Hello and welcome back to another installment of the My Hero Academia: One’s Justice Character Breakdown series! In today’s breakdown we’ll be taking a look at everyone’s favorite hero All Might, and just what he’s capable of in the game. We’ll be taking a closer look at his playstyle along with sidekicks who we think will sync together nicely with his swift and powerful strikes. All Might isn’t the strongest character in the game, but he definitely packs a punch and can set up a lot of advantegous situations with his command grab, which can be done both on the ground and in the air. If you’re fast enough you can even Instant Air Dash (IAD) it to catch the opponent on wake up! Let’s dive a little deeper, shall we?
Last time, we spent a great deal of time breaking down Tsuyu and her mechanics, so now it’s time to hop into All Might and see just what he’s capable of! All Might is perhaps what you’d expect from a character of his stature: he hits hard and strikes fast, leaving no room for the opponent to breathe once he gets in. That is true in most cases but in terms of him hitting hard, that’s perhaps more literal rather than damage output. All Might is a fast character and can race around his opponent to look for openings very quickly. His projectile based attack allows him to approach in a safe manner and if the projectile does connect, he can follow up into a combo to get the ball rolling.
His damage output has been reduced due to his combos having an insane amount of multiple hits but still, if you manage to get in often on the opponent over the course of the match then it’ll be lights out. Much like Tsuyu, All Might is one of the very few characters who make use of two command grabs, one in the air and one on the ground. All Might’s ground command grab bounces you off the ground and allows you to follow up with a strong aerial combo, which could lead to a wall splat for extra damage and even a reset. His aerial is like an Izuna Drop where he grabs you and sends you straight into the ground, trapping you there and allowing him a free combo to start racking up damage over time. Utilizing all of his techniques from his projectile game and command grab mixups will definitely give you the edge.
All Might wants his opponents to be close by so that he can use them as a punching bag, and so you’ll need sidekicks that will help glue them in place. Similar to Tsuyu, All Might can really benefit from the help of Ocacho because of her ability to leave the opponent in a floating state, whether it be grounded or airborne. This allows All Might to not only follow up with a combo but can also help him to extend them for an extra amount of damage. It can also be used defensively when you’re in a tight squeeze since it leaves the opponent above you, allowing you to safely fall out of a combo and reset the neutral or if you want, counterattack with a combo setplay of your own.
Aizawa’s scarf has the function of locking you in place for a way to engage the opponent as well, and for that reason Aizawa is another strong candidate for a sidekick. Just be careful because his scarf range isn’t that far, and so if you’re trying to use it more as a defensive tool, make sure the opponent is close to you whether they’re in the air or on the ground. Tomura Shigaraki is another solid pick for All Might because his very strong dark matter leaves you stuck in place forcing you to block, and this can allow you to start an insane mixup game after knockdown. You can go for a combo, do a jump cancel air command grab, or whatever you feel is best to get into the opponent’s head. Other runner-ups include: Bakugo, Kyoka, Muscular, and One for All.
All Might is an all around character that can rack up more damage if he’s able to land resets and scare his opponent into blocking, allowing him to go for command grab setplays. His damage output isn’t as high as other characters, but once you start to get into their head and create openings with the help of your sidekicks, they’ll be K.O. in no time. If you want to main this character be sure to have your fundamentals down with regards to movement and neutral game, because that’s where most of your game plan will start from.
036 Rob "NualphaJPN" B. , 2018-10-12 16:00:45
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