CharactersIzuku Midoriya OFA

Hero

Izuku Midoriya OFA

The Ninth One For All successor! Use the entrusted Quirk to crush evil!

Battle Style
2
Costumes
38
Emotes
9
Voice lines
11
Emblems
31

Izuku Midoriya OFA

Battle Style

Pick a style: role, HP and skills change with it.
Izuku Midoriya OFA Original

Battle Style

Original

Race across the battlefield with the Fa Jin and Gearshift Quirks!
Finish it with 5th Gear <Overdrive> Detroit Smash!

  • HP250
  • Released Season 13
  • Location FoundObtained from Rolls

In a Roll now: Character Roll: Original (S19) Armored All Might until

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

Run Speed+ Increases your Run speed

Level1234
Value1.011.021.031.04

Melee Attack Power+ Increases damage dealt for Melee Attacks

Level1234
Value1.011.0151.021.025

Special Tuning Skill

Acceleration Landing a melee attack increases Movement Speed and Attack Speed for a limited time. Level up to shorten the time it takes to activate the skill.

Level1234567891011
Value24022020018016012010080604020
Fixed values
  • Lasts 30 s
  • Movement and attack speed ×1.2
Skill level

Quirk Skill α

Delaware Smash Airblast

Swing your arm wide and release a shockwave. In the air, the damage decreases but leaves you vulnerable for less time.

Delaware Smash Airblast
Delaware · Ground
  • Projectile
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
8082848588919497100
Delaware · Air
  • Projectile
  • Reaction: Weak
  • Guard: Nagara
  • Down power 170
606468707274767880
Ammo555666667
Ammo used per use111111111
Reload time (s)111111111
Reload delay (s)222222222
Penalty reload time (s)555555555
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, No. of Rounds+, Size+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, No. of Rounds+, Size+

Quirk Skill β

Impact 45% Detroit Smash

Dash quickly in the aim direction and throw a punch. Hold to charge and increase Dash Range. Before Dashing, unleash a Damage Area attack around you.

Hold Detroit Smash Quintuple
While in 5th Gear <Overdrive>, press again or hold during a Dash to use. Leap up, dive down, and consume all remaining ammo to unleash 5 powerful punches that create shockwaves.

Impact 45% Detroit Smash
Area attack
  • Melee
  • Reaction: Weak
  • Guard: Whole
  • Up to 999 hits, every 0.25s
  • Attribute: Electrify
  • Applies Electrified (1s)
  • Down power 10
141516181920212223
Detroit 45
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
100105110115120125130135140
Quintuple
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Up to 5 hits, every 0.1s
  • Down power 100
323334353637383940
Ammo222222222
Ammo used per use111111111
Reload time (s)999888887
Reload delay (s)111111111
Penalty reload time (s)101010999998
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+, 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

2nd Transmission

Movement Speed and Attack Speed increase. During the effect, input again to move in the aim direction. If you land a ground uppercut, the Effect Time is restored and speed increases. After 3 hits, enter 5th Gear <Overdrive>.

Hold 5th Gear <Overdrive> Detroit Smash
While in 5th Gear <Overdrive>, hold to use this move. Rapidly approach a nearby opponent in the aim direction and punch them.

2nd Transmission
Detroit
  • Melee
  • Reaction: Strong bound
  • Guard: Damage reaction
  • Down power 300
133136139142145148151153155
Detroit · Startup
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Cannot KO
  • Object damage ×0
0
Ammo100100100100100100100100100
Ammo used per second60708090100110120130140
Reload time (s)202020181818181816
Ammo per reload100100100100100100100100100
Reload delay (s)111111111
Penalty reload time (s)101010999998
Penalty delay (s)111111111
  • Reload starts on the ground
Quirk Skill Level Up
  1. Lv.2 Active Duration+
  2. Lv.3 Active Duration+
  3. Lv.4 Active Duration+, Reload Speed+
  4. Lv.5 Active Duration+
  5. Lv.6 Active Duration+
  6. Lv.7 Active Duration+
  7. Lv.8 Active Duration+
  8. Lv.9 Active Duration+, Reload Speed+
Izuku Midoriya OFA Rising

Battle Style 2

Rising

Evolved Blackwhip provides unrestricted mobility along with an ultra-long-range dash!
Unleash a devastating blow with the power entrusted to you by the previous wielders!

  • HP300
  • Released Season 19
  • Location FoundObtained from Rolls

In a Roll now: Character Roll: Alternative (S19) Midoriya OFA until

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

PU/PC Reload+ Increases PU/PC Gauge filling speed

Level1234
Value1.011.0151.021.025

Quirk Skill γ Defense+ Decreases damage taken from Quirk Skill γ

Level1234
Value0.990.9850.980.975

Special Tuning Skill

Tenacity If your Guard breaks, increases your Defense by half of remaining HP and allows you to resist flinching from opponent attacks for a set amount of time. Level up to shorten the time it takes to activate the skill.

Level1234567891011
Value24022020018016012010080604020
Fixed values
  • The flinch resistance lasts 10 s
  • During those 10 s you take 40% less damage whenever your HP is at half or less
Skill level

Quirk Skill α

Blackchain

Extend Blackchain and hook it onto an opponent or obstacle to move.
Input a movement direction when activating the skill or while moving to swing in that direction.
Release the movement input to move closer to the point where Blackchain is hooked.

During Aim Mode Blackchain + Gearshift
In Aim Mode, swing around an opponent hit and slam them into the ground.
You can also pull a downed ally toward you.

Blackchain
Grab
  • Projectile
  • Reaction: Grabbed
  • Guard: Through GP
  • Down power 250
151617192021222325
Aim Grab
  • Projectile
  • Reaction: Grabbed
  • Guard: Through GP
  • Cannot KO
10
Throw
  • Melee
  • Reaction: Strong add-hit
  • Guard: Through GP
  • Object damage ×0
000000000
Slam
  • Melee
  • Reaction: Strong blow-off
  • Guard: Through GP
  • Down power 500
106109112115118121124127130
Ammo333333333
Ammo used per use111111111
Reload time (s)3332.752.752.752.752.752.5
Reload delay (s)111111111
Penalty reload time (s)777666665
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+

Quirk Skill β

Faux 100% Manchester Smash

Extend Blackwhip to both sides and use the points it hits as anchors to dash in the aim direction.
While holding the skill in preparation, input backward movement to store Fa Jin in the legs and charge the skill.
Charging increases the dash range and damage, and the dash can be ended with another input.
While the Special Action Fa Jin is active, expend ammunition to charge instantly.

Faux 100% Manchester Smash
Hit
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 250
120125130135140145150155160
Charged
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
160165170175180185190195200
Ammo222222222
Ammo used per use111111111
Reload time (s)666666666
Reload delay (s)111111111
Penalty reload time (s)11111110101010109
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+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Reload Speed+

Quirk Skill γ

One For All Smash: Rising

Dash in the aim direction, draw in nearby opponents, and launch them with a powerful uppercut.
When your GP is at 0, damage taken is reduced and you become harder to knock away.

One For All Smash: Rising
Punch
  • Melee
  • Reaction: Strong carry front
  • Guard: Damage reaction
  • Pierces super armor
  • Cannot KO
505050505050505050
Shockwave
  • Projectile
  • Reaction: Strong carry front
  • Guard: Damage reaction
  • Pierces super armor
  • Cannot KO
303030303030303030
Multi-hit
  • Melee
  • Reaction: Strong carry front
  • Guard: Damage reaction
  • Up to 10 → 22 hits, every 0.09s
  • Pierces super armor
  • Cannot KO
0.10.10.10.10.10.10.10.10.1
Finish
  • Melee
  • Reaction: Strong
  • Guard: Damage reaction
  • Pierces super armor
  • Down power 500
808590100105110120125135
Ammo111111111
Ammo used per use111111111
Reload time (s)888777776
Reload delay (s)111111111
Penalty reload time (s)888777776
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+, No. of Hits+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Reload Speed+, No. of Hits+

Special Action

Smoke Screen
Tap to create a smoke screen at your current location. The smoke appears faint to you and your allies.

Fa Jin
Hold to Crouch and charge Fa Jin, enhancing your jump. You can hold again to cancel the effect.

Special Action
Value
Ammo100
Ammo used per second35
Reload time (s)9
Ammo per reload100
Reload delay (s)1
Penalty reload time (s)9
Penalty delay (s)1
  • Reload starts on the ground

Melee

Attacks that do not level up.
Melee
Value
Ground Melee 1
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 100
  • Object damage ×10
5
Ground Melee 2
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Up to 3 hits, every 0.15s
  • Down power 1
  • Object damage ×10
1
Ground Melee 3
  • Melee
  • Reaction: Strong
  • Guard: Damage reaction
  • Down power 1
  • Object damage ×2
30
Ground Melee 4
  • Melee
  • Reaction: Strong
  • Guard: Damage reaction
  • Down power 1
40
Ground Melee 5
  • Melee
  • Reaction: Strong
  • Guard: Damage reaction
  • Down power 500
50
Air Melee 1
  • Melee
  • Reaction: Strong bound
  • Guard: Whole
  • Down power 100
25

Stats & movement

Same for every Battle Style, except HP.

Body

HP Original
250
HP Rising
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
M

Run

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

Dash

Top speed
1150
Start speed
850
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

16 entries
Lifetime and range of every projectile, hitbox and effect this character spawns
Internal nameLifetime (s)Max distance
U1 Delaware G 5 5500
U1 Delaware A 5 4900
U2 Field 15 no limit
U2 Detroit45 0.4 no limit
U2 Quintuple 0.6 no limit
U3 Detroit 0.1 no limit
Sp Smoke 8 no limit
Unique1 V2 1 no limit
Unique1 V2 Whip 1 3500
Unique1 V2 Aim Whip 1 3500
Unique2 V2 2 no limit
Unique2 V2 Charge 2 no limit
Unique2 V2 Whip 2 15000
Unique3 V2 5 no limit
Unique3 V2 Child 0.1 no limit
Unique3 V2 Shot 0.2 no limit

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

Costumes

38 released

Emotes

9 released

Voice lines

11 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.

Izuku Midoriya OFA GUI assets

Face icons 5

Battle Style 8

Quirk Skill 12

Special Tuning Skill 2

Costumes 126

Emotes 27

Emblems 6

Click an image to open the file at full size.