CharactersAll Might

Hero

All Might

Fierce strength behind every single blow! The Symbol of Peace is here to defeat all evil!

Battle Style
2
Costumes
65
Emotes
13
Voice lines
14
Emblems
31

All Might

Battle Style

Pick a style: role, HP and skills change with it.
All Might Original

Battle Style

Original

A style that lets you use original Quirk Skills.

  • HP350
  • Released Season 1
  • Location FoundObtained from the Special License.

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

HP Defense+ Decreases damage taken towards HP

Level1234
Value0.990.9850.980.975

Special Tuning Skill

Symbol of Peace Increases your PU/PC Gauge at the start of battle. Level up to increase charge up amount.

Level1234567891011
Value0.030.050.070.090.150.40.440.480.520.560.6
Fixed values
  • 1 · Not used by the game
Skill level

Quirk Skill α

Texas Smash

Sends shockwaves with punches. Hold to continue attacking.

Texas Smash
Hit
  • Projectile
  • Reaction: Always weak
  • Guard: Nagara
  • Down power 50
535557596163656768
Explosion
  • Projectile
  • Reaction: Always weak
  • Guard: Nagara
  • Down power 50
000252627282930
Ammo6668888810
Ammo used per use111111111
Reload time (s)1.51.51.51.51.51.51.51.51.5
Reload delay (s)111111111
Penalty reload time (s)555555555
Penalty delay (s)222222222
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, No. of Rounds+, Size+, Adds Shockwave Effect
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, No. of Rounds+, Size+, Damage Area+

Quirk Skill β

United States of Smash

Dash forward and punch with all your might, causing a tornado. On the ground, movement controls steer the tornado. In midair, the tornado moves in the aim direction.

United States of Smash
Hit
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 50
404550555861646770
Slam
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 200
99105110116121132134136140
Ammo222222222
Ammo used per use111111111
Reload time (s)101010999998
Ammo per reload222222222
Reload delay (s)333333333
Penalty reload time (s)151515131313131312
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 γ

Oklahoma Smash

Spins at high speed while moving to knock back opponents on contact. While spinning, deflects incoming attacks and projectiles.

Oklahoma Smash
Hit
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Up to 999 hits, every 2s
  • Pierces super armor
  • Down power 250
7580859092949698100
Ammo505050606060606070
Ammo used per second101010101010101010
Reload time (s)101010999998
Ammo per reload505050606060606070
Reload delay (s)222222222
Penalty reload time (s)101010999998
Penalty delay (s)444444444
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, Reload Speed+, Active Duration+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Reload Speed+, Active Duration+
All Might Gatling

Battle Style 2

Gatling

Unleash long-range shots that fire faster over time!
Grab opponents and slam them down to wipe out surrounding foes!

  • HP300
  • Released Season 11
  • Location FoundObtained from Rolls

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

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

Vertical Jump HT+ Increases your vertical Jump height

Level1234
Value5101520

Melee Attack Power+ Increases damage dealt for Melee Attacks

Level1234
Value1.011.0151.021.025

Special Tuning Skill

Muscle Form Activating PU/PC restores HP and grants flinch resistance while active. Level up to increase restoration amount.

Level1234567891011
Value5060708090180200220240260300
Fixed values
  • 1 · Not used by the game
Skill level

Quirk Skill α

Texas Smash Gatling

With rapid punches, fires shockwave blasts that pierce the opponent. Hold to gradually increase punch speed. While holding, defense increases and knockback resistance improves.

Texas Smash Gatling
Hit
  • Projectile
  • Reaction: Weak
  • Guard: Nagara
  • Down power 45
222324242526272828
Ammo282828323232323236
Ammo used per use111111111
Reload time (s)0.30.30.30.30.30.30.30.30.3
Reload delay (s)111111111
Penalty reload time (s)6.56.56.56.56.56.56.56.56.5
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 No. of Rounds+, Size+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 No. of Rounds+, Size+

Quirk Skill β

Carolina Smash

Unleashes a giant shockwave with a cross chop. Hold to dash in the aim direction and slash with a cross chop.

Carolina Smash
Dash
  • Melee
  • Reaction: Strong
  • Guard: Whole
101010101010101010
Shot
  • Projectile
  • Reaction: Strong
  • Guard: Strong
  • Down power 250
7577798588919497100
Dash Finisher
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 250
105110114119122125128131134
Ammo222222333
Ammo used per use111111111
Reload time (s)9998.58.58.58.58.58
Reload delay (s)111111111
Penalty reload time (s)11111110.510.510.5101010
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+, Reload Speed+, Size+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+, No. of Rounds+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Reload Speed+, Size+

Quirk Skill γ

Arizona Smash

Clings to an opponent in front, leaps into the air, and slams them down. Adjust the landing spot with movement input.

Arizona Smash
Grab
  • Melee
  • Reaction: Grabbed
  • Guard: Through
  • Applies Grab
  • Pierces super armor
  • Grants super armor
0
Slam
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
140145150160170180190200210
Ammo111111111
Ammo used per use111111111
Reload time (s)121212121111111110
Reload delay (s)111111111
Penalty reload time (s)121212121111111110
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, Reload Speed+, 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+

Special Action

Carry to Safety
Carry a downed ally on your back. Press again to set them down and revive them.

High Jump
Performs a high jump.

Special Action
Value
Ammo150
Ammo used per second10
Reload time (s)10
Ammo per reload150
Reload delay (s)1
Penalty reload time (s)13
Penalty delay (s)1

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: Always weak
  • Guard: Whole
  • Down power 50
25
Ground Melee 3
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 5
35
Ground Melee 4
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Up to 999 hits, every 0.15s
  • Down power 5
5
Ground Melee 5
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
50
Air Melee 1
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 250
80
Finisher
  • Melee
  • Reaction: Always weak
  • Guard: Nagara
  • Down power 100
100

Stats & movement

Same for every Battle Style, except HP.

Body

HP Original
350
HP Gatling
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
XL

Run

Top speed
650
Start speed
450
Time to top speed (s)
0.4
Stop time (s)
0.3

Dash

Top speed
1050
Start speed
850
Time to top speed (s)
4
Stop time (s)
0.25

Jump

Height (standing)
400
Rise time (s)
0.5
Height (moving)
300
Rise time, moving (s)
0.4
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

12 entries
Lifetime and range of every projectile, hitbox and effect this character spawns
Internal nameLifetime (s)Max distance
Unique1 Shot 0.2 4000
Unique1 Child 0 → 1 no limit
Unique2 3 no limit
Unique2 Air 999 no limit
Unique2 Impact 1.2 no limit
Unique3 15 no limit
Unique3 Finish 0.2 no limit
Unique1 1 Shot 0.4 9500
Unique2 1 1.2 no limit
Unique2 1 Charge 0.175 no limit
Unique3 1 Prediction 4 no limit
Unique3 1 Impact 0.5 no limit

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

Costumes

65 released

Emotes

13 released

Voice lines

14 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.

All Might GUI assets

Face icons 8

Battle Style 8

Quirk Skill 9

Special Tuning Skill 2

Costumes 219

Emotes 39

Emblems 6

Click an image to open the file at full size.