MY HERO ULTRA RUMBLE

MY HERO ULTRA RUMBLE

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Cementoss Information
By exter
i'm a Cementoss player. i will document my findings here. This guide will continue to grow as i gain more skills and experience.

At the moment, this guide is partially outdated, especially in regards to new character counters.
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Ability Overview: Alpha (Pillar)
Duration: 30 seconds
Maximum: 3 (Formerly Unlimited)
Structure Damage (Levels 1/9): 50/80
Projectile Damage (Levels 1/9): 40/60
A projectile that spawns a pillar on collision with a structure. The pillar will continually rise and will be able to deal damage until it has reached it's full height

The projectile itself also does damage, so ideally, you would be able to throw the projectile in a way that causes it to collide with an enemy, dealing damage, and then create a pillar that will also damage them as it rises. The projectile also has very long range.
While not optimal, you can throw the projectile as a ranged attack without intention of using the actual pillar as an attack. This can be useful for dealing damage airborne enemies. It can also be used if you don't want pillars to obstruct the fight in some way.
Projectiles can be thrown into an enemy about 5 times before they fall, allowing you to deal about 300 damage at level 9 before they fall.
This ability is very versatile and can be used offensively and defensively.
Ability Overview: Beta (Wall)
Duration: 50 seconds
Maximum: 1
Damage (Levels 1/9): 125/180
A series of walls created in sequence in toward a direction declared by the user.
Directional inputs will define the direction the next will will be oriented to. This means that not only can the direction of the entire structure be controlled, but also the orientation of each individual wall that makes it up. This allows you to make more complex structures in accordance to your situation.
in my experience, this ability is not very reliable as a last-moment saving defense, as many attacks will simply pass through it.
Walls created to the side will be longer than walls created forward.

When attacking with a wall, it's possible to move it to the side once and then allow it to extend forward as to increase the area of the attack with a U-shaped wall instead of a straight one, but decrease it's range.

With low level walls, looking upward on activation will cause the walls to be created under you. At level 9, they will instead be created at a horizontal offset, with the wall being created at your current position, and you being moved to the left of the wall.
This means that if there is an obstruction to your immediate left while lookup upward and creating a level 9 wall, you will still be placed on top of the wall. An easy way to do this is to place a pillar and create a wall while the pillar is directly to your left.

A wall can be created beneath you even at an elevation, allowing you to create walls from the top of buildings or even a pillar.
if you orient your pillars correctly, you can create walls from two or three pillars high. To do this, you must orient your pillars in a way that will allow your walls to be created down them in sequence, almost like a staircase. it's best to place them diagonally to maximize the space for each wall.
Ability Overview: Gamma (Slab)
Duration: 30 seconds
Maximum: 3
Structure Damage (Levels 1/9): 65/100
Projectile Damage (Levels 1/9): 35/60

A projectile that spawns a flat platform on collision with a structure, dealing damage to anyone colliding with it when it spawns.

Similar to pillar, the projectile also deals damage, so it's ideal to hit an enemy directly with it while also causing them to take damage from the slab itself.
Shooting the projectile stops your movement and freezes you in the air for a moment, and will then propel you slightly away, which can be helpful for certain situations, such as trying to stop a fall or buying time for another cooldown.

This projectile has the longest range out of the three, and can be shot from almost across the map.
it's helpful to aim when using this attack from a long range for increased accuracy.

Also, it's important to know that if you're sprinting while activating two gamma abilities in a row, the second gamma will be cast quicker than if you weren't sprinting. This can be extremely helpful for combos, allowing you to stun enemies with a quicker interval.
Ability Overview: Special Action (Defensive Wall)
Cooldown: 60 seconds
Duration: 20 seconds

An ability that spawns walls around a downed ally to revive them
if used on an ally that is moving, they may spawn outside of the box, which can allow for a quick escape.
This ability has short range and can only be used when on the ground, so it's important to predict when your allies will fall and position yourself accordingly.

The cooldown of this ability can be avoided under certain circumstances.
General Strategies: Offense
Risk Consideration:
When going on the offensive, it's important to always have a route of escape in mind.
Don't choose to fight without reason, and always consider how risky a fight is in relation to how worthwhile it is.

Landscape Management:
Pillars are the most versatile method of dealing damage. After many have been thrown, they will remain and can be used as a maze.
it is very effective to quickly block off any possible escape in the downtime after landing attacks.

Slab Phasing:
Slabs can be used on enemies near the ground, and can also be used through certain objects when placed correctly, acting as a surprise attack.

Enemy Containment:
if your enemy is backed against a wall, you can create your own wall (in a U shape if necessary) in front of them and add a slab on top, effectively trapping them. This is extremely effective if the enemy is in a corner.
it's also possible to contain an enemy as they're knocked down and recovering.

Burst Damage:
When attacking an enemy at close range, it's beneficial to use a wall at the end, as it's your generally your most powerful attack.

Juggling:
When you hit an enemy and knock them away, it's possible to continue attacking them before they recover from the falling animation.
Predicting their movements, you can create a series of pillars along their path in order to land attacks before they recover.
This allows for constant attacks without needing to wait for the target to recover.

Multi-Hit:
When attacking an enemy with a pillar or slab, try to make the projectile also hit them, greatly increasing the damage they will take.

Combo:
To maximize your damage, directly hit an enemy with a slab, stunning them, then causing them to take damage from the slabs creation. For a short period of time, you will have a window to attack with a pillar, allowing you to gain up to 4 total hits including hits from the projectiles and the structures. This should result in around 300 damage dealt by one series of attacks at max level.
it's also possible to instead follow-up with a beta for higher burst damage.

Stuns:
After you hit an enemy with a structure, you can follow up with a slab to stun them, and launch additional attacks.
When an enemy is in the air, either engaging or escaping, you can throw a slab at them to freeze them.
The most effecting follow-up from a stun is generally a wall, although those situations are rare.
General Strategies: Defense
Your defense is among the strongest in the game. At all times, you should have an escape route in mind, such as a position where you can prevent enemies from assailing you, or one where you can barricade yourself long enough for recovery. Maintain yourself, and then attack.

Defensive Integrity:
When creating a defense, it's important to leave no opening, and to be aware of where your enemies are, and where they will come from, at all times.

Interrupt:
Against close-range fighters, putting a pillar between yourself and them, or under yourself can serve as both a defense and a counterattack, acting as a shield that prevents them from getting to you and dealing damage to them if they try.

Room:
if you want to block attacks from all directions, you can create a structure that i'll call a "room":
To create it, you will need to create your walls so that they resemble the a U-shape. Then, you can place a pillar on the open end, and enter it. If you want defense from the top, you can place a platform above you so that it will cover the top of the room like a lid. The room will look something like this:

Tower:
To gain an aerial advantage, you can make a few pillars beneath yourself and add a slab on top to create a structure i'll call a "tower", which generally looks like this:
You can also add multiple layers to your tower and stay between them for extra defense:
it's important to remember that the your pillars will begin being destroyed after you have 3 active pillars, meaning that if you make a tower from 3 pillars and shoot a pillar at an enemy, your tower will fall. For this reason, i generally make towers out of 1 or 2 pillars when i want to attack enemies from it.
Your allies can also be brought up onto the tower, which is very useful for character that have long-ranged attacks.

While on a tower, you can use your wall to create a corner to hide in for extra defense.
You can also make a room on a tower, which will look like this:

Shelter:
if you or an ally are getting a an item box, you can place a wall and pillars around the box, forming a sort of shelter, which may look like this:

Barricade:
if you are in an indestructible structure or building, such as the one in the fire and typhoon zones, you can block the entrances from the inside, creating a near impenetrable defense from those outside. This an also be used to trap enemies.
in areas where there are many nearby obstacles, you can use your pillars and other abilities to block clearance to areas. This is very useful when attempting to escape a pursuer.

Box Containment:
The room from your revive ability can also be used to contain anyone inside, be it an ally or an aggressive enemy.

Structure Shielding:
If you would like to create a pillar-based structure but are going against enemies that can destroy it easily, it can be helpful to place a wall in front of the base of the pillar to cause enemies to have to destroy the wall first. This can both force the enemy to waste their abilities and give you time to react and prepare an escape or counterattack.

Tree Hiding:
if you want to take cover quickly, you can place a pillar at the base of a tree and hide in the trees for recovery. Leaving the pillar in place may give away your presence.
You can use your pillars outside of the tree's base and make your way onto the tree trunk and stand on the tree itself, able to remove all traces near it.

Path Deviation:
To attempt to obfuscate your path, you can repeatedly throw pillars underneath yourself, creating a pattern that your enemies will catch onto.
At one point, you can throw a pillar at the base of the tree, and while hiding the in leaves, shoot another pillar at another position.
if this goes according to plan, the enemy will believe that you continued travelling from pillar to pillar, and ignore the pillar you are currently hiding in, at least granting you a little more time to recover and come up with a strategy.

Ledge:
When fleeing from an enemy, you can place a pillar under yourself, and then place a pillar on the edge of that pillar, blocking attacks from that direction, giving you a chance to build a wall from atop the first pillar, allowing you to quickly create a structure such as a room or shelter while being somewhat protected. This technique is most efficient against long-range characters like Deku.


There's a few forbidden techniques which i won't expose publicly.

(This can no longer be performed as of Season 3):
You can avoid this however, by lengthening the destruction queue, creating an extended tower:
General Strategies: Support
Bridge:
To cover distances, you can create a bridge of pillars. it's important to consider your max pillar limit while doing this, as the bridge may break if you have too many active pillars.

Special Management:
if you don't need to use your special action to save a downed ally, it's often better to save it, and use other structures to protect them. it's possible to either revive them after separating yourselves from the battle, or simply use your structures to make them inaccessible to your enemies, allowing them to recover naturally.

Shifting:
if an ally has been downed, you can throw pillars under them to suspend them in the air as protection. A slab can be added at this point to more efficiently deter pursuers.
Pillars can also be used to shift them horizontally out of action.

Reset:
if an ally is dying repeatedly and you've already used your special, you can activate plus ultra to reset its cooldown, allowing you to use it again.

Cover:
if an ally is recovering at a distance, you can throw pillars around them to provide temporary cover.

Civilian Shifting:
if you place a structure directly above where a civilian will spawn, they will spawn on the structure rather than beneath it, where they normally would. This can be helpful in controlling where they move and setting yourself up for an optimal defense when rescuing them.
Character Strategies: Assault
izuku Midoriya:
Use pillars as attacks, and create a tower before he can get in close, using a wall if necessary. This tower will only temporarily protect you due to his mobility, so prepare a counterattack for his approach.
Placing a slab overhead can be helpful for negating his aerial mobility, and denying him the advantage of being able to easily deal damage from above.
Preventing him from using your structures to his advantage is also very important.

Ochaco Uraraka:

Eijiro Kirishima:
Generally prevent him from completely closing the distance, and keep your distance as well.
if he has hardened, attempt to gain an aerial advantage, but only temporarily, as he will likely either access it or break it quickly. A tower structure may be more efficient.
Forcing him to waste his abilities for traversal purposes will mean that he has less resources to actually attack you.
If a hardened Kirishima is fleeing, your structures are more helpful as obstacles, and can be placed in his path to prevent escape.

itsuka Kendo:
Pillars will work in the short term, and will serve as bait. Throw pillars to force her to use her shield, then, throw a platform in front of or around her for an unexpected attack.
Each structure you create can also serve as an obstacle for her, allowing you to gain distance as she tries to maneuver around them.

All Might:

Endeavor:
When fighting Endeavor, stay moving if possible. Endeavor has high area control, so moving unpredictably and constantly will make it difficult for him to deal consistent damage to you.
When his beta is being cast, or when you are trapped within it, attempt to use your abilities to ascend upward rather than a horizontal escape through the flames.
His gamma ability is very powerful, but also allows for multiple counters. Moving from pillar to pillar will make you difficult to track, helping you avoid it, or even acting as a barrier to protect you.
When Endeavor is activating his gamma ability, you can use your own gamma to stagger him, allowing for follow-up attacks.

Mt. Lady:
A normal mount lady will attempt to use her abilities to close the distance and then stomp. You can place pillars either in her path or directly between the two of you to prevent her from being able to do so.
When she is large, it can be helpful to place a slab above yourself, blocking her line of sight, and giving you time to find an opening. A wall will be more durable as a defense against her.

Tomura Shigaraki:
Keep your distance, as well as other structures between the two of you.
Taking a temporary high ground can bait Shigaraki in. it's helpful to place a slab atop a series of pillars, giving you more ground to stand on, preventing damage from his beta ability, while also giving you more time to react to any advances, as well as a base for counterattacks.
it's possible to take advantage of his casting animations with a counterattack.
Be cautious, as Shigaraki's abilities can shred your health if you're not careful.

All For One:
All for One can be very powerful, but it's possible to manage him if you're careful.
Always prioritize breaking line of sight with structures and movement.
if you're out of line of sight, it's easy to avoid his beta abilities with a well-timed dodge.
To avoid his gamma, moving around a single pillar will often prove to be effective, allowing you to be defended as well as providing an opportunity for escape
Keep in mind he can attack you using his special action through structures.
Character Strategies: Strike
izuku Midoriya:
When fighting Midoriya, it's important to always remain above him.
You can attack Midoriya directly as he's casting his beta ability to leap, interrupting the ability.
Having a pillar between the two of you can protect you from his alpha ability.
Never let him have a clear line of sight, as he will make you regret it.

Katsuki Bakugo:
All of Bakugo's abilities allow him an advantage against you. Although his abilities can pass through objects, breaking line of sight can still be helpful. Sometimes creating a platform above yourself and remaining below it can prevent him from gaining a reliable aerial advantage against you, potentially block his beta abilities, and break line of sight.
Quickly using pillars under yourself can help to evade his abilities and give you a height advantage.
Gaining a height advantage will only be directly advantageous for a short time, but they can also be used to force him to use his special ability to close the distance.
ideally, your allies will be able to deal with Bakugo for you.

Shoto Todoroki:
Todoriki can be a big threat when ignored, however, he can be handled with relative ease.
Make a tower to gain high ground, avoiding his beta, gamma, and special abilities, then deal damage from the tower with your alpha and gamma abilities.
When a Todoroki is in play, always remain above him.
Also remember that he can shoot through walls using his beta.

Eijiro Kirishima:
His beta ability is very powerful, so avoid it with high priority. Staying on level ground is dangerous, so try to remain above him.
If you're in a bad situation and he's managed to activate his beta, you can attempt to use your own beta to disrupt him or trade with him.

Denki Kaminari:
Denki's gamma ability is a big threat, so it's important to position yourself correctly and avoid with high priority.
Denki is a close range fighter. Continually putting pillars at the midpoint between the two of you will disallow him to attack you easily while dealing damage if he attempts to close distance.
Remember to take the opportunity to attack him while he is using his beta ability.
Remain grounded when you can, as rolling can avoid his gamma ability.

itsuka Kendo:
Kendo can be extremely powerful when she gets the advantage on you. Fortunately, you have the tools to prevent her from acting freely.
if she's grounded, always stay above her. This will prevent her, in the meantime, from using any of her abilities on you.
After you've taken the high ground, kendo players will generally attempt to use their helicopter technique to fly up to you for an attack. As they do this, you can take the opportunity to take the low ground, and use a structure as a barrier. Normally when a Kendo gets above you, they'll either attempt to use their alpha or beta abilities to attack. Taking the low ground will provide more distance as well as an opportunity for a defense.
Kendo can be hard to pin down, as they're often slingshotting themselves across the map, but attempt to create an opportunity whenever possible.

Tamaki Amajiki:
Amajiki is easy enough to manage as long as you both stay grounded.
Use your structures as barriers, preventing either of you from getting to close to the other, minimizing his damage output.
Whenever you see an Amajiki, throw a pillar in front of him. ideally, you'll also hit him, but this serves to prevent yourself from being pulled to him, similar to Aizawa.
it's also important to leave a way to exit your defenses when an Amajiki is in play, as they'll often fire a plasma cannon right at you whenever they think you're healing.

Hitoshi Shinso:
Nuisance. immediately place pillars on him or between yourselves when he tries to attack. Even if you take the first hit of his alpha, if he no longer has line of sight, the second hit will not activate.
Using a beta ability as an immediate defense is risky, as he can hit you during the casting time.
it's ideal to fight by either interrupting his attacks with delayed hits, or attacking outside his line of sight.
Never let him get above you, and if he does, then take immediate cover.
He can be hard to fight in an outright battle, so maintain yourself, and prioritize making him unable to attack you over you being able to attack him.
Never be completely in the open around a Shinso.

Endeavor:
Keep a pillar in front of you as to avoid his long-range attacks. His beta ability will be able to pass through your pillars, so it's best to either evade to the side or place a pillar under yourself to evade it by going upward, and quickly counterattack.
You can cancel his gamma ability with the projectile of your gamma ability.

Hawks:

Tomura Shigaraki:
All of Shigaraki's abilities are grounded, but he can easily destroy your structures.
While fighting him, i generally keep creating pillars under myself to gain temporary high ground, leaping from it, attacking him, and creating more structures to maintain the high ground. A wall is a very effective structure, as it will allow you to maintain the high ground while also giving you a safe pathway for travel.
Always make sure to have high HP, as his gamma ability will directly drain it.
To avoid his beta ability, you can quickly make a pillar beneath yourself as it reaches you. When in the air, you can throw a slab beneath yourself, as it will pause you in the air and push you away from the direction you shot it toward. This slab can also be used as an attack. You can also place a pillar, or a series of pillars beneath yourself, and instantly jump off of it, minimizing your damage intake.
Performing an airborne melee attack will also allow you to evade Shigaraki's beta, even when on the ground.
Being at a different height than Shigaraki will allow you to avoid his alpha and gamma abilities.
Also, when a Shigaraki is actively charging at you with his gamma, depending on his distance, placing a pillar at your feet to rise upward may be ineffective. in this situation, it's better to dodge using a roll.

Dabi:
it's helpful to always stay on a pillar when fighting Dabi, but it's important to know when to shift your positioning.
Staying on a pillar while he's using his alpha can both protect your from it, and give you an easy opportunity to counterattack when he lands.
When he's using his beta ability on you, it's best to attempt to roll into it rather than using a structure.
Character Strategies: Rapid
izuku Midoriya:
Extremely dangerous. if he's active in a fight, managing him should be one of your highest priorities.
Don't allow him to get in too close, using pillars and other structures to prevent him from closing the distance too quickly.
When attempting to escape from him, make your escape as quick as possible and find or create a nearby safe location. Prolonging your escape will give him more opportunities to attack you.
Many of his abilities will hold him in place while being cast, allowing you to interrupt him and launch a combo of your own.
it's possible to cancel his dropdown beta with a rising pillar, if timed correctly.
Also, be aware that he can seemingly destroy your structures extremely quickly.

Katsuki Bakugo:
When fighting Bakugo, you're going to have to be versatile and play very defensively.
All of his abilities make him more mobile, so he's likely to be on the move while launching constant attacks.
His alpha can be blocked by pillars and walls, and to avoid his beta ability, you can place a slab above yourself, preventing aerial attacks. This will force him to take the low ground and come in close with his gamma ability. if you predict this, or react quickly, you can land some attacks in this situation.
You're unlikely to win an outright assault against Bakugo, so focus on maintaining yourself, and slowly tear him down through attrition.
Due to his high mobility, it's possible that there will be a downtime between his attacks. if you've set up a defense, you can recover during this time.
His abilities aren't very consistent, move him around, and can't reliably penetrate walls, if you sustain a large amount of damage, it's possible to make a quick defense and recover.

Ochaco Uraraka:
Ochaco's most dangerous asset is her gamma ability.
Whenever an Ochaco is in play, stay aware of her, and play accordingly. Always be grounded in order to avoid her gamma ability, as it's an extremely powerful tool for enemies to take you down.
When trying to avoid her gamma, it's not ideal to attempt to escape upward or outrun it. Simply wait for the right moment to dodge.
if Ochaco tries to grapple toward you or use her beta on you directly, place pillars nearby to interrupt her.

Tenya iida:
Quickly place pillars directly in front of or under yourself just before his attacks. if there isn't enough time, then dodge. To prevent aerial attacks, a platform can be preemptively placed overhead.
After a dodge, a counterattack is possible.
it's important to keep your distance and stay on edge as his abilities tend to pass through your structures often, so they aren't completely reliable as a form of defense.

Tsuyu Asui:
it's easy to ignore her due to her relatively low damage output, but it's important to always acknowledge her as a threat. Her damage can wear you down, and her mobility can prevent you from escaping before the next wave of attacks. Ensure that you're always ready to handle her when she attacks.
Don't allow her to get in close. Consistently having pillars rise around you will prevent her from landing close-range attacks. Placing slabs beneath or near yourself can also help to deter her attacks.
Standing on one or two pillars will bait a Froppy in. Wait for her to grapple and get close, then place an additional pillar under yourself, giving you more height and dealing damage to her.
it can also be helpful to create a large shelter, blocking attacks from all directions, and preventing her beta ability from being able to reach you from outside.

Mirio Togata:
When fighting Mirio, try to remain grounded as much as possible, and try to keep some distance as to give yourself time and space to avoid his alpha, gamma, and melee attacks. Keep in mind that Mirio has to get in close somehow to interact with you at all.
To dodge his alpha ability, simply roll before he reaches you.
When Mirio is using his beta ability, you can bait him in, allowing him to reach you, and rolling the moment he launches himself upward. Right after he appears, you can quickly follow up with a counterattack, such as a beta, for damage.
Mirio's beta ability won't bring him to the top of your structures, but it will destroy them.
When Mirio is using his gamma ability, you can use a wall or slab to knock him out of it.
When Mirio is Permeating, you can either allow him to come in close and attempt to attack the moment he ends the ability, or you can take high ground.
Creating a tower can be a helpful temporary defense. A high tower with a slab on top will obscure you from his sight while putting you at a distance. The only way for him to attack you is to guess where you are on the tower, and use his alpha ability to strike there. Dashing to a random corner of the tower can help avoid this attack, as it's common for players to assume you're at the center of the tower.
Mirio's least predictable attacks are his uncharged alpha and his gamma, which are both relatively short-ranged attacks. Fighting at a mid to long range will allow you to avoid these attacks, while putting you in a good position to launch your own attacks.

All Might:

Hawks:
Hawks is extremely powerful under certain conditions, allowing him to deal massive amounts of damage with little room for counterplay.
In order to counter Hawks, you need to position yourself correctly, not allowing him to have a positional advantage. it's also important to always monitor his location.
An optimal location would be somewhere with constant elevation, allowing you to have space to create structures and avoid his attacks.
Due to Hawks' high mobility, it's unlikely that you'll be given the opportunity to deal lethal damage, so fighting with a defensive focus is best.
Hawks' Alpha and Gamma abilities are easy to handle.
To avoid his Alpha, either dodge to either side, constantly roll, or use/create cover.
To avoid his Gamma, quickly roll or use a structure to displace yourself, preventing direct damage. Avoiding the tracking property of the Gamma ability is much more difficult.
Hawks most powerful ability is his beta ability, which allows him to land multiple attacks, dealing near lethal damage.
This ability is most deadly in the air, as the target will be stunned with each attack, and will be unable to roll. Cementoss will likely be unable to use nearby surfaces to base his structures from.
When Hawks' Beta ability is used on you on the ground, you have the option to roll the next attack, or place a structure as a shield or counterattack.
In order to preemptively avoid his Beta ability, you can roll as he approaches.

Himiko Toga:
Toga has very high mobility, which can make her inaccessible to you for periods of time. While toga is attacking, however, use structures as a barrier to avoid her attacks. Bait out her cooldowns, they counterattack when she's grounded or more vulnerable. Simply running around a pillar can be very effective.

Twice:
You can attempt to keep the high ground to force him to waste his abilities to close the distance.
You can also attempt to keep the low ground and place a slab above yourself, forcing him to fight on your terrain and limit his mobility.
Be aware that he can create his clones through your walls
A wall may be a helpful obstacle against any of his clones.
Character Strategies: Technical
Shoto Todoroki:
Having high ground is advantageous.
The main threat from Shoto is his beta ability, so try to predict it when possible.
Although moving to dodge is helpful, prioritize having solid ground accessible in order to use a roll to dodge, making evading his beta detonation easy.

Denki Kaminari:
Denki can become easy to manage if you stay conscious of him.
When left alone or ignored, he can become a nuisance, so don't let him.
Staying above him makes it difficult for him to use his alpha or beta abilities on you.
Take note of when he uses his gamma to close distance, and either evade or counterattack.
Denki also freezes in place while casting his beta ability, allowing for counterattack.

Neito Monoma:

Mirio Togata:
Mirio can act as a constant threat, and one that is hard to interact with. When on the offensive, attempt to bait out his counter, and then counter with your own series of attacks.
You can mostly evade Mirio by taking the high ground. This, paired with a defense, will make it essentially impossible for him to directly interact with you.
Fighting Mirio requires patience. Wait for opportunities, and in the meantime, focus on maintaining yourself.

Nejire Hado:
Keep moving and challenge her high ground periodically.
in order to avoid her gamma, never allow her to be directly above you.
When you believe she is going to use her beta ability, prepare to counterattack.
During her beta, she moves extremely slowly, so landing a stun with a slab is an effective counter, and can provide an opportunity for follow-up attacks.

Shota Aizawa:
To avoid his vision always have a pillar ready during a fight. During combat, it's also effective to occasionally put a pillar between the two of you to either prevent him from charging in, or serve as an obstruction in the case that you are pulled toward him.
When fighting, his abilities may leave him open, so dodging from pillar to pillar and counterattacking is a viable method of fighting.

All For One:
Against All For One, you should always have a pillar between the two of you to break line of sight when not attacking, protecting you from his alpha and beta abilities.
it's important to remain grounded whenever possible. When All For One has lost line of sight, they will often use their gamma ability to pull you in for damage. You can either disrupt the activation of the ability to cancel it, or simply roll right before you are teleported.
Dodging his gamma ability is extremely simple. Just roll the moment that the red indicator disappears.
When attempting to escape, either remain grounded at all times, or force him to use his gamma ability before proceeding.

Dabi:
Keep your distance as to negate the value of his beta and gamma abilities.
it's possible to keep a pillar in front of you and move around it when needed as to block his alpha ability.
if his alpha ability is homing in on you, allow it to get close, and then place a pillar under yourself, destroying it and gaining an aerial advantage.
Crouching on top of a series of pillars will generally block all of his alpha abilities, protecting you from all of his attacks while being in a position that is advantageous for your own attacks.
You can throw a projectile through his beta ability to destroy it.
Having the high ground can allow you attack over his gamma ability.

Himiko Toga:
Place a pillar in front of yourself as cover from her knives. Deal damage from afar with more pillars. if she attempts to use her beta ability, use a pillar to defend yourself.
A preemptive wall or other pillars are also helpful to prevent her from getting your blood.
Character Strategies: Support
Momo Yaoyorozu:
Maintain distance between yourselves as to avoid her alpha ability.
When using her beta, place a platform in front of her to end the ability and deal damage.
Momo will be stationary when creating most of her abilities, so that's an opportunity to attack. This is especially true for her cannon.
Your abilities allow you to take down a Momo with relative ease, but it's important to stay cautious. Her cannons can be very dangerous in enclosed spaces and other situations.

ibara Shiozaki:
Use a pillar as a shield or for height, and allow her to attack. While she is attacking, place a pillar or slab under her as she is performing the attack. Focusing on counterattacking is effective if your defense and evasion are good enough.

Cementoss:
Maintain the high ground and keep moving.
Try to use his structures to your advantage. After landing an attack, make your way to his structures, and tower from them.
Utilizing the enemy's structures allow you to have a higher tower without lengthening your own queue or using your own resources.

Mr. Compress:
Gain and maintain the high ground. All of your abilities can be great obstructions to block his attacks. if he is deflecting, simply aim your abilities at the ground near him. If you'd like to prevent his escape, it's possible to place a slab above him.
Compress players will very often attempt to launch themselves above you, and then launch projectiles from above. in order to avoid this, keep moving at all times, especially when he has the high ground, and attack when you are able to.

Overhaul:

Kurogiri:
5 Comments
Cynnessa 11 Mar @ 12:30pm 
you can rocket jump wit da gmma rAYS
Lau & Nico 19 Jun, 2024 @ 9:31pm 
This helps so much, thank you a lot!!!
lonekatt 24 May, 2024 @ 2:41pm 
update this with Mirio
Muichibro 26 Mar, 2024 @ 9:05am 
this is insanely detailed, would give points award if i hadnt spent them all :coolduck:
spencerXmelodies 17 Feb, 2024 @ 6:14pm 
thank you, this is super helpful! <3