CharactersShota Aizawa

Hero

Shota Aizawa

Seal your opponent's Quirk and bind them with your cloth! Land sharp strikes on your enemy while they try to figure out what's going on!

Battle Style
2
Costumes
63
Emotes
13
Voice lines
17
Emblems
31

Shota Aizawa

Battle Style

Pick a style: role, HP and skills change with it.
Shota Aizawa Original

Battle Style

Original

Seal all Quirk Skills with Erasure! Use Binding Cloth to control mobility and restrain the opponent!

  • HP300
  • Released Season 1
  • Location FoundPurchase with a Ticket

1 × Battle Style Ticket

T.U.N.I.N.G.

Quirk Skill α Reload+ Increases reload speed of Quirk Skill α

Level1234
Value1.011.0151.021.025

Special Tuning Skill

High-Speed GP Replenishment For a set amount of time after the battle starts, shortens the time required to use GP Recovery Items. Level up to increase effect time.

Level1234567891011
Value60901201501803704906107308501200
Fixed values
  • Time to use a GP Recovery Item ×0.7 (30% shorter)
Skill level

Quirk Skill α

Binding Cloth: Capture

Restrains an opponent with a binding cloth and pulls them in. While restrained, press again to pull them in instantly. Use midair to perform a flying kick toward the impact point.

Binding Cloth: Capture
Grab
  • Projectile
  • Reaction: Grabbed
  • Guard: Through GP
  • Down power 250
20
Pull
  • Projectile
  • Reaction: Pulled up
  • Guard: Through
0
Air pull
  • Projectile
  • Reaction: Always weak
  • Guard: Through
0
Hit
  • Melee
  • Reaction: Strong
  • Guard: Strong
100102104106108110112114116
Shockwave
  • Melee
  • Reaction: Strong
  • Guard: Strong
202122242526272830
Ammo444444444
Ammo used per use111111111
Reload time (s)111111111
Reload delay (s)333333333
Penalty reload time (s)444444444
Penalty delay (s)222222222
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, Size+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Size+

Quirk Skill β

Powerhouse Kick Barrage

Dash forward in the aim direction while unleashing rapid kicks.

Powerhouse Kick Barrage
Hit
  • Melee
  • Reaction: Strong carry front
  • Guard: Damage reaction
  • Up to 10 hits, every 0.09s
  • Down power 1
555555555
Closing hit
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 200
7074788286909498102
Ammo111222222
Ammo used per use111111111
Reload time (s)444444443.5
Reload delay (s)111111111
Penalty reload time (s)444666665
Penalty delay (s)111111111
  • Reload starts on the ground
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, No. of Rounds+, Damage Area+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Reload Speed+, Damage Area+

Quirk Skill γ

Binding Cloth: Serpent

Wield countless binding cloths like whips. Hold to deal continuous hits and swat away incoming projectiles.

Binding Cloth: Serpent
Hit
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Up to 10 hits, every 0.15s
  • Down power 10
  • Object damage ×0.5
141516161718192020
Ammo151515151515151515
Ammo used per second101010101010101010
Reload time (s)101010888886
Ammo per reload151515151515151515
Reload delay (s)111111111
Penalty reload time (s)111111999997
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Reload Speed+, Damage Area+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Reload Speed+, Damage Area+
Shota Aizawa Flow Runner

Battle Style 2

Flow Runner

Kick a bound opponent into another opponent for a double hit!
Swing in with the binding cloth, then dive down for a slick surprise attack!

  • HP300
  • Released Season 17
  • Location FoundObtained from Rolls

In a Roll now: Character Roll: Alternative (S19) Present Mic until

T.U.N.I.N.G.

Quirk Skill α Attack Power+ Increases damage dealt for Quirk Skill α

Level1234
Value1.011.0151.021.025

Vertical Jump HT+ Increases your vertical Jump height

Level1234
Value5101520

Special Tuning Skill

High-Speed HP Replenishment For a set time after battle starts, shorten the time required to use HP Recovery Items. Level up to increase effect time.

Level1234567891011
Value6090120150180300400500600700800
Fixed values
  • Time to use an HP Recovery Item ×0.7 (30% shorter)
Skill level

Quirk Skill α

Binding Cloth: Leap

Binds an opponent with binding cloth and pulls them in. Hold, press again, or wait for a short time to kick the opponent in the aim direction. If they collide with another opponents or an obstacle, it deals additional damage.

Binding Cloth: Leap
Grab
  • Projectile
  • Reaction: Grabbed
  • Guard: Through GP
  • Grants super armor
  • Down power 50
30
Grab · Interrupt
  • Projectile
  • Reaction: Grabbed
  • Guard: Through GP
  • Down power 500
30
Launch Kick
  • Melee
  • Reaction: Straight (no bound)
  • Guard: Through GP
  • Down power 150
303132343536373840
Wall collision · Projector side
  • Melee
  • Reaction: Strong blow-off
  • Guard: Through GP
  • Down power 500
303234353739414344
Character collision · Projector side
  • Melee
  • Reaction: Strong blow-off
  • Guard: Through GP
  • Down power 500
505152545658606263
Collision · Receiver side
  • Melee
  • Reaction: Strong
  • Guard: Through GP
  • Down power 500
90929498101104107110114
Ammo333333333
Ammo used per use111111111
Reload time (s)111111111
Reload delay (s)111111111
Penalty reload time (s)555444443
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, Reload Speed+, Size+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Reload Speed+, Size+

Quirk Skill β

Binding Cloth: Flow Runner

Extends the binding cloth overhead before leaping up to swing from it like a pendulum.
Hold to keep moving, then release or reach max distance to leap forward.

While crouching Binding Cloth: Drop Capture
Leap forward, then press crouch to dive down and attack.

Binding Cloth: Flow Runner
Shockwave
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 50
808284868890929495
Ammo111111111
Ammo used per use111111111
Reload time (s)666555554
Reload delay (s)111111111
Penalty reload time (s)666555554
Penalty delay (s)111111111
  • Reload starts on the ground
Quirk Skill Level Up
  1. Lv.4 Reload Speed+
  2. Lv.9 Reload Speed+

Quirk Skill γ

Binding Cloth: Instance

Dash in the aim direction and instantly bind any opponent hit.
While holding, locks on to up to 2 nearby opponents on screen and inflicts Erasure.
Release or wait a set time to Dash at the locked-on opponents.

Binding Cloth: Instance
Dash Restraint
  • Melee
  • Reaction: Captured
  • Guard: Through GP
  • Down power 150
505254565860626466
Ammo111111111
Ammo used per use111111111
Reload time (s)888777776
Reload delay (s)111111111
Penalty reload time (s)888777776
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, Reload Speed+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Reload Speed+

Special Action

Erasure
Seals the Quirk Skills of all opponents visible on-screen. Can interrupt active Quirk Skills.

Special Action
Value
Special
  • Projectile
  • Reaction: No reaction
  • Guard: Through
  • Applies Quirk sealed (1s)
  • Object damage ×0
0
Ammo100
Ammo used per second50
Reload time (s)0.4
Reload delay (s)1
Penalty reload time (s)17
Penalty delay (s)1
  • Usable at max ammo

Melee

Attacks that do not level up.
Melee
Value
Ground Melee 1
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 100
20
Ground Melee 2
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 100
20
Ground Melee 3
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
70
Air Melee 1
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 250
60
Finisher
  • Melee
  • Reaction: Always weak
  • Guard: Nagara
  • Down power 100
100

Stats & movement

Same for every Battle Style, except HP.

Body

HP Original
300
HP Flow Runner
300
Guard Points (GP)
250
Armor
100
Down gauge
500
Freeze gauge
100
Shock gauge
100
Guard break rate
1
Damage taken rate
1
Damage taken rate (special)
1
Body size
L

Run

Top speed
600
Start speed
400
Time to top speed (s)
0.4
Stop time (s)
0.3

Dash

Top speed
1000
Start speed
800
Time to top speed (s)
4
Stop time (s)
0.25

Jump

Height (standing)
300
Rise time (s)
0.25
Height (moving)
150
Rise time, moving (s)
0.15
Forward speed, start
800
Forward speed, end
700

Wall

Wall run top speed
700
Wall run start speed
50
Time to top speed (s)
0.4
Wall jump height
250
Wall jump speed, start
600
Wall jump speed, end
500

Dodge

End speed
1000
Start speed
900
Invincible time (s)
0.3

Other

Move rate while aiming
0.6
Move rate while crouching
0.6
Landing lag from height
500
Longest landing lag from height
2000
Landing lag, shortest (s)
0.2
Landing lag, longest (s)
0.4
Finisher time (s)
3
Aim assist distance
5000

Speeds, heights and distances are in game units (Unreal units: 100 = 1 metre), speeds per second.

Projectiles

13 entries
Lifetime and range of every projectile, hitbox and effect this character spawns
Internal nameLifetime (s)Max distance
Unique1 Shot 5 3500
Unique1 Melee 2 no limit
Unique1 Impact 0.25 no limit
Unique2 3 no limit
Unique2 End 0.1 no limit
Unique3 5 no limit
Unique3 Air 5 no limit
Special 0.3 no limit
V1 Unique1 Grab Shot 5 2500
V1 Unique1 Launched Character 1 no limit
V1 Unique1 Bound Character 0.3 no limit
V1 Unique2 Ground Impact 0.2 no limit
V1 Unique3 Forward Charge 5 no limit

Where two numbers are shown, the first is skill level 1 and the second the highest level. Names are the developers'.

Costumes

63 released

Emotes

13 released

Voice lines

17 released

About these numbers

  • Damage, GP damage, down power, ammo and reload values are the game server's balance data for the current version. They are base values, before role bonuses, T.U.N.I.N.G. and the target's damage taken rate.
  • A highlighted cell changed from the level before it. Pick a level with the level buttons to follow one column.
  • Penalty reload values are the ones stored for a magazine that has been emptied. A skill with 1 ammo empties on every use.
  • Reaction and Guard are the game's own names for how a hit moves the target and how it deals with GP (explained below). Hover a tag to see what it means.
  • Hover a row name to see the field or the original Japanese part name it comes from.

Guard: what happens when the target has GP

Whole
GP takes the damage (no HP damage while GP lasts). The target plays a full-body guard reaction that interrupts what it was doing.
Nagara
GP takes the damage (no HP damage while GP lasts). The target only flinches on top of what it is doing and keeps moving. Nagara is Japanese for "while".
Through
Ignores GP: the damage goes straight to HP, even while the target still has GP.
Strong
GP takes the damage (no HP damage while GP lasts). The target plays a heavy guard reaction.
Damage reaction
GP takes the damage (no HP damage while GP lasts), but the target still plays the move's own reaction (see Reaction), as if unguarded.
Through GP
GP still takes the damage (no HP damage while GP lasts), but the move's reaction, such as a grab or a blow-off, goes through the guard.

Every Guard type except Through stops HP damage while the target has GP; the hit that breaks the GP passes what is left over to HP. The type only changes how the target reacts in the meantime.

Reaction: how the hit moves the target

No reaction
The target does not react.
Weak
A light flinch.
Always weak
A light flinch, every time.
Strong
A heavy hit that knocks the target back.
Straight
Knocks the target straight back (it bounces on landing).
Grabbed
Grabs the target.
Captured
Captures the target (held in place).
Pulled up
Pulls the target up.
Involved
Drags the target along with the move.
Zero gravity
Puts the target in zero gravity (it floats).
Noise
Stuns the target with noise.
Strong launch
Launches the target into the air.
Grabbed (no reaction)
Grabs the target without a hit reaction.
Strong bound
Slams the target into the ground so it bounces (バウンド, "bound").
Teleport weak
A light flinch from being warped.
Stone bind
Binds the target in stone.
Strong blow-off
Blows the target far away.
Strong add-hit
A heavy hit followed by an extra hit.
Strong carry front
Carries the target forward with the attacker.
Straight (no bound)
Knocks the target straight back without the bounce.

Shota Aizawa GUI assets

Face icons 7

Battle Style 8

Quirk Skill 8

Special Tuning Skill 2

Costumes 216

Emotes 39

Emblems 6

Click an image to open the file at full size.