🟡 Grab ❌ Kick
❌
❌
➖
➖
Present Mic
✅
❌ Tap ❌ Hold
❌
✅ Radio Alpha ❌ Radio Beta Tap ❌Radio Beta Hold
❌ Ground Melee 🟡 Air Melee(Voice)
Cementoss
✅ Ball ❌ Creation
❌
✅ Ball ❌ Creation
➖
➖
Endeavor
🟡
✅ Arrow ❌ Pillar
❌
➖
➖
Endeavor - Inferno Fist
✅
❌
✅ Ball ❌ Explosion
➖
➖
Hawks
✅
❌
✅
➖
➖
Hawks - Slicing Wind
✅
❌
❌
➖
➖
Star and Stripe
✅ Lightning Bolt 🟡 Explosion
➖
❌
➖
➖
Mt. Lady
✅ Regular ✅ Giant 🟡 Giant Explosion
❌ Regular ❌ Giant
❌ Regular ❌ Giant
➖
➖
Tomura Shigaraki
❌
❌
❌
❌
➖
Tomura Shigaraki - Catastrophe
✅ Debris ❌ Cracks
✅ Debris ❌ Pulses
❌
❌
➖
Tomura Shigaraki - Thousand-Hand Break
❌
❌
❌
❌
➖
All For One
✅ Regular ✅ Charged
❌
❌
❌
➖
a
All For One - Factor Fusion
➖ Testing...
➖ Testing...
➖ Testing...
➖ Testing...
➖ Testing...
All For One (Youth Age)
✅ Regular ❌ Explosion
❌ Line ❌ Expansion
✅ Orbs ❌ Expansion
❌
➖
Dabi
✅
❌
❌
❌
➖
Dabi - Crazy Torch
✅
❌
❌
❌
➖
Himiko Toga
✅
❌
🟡
➖
➖
Himiko Toga - Sting Dance
✅
❌
🟡
➖
➖
Twice
✅
✅
🟡 Tape ❌ Wide-Slashes
➖
➖
Mr. Compress
✅
➖
❌
➖
➖
Overhaul
✅
❌
❌
✅
➖
Overhaul - Blighted Precipice
➖ Testing...
➖ Testing...
➖ Testing...
➖ Testing...
➖ Testing...
Kurogiri
✅ Projectile 🟡 Linger
🟡 Portal Shot
🟡 Alpha 🟡 Alpha Linger 🟡 Beta
➖
➖
Nagant
✅ Projectile
❌
🟡 Grounded 🟡 Aerial
✅
✅ Melee 3 (Bullet)
Gamma Skill - Magician's Choice
Mr. Compress' Gamma is all about movement. With this move, he compresses himself into a marble and performs a high leap into the air, leaving a cloud of smoke behind. This Skill can be used to reposition, run away, chase enemies, gain height, dodge attacks, truly a jack of all trades when it comes to mobility. Not only that, but when levelling this skill to level 9 you will gain a second charge, giving it even more potential uses.
You need to be careful when you use it, as due to its slow recharge time being caught without it can sometimes be a death sentence or the reason an opponent escapes. For this reason using the Gamma offensively is for the most part a fairly unwise decision when playing Compress, especially early game before you have the levels for a quicker recharge. If you do use it offensively, it's best done when you already have the second charge you get with level 9 or when you can guarantee it will do damage, such as using it to end a combo. You could also use it to catch the wake up of people who mash and don’t use their i-frames, as the explosion at higher levels has a decent size and damage.
One of the main reasons this move is so good is because Compress gains Hyper Armor while doing the animation, allowing him to almost always at least enter his marble and drop his bomb on wake up catches or start his flight while running away. Some things to keep in mind are that Hyper Armor doesn't stop damage at all, it will just avoid getting knock downed, and that you do NOT have armor while in the marble itself and can be knocked out of it, essentially wasting your charge. Some moves can also hit through the move's armor and knock you down regardless.
Special Action - Magic Resurrection
Compress' Special Action lets him compress and pocket an ally at any time, as long as he is close to them. If the ally was alive when pocketed, they will stay in the pocket and regain health (HP) slowly (they can break out of the pocket at any time by pressing any attack button). If the ally was downed, Compress will still pick them up but they won't get healed over time, instead they'll get revived once uncompressed.
Now, the most clear and obvious use of this is to pick up a downed teammate in order to revive them, but this might not be the best idea in every situation. As weird as it might sound, sometimes you need to let your allies die. If, for example, a Strike Shigaraki and an All Might are both spamming Alpha on your downed teammate, not only will you probably not make it in time to save them, but you might also get killed yourself. Now this isn't to say never rescue your teammates, but just be aware of who’s around and what situation both you and your downed teammate are in before committing to the rescue. Additionally, if you do manage to pick up a downed teammate, keep in mind you don't always need to teleport away with Gamma; sometimes just walking behind cover is more than enough if the focus is elsewhere and so you don't leave your third teammate fighting alone while you're coming back from teleporting away. A lot of times picking someone up just to drop them immediately works, especially if they have their own mobility, as it means you can stay in the action to help your other teammate once more while they run and heal. This is especially good in final circles where you can’t guarantee there will even be anywhere safe to bring them if you try to Gamma away. A neat little trick you can actually do when you're the one being carried by Compress is pressing the Jump or Attack button once your time reaches zero to instantly revive yourself without needing to go through the uncompressing animation. Compress' Special Action isn't just useful for downed teammates, though.
Carrying non-downed teammates can be practical: being able to carry non-mobile teammates long distance or even high mobility ones to save them from wasting their own abilities. You can use this to enter fights, traverse buildings/terrain, or even help someone escape before they go down, all while slowly regaining HP. The main advantage of this is potential heal-offs in final circles. Although not a common way for games to end, if it comes down to it, Compress can put a teammate in his pocket to not only passively heal storm damage, but also prevent storm damage affecting them whatsoever, in most situations essentially guaranteeing a win. Using it in this way is better when you can communicate with your team directly so they know why you want to pick them up, but don’t hesitate to try it with randoms either if they cooperate.
Basic Attacks
Ground Melee
A 2-string combo, Compress’ Ground Melee consists of 2 different hits before knocking down the opponent. With the first hit Compress will strike the enemy with his cane in a sideways motion. This is the part of Compress’ Melee you'll be using the most. For the second hit, he spins his cane in his hand hitting the opponent multiple times and causing them to be knocked down. It's used as a combo ender. Compress’ first Melee hit can be chained into itself a maximum of 5 times before knocking over an opponent. For this reason, it's best to hit 4 in a row and then knock over with the second hit for max damage. It's important to note that compared to many other Melees, Compress’s is actually quite slow due to him reeling back the cane before his first strike. This often means that in situations where you and the enemy both go for a Melee, Compress will often be the one getting hit and allowing your opponent to start potential combos. If you're not fast enough, it can also result in your Melee chains being broken via the enemy's melee (or roll).
Air Melee
Compress' Air Melee is an uppercut with the cane, knocking opponents into the air. Used as a combo starter or tool to quickly knock back nearby opponents.
Best used when dropping in from above, such as when falling from highground or from a Gamma teleport as the momentum allows you to combo into more Melees easier.
Leveling Paths
Standard Path
This is the best level up path on Mr. Compress. It's by far his best option and there really isn't any other that comes close to it. Getting your Alpha to level 7 is to get your item size to Trucks as fast as possible. This allows Compress to deal much more consistent damage with his bigger Alpha and rely less on aim than with his smaller projectiles. Because Compress struggles to deal consistent damage early on, this is the best way to support your team and yourself through early engagements. Gamma to 9 afterward is to make sure you have Compress’ best movement option available, as he doesn't get the second charge of his Gamma until level 9. This allows you to chase, run and move around much faster and over greater distances. Alpha to level 9 after is for the extra charge you get at the final level and for increased damage. Beta can wait until the end as the size and ammo increases it gets are rarely needed, and the increased reflection damage, while nice, should be secondary to your movement and primary source of damage. If you want you can delay leveling your Beta even longer and instead give level up cards to your team once your Alpha and Gamma are both maxed.
Escape Path
This level up path can be used when you spawn in and absolutely nobody is around for you to fight. This would mean that you realistically shouldn't need to level up your Alpha right away, and can instead focus on your movement for faster looting. It can also be used when you are having a particularly bad time looting, such as suffering an early death, to just simply get your movement online to ensure you don’t go down again. While this has the potential to be an okay alternative to the main path, you don’t particularly need 2 Gammas to loot fast on Compress, and in the event a team does rotate to your general location, having your level 7 Alpha is just so good for consistency. This could work for players who can already confidently hit Alphas regardless of size, and don’t necessarily need the extra size provided by the truck projectile. This path could also work for a more supportive style of play on Compress, allowing you to both get to civilians faster, and quickly move in and out of fights to use team heals when your allies find themselves in a bad spot. Alternatively, you could also use this in unranked games to practice your aim with lower level versions of the Alpha. Beta is levelled last for the same reason as before.
Escape Path: Cautious Ver.
A variation of the previous path in which you level Alpha to 4 as a precautionary measure just in case people end up coming to your area regardless.
Techs
Mr. Compress has 3 special behaviors that you can learn to enhance your gameplay.
Air Extension
After using gamma, you can spam the melee button to perform air melees. This will allow you to fall a bit slower, allowing you to traverse a greater distance or stall in the air for a longer amount of time.
Melee Cancelling
By inputting a melee attack while not holding a direction, waiting until the last moment to use his melee's second hit and then inputting a direction (backwards is best) you can cancel the animation of his cane spinning and start moving again immediately. This can be fully chained a total of 3 times, before knocking down the enemy on the fourth hit of your first melee, meaning ideally you want to let the cane spin finish after the third chain. This can also be done with Compress’ air melee by waiting until you’ve almost touched the ground, using air melee, and then quickly inputting it again, allowing for up to 2 extra air melees to come out. Unfortunately hitting the first 2 will hard knockdown an opponent, rendering the potential third useless.
The input would be: Melee 1 (No Direction Key pressed) -> Wait (The delay you gotta wait might make you hit a 2nd Melee 1, but this is bad, you gotta wait a decent bit but not enough to trigger a 2nd Melee 1 instead of a Melee 2) -> Melee 2 -> Movement Key (preferrably back, with tiny delay to avoid cancelling Melee 2 too soon)
Combos
The different ways you can combine and chain various skills for higher damage within 500 DP (Downpower). The downpower of Mr. Compress' abilities are as follows:
The text of the combos below will be colored by how true they are, in this case, we will define as "True" combos that, without 3rd party or tuning interference, can only be escaped/interrupted by Overhaul and/or Mirio, as those are special cases.
White Text means that part of the combo is True on both GP and HP. Green Text means that part of the combo is True if the target is on HP only or the hit Guardbreaks. Blue Text means that part of the combo is True if the target is on GP only. Red Text means that part of the combo is Untrue, and therefore the enemy can escape it.
A classic Melee 1 spam chain that keeps the enemy locked in place for a while. This combo only works on HP, as Compress' melee is too slow for GP stun's quick recovery.
What this combo lacks in optimization it makes up for in flashiness. Typically not the ideal combo to hit, but it does look nice while dealing decent damage.
A good combo to hit on anyone whos gotten a little too close. You need to ADS for at least the first Alpha, as otherwise enemies will be knocked in the wrong direction due to the Melee Cancel.
Mr. Compress' signature combo that everyone knows. It takes advantage of the marble's stun property on enemies with GP to deliver free damage. This combo doesn't work on HP.
Uses Air Melee to knock opponents into the air and then Alpha to close distance for you to melee. The Gamma end is more damaging, but takes up a valuable charge for the skill.
A variation of his regular alpha chain. While it's less damaging then the 5 Alphas, it makes finishing the combo easier if you're up close, and lets you activate any melee reliant Special Tunings.
A variation of the previous combo. Slightly more damaging, at the cost of being more difficult to perform. You’ll need to use Aim Mode to correct your aim for at least the first Alpha. Due to this combos length, you may need to cut it short outside of 1v1 situations.
While on paper Compress’ gameplay may be simple, to truly unlock the full potential of this master magician you’ll need to know some more technical and nuanced techniques. While some of the topics discussed in this section will be or have been referenced at others points throughout the guide, this section will go over them in more detail to ensure you fully understand the more complex tricks and tips you’ll need to know in order to play Mr. Compress at his highest potential.
General Positioning
Compress’ is a highly mobile character and as such has the freedom to maneuver to advantageous positions before and during a fight. Ensure you position yourself well to maximize your value on Compress, and so you don’t get caught out.
Securing High Ground
Compress can easily take high ground before or during fights by utilizing his Gamma for vertical movement. This is where Compress often performs best, as using his Alpha from above will make it much easier to hit enemies with both the object and shockwave, allowing you to maximize your own damage output while ideally keeping yourself out of harm's way. On particularly tall buildings, using your Alpha while ADS grants you incredible range, allowing you to snipe enemies you’d normally never be able to. Not all high ground is tall buildings of course, so note even a bit of elevation can make it easier for Compress to land his full Alpha. Your Gamma is an excellent example, as it only provides temporary high ground, but can still give you the advantage needed to maximize your Alphas damage. During fights, certain high grounds can often be a safe place for Compress to retreat too, as many characters can struggle to follow him. Gaining high ground midfight can also be used as a way to apply more damage and pressure safely by raining Alphas from above like mentioned before. Compress is also great at contesting high ground, as he can easily get up to high locations and oftentimes even get temporarily above depending on how high your Gamma takes you. Using your Alphas large size and shockwave can often be enough to force enemies off or away from highground if they don't want to risk taking a lot of damage. You can also attempt to contest high ground you’re underneath. By using your Alpha/ADS Alpha to send marbles past ledges, you can get the object inside to fall back down and hit enemies, even if you can’t see them. Alternatively, grab a teammate with you with your Special Action before you Gamma up to high ground, and you can challenge opponents with your allies help.
Inside Buildings
While Compress isn’t terrible when inside, it's not somewhere he loves to be. While the enclosed spaces can make it easier for you to land the object and shockwave portions of your Alpha for big damage, this can also be a double edged sword. Due to the close range fighting that being inside promotes, you may find yourself missing the marble portion of your Alpha more often since its so small. This can lead to missing the object and shockwave more as well, as not hitting an opponent who's in your face means the object won't be released until its already passed them. Your Beta and Gamma also lose some value inside. Due to the close quarters nature of inside brawls, it becomes much easier for other characters to punish your Beta usage as they’ll be close enough to use melees or close range moves your Beta can’t stop. While Gamma can still move you rapidly around a room and limit vision due to the smoke bomb you drop (which actually can be a strong use of it), it loses out on its value to bring you over long distances, so if you need to get away you likely won’t be getting far. Ideally Compress wants to play around the entrance/exits of buildings. This way you can shoot your Alpha inside and fully enter if necessary, but also ensure you’re still in a good position to Gamma away if things get dicey.
Low Ground
Although Compress does fair better than some characters while on the low ground it's not somewhere you’ll want to stay. Being below your opponents just makes it a lot harder for you to keep track of where they are and makes you a lot more vulnerable. Compress does actually have some counterplay when stuck on low ground however. Against players on high ground like buildings, Compress can shoot his Alpha up past the ledge of the high ground your enemies are camping on. Since the object released by your Alpha is affected by gravity, letting it fly past high ground so it can fall down on opponents who may not expect it, is a great way to catch people off guard, and deal damage to people you may not even be able to see. The height of the high ground will dictate whether or not you use your regular Alpha or ADS Alpha to threaten foes up high. This is a pretty exclusive technique, as very few characters can contest high ground as well as Compress from the low ground. While Compress doesn’t like low ground, it's good to keep this in mind for when you are stuck there. Where Compress really struggles is against opponents who have some version of flight or who can stay in the air for prolonged periods of time. Your Alphas range often isn't good enough to hit opponents floating above you, and even if you do ADS for increased range you face the same problem you had inside where you more or less need to hit the marble or else you're missing altogether. If you really are stuck on the low ground it's often best to find cover or use your Beta to either buy time for your Gamma to come back, or to stall until your enemy hits the ground too for an even fight. Ideally you’ll want to take high ground once they run out of aerial mobility, as Compress can’t really stay in the air for the same amount of time that floating/flying enemies can.
Even Ground
Fighting on even ground as Compress is alright, but obviously you still want to take high ground eventually. Fights here often consist of you swapping back and forth between using your Alpha and Beta to both deal and mitigate as much damage as possible. Try to keep opponents at a nice midrange where your Alpha and Beta are most effective, as this will allow you to stun them easier while making it harder for them to use a move that can get past your Beta. If they do approach, this is a good opportunity to use your Gamma to both reposition and potentially deal damage with the smoke bomb you drop. While you don’t want to stay on even ground for long, it isn’t nearly as bad as being trapped on the low ground.
Teamplay
As a support class Compress naturally has a few different ways in which he can help out his team. While these will obviously benefit a cooperative team more, it's important to learn when to use them regardless.
Alpha Stun
While it's easy to just see your Alphas stun as a way for you to guard break an opponent, it also has its applications as a team combo tool. While not as potent as it once was due to down power changes, Compress’ Alpha can also be used to combo into your teammates' attacks. By keeping an enemy stunned with your Alpha until right before they’d be knocked down, rather than hitting the final Alpha yourself you can instead allow for a teammate to squeeze in a more powerful attack before the enemy is knocked down. This allows for a lot more damage than Compress can do alone, and makes finishing opponents much easier.
Beta Protection
While it's more often than not used as a tool to protect yourself, standing in front of teammates with your Beta up to protect both of you is a very viable strategy as well. Teammates opening loot boxes are vulnerable for the duration it takes them to do so, so protecting them can ensure you get any important loot, especially if it's a Large item box. This is less important for Gold item boxes but still applies. In a situation where you’re fighting another team, your teammate may want to finish a DOWN opponent to get their GP back. Holding Beta in front of them can prevent the enemy from interrupting this and turn the fight in your favor. Another way to give your team advantageous fights is to stand in front of teammates as they attack, especially if you're fighting someone who loves to Alpha spam. This keeps you both relatively safe while damaging your opponent. You can also use Beta to protect DOWN teammates. While you may be tempted to just grab your teammates with Special Action, this can sometimes result in you taking a lot of damage or even going DOWN yourself. Sometimes it may be better to protect your teammate instead, especially if they are in the midst of getting finished by someone's Alpha. Dealing damage may be enough to force this person away so you can actually revive your teammate, or if the fight was close maybe DOWN this enemy instead. You may also be able to protect your second teammate while they revive your first, but this is a pretty niche scenario.
Special Action: Maneuvering Teammates
Compress’ ability to pick up teammates with his Special Action is great for a variety of things, particularly team mobility. When paired with certain characters, you may find they lag behind you just due to their lack of mobility options compared to you. This can make it harder for them to loot, enter fights, or escape when needed. Compress can help mitigate this by picking up teammates who might not have the best movement and allow them to travel with him. Unfortunately it can be difficult doing this when not queued with people you can communicate with which can make it more difficult to know what to do. More experienced randoms may walk directly up to you as a tell they want to be picked up, but oftentimes it’ll be up to you to make the call when solo queuing. This is especially true when a teammate is running away, as they likely don't have the time to communicate they want to be picked up. If possible pinging your location or using a “Group Up” ping may be able to communicate you want to pick them up. While picking up non-mobile teammates is the most obvious use, that doesn't mean high mobility teammates shouldn’t be picked up. Doing this is particularly good for entering fights, as it allows your teammate to keep their mobility cooldowns refreshed in case they need to chase or run away shortly after. Helping them get away with your Special Action works too, but it's much harder to pick up a mobile teammate when they use their own cooldowns to run.
Reviving and Resurrecting Teammates
Compress ability to still use his quirk skills after picking up a DOWN teammate likely gives him the strongest instant revive of any of the “pickup” instant revive characters. His ability to pick up teammates and then instantly get them to safety with your Gamma can be very strong. Bringing a DOWN teammate some place safe and then returning to assist your other teammate is very easy for Compress thanks to the mobility provided by his Gamma. In some situations, such as chaotic final circles or particularly close team fights, you may want to consider reviving your teammate immediately to make sure they get back into the fight right away, especially if you use the Special TUNING “Reinforced Revive.” Sometimes it may be too risky to try reviving teammates though, so check out the “Decision Making” section under this one to see when reviving is best. When it comes to resurrecting teammates, Compress is also one of the best. His Gamma gives him excellent mobility to allow him to reach zones with either civilians to save, or a Large Item box to open. When it comes to collecting tags, Compress is also excellent as his mobility gives him the ability to quickly pick up teammates revive tokens and then escape. You don't always need to pick up tokens while there's still enemies around however, as that could get you needlessly killed. Compress can easily get to nearby high ground for example and then just watch until any enemies have left the area before picking up a revive token.
Decision Making
Like any character, Compress has a variety of different ways of tackling problems depending on where you find yourself. While it's nearly impossible to fully prepare for every situation with all the variance in the game, this section should hopefully help out with some more general situations you find yourself in.
When to Revive a Teammate and When to Leave
There are a variety of different factors you’ll need to take into account before each save. Things like your own health, your teammates DOWN HP, the enemies who are around/downed your teammate, and who knows they’re DOWN, are all things you need to consider when going for a rez. But the most important thing is do YOU think you can save your teammate. After addressing each factor, if there's any doubt in your mind you won’t succeed to save them it's likely best to leave, or at the very least not go for the save immediately. While it can be a bit cruel to leave a teammate expecting a rez to die, you simply can’t always save them. Sometimes teammates are finished before you even get the chance to help. If you happen to be full health or at the very least close to full, its recommended you do at least try to save a DOWN teammate, but if you end up taking too much damage on the approach/pickup and end up dropping them from your pocket, it's rarely worth it to stick around and try again. Your enemies expect you to try and pick up your teammates and they will exploit this in order to down you too. The long pause you make while picking someone up is more than enough time for tons of damage to be dealt to you and that means it just won’t always be worth it. It's much better for you to stay alive so you can resurrect a KO’d ally later than to lose the entire match because you tried too hard to save someone. If you’re alive and your teammate is down, you are simply more valuable than them as you're what keeps your team in the game. Of course there are plenty of situations where grabbing a DOWN teammate is the optimal play. Teammates being finished are often easier saves, as enemies going for finishers have likely let their guard down and expect to be relatively safe.
Standing still allows you to easily punish them, which can force them away or even DOWN them, giving you the opportunity to save your teammate. In team fights all you really need is a second or two to pick up a teammate if the enemy's attention isn't focused on you directly, so relying on your second teammate to create a distraction or equalizing the fight yourself can be enough of an opening to revive your ally. In chaotic final circles especially, players using large AOE attacks may down your teammates by complete accident, giving you ample time to save your friends because your enemy may not know where to look to finish them. It's worth mentioning however you don't always need to grab people your enemy doesn’t know the location of. If a DOWN teammate is able to hide and their revive timer is getting low, it can often be better to let them get up themselves as your presence may lead to them getting found if you aren't able to pick them up and get away. Of course not every situation is as simple as these examples, and you’ll need to consider each factor before you attempt a save, but this should hopefully help you to be more considerate when in this sort of situation.
Alpha: When to Ricochet Marbles
A rarely utilized feature of Compress’ kit, the ability to bounce his Alphas off of surfaces can be a great way to secure kills, or discourage enemies from chasing you. When enemies are fleeing from a fight it's only natural they’ll want to break line of sight to prevent themselves receiving more damage. In certain situations however, this won’t be enough to escape Mr. Compress. When indoors or around buildings, using the ADS version of Compress’ Alpha to change the angle you throw it will allow for you to bounce the marble off of nearby walls more easily. This is easiest to perform on enemies running into alleys between buildings or up stairways, as there will typically be walls for you to bounce your Alpha off of. Of course you should only really be doing this when the enemy is a good distance from you as otherwise it's probably best to just chase normally to ensure you don't lose sight of them. You can also ricochet marbles to discourage enemies from chasing you in these same locations. If you know an enemy is close behind you, breaking line of sight by entering or leaving an alley/stairwell and then bouncing your Alpha off the wall will allow you to hit your opponent while they can’t even see you, hopefully evening the odds or making them too scared to keep chasing.
Walls aren't the only surfaces you can bounce your marbles off of though. Characters like Momo, Cementoss, and Tech Dabi can all create artificial cover/walls to protect themselves from your Alpha. However, provided the room you're in is tall enough you can actually bounce your marbles off the ceiling to hit anyone who may be hiding behind these temporary pieces of cover. This can catch these characters off guard, and give you the advantage indoors where these three normally have an upper hand. Remember to stay aware of your surroundings though, as looking up at the ceiling means you won't be as aware of other around you. Bouncing marbles off the floor has it's niche uses as well, but it can also be a bit risky. If you're not confident in your ability to combat certain characters who like to get in close, throwing marbles at your feet so they explode and drop on top of you can be an alright way to deter people from approaching, as they'll want to avoid the falling debris. This however has the drawback of forcing you to look at the ground, meaning you can't see your surroundings for a brief period or prepare to dodge incoming attacks. When dropping on players from above, bouncing marbles off the floor can also be used in convoluted combos to have your Alpha hit people mid melee, but this is very convoluted and genuinely never optimal unless you want to hit a cool clip.
Alpha: Arcing Marbles
A technique sort of similar to ricocheting marbles, arcing your marbles is more practical when outside or when around less cover. This involves aiming your Alpha in a way to hit opponents you aren’t able to hit directly. This is most commonly used when your opponent has some sort of cover they’re hiding behind. Small walls, fences, or even some quirk skills like Dabi Gamma or Momo Beta can provide the cover necessary to stop you from getting direct hits, so you’ll need to aim Alphas above your opponent so your Alpha falls on them instead. Keep in mind the distance you are from your opponent, and how tall their cover is, as that will dictate how high up you need to aim for an Alpha to fall on them. If you're too close it may not even be worth attempting, as simply repositioning yourself to get a different angle, or using Gamma to bypass their cover altogether may just be an easier option for you. As mentioned in the “Low Ground” section found above, arcing your marbles is also very important for threatening foes on high ground when you’re below. Shooting marbles past high ground so the released object falls back down on enemies up top is a good strategy to pressure people who think they’re safe above you. In particular, this is an excellent strategy to use when fighting Cementoss.
You can also use this technique when on the high ground too. As mentioned previously, using you ADS Alpha from tall buildings can give Mr. Compress some serious range, and can let you hit opponents from quite far. Of course, his Alpha doesn't travel in a straight line, so you’ll need to estimate the angle to shoot it at to reliably hit your clueless enemy below. You can also use high ground as a way to bypass smaller pieces of cover or quirk skills enemies are hiding behind, as long as you can get the Alpha to land on top of them. The more you play Compress the easier it will be to reliably shoot Alphas along the right angle, so just remember practice makes perfect if you can’t get it right away. The size of his Alpha and the shockwave after are quite forgiving, so it hopefully shouldn’t take you too long to get this down.
When to Use Beta
Something a lot of newer Compress players struggle with is not using Beta enough, or using at the wrong time. While Beta can seem weak on paper due to its inability to deal damage itself, it's still an excellent tool and shouldn’t be overlooked just because of that. In any sort of midrange fight swapping to holding your Beta instead of trading Alphas with your opponents is a great way to mix them up while keeping yourself safe. Discouraging their Alpha use lets you more easily swap back to your own without risk of taking damage. Even just holding Beta during a fight can work too, as many players may try to predict you dropping it and instead damage themselves when you continue to use it. This can often lead to situations where they may want to use a move that can bypass your Beta, which can also work to your benefit. By allowing them to do this you can roll out of Beta and possibly punish this choice, as lots of moves that can punish your Beta have long recovery and will leave your enemy open. Alternatively you could use Gamma to distance yourself from an approaching enemy as its armor can keep you safe from a lot of moves that could punish your Beta.
Using Beta while in the air can also be a wise decision in order to keep yourself safe while running or repositioning. Especially in more open areas, better players can still easily track Compress even after his Gamma. Because projectiles are the most common way to counter aerial foes, holding your Beta midair can keep you safe while you find somewhere safe to land. In terms of places you may struggle to find Beta value, close range engagements are the most obvious situation. While Beta can still be very strong up close just due to how good projectile spam is on certain characters, it becomes a lot riskier due to melee and other close range moves becoming easier to land on you. Matchups are the most important factor though when determining your Beta usage however. Knowing your opponents best moves and how your Beta interacts with them is key for winning or even standing a chance in some matchups, so it's very important to learn this when playing Compress. While some interactions are obvious there are some you may be surprised to learn, so it's highly encouraged you check out the “Shield Table” in the Beta section of this guide to learn more.
Playing Wake-Ups
Knowing how to play wakeup situations with Mr. Compress is extremely important, as his lack of good options to use when getting up can result in you dying if you aren't careful. Lots of characters have large AOE attacks or attacks that will knock you back down, making it hard to get up safely. For this reason it can be incredibly important to use your i-frames upon getting up. After getting up, you’ll flash white briefly to indicate you’re invincible, but this ends prematurely if you use a skill like your Gamma, so you may want to consider using this time to get somewhere slightly safer before you attempt an escape. If you're on high ground you can use this time to drop off of it to break line of sight before you Gamma. On low or even ground you can use the time to quickly take cover and then Gamma or remain in shelter. In situations where the enemy is next to you, these i-frames can be used to walk through an attack and possibly even punish them for missing if it's a 1v1. Another way to punish an enemy who is right next to you can be to use a “Hop Wake-Up” to allow yourself to immediately Air Melee an opponent and quickly combo them or just knock them over, ideally giving you time to Gamma away.
Since meleeing removes your i-frames however, this option is particularly risky to use on enemies who have any attacks with super armor, so you’ll have to be picky when using it. It’d also be a crime not to mention the Special TUNING “Space Hop” as it can make wake ups a lot easier. Because jumping doesn’t take away your i-frames like attacking does, the ability to jump high into the air and then using Gamma can often be what you need to throw off opponents just enough to let you get away. Of course sometimes just using Gamma immediately can be the play, even if it is risky. This is mostly determined by the matchup and whether or not your enemy has a good way to quickly stop you (or DOWN you at your current health), and by how many people are currently trying to finish you. Sometimes using i-frames can just put you in a worse spot if you’ll end up surrounded by the time you get up, so you may just need to pull the trigger and hope you escape.
Cooldown Management
When without your Alpha or Gamma, Compress can feel very underwhelming due to his reliance on these skills for all of his damage and all of his movement respectively. Try your best to make sure you have these skills available as much as possible.
Alpha
Due to Compress’ reliance on his Alpha for a source of damage, it is very important you run out of ammo for it as little as possible. While spamming Alphas at enemies is great, if you ever run out of them you won’t be able to reliably damage your enemies anymore. For this reason it's very important to keep track of your remaining Alpha charges whenever you fight, as this way you can more reliably keep pressure on your opponents and actively contribute to the fight. By keeping at least one or two charges of your Alpha available your individual Alpha charges return to you a lot faster which over time allows you to output damage more consistently. Staggering your Alpha usage in between shots also works as a way to recharge some ammo while still dealing some damage. While you still can expend all your ammo sometimes, you should try and make sure you’re only doing this when you know your opponent has low HP and using these final Alphas will secure the kill.
Gamma
The importance of the movement provided by Compress’ Gamma cannot be understated, and as such it's very important you have a charge available as much as possible. This mostly applies to his Level 9 Gamma, as it's kind of hard to manage cooldowns on a skill with one charge. When at level 8 or below, you’ll have to be at least slightly more considerate of its usage, as wasting the charge could be the reason an enemy escapes you or that you can’t escape an enemy. Once you get the second charge at level 9, it's important you try and keep one charge available at all times so you aren’t stuck in one place for too long, particularly when actively fighting. By using one charge as a way to reposition mid fight, you give yourself the option of holding the second charge until you need to escape or chase someone. If the first charge comes back then you can reposition yourself again, or save it for when you really need it. Ideally you want to be doing this when just moving around too. One Gamma is typically good enough to get you where you wanna go, and keeping the extra one is a safety precaution just in case you happen to get attacked after landing. Obviously in some situations it is better to just use both Gammas, like when chasing or fleeing from certain high mobility characters, or when air stalling in final circles. A tip worth mentioning here is because your Gamma ammo is only consumed when you actually enter the marble and fling yourself, you can time the usage of your second Gamma to be used right before the first charge replenishes. This way by the time you’ve actually teleported your ammo has returned and you still have another Gamma to use. This allows you to maximize your Gamma usage when you otherwise would have run out of them completely.
The general recommended priority list by stats is as follows: Alpha DMG > HP DMG > GP DMG > HP DEF > Gamma DMG > Melee DMG > HP+ > Beta DEF > Gamma DEF > Gamma Reload > Alpha Reload > GP+ > Alpha DEF > Melee DEF > PU/PC Reload > Beta Reload > Downed HP > Forw. Jump Height+ > Vert. Jump Height+ > Wall Jump Height+ > Dash Speed+ > Run Speed+ > Wall Shuffle Speed+ > Downed Crawl Speed+ > Special Action Reload
When it comes to the minor Tunings slots you want to run on Compress there's an obvious best option. Alpha damage is key, as it's his best attacking skill and where the vast majority of your damage will come from. Getting this as high as possible on your preferred costume is ideal. HP and GP damage help improve his Alpha even more, although HP is a bit better as Compress doesn’t typically need the help breaking guard thanks to his Alpha stun. HP defense is really nice as it helps reduce all incoming damage once your GP is broken. Gamma damage and Melee damage are also nice to have to improve your combo potency, and while Gamma damage may have a slight edge in which is better, its mostly up to preference on which of the two you prefer. Ideally you don't want to dedicate any strike slots to either though.
After this we start getting a little more niche. HP+ is the best of the support tunes, helping increase your survivability within the Poison Mist, and working in tandem with HP defense to make you tankier. Beta and Gamma defense are also good for helping to mitigate some of the game's higher damaging skills. While the boosts aren't fantastic, Gamma reload is nice for increasing the speed at which you get your movement option back, and Alpha reload helps you stay on the offense. GP+ while appreciated, is generally gonna be taking the backseat to HP+. Alpha and melee defense, while nice to have, are generally less useful due to the way Compress plays. Finally PU/PC reload can come in clutch to help you get that last percent of Plus Chaos in before you die, and rewards you for surviving longer, but best not to rely on it.
After that, most of the following tunes will be pretty useless. Beta reload isn’t needed almost ever, as even at low levels you’ll struggle to run out of charge for this ability. Downed HP, while it sounds okay, only benefits you once you’ve already lost, something that theoretically could have been prevented by running a better defensive Tuning option. When it comes to the jump heights all the boosts they provide are so inconsequential you’ll never want to run those Tunings specifically for that boost. The same applies to the speed increasing Tunes. If you run these, choose the ones with better secondary boosts, like Gamma and Alpha reload, or Melee damage. Finally, the single worst tune on Compress is Special Action reload, as he doesn’t benefit from it at all. The reload on his Special Action is so quick that there is truly no point in using this Tuning, unless it comes with a better secondary Tuning.
Special Tunes
The list of recommended special tunes (not ordered):
Quirk Factor Release With how easily Compress is able to break GP, activating this Tuning shouldn’t be an issue. The increased speed at which you get both your Gammas and Alphas back will make fighting, running, and chasing much easier to do consistently. Essentially this functions as a better ‘Revenge Tech,’ as you don’t need to lose GP to get the same benefit.
Space Hop Gives Compress highground for free without the need to use his Gamma. Also gives you an additional option on wake up by jumping before you Gamma. Makes spamming Alphas from above even easier, and makes landing the shockwave more reliable. Gets you above certain moves that are otherwise problematic.
Critical Permeation Makes you invincible every time your GP breaks, stopping combos or giving you an opportunity to disengage. At higher levels you can use a small GP or HP drink to heal before permeation ends, or if you aren’t knocked over a large GP drink if you time it well. Attacking will end the permeation early.
Acceleration Getting a movement speed boost for landing a melee is incredible with the movement system changes. Allows your Gamma to become even better for movement, and makes your Alpha, Gamma, and melee come out quicker than before, making Compress much more threatening.
Wall Runner Grants Compress extra mobility and the ability to reach high ground without needing to use a Gamma. While not as strong as other movement related TUNINGS on Compress, he still appreciates the extra mobility Wall Runner provides.
Twisted Fortune An excellent option for those who want to play a more supportive Compress, Compress’ mobility makes him an excellent option for quickly gathering team heals from Civilians or Loot Boxes. If a fight is going poorly, using Gamma to quickly disengage so you can constantly use team heals with this TUNING can be very strong if your teammates are competent.
High-Speed Replenishment Drinking your GP consumables faster allows you to reenter fights quicker. In the event you’ve been chased down or someone stumbles upon you healing, it may also let you get off a clutch heal to save yourself more often. Stalling in the Poison Mist to heal your GP is also made easier, as drinking faster means you won’t need to sit in the mist as long, or that you can swap to healing your HP quicker.
Willpower Gives you an opportunity to escape or keep fighting when you would have otherwise gone DOWN. It almost functions like a second life.
Hyper Regeneration An excellent survivability TUNING for Compress due to how easily he can break GP. Allows you to play more aggressively without needing to constantly use smaller heals, and is great for letting you reset yourself and survive within the Poison Mist.
Ability Manifest Functions similarly to the ‘Revenge’ Special Tunings all wrapped into one. It will be reliant on what Quirk Skill cards you can find however, and what level they’re at for it to function at its highest potential. Best used with Tech cards, but is good with the others as well.
Fixer Great for increasing your Alpha damage even more. Great when used in tandem with other attack increasing Tuning like Embrittlement or Revenge Strike to make your damage potential even higher. Works best on outfits like Disguise: Sweater (Dangerous) and Cyberpunk (Dangerous).
Divine Protection Very useful since Compress is a level dependent character. He can get in and out of areas with a large box quickly thanks to his Gamma. Also gets you a full team heal and a revive card for support play. Not advised to drop on the large box at the start of a game, even with this Tuning.
Embrittlement Since a lot of Compress’s combos utilize his melee, Embrittlement is quite good on him. Also makes any attacks made during or after a melee hit much more deadly. Makes you more threatening in close range since enemies must be weary of the Defense DOWN you can inflict.
Crushing PU Charge A strong option on Compress thanks to his high damage output and fairly easy time confirming kills. The 20% of PU/PC this provides can be very good, especially when paired with other PU/PC reliant tunes, namely ‘Muscle Form.’ Do keep in mind you’ll be sacrificing an Alpha DMG increase to run this however.
Spiraling Leap A sidegrade to Space Hop you can run on costumes without an Assault slot. While it doesn't allow you to get quite as high as Space Hop does, the extra movement can still be nice to have provided you can adapt to it affecting all of your jumps. Don’t run with Space Hop.
Perception Highlighting enemies you melee is incredible for making sure they don't get away by weaving in and out of buildings or around obstacles. Compress already has a fantastic chase game, and Perception makes it even harder to escape him.
Revenge Technical Gives you an increase in reload speed every time your GP breaks. Allows you to get your Gamma back much quicker so you can run from or chase enemies more effectively. Combine with Plus Chaos for super fast reload speeds.
Card Duplication Only advisable if you're comfortable fighting early. Typically it will still be better to get Alpha to level 7 and then use this to get Gamma to level 9 faster. Since Compress is level dependent, getting additional cards can help him a lot in the early-mid game. You can also siphon any additional cards gotten to your teammates.
Reinforced Revive Compress can make decent use of this thanks to having an instant revive. Having to pick up your downed ally does make it harder to use though since you put yourself in harm's way to grab a teammate. Assess the situation before getting too greedy with this Tuning.
Quick Reload Allows for an absurd amount of Alpha spam after downing an opponent. Makes finishing kills incredibly easy as well. Generally outclassed by Quirk Factor Release, but it is the best Strike (Villain) option as of right now.
Annihilation Due to Annihilation's activation condition, this TUNING will work best on costumes that promote an aggressive style of play. Letting you know the locations of a DOWN player's teammates will let you know whether or not it's safe to go for a finisher on said DOWN player, and gives your team the option to pursue any of their still living teammates. This TUNING also works well in end games, letting you know who is on whose team amidst the chaos of a final circle, and giving away the positions of players who are hiding and might be trying to heal.
Recommended Builds and Costumes
League of Villains Suit (Hero-Style)
The main thing holding this costume back is its lack of Alpha damage increases limiting your damage potential. It's actually in a 3 way tie for lowest damage potential out of Compress’ PUR costumes (the others being Disguise (Default) and Cyberpunk (Fancy)). Unlike those two costumes however, this costume is able to run one of the strongest Special TUNING combos available on Compress. Space Hop is the best Assault Hero option by a long shot, and pairing it with Acceleration makes Compress’ movement even better than it usually is. This should be your go to combo on this costume. Wall Runner works as a good alternative movement option, or Card Dupe works if you wanna lean into a more aggressive playstyle.
League of Villains Suit (Dangerous)
This outfit provides you with some very high damage potential, currently having the second highest possible Alpha damage out of all of Compress’ costumes. Provided you have the right character data, you can actually run a damage increasing tuning in every slot of this costume. While its Assault Special Tuning slot is great for Space Hop, Embrittlement, or Quirk Factor Release, its Tech slot being limited to villains is a little lackluster. Revenge Tech is the best option unless you use Quirk Factor Release, in which case you’ll want to use Hyper Regeneration.
Disguise: Sweater (Hero-Style)
A great option for high Alpha damage builds, it places fourth in terms of Alpha damage among Compress’ costumes. For Special TUNING you could run Divine Protection to reliably get levels and support items, or Reinforced Revive/Twisted Fortune if you want to lean fully into a support oriented style of play. For extra survivability you could also run Revenge Support. Embrittlement is good for even higher Alpha damage, but Quirk Factor release is likely the better option even after its nerfs.
Disguise: Sweater (Heat)
This costume's surplus of Assault slots helps to make you a bit harder to take down, as well provide you with some pretty decent damage alongside the Strike and Tech slots. Quirk Factor Release, Space Hop and Embrittlement are once again the main options for the Assault Special Slot. Willpower is good for the Strike side as a simple way to help increase your survivability even more, or Ability Manifest works as a generalist option.
Disguise: Sweater (Dangerous)
By utilizing Fixer, this outfit grants Compress his highest possible Alpha damage out of all of his costumes. Fixer also makes this the only costume worth using Reload Speed+ tunes on. By positioning your minor TUNING slots in a way that maximizes Alpha damage, you can get your Gamma cooldown reduced by up to 12.5%. While not recommended, optimizing for Gamma reload allows you to increase this boost to just below 14%. While neither boost is great, it's far superior to any other costume Compress has. Of course these are only with the Fixer boost, so if you want to run something else don’t prioritize Gamma reload in your Tech/Rapid slots. High-Speed Replenishment or Hyper Regen alongside Willpower helps your survivability a ton, and Spiralling Leap works as a good movement option since this costume lacks Space Hop. Annihilation is a great option to run with Fixer to promote a highly aggressive playstyle, or Ability Manifest can help to boost damage and reload speeds even more. While not normally recommended, Iron Fist or Revenge Strike can also help increase Fixer damage, but are pretty much always worse options than Ability Manifest.
Cyberpunk (Default)
While this costume is a little held back by only having one Strike slot, its Special Tuning more than makes up for this. Being able to run any combination of Quirk Factor Release, Space Hop, and Embrittlement together still make this one of Compress better costumes. Embrittlement can help make up for the lack of damage on this costume, and Quirk factor Release is great for cooldown reduction. Space Hop is Compress’ best movement Tuning, meaning it should always be in consideration when building this costume. It's worth noting if you do decide to run Quirk Factor Release with Embrittlement, make sure you place it in the right Assault slot instead of Embrittlement so it comes back faster.
Cyberpunk (Dangerous)
This costume is capable of dealing incredibly high damage by utilizing Fixer, allowing it to tie for third most Alpha damage on a Compress costume. If you run Embrittlement on this costume as well, it can actually beat "Disguise: Dangerous” as Compress’ most damaging Alpha build, but only if you aren’t running a second damage increasing Special Tuning on “Disguise: Dangerous.” The absurd amount of Rapid slots on this costume unfortunately hold it back a bit, as while the Melee and Gamma damage provided by these slots can be nice, there are other buffs Compress would prefer. If you don't want to run Embrittlement with Fixer, you could instead run Quirk Factor Release for better cooldowns, and High-Speed Replenishment or Critical Permeation for better survivability. Spiraling Leap works well as a movement option as well.
Villain Pirates (Default)
This costume is very well balanced across its normal Tuning slots, providing decent offensive and defensive boosts. While you can run Fixer on this outfit and have it be strong, it is better used on one of his other Fixer oriented builds, as this costume doesn't benefit from it quite as much. Crit Perm, High-Speed Replenishment, or Revenge Tech are all good options to run instead. The Assault slot will work best with Space Hop to keep you mobile without needing to use your Gamma, and is the best option to run in this slot.
Skull and Bones (Combat)
A great outfit for high damage builds thanks to its surplus of Strike slots. The Assault slots
can also help to increase your damage while providing you with some additional longevity.
The Assault special slot is great for Space Hop for movement, Embrittlement to increase your
damage even higher, or Quirk Factor Release to improve your cooldowns. The Villain Support
in the other Special slot is unfortunately very limiting, and more or less forces you to
use Reinforced Revive as Warp Heal just isn’t a very good TUNING option. This costume is
a good middle ground between the supportive and offensive playstyles that Compress can excel in.
Villain Costume (Dangerous)
A great budget costume for Compress, it's made even better by the fact it can be bought for gold instead of needing to roll it through the gacha. It actually has pretty good damage potential for a 1 star costume. You can run any option of Fixer, Critical Permeation, or Revenge Technical on it, but keep in mind their effects won’t be as strong. Embrittlement will be the best option in the Assault slot, as the Quirk Factor Release cooldown nerf makes it pretty bad to use on low level costumes.
Butler (Combat)
Another great budget option, although you may not have the costume if you didn’t play in Season 5. It may come back eventually thanks to Rewind Tokens however. Has tons of Strike Slots and a Tech slot for damage, and plenty of Support/Assault slots for survival. Once more run Fixer, Critical Permeation, or Revenge Technical, with GP Sucker on the right. Due to the TUNING not being a high level you will need to fight quite early if you hope to get use from Card Duplication, so GP Sucker is the generally the better option despite not being a recommendation.
Izuku Midoriya (Default)
Difficulty Score: 🟢Favorable🟢
Deku’s reliance on his Alpha for damage is great news for Compress, as his Beta reflects it back for big damage on trigger happy opponents. If you hold your Beta out the most common counter will be to close distance and knock you out of it with his Beta, so watch for this response. His Gamma can be blocked, and if he uses it for movement, Compress can pretty easily catch up once he has both Gammas himself. His melee is unfortunately quite fast however, meaning he can easily break out of melee chains done on GP. Watch for the Beta and his Gamma grab combo, and this matchup favours Compress.
Izuku Midoriya (Full Bullet)
Difficulty Score: 🟢Favorable🟢
Just like regular Deku, Compress shouldn’t struggle too hard against Full Bullet. Due to Compress’ Beta buff allowing him to reflect each pellet from Full Bullets Alpha, an opposing Full Bullet needs to be very careful deciding when to try and shoot you. While his ADS Alpha now only counts as one projectile, reflecting even one of his regular Alphas deals insane damage back to Full Bullet, so if tries to spam it countering him with beta can DOWN him very quickly. This is fantastic for Compress due to how oppressive the damage on Full Bullets regular Alpha usually is. Even if he does use ADS Alpha to try and knock you down, Full Bullet still likely needs to get the jump on you to have any hope of doing it before you can get Beta up. The scariest of his close range moves is his own Beta, as getting hit by Full Bullets heel counts as a grab and can cancel your Gamma assuming you're using it to get away. Using Gamma will also briefly leave you exposed to his Alpha, so be careful where you use it. Especially since staying above Full Bullet is key to mitigating how useful his Beta is. His Gamma is good for vertical movement, but Full Bullet struggles to travel distance at all so if you need to chase him or get away it should be quite easy. If you ever do find yourself stuck in close quarters with Full Bullet, he may use Gamma to set up a Beta wake up catch, or just try to raw Beta you. Use your i-frames to get distance and make sure his heel can’t grab you, then use your Gamma’s armor to tank damage and get away. If you're inside, use i-frames to get outside, and stay away from corners so he can’t trap you in them with Gamma.
Izuku Midoriya OFA
Difficulty Score: 🟢Favorable🟢
OFA Deku shouldn't be too much of a challenge for Compress as long as you keep your distance. His grounded Alpha is easy to reflect thanks to its long wind-up, and its knockdown will give you time to reposition if OFA Deku was getting too close to you. His aerial Alpha is a bit trickier to reflect since it comes out so fast, but learning to expect it when he isn't close can help you be ready for it. OFA Deku is highly mobile and has great tools to get in and pressure you in close range, so it's imperative you keep away from him. His melee armor will prevent you from stunning him yourself, so try your best to prevent him from going into Overdrive. Once in Overdrive his movement and close range expertise will become even more oppressive so you’ll have to be even more wary of a close quarters brawl. In a one on one, the best opportunities you’ll have to punish OFA Deku is when he first activates either his Gamma, or his Special Action Fa Jin. If he activates his Special Action Smoke Screen prior to this however, it may be hard to punish him with your Alphas stun. You can also look to punish him on the approach, although this can be risky. His Beta and Gamma both travel in pretty straight lines, meaning if you can react fast enough it can be easy to stun him for a combo of your own. If you miss or don't want to risk using Alpha, using Gamma is also a good option as its armor will let you escape his combos and reposition. It's also very difficult for him to hit you in the air, so stay up high as much as possible. If he does catch you in a combo, spam recovery as much as you can so you can escape as early as possible. If you’re in a bigger fight look to wail on him while he’s performing combos on another player, as he’ll be mostly stationary while performing them. While you do have good movement to get away from this engagement, OFA Deku can do a decent job of catching up to you if he sees where you went, and can even use the tracking on his Gamma to knock you out of the sky. If possible, it's best to try and use Gamma from behind cover to mitigate the chance he locks on to you. If you have to use Gamma in the open, try delaying your usage as much as possible so OFA’s Gamma tracks you while you still have armor, since he can’t hold it forever. If he tracks you in the marble he can knock you down, ruining your escape.
Katsuki Bakugo (Default)
Difficulty Score: 🟢Favorable🟢
Bakugo is another character who heavily relies on his easy to reflect Alpha. However in this match-up you can also reflect the grenades that Bakugo throws as well, and even block the splash damage from grenades that hit the round. Bakugo can counter this by throwing grenades behind you to get past your Beta and hit your back, but otherwise half of his kit is almost completely countered here. He also lacks combos to make up for this, meaning he loses a lot of damage output in this fight. His scariest move is his Gamma, as getting hit by it means you're taking serious damage. However it is fairly easy to dodge if you see it coming, and its lack of armor means you can stun him out of it with Alpha if you're quick enough and he has GP. Using your Gamma to stay in the air, or attacking Bakugo from high ground will make using his Gamma much harder, and help to keep you safe. The movement he gets from his Special Action, while strong, isn’t even close to competing with your Gamma, so you should also have him beat there.
Katsugi Bakugo (Machine Gun)
Difficulty Score: 🟢Favorable🟢
Machine Gun loves to get in close and move around fast with non-linear movement. He excels at getting in your face and making marbles hard to hit, so stunning can be quite difficult without incredible aim. While the pause before his Gamma explosion is likely your best opportunity to stun him, you need to be confident you'll hit him, as if he's going for Gamma he's likely close enough to hit you with it if you miss. Your Beta can block his Beta, which can help to mitigate some of his speedy offense, but if he Betas on top of or behind you he can still get a stun. To fight this character on even ground, you must often predict where he’s going to go in order to properly hit him, which isn't always easy. This is why you need to stay above Machine Gun as much as possible to mitigate this. While his sporadic movement makes it difficult to hit him, both his Beta and Gamma are functionally turned into movement options if you’re above him. This forces him to rely on Alpha for any hope of damaging you, while he also has to balance staying airborne so you can’t hit him back. His Alpha can also be reflected for good damage as well, meaning it's a risky move for him to try and spam against you. Machine Gun's low health is also something you can take advantage of. If you're able to catch him by surprise, he'll be stuck losing a good chunk of his health, and will be much more incentivized to use his movement options to runaway, rather than to even the odds. While Machine Guns movement is without a doubt very strong, he can struggle to cover ground as fast as Compress, meaning chasing one down is very much possible as long as you have that second Gamma. While he can definitely chase you down as well, he may struggle to cover enough ground in time to stop you from healing and getting back into the fight.
Ochaco Uraraka (Default)
Difficulty Score: 🟡Even🟡
Your Beta is very important in this match up. Compress can block Ochaco’s Alpha, stopping damage and ruining her momentum if she’s airborne. Additionally, if she throws her Beta you can reflect it to stun her and potentially start your own combo. The obvious downside of this match up is if she hits her Gamma on you, it's a near death combo that forces you into a wake-up catch situation. It can also lift you up out of your own Gamma. If she picks you up with her Gamma, Beta as soon as possible to try and block her Beta and Alpha. If she goes for her Beta to try and wake up catch you, you may be able to reflect it if she throws immediately, stunning her and buying time to get away with your Gamma. Her movement with Zero Gravity, while typically better than Compress’, does leave her open while activating it, and without it she may struggle to run or catch up.
Ochaco Uraraka (Zero Satellites)
Difficulty Score: 🟢Favorable🟢
Reflect her Alphas when at range for high damage, and dodge it when she charges it up in close range engagements. The ability to roll out of your Beta can make her charged Alpha easy to punish, as a miss will leave her vulnerable to your Alpha stun. Her Beta, while good mobility, is worse than Compress’ and is easy to track due to its size. Her Gamma is once again the biggest issue, as getting caught in it means taking a lot of damage. Just like rapid Ochaco, this Gamma can also catch your teleport if you aren't careful. Although her mobility is worse, she can still catch up to Compress using Zero Gravity in early game or in smaller final circles. Lots of Zero Satellite players will try to use her charged Gamma to create a safe spot to heal, but this is very easy for Compress to counter thanks to his great verticality when using his Gamma. Teleporting up to rain Alphas on her works wonders here, and forces her to run away, delaying her healing once more. You can even claim her island for yourself if needed, but make sure you aren’t on it when it breaks or you’ll take damage.
Tenya Iida
Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Iida is one of Compress’ worst match ups. He excels in getting in your face and staying there, delivering high damage combos if you make just one mistake. His incredible movement makes him a nightmare to hit, especially the directs you need to stun him. None of his moves can be reflected or blocked, and his Gamma makes running away or chasing him quite difficult. His Air Melee adds another element to his movement and makes him even harder to predict when in the air. To punish him, dodge either his Alpha or his Beta, spin around and try to stun him with your Alpha to start your own combo. If he has no GP and can’t be stunned, he becomes incredibly hard to punish unless he messes up very badly. Getting the jump on him is your best bet, as his low base health means you can deal a lot of damage when he doesn’t see you coming.
Shoto Todoroki (Default)
Difficulty Score: 🟢Favorable🟢
Another spammy character, Shoto loves shooting Alphas you can reflect. When a Shoto notices you start reflecting, the most common response is to use Gamma to try and freeze you so you can no longer fight back. Be ready to roll, and keep up the pressure with your own Alpha. Try your best to stay in a mid range when fighting Shoto, as getting close allows him to use his Beta on you for big damage or easily freeze you with Gamma. His mobility is much worse than Compress’ and you should be able to catch up or run easily. If he hides inside a building and blocks the door with his Beta, try to Gamma to another entrance to catch him off guard. If he uses Beta to create cover in the open, teleport over and rain Alphas on him or hold Beta to stop him from shooting you through the wall.
Shoto Todoroki (Ice Fang Wind Flame)
Difficulty Score: 🟢Favorable🟢
Ice Fang is another good match-up for Compress, as long as you keep that nice midrange distance. Since his Alphas can freeze up close, and his Beta and Gamma both excel in that range, it's very important to not get too close. Just like with strike Shoto, reflecting his Alpha will likely trigger Ice Fang to go for his Beta spike. This is harder to dodge, so be especially careful here. The explosion after is more telegraphed fortunately, and not as hard to dodge, especially if you use your i-frames. The explosion can knock you out of your marble when using Gamma if you aren't careful. If you get Ice Fang low or start a shoot off, they’ll likely use Gamma to block your shots, which you can either teleport over, or absorb with your Beta to remove his cover. He has no mobility, so he can’t chase or escape easily.
Tsuyu Asui
Difficulty Score: 🔴Unfavorable🔴
Tsuyu’s main gameplan involves her closing distance on you with her Alpha, and then comboing you with her Beta. This can make countering her quite difficult, as she makes herself very difficult to hit by constantly getting in your face. Blocking her Alpha while she approaches will stop her momentum, and leave her open to counter attack while she's stuck in the air. If she tries to Beta you dodge her aerial one by rolling to the side. The grounded Beta is a bit harder, but you’ll see most success rolling away from her rather than behind her, as the tongues hitbox will still reach back there if you mistime it. If she misses her ground Beta, she leaves herself open for a possible punish. Her mobility lets her move similar distances to Compress, but while slightly more versatile in where she moves it's also slower, giving neither a clear advantage there. Watch for the extra movement granted by her air melee however, as it allows her to weave around you more easily in close quarters. If she's in your face, dodge her Betas, and then Gamma away to reposition and to try and damage her.
Eijiro Kirishima (Default)
Difficulty Score: 🟡Even🟡
Despite his terrible mobility, Kirishima actually doesn’t fare too badly against Compress in other departments. For starters none of his attacks can be reflected or blocked by Compress’ Beta, making the move useless in this fight. Additionally Kirishima is one of the kings of wake up catches, with his two most powerful moves knocking you down on hit and being great at catching you too. Compress hates being put in these kinds of situations as he has very limited options on what can be done on wake up. The worst part of this match up for Compress however is actually Kirishima's Special Action. Hardening completely removes the stun from Compress’ Alpha, one of his best tools, and also cuts the damage by a large amount. The only reason Compress doesn't lose this match up is purely because of Kirishima’s terrible movement. In areas with buildings/high ground, Compress' best option is to try and stay above Kiri and use his Alpha to scare him away, or force him to eat damage on his approach, before running and repeating over and over. If Kirishima had movement, he’d be an absolute nightmare for Compress.
Eijiro Kirishima (Red Drive)
Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Compress’ greatest nightmare, Red Drive takes all the good things about Assault Kirishima and gives it better movement and higher damage. Everything said about Kirishima’s Special Action before is true once more, except now he is also much harder to hit. Red Drive’s Special Action basically makes him unpunishable in the Compress match up. Alongside that, his combo game and damage potential are insane, easily outperforming Compress. It’s even harder to benefit from catching Red Drive off guard due to his much larger health pool, as well as his Special Action preventing any stun and decreasing your damage. The only redeeming factor of this match up is that Compress can reflect Red Drive’s Gamma, which is actually a very big deal here. Red Drive players love to spam this when you’re out of range or in the air, so this allows you to pressure him back with some of his own options. Try to stay above him as much as possible while using your Alpha in moderation and reflecting his Gamma when he tries to hit you back. While his movement is excellent, Compress can make ground initially when it comes to getting away. Even if he can catch up fairly well, it at least gives Compress a chance to run.
Denki Kaminari (Default)
Difficulty Score: 🟢Favorable🟢
Compress can easily reflect Kaminari’s Alpha shots, and keep up with him due to his lesser mobility. His Beta will leave him stationary, so use this to your advantage if he ever misses it to deal huge damage to him. If you're ever caught inside, try and back up while spamming Alphas at him now that he can't move. Kamirari's only chance to win this fight is pretty much just his Gamma. Since holding Beta is such a viable strategy against him, you can pretty easily bait him into using Gamma against you. Roll out of your Beta when he tries to hit you, and you have an easy punish. The only thing that keeps this match-up favorable is just how high the damage you take is when Kaminari does land his Gamma on you. If your dodge is mistimed or he gets the jump on you, you will take huge damage, or maybe even go down if the Kaminari is with a coordinated team. His Special Action also makes landing melee combos on him impossible without being countered, limiting your methods of damage outside of using your Alpha, or reflecting his. If you can stay above Kaminari, either with Gamma or with natural high ground, he’ll struggle much more as he’ll be forced to use his Gamma as movement to challenge you, instead of using it as a threatening attack.
Denki Kaminari (Lightning)
Difficulty Score: 🟢Favorable🟢
Compress’ Beta will block Lightning’s mines, as well as reflect his Alpha while he isn’t ADS. This highly limits Lighting's options in close range engagements, meaning his best bet is likely to try and Gamma you for a stun. Reflecting his Alpha can actually stun him in return if he tries spamming it without thinking, setting you up for some free hits. You’ll also need to be weary of his Special Action preventing your melee combos too. When it comes to Lightning’s homing (aim mode) Alpha, you unfortunately block it rather than reflect, but this is good enough to keep you safe while you’re in his range. Your Gamma is great for closing ground so you can confront these players as well. If you ever have to escape from a Lightning Denki using your Gamma, remember to activate Beta in the air the second you exit your marble to prevent them from hitting you with their homing Alpha as you run.
Momo Yaoyorozu
Difficulty Score: 🟢🟢Very Favorable🟢🟢
A good match up for Compress, he out performs Momo in most situations. Her lack of movement and consistent ranged damage is very noticeable here, as she essentially can't do anything to you in even a midrange engagement, and even less if you're above her. Her Beta, while it does block your shots, is very simple to dodge, and can also be teleported over to rain Alphas from above. If she uses it to run you can hit her from behind or Gamma to catch up. While her Gamma is strong, it isn’t great outside and the cannonballs can also be reflected by your Beta if needed. Your Beta also blocks its splash damage. Her Alpha is likely her best option here, as it easily knocks down and allows for wake up catching with her Gamma. It can be reflected however, so predict when she uses it and you’ll stun her to start your own combo. The only place she can turn tides is inside where her close range expertise can excel, especially her cannons. For the most part, just don’t follow her inside because that's where she wants to be.
Fumikage Tokoyami
Difficulty Score: 🟢Favorable🟢
Tokoyami won’t typically be a huge problem for Compress as long as you can keep your distance from him. Both his Alpha and Beta can be reflected by you meaning he’ll struggle to hit you from distance if you just hold Beta at him. While he can use his Gamma to make an approach on you easier, its smaller size and limited health pool makes it much less scary than say base Kendo's or Red Drive Kirishima's. It's also worth mentioning that just like with those shields, if you hit Tokoyami's shield with the marble of your Alpha, the object won’t release afterward and will only deal 5 damage to the shield. If he approaches you make sure you're far enough away that your Alphas release their objects, and back up to ensure you stay at this distance. Alterninatively, if he tries to approach you can also just Gamma away. From range, Tokoyami has very little counterplay to this as although his Beta can knock you out of Gamma, its long cooldown means that if he's already used it he won’t be able to stop you. Tokoyami will be scarier up close, especially with his Special Action Black Ankh. Its ability to enhance the damage of his Melees, as well as increase their downpower can make for some scary situations. Using Gamma to get away can be a lot trickier here, as his Air Melee enhanced by Black Ankh will knock you down even through Gammas armor. Black Ankh also increases the effective range of his Melees by giving them projectiles on their first hits. This actually makes his Air Melee a bit more threatening at range as it gives him an extra option to poke at you while being able to move around. His Alpha and Beta are also more dangerous close up, as the threat of his Melees can discourage you from using Beta up close. While the movement provided by his Special Action is certainly strong, especially with the glide allowing him to stay up higher for longer, Compress does generally have better movement with his double Gamma.
Neito Monoma
Difficulty Score: 🟣Unknown🟣
While this match up is often decided by what quirks Monoma is currently in possession of, he does have something else he can take advantage of. Obviously his Special Action refreshing is what beings referred to here, giving him some incredible movement with his Beta and stolen quirks. In early to midgame, Monoma is near impossible to catch up thanks to this refresh unless he gets very cocky and doesn’t get far enough away. If his Special Action depletes or he doesn't go far enough, Compress’ double Gamma is good movement against him. If he’s able to copy your Gamma it makes his mobility even scarier. His refresh also allows Monoma to spam a variety of other moves, many of which Compress could possibly struggle with. In terms of his base kit his Alpha can be reflected for surprisingly high damage thanks to its high fire rate, or leaves him pretty exposed to a stun from your own Alpha. His beta is the biggest issue just because it's a fast melee attack, but it fortunately isn't too threatening. If he enters his Gamma its best not to hit him so he doesn't get given yours. If he starts healing with it active, you’ll need to weigh your options to determine if it's worth stopping him at the price of giving your Gamma. Typically it won't be unless your sure you can secure the kill immediately afterward. When it comes to Monoma's who air stall, Compress does actually do quite well against them. Your double Gamma allows you to get incredibly high in the air, and even if he’s still above you your Alphas range can still allow you to hit him. Grab a teammate with your Special Action and bring them up there too to try and force him down even faster.
Itsuka Kendo (Default)
Difficulty Score: 🔴Unfavorable🔴
Kendo’s shield is a huge problem for Compress in a fight. Its huge size and high health means in a one on one situation, there's really no way to hit Kendo until you can wear down her shields health. To make matters worse, if the item from Compress’ Alpha isn't released before hitting the shield, it will only take the 5 damage the marble hits for instead of the much larger damage done by the item and shockwave. Kendo is another character who loves wake up catching too, and her Gamma is excellent for this. Her Alpha also does big damage while in close range, and while you can reflect it for big damage back she may bait you into this before hitting you with Gamma. Her melee combo game is also very good, and much better than Compress’, so be careful there too. Try to just keep her at a distance to whittle down her shield and run with your Gamma if she gets close. Fortunately she doesn't have the movement to chase or run from Compress, so without her shield she’s a sitting duck.
Itsuka Kendo (Twin Palm Strike)
Difficulty Score: 🔴Unfavorable🔴
Unfortunately Twin Palm gained a good amount of movement options in comparison to regular Kendo, meaning this matchup won’t be great either. While Compress’ double Gamma is still better overall for distance, Twin Palm’s Gamma into air melee movement is pretty strong and she can definitely still catch up if you aren’t careful, especially early game or in smaller final circles. Her Alpha can stun you even through your Gamma’s armor, and although you can reflect it to stun her and use Gamma to get away or start your own combo, it's still a very scary move if you’re hit. Her Beta allows her to soak up damage while increasing its power, and like Kirishima prevents your Alpha from stunning her, nullifying Compress’ greatest strength. It also reduces the amount of damage she takes, so while it isn't quite the same as having a shield it serves a similar purpose. All of her moves can easily force wake up catches too. If she tries to catch you with a charged Alpha or while you're in the air, hold Beta and force her to miss her Alpha or take the reflected hit so you can Gamma. If she holds it, move to cover or break line of sight to try getting away with Gamma. If she doesn't charge the Alpha she could pretty much try anything, so it's best to just try and dodge what she chooses. Trying to reflect an uncharged Alpha is not worth taking a Beta or Gamma if you predict wrong. In the event she tries to close distance for a possible melee combo, attempt to Gamma into the air to damage her and reposition.
Ibara Shiozaki
Difficulty Score: 🔴Unfavorable🔴
Ibara can be a very scary fight when on Compress. With her Alpha she has huge range and even bigger damage, putting Compress at the disadvantage as he can’t block it with his Beta and it knocks him down. Her Beta, especially at higher levels, is great at both knocking you down and catching your wake up if you aren't careful. Her Gamma does insane damage directly to your HP, and like all grabs can hit you through your Gamma’s armor and stop it going off. Her close range expertise means you rarely want to try and melee her, especially since she has armor on all of her moves. All of her moves do leave her as a stationary target on a whiff, so make sure to capitalize on that to return big damage or get distance from her if you're in her Beta/Gamma range. The sky and tall buildings are unsurprisingly your best bet in this fight, as she's limited to using only her Alpha and being an easy target to hit if she misses while you look down on her. If you're in the air and she hits you however, you become a lot easier to hit again as your recovery takes away a lot of your momentum, making you a slow moving target in the open air. Make sure to utilize your i-frames so you aren't an easy target for a second hit.
Mirio Togata (Default)
Difficulty Score: 🟡Even🟡
While Mirio is prone to exploding if you can catch him off guard, his movement and love for close up encounters can sometimes put Compress at the disadvantage. He loves close quarters fights, and his movement is also superb, being one of very few characters who can outright get away from Compress. His Gamma being able to block your projectiles and force you in close can be good to bait you into an uncomfortable position. What helps Compress the most in this match up is Mirio’s low health pool, and easily exploitable punish windows upon an Alpha or Beta whiff. These leave Mirio stationary and if you're fast enough to hit him can lead to him taking big damage. If you aren't quick enough however, he can reset the situation if he enters his Special Action for invincibility to wait out his cooldowns. In his Special Action he can also just run up to you directly without threat to force close range fights. In this situation it's best to either run yourself, or use Gamma to get away.
Mirio Togata (Sheer Counter)
Difficulty Score: 🔴Unfavorable🔴
Fitting his namesake, Sheer Counter is an excellent counter to just about everything Compress wants to do. For starters his Alpha makes him invincible, meaning not only can you not hit him with your own Alphas, but reflected Alphas don’t hit him back either unless he stands still. This isn’t great for Compress, as your main method of damage is completely stopped here, and you can’t stun him either. His counter is also a fantastic move against Compress. Since your offensive gameplan pretty much boils down to spam Alpha, it's very easy for Sheer Counter to predict this and time his Gamma accordingly. Your Alphas huge size and the shockwave after make it especially easy for him to counter you, as he can counter you off of hits that may not have even been intended for him. While his movement isn’t superb compared to Compress’, he actually has a way to counter your Gamma too. By timing his Gamma alongside yours, hitting him with the smoke bomb you drop will send him straight after you to easily knock you back down. You must play cautiously around Sheer Counter, baiting his counter so you can punish him on a whiff or run away. His Beta can be similarly punished if he misses, and fortunately isn’t too strong of a move. It's imperative you look for opportunities to punish Beta and Gamma whiffs in this fight, as it's the only thing making this matchup not terrible. Remember you can only stun him if he has GP, so if you try and punish him while he only has HP he can use Gamma to counter your attempted punish. His Special Action is still a problem letting him wait out cooldowns or disengage by fleeing to a teammate.
Tamaki Amajiki
Difficulty Score: 🟡Even🟡
Although his Alpha is blocked by your Beta, the grab version of it can still be quite scary as a hit means you’re likely to be losing a large chunk of your health. That being said, a whiff or hit into your Beta often lets you squeeze an Alpha hit back at him while he recovers, giving you the sustainability to win the fight. His Beta is a bit trickier, as its tracking and movement speed can sometimes make it a bit awkward to dodge. On hit it also gives him invisibility, so make sure you keep track of him if he knocks you down. Learning the dodge window for this move makes it much more bearable since it's his best option against Compress. His Gamma is fortunately not a huge problem for Compress. While it will always be annoying as a third party tool, in a direct fight Compress can just block it with his Beta. If you catch a Tamaki using it with their back turned or if they miss, they’re a sitting duck and you can often deal huge damage or even downright knock them if they don’t cancel it fast enough.
Nejire Hado
Difficulty Score: 🟢Favorable🟢
Nejire’s Alpha is quite damaging, but its slower movement makes it easier to reflect back for huge damage, making it a situational option for her. Her Beta can be blocked with yours, and while it is good for knocking you down it takes quite a while to do so meaning you can easily put your Beta up to stop it. You can allow her to waste her Beta charge firing into your own Beta and then Alpha her back when she gives up. If she isn't looking at you her Beta leaves her a mostly stationary target to wail on. Her Gamma will be her best move against you, as it can no longer be reflected by your Beta. This means she can actually threaten you from above while granting herself superior height. This also makes her a bit better at catching your wake up as well. Her movement is much slower than Compress’, and while her floating can make it more difficult to hit her, as long as she isn't directly above you to capitalize on her Gamma, she can’t do much because of your Beta.
Nejire Hado (Fairy)
Difficulty Score: 🟡Even🟡
The most difficult aspect of this fight is just how much air stalling Fairy is capable of. Her Beta, Gamma, and Special Action all allow Fairy to stay high in the air where it can be difficult to contest her. In terms of skills, Fairy’s best option in this matchup will be her Beta. Its large size and high damage can make it very threatening up close if she can close the distance, so prioritize keeping away from her with Gamma. While you can stun her out of Beta, if you do end up in its radius there's a very good chance you're getting hit by it. Its large size also makes it an excellent wake up catcher, so if she ever knocks you down try and escape its radius before you Gamma away. While her Gamma giving her and teammates extra health is annoying, you can once again stun her out of this, and if she does get it off the long animation she does after finishing the move leaves her open to be punished. Worth noting the bonus health granted by her Gamma is treated as GP, meaning you’ll have a guaranteed stun or two on Fairy after she uses it. While Fairy is well known for her spammable Alpha, she will have to be much more cautious when using it in this matchup thanks to Compress’ Beta reflecting it. Using your Gamma to challenge Fairy in the air is another way to keep her from hitting Alpha consistently, but make sure you keep your distance on the way back to the ground, as she may be able to hit you with Beta since you won’t have the ability to dodge it. If you need to run from Fairy your Gammas will take you a greater distance much quicker, meaning you shouldn't struggle to flee unless the circle is small.
Hitoshi Shinso
Difficulty Score: 🔴Unfavorable🔴
While his Alpha can be blocked, often allowing you to slip in an Alpha while he recovers, his sheer damage potential and team combo potential still make this match up quite hard. Shinso is another character who thrives in catching your wake up with his Gamma and Beta. Teleporting into the air while he falls with his Beta is a great way to both take loads of damage and get knocked out of your marble, wasting a charge. This combined with the fact that the brief animation before you teleport leaves you wide open to being hit by his Gamma, Alpha, or even his Special Action, means your best wake up option is incredibly risky if you can't find a safe spot to use it. His Gamma allows him to land all his moves much easier if it connects, and it can even be mixed into combos for a guaranteed hit to make running even harder. On a miss however, he does leave himself quite open while he recovers which will allow you to spam Alphas in return. This also applies to his Special Action, and his Alpha as mentioned before. His movement is good but doesn't bring him quite as far as Compress' Gammas, and he's using up his best offensive skill to get around, so if you need to get away or you have to chase him neither option should be too difficult provided you can get going.
All Might (Default)
Difficulty Score: 🟢Favorable🟢
While All Might’s Alpha can be reflected like most others, you may be surprised to learn you can even block the splash damage from it with your Beta as well. All Might's Beta will be his best tool against you on Compress, as if you don’t recover quick enough after being hit, it can be combo’d into a second Beta or into a ton of Alphas. For this reason if you're hit by it, recover as fast as possible, but let your i-frames run out so you can’t be hit by any subsequent moves, especially that second Beta. If you start reflecting Alphas, this is most likely the move he’ll use in response, so get ready to dodge it. All Might's Gamma isn't too strong, and is mostly used as a way to stall since you can’t hit him while he’s in it. Typically All Might players will use his Special Action leap after exiting this to run, so be ready to quickly wail on him with Alphas while he crouches and then keep chase with your Gamma. This should fortunately be quite easy, as although All Might has decent movement Compress’ is still superior. If he chooses to use his Betas to get more distance it also means his best move in this fight will be gone, so keep track of how many charges he uses when moving around.
All Might (Gatling)
Difficulty Score: 🟢Favorable🟢
Gatlings Alpha is just about one of the easiest Beta reflection targets in the entire game. Its long start up before it starts dealing big damage will give you ample time to begin reflecting it with your Beta. Just be mindful you can't stun him out of his Alpha due to its armor, so if you try to trade Alphas you’ll be on the backfoot. If he tries to use his uncharged Beta, you can also reflect that to stun him and start potential Combos. Holding your Beta out will likely bait him into going for one of his two most dangerous moves in this match up, his charged Beta, or his Gamma. His Gamma is especially damaging, and can grab you out of your own Gamma, so be on the lookout for those two moves. If he misses his Gamma his recovery is quite punishable, allowing you to spam your Alpha against him. Although Gatlings movement is a lot better than default All Might’s, escape or chase still shouldn’t be a primary concern for Compress here.
Armored All Might
Difficulty Score: 🔴Unfavorable🔴
While this may seem like a good matchup on paper thanks to Compress’ Beta being able to stop all of his skills, this unfortunately isn't enough to trivialize this fight like it does for other characters the Beta fully counters. Armored All Might is able to excel in all ranges thanks to his versatile kit, and while your Beta does stop his long range Alpha shots, his close quarters prowess is what makes this matchup truly difficult. Armored All Might can easily close distance on you using either his Special Action or Beta, where his excellent Melee and Air Melee attacks can easily take advantage of you holding your Beta up. If you drop your Beta to try and counter this however, he can easily start high damage combos using the stun from his Beta or Gamma, or even just by spamming Alpha to freeze you. You really have to try and stun him while he’s stuck in something like his aerial Beta, ground Beta recovery, or Special Action to prevent him from just straight up out damaging you. Even this may not work however, as he can still send his summoned drones after you while stunned, allowing him to stop your Alphas and break out of your combo. If you need to run from Armored All Might you’ll also need to be careful as his Beta can easily grab you out of it, and his tracking drones can stun you in the air. Even if you do teleport away, his superb movement can easily allow him to catch up to you if he knows where you're going. This also means it can be quite difficult to chase him down.
Shota Aizawa
Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
While Aizawa’s Alpha can be blocked by your Beta, often allowing you to squeeze an Alpha in between his attempts to grab you, his damage potential and reliable counter to your whole kit easily gives Aizawa the upper hand. When you throw your Alpha in between his attempts to grab you really have to try and aim for a stun or else he can spam his own Alpha to try and start his high damage combos. Aizawa can also easily close distance and dart around you using his aerial Alpha and Beta, making him very hard to hit. Aizawas Gamma is a hard move to fight when on Compress, as its ability to block all shots from his front and sides means you’ll have to be behind him to get a hit on him. If you're able to get the opportunity to attack his exposed behind however he’ll be stuck losing a lot of health. Aizawa's Special Action is unsurprisingly a huge counter against Compress, as not only does it allow for an easy attempt of his grounded Alpha with you not being able to block or fight back, but if you’re in your Gamma’s marble and become affected by it, you’ll be kicked out which ruins your momentum. Finding a good moment to use your Gamma in this fight can already be hard as well, as the pause before your teleport sets him up for an easy grab if you aren't careful. Aizawa's movement is nothing to scoff at either, being able to make good ground regardless if he's running from or chasing you.
Present Mic
Difficulty Score: 🔴Unfavorable🔴
Like when fighting most Alpha spam characters, an easy get around to a trigger happy Mic will be to reflect his Alpha with your Beta. This is especially important to do in this match up, as thanks to his Special Action Present Mics damage can easily stack up damage even faster than normal. Mic does have some counterplay here, as throwing his radio behind you will let it hit you since your back is turned to it. In close quarters Present Mic players will often go for his easy tap Beta into Gamma combo. Unfortunately Present Mics Beta is currently bugged, and Compress cannot block either version of it. This makes his tap Beta into Gamma combo particularly scary right now as we don’t really have any counter play to it. In the event you ever dodge his Gamma, its end lag gives you a good punish opportunity, or gives you time to Gamma away if you're in a bad spot. While his hold Beta isn't that threatening, being caught in it will result in taking a lot of damage, and being unable to block it means Compress actually needs to respect it for the time being. In the event he does knock you down, watch for his tap Beta, as its stun will stop you from teleporting on wake up. In terms of movement, Mic is very outclassed against Compress, and you shouldn’t struggle to run or catch up to him.
Cementoss
Difficulty Score: 🟢Favorable🟢
Despite his unique playstyle Cementoss will normally be a good match up for Compress. Both his Alpha and Gamma can be reflected while still in midair, meaning his combo game against Compress is much more limited as it relies on the stun from direct hits for max damage. If you're hit by Alpha or Gamma, recover/roll as fast as possible to try and prevent a follow up attack. Cementoss is great at creating his artificial high ground for both vertical movement and to create a safe spot to heal. Compress’ Gamma is an excellent counter to this however, as it can easily get you above Cementoss to rain Alphas on him. Watch for if he places a Gamma on top however, as it’ll block you from getting above him if you’re too close to the pillar. If he doesn't stack his pillars high enough you actually won’t need Gamma at all, as simply throwing Alphas from the ground can still let you hit him thanks to the marble's arc and the projectile size. While this primarily covers the counter play outside, fighting Cementoss inside is not advised unless you already have a considerable advantage. His ability to block your exits combined with the fact his moves are super easy to hit inside, will put you at a big disadvantage.
Endeavor (Default)
Difficulty Score: 🟢Favorable🟢
Endeavor struggles quite a bit in this match up. His Alpha, while capable of high damage if you aren't careful, is very easy to block and you can react to it after he gets a tick or two worth of hits. His Beta will be his most threatening move thanks to its very high damage. It also offers counterplay against your Beta, as once it lands on a surface the pillar it makes can’t be blocked anymore. Reflecting it is instrumental in stopping Endeavor's offense. His Gamma is also not blockable. If he misses it or you catch an Endeavor using it against someone else however, him being stuck in the air gives you an excellent opportunity to spam Alphas into him. In the event he knocks you down, try to find cover before using Gamma to get away. The stop before the teleport makes you an easy Beta target. The movement granted by Endeavor’s Special Action is fairly good after the buffs it received. While he can’t get the same distance Compress can, he can air stall and get height easier now, which can make chasing or attacking him a bit harder than it once was.
Endeavor (Inferno Fist)
Difficulty Score: 🟢Favorable🟢
Much like with Strike Endeavor, Inferno Fist’s Beta is the move you’ll want to watch for. Its spawn AOE and ability to drag you back inside can make for a lethal trap, so it's best to just Gamma out in most situations. If Inferno Fist tries to melt you with Alphas while you're stuck, reflect them with your Beta until he stops before using Gamma to discourage him from following. If he tries to use his Gamma, teleport instantly to avoid it. In the event you don’t have Gamma available, you can reflect his Gamma too, but only while it's airborne. Once it hits the ground you’ll need to run. If you're ever in the open holding your Beta against him, be aware you’re an easy target for his Beta and that you’ll need to watch for it. Just like the base kit Endeavor, Inferno Fists Special Action buffs have made it much better for air stalling, meaning Compress may struggle a bit more against him then he used too.
Hawks (Default)
Difficulty Score: 🟢Favorable🟢
Hawks only really has one good move in this match up and that is his Beta. It can combo into itself and at higher levels is a guaranteed guard break. The additional movement it provides him on a hit is the cherry on top, as Hawks will become much harder to hit with his increased speed and can attempt to follow up on you. If he misses his Betas first hit it's easy to punish, and you can also stun him out of it at any point, so try and punish him when he goes for hits at predictable moments. His slow moving auto-track Alpha sucks, and will do very little damage before you can react and block it. A Hawks who can quickly beam with the aimed version before moving again is much harder to react to. If Hawks tries to beam you with his ADS Alpha, reflecting it will deal a lot of damage back. His Gamma is easy to dodge and reflectable too, so make sure to attempt the reflect whenever you see him do his spin. The movement provided by his Special Action and Beta is nothing to scoff at, and if you get outlined by his Gamma you may have difficulty running away.
Hawks (Slicing Wind)
Difficulty Score: 🟡Even🟡
Slicing Wind only really has one truly problematic move for Compress in his Gamma. Its combo potential, and large hitbox make it very dangerous if you can’t avoid it. Try and recover as quickly as possible to prevent follow ups if you're hit by this attack. Like most Alpha’s, Slicing Wind’s is reflected right back at him, so make sure you're ready to send them back at him when needed. His Beta is sort of an awkward move to characterize. While it is damaging if he lands it, it can be dodged fairly easily and leaves him very open to punish if he misses. His movement is quite good, comparable to Compress’, so it may be difficult to run or catch up to Slicing Wind if he has his cooldowns.
Star and Stripe
Difficulty Score: ➖ Need more Data ➖
Coming Soon...
Mt Lady
Difficulty Score (Regular): 🟢Favorable🟢
Mt. Lady is an excellent close range fighter, and ideally someone you want to interact with from a nice middle ground. This highly limits her damage options and forces her to make a play to try and get in which you can predict, or spam her Alpha which you can reflect. High ground is ideal though, as it's much harder for her to reach and she wastes her Gamma on her approach. If Mt. Lady ever does get too close to you, try and Gamma away as that's where she excels. Do be careful though, as her stomps can stun you out of it. If you're caught without your Gamma available, timing Beta usage in-between your rolls can be a good way to stall and deal damage back, as Mt. Lady loves to spam Alpha even when up close. If she ever knocks you down her Beta will be her best wake up catch option if she stays in her base form, so avoid that as best as possible. Her movement is quite poor, so you’ll outclass her there.
Difficulty Score (Giant): 🔴🔴Very Unfavorable🔴🔴
Unsurprisingly this is a very bad matchup for Compress. While her hitbox is huge, the damage reduction she has in her giant form makes attacking her not even worth it unless you know she was super low before entering it. You should instead focus on getting away from her. If you have some distance from her, try and Gamma away as soon as you see her start to grow. In the event she knocks you down and then goes giant, things become much harder. Her Gammas hitbox becomes huge when giant and it lasts for so long your i-frames may run out before you can escape its radius. Her Gamma will also knock you out of your own Gamma, meaning you can’t just tank a hit and flee. If you're ever caught next to giant Mt. lady, you can pretty much only attempt and abuse i-frames and pray she mistimes an attack so you can get away. Otherwise you’re pretty screwed.
Tomura Shigaraki (Default)
Difficulty Score: 🟢🟢Very Favorable🟢🟢
Unfortunately for Shigiraki he really struggles to do much to Compress. His Alpha and Beta being grounded when Compress can easily fly into the air or get high ground with his Gamma means he lacks the ability to deal consistent damage to you. His Alpha also leaves him open to a counter attack since he's stationary using it. Even when you don’t have Gamma available, jumping over and over to stay off the ground until you get it back will negate some damage. You do need to keep in mind his Alpha and Beta can travel up surfaces though, so you aren't entirely safe when you are on top of buildings. If Shigiraki tries to Gamma you, dodge towards him so he runs right past you. It’ll grab you through your Gamma’s armor so using it won’t be a safe option to get away. His Gamma and Special Action being his movement sources means you won’t struggle to run or catch up to him. Shigiraki really isn't scary unless you’re in a small final circle or inside a building with him. Try and avoid those situations and he shouldn't be an issue.
Tomura Shigaraki (Catastrophe)
Difficulty Score: 🟡Even🟡
Catastrophe is another character utilizing stuns like Compress. While you can reflect both his Alpha and Beta, he can easily get around this by throwing them at the ground instead to damage you. This means you’ll have to be smart using it, as just holding it out will invite unwanted damage while you do nothing back to him. If he's close to you Catastrophe can also go for his Gamma instead, allowing him to start his combos. If you’re ever hit by one of these combos you’ll also be taking a ton of damage which’ll force you to flee. Fortunately he isn’t too good at catching your wake up or stopping your Gamma. The best thing to try and do in this match up is just get the stun on him first if you're close, or stay above him and rain down your Alpha. Fortunately your Gamma is great movement against Catastrophe, so he can’t outrun or chase you well.
All For One (Default)
Difficulty Score: 🟡Even🟡
When it comes to AFO’s base kit you’ll be having quite a back and forth match up. Like all Alphas if AFO spams it against you it’ll be very easy to reflect it back. You can reflect the charged version too, and thanks to its slow movement speed you can actually walk into its path on missed shots to ensure it's reflected. His Beta will be his counter to you, as it's quite large and can’t be reflected or blocked. Its ability to go through walls also gives AFO an option to stop you from following him in or out of buildings. His Gamma is a very back and forth move here. Dodging this move leaves AFO wide open to a counter attack or it’ll allow you an opportunity to escape him. Its lack of Armour also means you can stun him out of it if you're close enough. Mistiming a dodge however gives AFO a free combo which is almost guaranteed to do huge damage. This move also can’t be dodged while you’re in the air, which is a problem for Compress since he’s in it so often thanks to his Gamma. When approaching AFO or using Gamma in an area you know one is in, try when possible to make sure he’s already used his Gamma so you won’t be caught in it while airborne. His base kit doesn't have any movement. AFO’s stolen quirks will offer an additional challenge to you depending on what he has in the pocket. Any quirks that provide him movement will be what you want to watch for, as a 400HP character with the potential to run or catch up to you can make for a scary fight.
All For One (Factor Fusion)
Difficulty Score: ➖ Need more Data ➖
Coming Soon...
All For One -Youth Age-
Difficulty Score: 🔴Unfavorable🔴
Compress’ Beta is a real pain for Young AFO to deal with. Like most, his Alpha will be reflected if he attempts to spam it against you, and the explosion afterward will be blocked as well. His uncharged Beta will also be blocked, however depending on your spacing the ball that lands behind you can still hit Compress’ back on occasion, so be wary. While his charged Beta does get around yours, Young AFO leaves himself open to be stunned when charging it, and its slow fall time also gives you opportunity to run away if he gets it off. The real issue with Young AFO however is just how hard it is to actually fight back against him when he’s in the air. While in his Gamma, he can get incredibly high up, making it almost impossible to fight back from the ground, especially since he can constantly knock you down with Gamma energy blasts. While these too can be reflected by Beta, it really limits your options as you're more or less forced to run so you don’t get hit by the charged Gamma’s large radius. His Beta allowing him to hover, alongside his Special Action flight, allows him to stay high up for an even longer time. While you can get decently high up yourself, you don't float like he does and his Gamma armor stops you stunning him too. He becomes even more oppressive alongside teammates who make the ground unsafe. His Special Action alone is also a very good movement tool to help him escape from or chase you.
Dabi (Default)
Difficulty Score: 🟢🟢Very Favorable🟢🟢
Dabi is another character who really just can’t touch Compress outside of close range. Engage Dabi from a mid range or from above and he shouldn’t be an issue. Although his Alpha tracks you, its slow speed makes it very easy to dodge, and even easier to reflect. His Beta only deals damage when you run over it, so watch for where he places it in a fight. Your Alpha is great at setting them off from range, as the large projectile size and shockwave can both set them off. Dabi’s Beta can also eat projectiles to protect himself. Unfortunately for Dabi, this only includes the marble portion of your Alpha since the object persists until it touches the ground. While the object will fly past if he remains inside the trap's radius, if he continues to run he might get hit anyway. If you chase Dabi into a building his traps will be a much bigger problem in the enclosed space. He can also use them to block exits to stop you fleeing. His Gamma is his best tool against Compress thanks to it actually fully blocking your Alpha. If you're outside, simply Gamma over it to rain Alphas from above. If Gamma is unavailable he still can’t do much to you since as long as you're outside the radius, his Alpha is his only option to hit you. Inside buildings his Gamma is much better since you can’t teleport over it, and it can go through walls to hit you on the other side. He doesn’t have movement to run or chase.
Dabi (Crazy Torch)
Difficulty Score: 🟢🟢Very Favorable🟢🟢
A myriad of nerfs have turned Crazy Torch from a potential threat to a potential KD boost. His simple gameplan of running towards you was already fairly easy to counter thanks to your Alphas GP stun stopping him in his tracks and interrupting his Beta, but things have gotten even worse for him. While the small fire shockwaves from Crazy Torch's Gamma used to block projectiles, that's now been removed making him even easier to stop. While the large explosion still does block projectiles, its infrequency means it's far from a threatening move, and he’ll be pretty defenseless and unable to follow up after his Gamma expires anyway. His Beta’s tracking has also been changed, making it considerably easier to dodge. While he does still threaten to catch your wake up with a second grab if he hits you with his first, surviving both means he can’t stop you getting away. His Beta is more threatening as a team combo tool now, as he just can’t deal consistent enough damage to Compress by himself anymore. Another reason he struggles dealing damage is due to his Alpha, as it being locked to the ground highly limits its versatility. Not only is it very easy to reflect when you are stuck on the ground, but getting above it with Gamma is super easy. This is part of the reason Crazy Torch sucks so much at fighting characters on high ground, which you should take advantage of. Since Crazy Torch's only movement option is his Beta, which is also his best offensive option, he’ll really struggle to challenge you up high since he’s losing out on offense just getting to you. Letting Crazy Torch chase you and then using Gamma to get distance makes it very hard for him to do anything to you. Just make sure he doesn’t get too close, lest he grab you out of your Gamma. Keeping track of how many Beta’s he has can make it easier to know when to attack and when to run, as it being limited to 2 ammo means it's easy to know when he’s all out.
Himiko Toga (Default)
Difficulty Score: 🟢Favorable🟢
Togas Beta will be her best move in this fight. Its quick movement speed and ability to knock you down even through your Gamma’s armour can make it difficult to counter. You can stun her out of this move however, so if you dodge it try and either punish her with Alphas or Gamma to distance yourself. Her Alpha has a shockingly long range for what it is, so you're not safe just because you’re out of her Beta distance. While it can stack damage fast if you aren’t careful, that means reflecting will deal even more to her, so look for opportunities to use Beta if Toga tries to spam. Toga’s Gamma can be blocked by your Beta, so always try and stop it when it comes out. If you don't, she'll be able to either refresh cancel her abilities similar to Monoma, or can chase or run using your own mobility. If she transforms into you for a mirror match, check the Mr. Compress match up.
Himiko Toga (Sting Dance)
Difficulty Score: 🟡Even🟡
Sting Dance is another aerial character that Compress may struggle with if you can’t get above her. Thanks to her fantastic air mobility, Sting dance is often darting around above you and not giving many opportunities to counter attack her until she's back on the ground. While her Alpha is reflectable and her Gamma can be blocked, her Beta can bypass it and stun you, allowing for an easy combo follow up from her. You especially don’t want Sting Dance to start cooldown refreshing as normally her moves won’t start reloading until she's touched the ground. Giving her the option to reset in the air is not good. You’ll have a few options to try and counter her while she's in the air. The most obvious of these is to just dodge her moves until she makes a mistake or runs out of moves and is forced to land. If she misses a Gamma for example, she's slow to recover, which gives you the chance to try and stun her. Weave some Beta usage in there if she tries using Alpha for a bit of extra damage when possible. Alternatively, you can get into the air yourself using Gamma. This will prevent her Beta from hitting you since it only hits below her, circumventing her most threatening move. Your movement distances are fairly similar, giving neither a clear advantage, however she traverses a good bit slower than Compress. If she transforms into you for a mirror match, check the Mr. Compress match up.
Twice
Difficulty Score: 🟢🟢Very Favorable🟢🟢
The match up against Mr. Compress is not kind to Twice at all. For starters he’s technically one of the characters who can have all of their moves stopped by Compress’ Beta. Simply holding out your Beta to Twice will severely limit his options. His best bet is to try and Gamma to close distance and force you into an uncomfortable range. However its stun effect is stopped by your Beta and although he will still keep moving toward you it can easily be dodged by rolling past him as he gets close to you. Its linear movement also makes him an easy target for an Alpha stun if you aren't in range to get stunned yourself. His only other real option is to try and melee you, which isn't a terrible option thanks to the slide allowing it to hit from an unexpected distance. Learn to expect this and dodge it, and Twice is incredibly punishable on a miss. The only other way for him to get around this is to hope a clone of a player he previously downed counters Compress. His alpha is reflectable, the summon of his Beta is reflectable and its low health means its Alpha spam will kill itself. His Gamma’s stun is blockable, and it's also pretty poor for movement. Just wait for a mistake, and Twice can virtually never win this fight.
Mr. Compress
Difficulty Score: 🔴Unfavorable🔴
Due to the threat of your Compress’ Alpha stun, a lot of this match up can be spent with both parties holding their own Beta and trying to predict when the other will drop theirs. If you want to aggress in this situation, try closing the distance on your mirror but in a diagonal line so you’re harder to hit, and throw some jumps in there as well. From here, you can stagger Alphas to try and predict the enemy dropping their Beta. Approaching on a diagonal while jumping ensures any reflected Alphas don’t stun you back as long as you aren't too close. If you predict right you can start your own Alpha combo. If that's too risky for you, another option is to play it safe by attempting to react to them dropping their Beta instead and then using Alpha, but this will require a quick reaction time. Some Compress players are very wary of opposing Alphas, and may not drop their Beta at all. In these situations you’re more or less forced to close the distance to start potential melee combos. If you're on the defense it's best to keep your Beta up like this. If an attempt to close ground for a melee is made you can use your Gamma, as its armor will protect you from any melee stun and will damage your opponent back with the smoke bomb. You can also roll out of Beta, so consider rolling backwards and then using Alpha to stun an opponent stuck in the melee animation. Always remember an enemy Compress could do this to you when you approach them too. You may also be tempted to Gamma into the air and use Alpha from above. You should always try and be the second Compress to do this though. Assuming your opponent Gammas into the air, you can Gamma up after them immediately. This prevents them from hitting you while they’re above, and makes you harder to hit and locate in general. If they choose to go higher with their second Gamma, go up after them again. This leaves you as the Compress with the high ground as your opponent is stuck falling below you, and they can only try and Beta to save themselves. This also gives you a good opportunity to land on them for an easy melee combo. If you went up first, they could do this to you. Because your movement is the same, the previous idea also applies here. If you're the first to Gamma away, the other Compress can always catch you, so try and force the other to run first. For the most part you want to try and use Gamma second.
Kurogiri
Difficulty Score: 🟢Favorable🟢
Kurogiri is the final character who is completely stopped by your Beta. Against your Beta his Alpha will be reflected, and his Beta will be blocked. This means just like Twice you can more or less just wait for him to make a mistake to punish him. Kurogiri is another one of the characters who can just outrun Compress if he’s put on the back foot however, as his portals go crazy distances you just can’t keep up with. Additionally, if a Kurogiri is able to hit you with his Beta you’re likely going to be taking a good amount of damage from one of his combos, putting you on the backfoot. If he ever sends his Gamma ball after you keep in mind his Alphas will be blocked rather than reflected. This means you will have to shoot it down, which fortunately isn't too hard with your Alpha's massive size. If Kurogiri is trying to air stall in his Gamma, Gamma up after him and hit him while he's stuck up there to try and force him down.
Lady Nagant
Difficulty Score: 🔴Unfavorable🔴
Like most characters, Compress will struggle a good amount in the Nagant match up. The thing that makes it particularly difficult is her aerial movement as Compress really struggles to hit those who can stay above him for extended periods of time. While you can chase her up high with your Gamma to equalize heights for a moment, her Gamma, Air Walk, and the aerial pause she gets from using Beta allow her to stall for much longer. This makes consistently landing Alpha on her nearly impossible if she isn't on the ground. You’ll have to wait for her to come back down most of the time if you want to deal with her. Your Beta will be instrumental in stalling her out and making sure you’re at least semi-protected from her. A lot of Nagant players have good aim, making their Alpha spam incredibly dangerous. Turning that reliable aim against them with Beta reflects can be good for discouraging a Nagant from fighting you and give you the advantage you need to chase. You’ll have to be very careful of her Beta when using your own, however, as it isn't blocked and can easily stun you out of it for an easy combo from her. Remember you can roll out of your Beta so you don't need to waste time dropping it, and if you happen to be close enough after dodging hers the pause she takes to use her Beta can lead to an opportunity for you to stun her with Alpha. Her Gamma is reflected by your Beta, which can actually be quite impactful if you're able to do so. Since her Gamma knocks down, if you reflect it while she tries to run, you’ll be knocking her down instead, meaning she wasted a Gamma and gained no distance at all. If she knocks you down with her aerial Gamma before running away it will make it harder to chase her, so if she ever gets low do keep this in mind.
Speaking of chasing, Compress doesn’t actually have that bad of a time doing so. While Nagant's kit is great for stalling in the air, in terms of distance her and Compress do actually make similar distances using their Gammas, meaning you can actually chase her quite well. Of course this also works the other way, so you may struggle to lose a chasing Nagant yourself. Of course you need to get off the ground first to run, so make sure Nagant can’t wake up to catch you before you even get going. The pause before you Gamma can leave you open to being knocked back down by both her Gamma, or her Special Action. Her Special Action is especially dangerous due to its high damage and headshot mechanic. You can reflect it back at her though, and the purple line indicator will let you know whenever she's looking at you so make sure you react fast enough to put up your Beta. This doesn’t really apply if she quick scopes you or incorporates it into a combo. It's also worth noting that just because a Nagant was going to headshot you, it doesn't mean that a reflected Special Action will headshot her back. While this can happen, it's very inconsistent and can’t be reliably reproduced.
Overhaul
Difficulty Score: 🟢🟢Very Favorable🟢🟢
Overhaul is another fairly grounded character who can struggle against Compress’ aerial movement. Staying on top of high ground or in the air above him will be your best option, as this invalidates pretty much his whole kit. While he can semi-counter you sitting on high ground with his Beta, he struggles to follow up on any damage he deals this way. His Gamma will be his scariest move, as it stops you from using your own Gamma if it catches you, and can combo into itself or any of his other moves. It's also very good for catching your wake up if he ever knocks you down. He does pause to use both his Beta and Gamma however, so if he ever misses these attacks you can punish him with Alpha stuns. His Special Action can end any melee combos you attempt on him so there's no point in using that as a punish option unless you know he's used it up. He can also heal up for free using it, making it a bit harder to take him down. Like most grounded characters, Overhaul will only get the upper hand on you when fighting in small or enclosed spaces where his Gamma is easy to hit. Avoiding these situations is the key to success when fighting Overhaul.
Overhaul (Blighted Precipice)
Difficulty Score: ➖ Need more Data ➖
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