MY HERO ULTRA RUMBLE

MY HERO ULTRA RUMBLE

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Mr. Compress - Character Guide (OUTDATED, August 2024)
By Gamer109234
*OUTDATED: Update Stopped August, 2024* Basically a guide on which characters and attacks you should use your shields on
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Stuff to be aware of
Some tips and tricks, some stats and other miscellaneous stuff in there

You can only deflect Projectile attacks
You can't block melee attacks such as the basic melee or diving attacks such as Midoriya's Beta.
You also can't block AoE attacks such as Todoroki's Beta and Gamma.
There are special cases in which AoE such as Bakugo's Beta or All Might's Alpha can be blocked with your shield. This is usually applied to projectile-based attacks with AoE in them.

Some attacks can only be blocked, not deflected
This applies to Midoriya's Gamma skill, Tsuyu's Alpha skill and Ochaka's Alpha skill and some others.

You don't need to aim at the enemy
The projectile will redirect by itself to the sender's location, so you can wait for the projectile to hit your shield, move it and it will still deflect.
An exception to this is Strike Dabi's Alpha (Crazy Torch skillset) as it will always redirect to where you're looking at

Shield direction is only horizontal
You can't aim upwards or downwards to adjust it vertically

You can block projectiles by simply pressing Q
This however does not reflect the shot back to the attack but doesn't consume rounds
You can also block shots by simply deactivating the skill at the right time.
This isn't something that you should always use, but something that will happen in your games, intentionally or not.



Attack/Shield while jumping
Whenever you attack or shield, you are temporarily slowed down.
You can negate this by jumping first before doing these actions. Always helpful (same with other characters). It's also easier to maintain your distance whenever you're attacking or retreating.

Get on higher elevations and fight from long range
This is just general advice for mostly everyone, but for Mr. Compress, this means you don't have to worry about getting hit by Todoroki's freeze or get chased by someone like Kendo or Denki.
They are more likely to shoot you so your shield is much more effective.

They also need to waste a charge of their movement ability in order to reach you.
This is better against opponents with high recharge time (Bakugo's Special, All Might's Beta, Denki's Gamma etc.) as you there is less worry to getting hit. It's also easier to dodge their abilities if you're close to the edge, just simply jump/dodge off, and Gamma upwards and bombard them in that spot. Bonus points if they fell down to chase you

This doesn't mean much to Rapids or certain characters (Aizawa) as they constantly have their movement ability up.

Your Gamma makes a distinct and noticeable sound
There's a sound for using it and popping out of the marble, so be aware of that since some players will be able to react from you appearing above them or just simply know your general location.

Your shield dictates certain fights
This is especially true when you have the correct range with Mr. Compress

Once people start realizing they can't hit you with projectiles (after 1-3 deflects), you can try to predict what they'll do next. Most of the time, they'll stop shooting you and either use other abilities or wait, while other characters will close in the distance and get into melee range.

If people stopped shooting you, you have options such as throwing in a few of your marbles, feigning your shield, dodge, Gamma, etc. You have to mix in your shield, dodge and attacks all together, you shouldn't rely on your shield too much.
This is general advice for most people with an Alpha skill that you can deflect. Of course, they're not going to use Alpha skill exclusively, you'd have to react and dodge their attacks that bypass your shield.

Your Alpha Skill cannot knock people down
The most effective range for Mr. Compress is mid to long range with his Alpha skill. Your marbles will pop out consistently and deal a lot of damage, and since it won't knock people down, you will keep dealing a lot more damage.

If you directly hit someone with guard points with your Alpha skill, they will get interrupted for a moment and will interrupt whatever skill they are doing (except super-armored moves) as well as putting them in place for a bit if they are mid-air. Once you hit your first shot, it should be easy to follow-up the rest of your marbles as they're stuck in place and has only moved back for 1 or 2 steps from their original position, and they'll be stuck until their guard breaks or they have escaped.

One of the combos you can do at close range is spam Alpha skills while walking towards them and when you hear the Guard Break, use your melee to knock them down.

Use Melees more often (if needed)
Your melees are just as powerful as your skills, It is a very important aspect to playing Mr. Compress. It knocks people down and gives you space and time to Gamma skill away. If people are too close, just melee them and don't rely on your Alpha or Beta too much as it gives them a window of opportunity.

Since your Alpha skill cannot knock people down, it's more effective to use your melee for close range to create space, and your full melee is rather fast to complete compared to everyone else
If someone is close, I'd usually dodge first near them, then use melee to knock someone down then either widen the distance to my effective range or use my Gamma skill to safely get away from them.

There's a section dedicated to certain combos you can do with his Melee, which gives him more viability fighting in close range and options to fight when your Alpha isn't reliable enough.

Special Action (for people who don't play Mr. Compress) (Very Important)
You can't press R to go out of it, and Mr. Compress will do an animation to let you know he'll drop you off, however he cannot do this mid-air and it takes quite some time.
You can forcefully get out by using any of your skills, jump or melee and bypass the animation altogether.

If Mr. Compress were to get staggered or knocked down, it will force you to get out.

Also, as someone mentioned, your ally in your pocket can pick up stuff too.

Sleight of Hand stats
Each shot deflected costs 20 rounds regardless of either yours or the enemy's quirk level and what kind of shot you deflected
Blocking a shot consumes no rounds at all

The damage deflected is dependent on the enemy's quirk level

The shield starts regenerating about 3~ seconds after not consuming rounds, even while holding it up or blocking shots
It takes about 2.50 seconds to regenerate 10 rounds

Level 1 : 140 rounds
Level 2 : 160 rounds
Level 3 : 180 rounds
Level 4 : 200 rounds + Size Up + Reflective Damage
Level 5 : 210 rounds
Level 6 : 220 rounds
Level 7 : 230 rounds + Reflective Damage
Level 8 : 240 rounds
Level 9 : 250 rounds + Size Up

But the rounds usually don't matter since you are never going to use up your entire rounds

Here's what the sizes look like (Level 1, 4 and 9)


Always max Alpha first, then Gamma and Beta to 4 or simply ignore it. Prioritize giving skill cards to allies once you reached A7/9 and G4/9.


General Gameplans (WIP)
Basically an extension to the previous section but a bit more in-depth on how to play Mr. Compress

Feast or Famine
Mr. Compress's damage is similar to a Feast or Famine character. In a winning match-up/situation, you are likely to win, but in a losing match-up/situation, you are likely to lose. Of course this isn't true for every situation as there are lots of variables but this is my experience playing this character.

An uninterrupted constant stream of high burst damage is what leads to a "Feast" situation. The ideal situation is If you aren't being focused on or you are winning your duels.

An example is when an opponent is heavily damaged or caught off-guard by your ambush. They'll have very little time to react and would be flustered by the sudden burst of damage and their first reaction is most likely a defensive one. They'll try to run away or shield up using their abilities, and spam dodge. While they're doing this, they'll try and see where the damage is coming from in order to counterattack or run away further. Usually, they're dead before they can even react.

And on the other side, if you are one caught off-guard, you'll lose a big chuck of your effective HP (usually your entire GP) and you are forced to Gamma away and heal up. You will be on the defensive since you have no way to knock them down aside from using your Melee. You can dissuade them from chasing by fighting back, but it is risky. This is more evident when you're low and they have a chaser in their team (Most likely Rapids or high mobility characters).


Game Sense (General) WIP

- Identify and target the player (not the character) who is most likely the highest threat in the lobby. If you see an opportunity to remove them from the fight early on, future encounters will be easier.
- If you're losing the team fight, there's no need to stay and try to save your teammate if you are most likely to die together. Run away and live, and come back later to their tokens.
- Try to be aware of the enemies' important ability, especially true to Mr. Compress

Game Sense (Specific) (WIP)

- Know when to use your Gamma (various situations such as invulnerability frames, open area, enemy ability, etc)
- Actually supporting your teammates such as giving mobility using special action, dissuading melee characters from entering your ally's position, shielding them while they are using potions, etc.
-

Your Role in Combat
I had the most success using him as a backliner usually on higher elevation and/or alongside another teammate who can peel off enemies when they get close, within mid to long range. Your job is to deal constant pressure and high burst damage. It's easier when you are not interrupted or focused on.

You'll be creating the most pressure on the enemy team as your AoE attacks are not only hard to dodge but pack a punch if you manage to land them consistently. Your shield punishes anyone who tries shooting you from afar and you can escape from any incoming threats going your way before they can even get close.

Your role is even more prominent when you have a stunlock ally such as All For One, Aizawa, Denki, etc. due to the fact that your Alpha does not give them invulnerability frames (knockdown).

Being on the back means you're likely to get flanked by anyone with good mobility (Bakugo, Iida, Uraraka, etc) so you have to make sure you can escape before they can get close to you.
If they are close by, go around corners or use obstacles, then use your Gamma skill to escape as they'll have a harder time trying to interrupt you and it helps obscure which direction you went to (Season 5 Buff gave Compress super-armor on his gamma, yippee).
If you are on the open, you'll be on the defensive most of the time, dodging and shielding until you have the proper timing to use your Gamma to run away. Try retreating towards your teammate for support, if they peel off the enemies off you, you'll able to barrage them without much worry.

Pick off Stragglers/Low HP Opponents
Mr. Compress is really good at bursting down opponents who have retreated from the main battlefield. The usual approach is to Gamma towards their direction and bombard them from above (Usually landing near rooftops or close to them). There will be times where you'll catch them stationary or slow, using potions to heal back up. This is the easiest moment to kill them, with the Time To Kill being so fast and them being low HP. When someone is still running away, it's easier to predict their direction and most of the time, they won't be looking up and expect you so you can just burst them down, more so at the certain range where the object pops out just near them

While I do recommend doing something like this, It might not always be the best course of action depending on the state of your team. It might better supporting your teammate with the rest of the opponents or drink some potions. Chasing the opponent might also lead into another team in which you can't escape from since you already used your Gamma skill, or one of their teammates have come in to assist them and now the situation has turn into a 1v2, and you landed close to them. Whatever the case is, I suggest using Game Sense and Knowledge to do the best course of action given the situation.
General Gameplans (pt. 2) (WIP)
Optimal Range
As mentioned before, His optimal range is mid to long range. Combined with the option to zoom in, these ranges allow your marbles to pop out the moment they would make contact with an enemy, dealing maximum damage with the object + the AoE that comes after. When shooting from a higher angle, it's easier to control where and when the marbles pop-up since they'd pop up on the air, rather than bouncing on the ground.

You can apply this when going Airborne with your Gamma and bombard them from above. If you applied the range correctly (or just all hit your shots), the opponent will die very quickly.

If you were to fight within close range, you have to make sure your marbles would directly hit the opponent or aim at the ground to make it travel slower and pop up closer. If you aren't confident in aiming, you can dodge more often and opt to melee them then run away with your Gamma.

Basic Match-up / General Shield Plan (Isolated 1v1)
Your shield is a really effective zoning tool against projectile-heavy characters as you basically nullify their main ways of dealing damage.

Against opponents with Alpha-heavy projectiles (Assault Midoriya, All Might, Bakugo, etc), Your expectations would be this:

Deflect 1-3 shots back, then prepare to dodge their counterattack (Deku's diving kick, All-Might's dash, etc) and get some free shots while they're stuck in animation, then shield up again and deflect 1 or 2 shots back.

This is just a basic variation of this, there'll be times where you can weave in some of your marbles and dodges in between, or times where the enemy will save their counter skill at the right moment, but as long as you can actively expect it, you'll be fine.
Always keep in mind when they have used their counter skill since they only have a few charges with a moderate to long cooldown (depending on the character).
Once you are certain they don't have any more. You can confidently switch between shooting and shielding since there's nothing they can do other than try to close-in to melee.

Some opponents will wait it out instead of shooting/using other skills, you can bait them by putting it down then quickly putting it back up again, you should expect to deflect 1-2 shots this way (and it's funny and rather empowering seeing them fall for this.)

Don't rely on your shield too much though, since there'll be times where it's not being used efficiently, being overwhelmed by multiple opponents or just when they'll expect it. You can always dodge alongside with your shield

Fights will usually be a bit longer when using your shield since it's dependent on how the enemy reacts. You can use this to stall an enemy so your teammates can come help or wait for your Gamma, but the same applies to the enemy team. They can simply recharge their other skills or have their own team come help them.

Knowing when to use your Gamma
This is mostly based on game sense that you would acquire. (WIP)
Melee Techs and Combos (WIP)
There's a surprising complexity to his Melee and there are combos that could be done with this. Since his melee only consists 3 parts. The Opener, Finisher and the Aerial Melee. You just press 2 buttons to finish his melee combo and that's it.

These techs are more useful in the early game, where your Alpha is under leveled. They also give you more options to fight in close range as a way to combat people who got too close to you (except characters with Super Armor, mainly Kirishima and Mt. Lady)

Here are the melee damage numbers and stats.

1st Melee (Opener): 30 damage - Staggers opponents
2nd Melee (Finisher): 95 damage (5+5+5+80) - The 5s staggers opponents and the 80 will knock players down
Airborne/Aerial Melee: 60 damage - Knock down opponents (unless they have GP, which staggers them backwards)

Aerial into Full Melee
Steps: Aerial, Opener, Finisher
Total: 185 damage.

Useful when approaching an enemy using your Gamma or when you landed close to an enemy with your Gamma.

A better version of his regular melee combo. If opponent has GP, Try landing closer to the ground before doing an Aerial so your Opener will activate faster before they can recover.

A variation of this is to simply stop the Finisher and finish with an Aerial instead.

Opener into Alpha
Steps: Opener, Alpha (while moving otherwise there's a delay) until guard break, Melee
Total: Varied

The opener is basically there to stop their movements for a bit then follow up with a point-blank Alpha. Since hitting a direct marble will interrupt them, you can simply spam your Alpha as they'll be stuck until their guard breaks.
A reliable tech if you are close to someone that will use an attack/mobility skill on wake-up animation to stop them from running away (Bakugo, Iida, etc), even better if you have teammates.
Can also be done on HP damage, and you can alternate between Opener and Alpha as long as they don't have a superarmor move but they can still dodge away though.


Opener Spam
Steps: Opener, Opener, Opener, Opener, Opener (5th melee knocks opponent down)
Total: 150 damage

This is basically a stunlock that only teammates can capitalize on, otherwise you're just stalling.
Useful if you can coordinate with your team that can beam opponents without knocking them down.

This combo is more forgiving when the opponent has no GP as the stagger lasts longer.

You can replace the last melee with a Finisher or Alpha instead to be more optimized.

Melee Combo with Alpha
Steps: Opener, Aerial, Opener, Alpha (while moving otherwise there's a delay), Opener (4th melee knocks opponent down)
Total: 150 dmg + Alpha Dmg (varied)
Important: They must have no GP or GP break on the 2nd combo to connect the 3rd combo


This is a great combo against opponents that dodge alot. The 3rd combo leaves them mid-air so they can't dodge by rolling and have to rely on skills to recover.

The first opener is there to stagger them in place to make it easier to do an Aerial follow-up. If you can do the Aerial first, you can end on an Aerial (A,O,Alpha,O,A) or an Opener (A,O,Alpha,O,O) as the Finisher will knock down the opponent on the 5s

A variation of this is to end with an Aerial instead of an Alpha or start with an extra Opener and guarantee a knockdown on the final combo.
If you replaced the Alpha with a Finisher, you won't be able to complete the Finisher as it knocks the opponent down on the 5s instead

For a spicier variant, you can use your Gamma instead of your Alpha to escape.

Another In-game example

Opener Gamma
Steps: Opener, Gamma (while moving otherwise there's a delay)
Total : 30 + Gamma Dmg (Varied)

A niche combo.
It utilizes the Gamma Damage and the unique knock back as it propels the opponents upwards (no GP). You're honestly just better knocking them down and Gamma away normally. This is fun to pull off though.

Gamma and Aerial melee
If you popped out of the marble and are close to approaching an enemy, your aerial melee will home in on them with a burst of speed. This is more easily noticeable the closer you are to the enemy.
Neat technique if you're engaging onto an enemy and can transition into combos.









Gamma/Ledge Boosting
(Notice how I slid off the building due to my Aerial Melee)
You can get more speed when using your Aerial Melee when popping out of your Gamma or dodging off a Ledge. Dodge just at the edge and follow with an Aerial melee. Dodging gives the initial boost while the melee lets you carry it further.




Here's what the speed looks like without melee
Assault (Yellow) Characters
You are going to have a harder time against Assault characters.
They are all capable of close combat, being able to dive in to close the gap and fight in the same range area as you do.

Usually, the first thing they'd do is shoot at you before diving (except for Kirishima) so fighting against them gives you a better sense of when to use or not to use your shield, when to dodge, melee etc. Deku's a great example to fight with as his kit is simple and easy to understand

Everyone's (except Kirishima) Alpha Skill can be deflected
You can only deflect Assault Shigaraki's Beta Skill (projectile, not AoE)
You can only block Midoriya's Gamma skill


It's better to learn to dodge their diving attacks and keep your distance as much as possible.

Izuku Midoriya (Default)
A doable match-up, dependent on knowledge check and player skill.

Since most Midoriya users will level up his Alpha skill, it'd the main thing they will use to combat you.
One big advantage you have is that both his diving skills only has a few charges; Beta has 1 charge and his Gamma, 1 charge at Level 1-8 and 2 charges at Level 9, and a somewhat medium to long cooldown to both. Just dodge his Beta and you could easily deal with his follow-up shots with a shield, or melee him if he's within range.

Keep your shield up for most of the fight against Midoriya, and if he stops shooting, throw in 1-2 marbles or bluff with your shield (put it down then immediately shield up). If you notice him getting closer, you can attack/shield up then prepare to dodge his Beta/Melees or prepare to do some melees of your own.

If the player is a high-skilled Midoriya, expect them to use their charged shot more often than not.

The fight is dependent on how well each player uses their decision-making based on knowledge

His Alpha skill has
6 charges at Level 1
7 charges at Level 4
8 charges at Level 9
Increasing in Size at Level 4 and 9
A charged-up shot uses all his charges, putting him into cooldown.

His Beta skill only have 1 charge and increases in Range in Level 4 and 9 and Reload Speed in Level 4, 7 and 9

His Gamma skill has 1 charge at Level 1 and 2 charges at Level 9 and increases in Size in Level 4 and 9

All Might
This match up is somewhat difficult.
He has insane vertical movement which makes him harder to track, and gets into close combat quite easily, 2 charges of his Beta skill that's disruptive, deals a lot of damage and also gives him mobility.
His Alpha skill also has an AoE effect to them, so don't be surprised that if you did deflect the skill, you sometimes took some damage.

Same advice as Midoriya but be more aware of his actions when he uses his Special Action and Beta.

Always expect his Beta skill and prepare to dodge when he stops firing, once you've successfully dodged the skill, that's when you can throw out 1 or 2 marbles at him, or melee him if he's close enough (be careful of his Gamma though). Prepare to shield up for a moment after his smash animation ends, and deflect 1 or 2 shots, if he doesn't shoot/stops shooting, prepare for his 2nd Beta charge.

Afterwards, you can confidently shield up and shoot without worry of a counter. Though he can stall you with his Gamma skill since you don't have anything to disrupt or pierce through it.
You can use this time to do lots of things. You can reposition to your optimal range while chasing him, or get closer to prepare a melee attack to disrupt his Special Action if he plans to escape away. You can also retreat for yourself or to help your allies.

His Alpha skill has
6 charges at Level 1
8 charges at Level 4 with Size Up
10 charges at Level 9 with Size Up
Note: His Alpha has a small AoE effect to them.

His Beta skill only has 2 charges and has increased size and reload speed at Level 4 and 9

Itsuka Kendo
Most important advice is to avoid letting her get into range to use her Gamma (clap attack).
Kendo is someone that would naturally want to get into close combat, so you'll really have a hard time, She has a shotgun-like attack, a shield and a strong AoE melee attack.
The biggest advantage you have is her limited movement.

It's sorta a rock paper scissors kind of scenario but heavily weighted towards her favor.

Keep your distance and If she's shielding up, one thing you can do with your marbles is aim upwards with the correct angle and range and let the objects hit her from above/behind if you are in a safe distance away from her. You can also aggressively Gamma upwards and hit her from there, and land close to her as most Kendo users won't expect a melee. Be careful if you're doing this close to her, as Kendo can simply use her Gamma to stop you from activating your skill.

Your shield is pretty much a gamble for Kendo. At medium range, they can shoot and pressure you into dodging their rocks which leads into a Gamma that is most likely to hit you. Your shield can eliminate that issue but you still need to time your dodge correctly so her Gamma will miss. At very close range, she can just melee or Gamma you in quick successions, you can try and delay your invulnerability frame to throw her off-guard and waste a charge.

If you can't avoid close combat with Kendo, prepare to dodge when her shield is going down as that is the moment they will follow up with her Gamma skill. You can retaliate with a melee of your own if you successfully dodged her skill as you'll more likely to be in close range to her, you can knock her down and Gamma away.

If you are at a medium range against her, she will either keep her shield up and walk towards you or try to hit some of her Alpha skills at you. If she's an experienced Kendo user, she'll do both actually. There's a certain trick they do in which while jumping, if she shields up and use her Alpha skill in quick succession, she'll get a boost in speed. So you have to be aware of this about this.

Also, if she exhausted all her Gamma skill, she can still follow up with the shield into melee and catch you off-guard.

I'd suggest trying to knock her down with your melee first before trying to escape with your Gamma skill as she could easily knock you out of the animation.

One thing to note about Kendo is her shield can stagger enemies who try to melee her, so you either have to roll pass her shield or be close enough have your melee directly hit her and not the shield.

Her Alpha charges relatively fast, similar to your Alpha so I don't think it's worth noting in here to track it.
Note: Deflecting even a single rock from her Alpha shot will deflect the whole barrage instead of a single rock

Her Gamma skill has
1 charge at Level 1
2 charges at Level 4 (with Size Increase)
3 charges at Level 9 (with Size Increase)

Dodge and Melee example

https://youtu.be/lyeLnOx-ghA
Assault (Yellow) Characters Pt. 2
Mt. Lady
During Season 1-3, a good Mt. Lady was basically a death sentence.
As of now, it's a good
Don't underestimate her though, she still has part of her combo but it isn't as oppressive as before.

Keep away from close range at all cost, if you could help it. Deflect her shots at mid-range and expect her to use her Gamma and Beta combo if she stops firing. Preemptively dodge or gamma away.

One of the combos is her Gamma into Beta, it's swift and hard to dodge, she gets a lot of falling velocity if she uses it in mid-air as well. Even a jumping beta can catch you from a surprising medium range.

Good Mt. Lady players will only use her Beta once or twice then follow up with Alpha while you're staggered by the stomp, and repeat this process for the rest of her Beta. Gamma now has super armor so you can avoid getting hit

A great tip I've found when fighting against Mt. Lady is prioritize getting to high ground. She has to commit 1 or 2 Gammas to reach you and if you got staggered from the stomp, dodge off the ledge as it gives you enough space and speed to avoid the next stomp..

Her Beta gives her superarmor (highest priority) from attacks so you can't even melee attack her, and her Gamma skill constantly tracks as well.

Your shield is only good at further distances where you can safely assume 1. She'll be shooting you and 2. She exhausted most of her Beta and Gamma charges (or isn't much a threat).
Preemptively Gamma skill away and fight from a longer/higher range than you'd usually would since her Alpha skill has the shortest range out of all the Assault classes.

General advice here: If you can't escape her while she's in her Gigantifcation mode, and she keeps stomping, keep the invulnerability frame as much as possible if you get knocked down. The next grounded stomp she does will not connect. and once that stomp is over, then you can try to escape. If she does a jumping stomp, then escape as fast as possible, it will take a while for her to connect the ground.
Her Gamma is the biggest problem though when she's in giant form. It has lingering and large hitbox that disrupts your own Gamma.

Her Alpha skill has
5 charges at Level 1
6 charges at Level 2
6 charges at Level 4 with Size Up
7 charges at Level 6
8 charges at Level 9 with Size Up
Has AoE when in giant form

Her Beta skill has
3 charges fixed at all levels
Increasing in, Reload Speed and Damage Area UP at Level 4, 7 and 9.

Her Gamma skill only has 2 charges fixed at all levels with a long cooldown (levels only increase damage).

Eijiro Kirishima
AVOID USING YOUR SHIELD AGAINST KIRISHIMA
A horrible and one-sided match-up, just pray you could dodge all his abilities and be able to Gamma away to places he would struggle to reach.

If you get knocked down Do a neutral recovery (let your character stand up) and wait for an attack, dodge and then Gamma. With the Season 2 Gamma buff this is the most reliable defense against Kirishima.
If he's doing a jumping Gamma (the ground smash), don't dodge since it will cancel your invulnerability frames and it will most likely hit you, try to wait out the shockwaves and dodge his upcoming Alpha or Beta skill.

All his abilities bypass your shield, Is very tanky (400 base hp + his Special Action + Assault role bonus), has superarmor on his abilities (your melee and marbles will never interrupt him), has decent mobility on his abilities and they hit super hard on top of all that.

It's basically impossible to stagger and stumble him while he's using his ability or during his Special Action. As long as you are his target, you'll never able to get some damage in without trading some HP.

Always keep your distance and preemptively use your Gamma skill before he even gets close. Once he is in close range, just dodge and use your invulnerability frames as much as you can. If there's an opportunity to melee him (No Special Action and he just finished his animation), try to melee him and get some breathing room to Gamma away.

His Alpha skill has
2 charges at Level 1
2 charges at Level 4 with Reload Speed and Range Up
3 charges at Level 9 with Range Up

His Beta skill is fixed at 3 charges, and increases in Reload Speed, Size and Range at Level 4 and 9

His Gamma skill is fixed at 1 charge, and increases in Reload Speed, Size and Range at Level 4 and 9

Tomura Shigaraki
First Impression so far so expect changes soon
You'll more likely to lose against him, your shield isn't very effective against him. He's overtuned as of right now, he uses his skills way too rapidly and you need to outdamage him instead of dodging since you can't reliably dodge his skills

You can deflect the projectiles but not the AoE, and I would NOT recommend using your shield at all, since he can simply aim at the ground. He has fast attack speed and fast projectiles, while having a new movement ability. It also helps that his Beta slow down his descent while airborne so it's a bit harder to counter-attack.

His Beta staggers on hit and leaves opponents open for a follow-up, and the AoE constantly interrupts when you have GP.

His Alpha has 5 charges, leveling up in Reload Speed and Damage Area at Lvl 4 and 9
His Beta has 2 charges, leveling up in Reload Speed and Damage Area at Lvl 4 and 9
His Gamma has 2 charges, leveling up in Range and Damage Area at Lvl 4 and 9


Strike (Red) Characters
The only big problem you have within the Strike class is Tomura Shigaraki due to your shield not being able to interact with his abilities
It's harder to deal with them compared to Assault class due to them having a gimmick alongside their big damage (AoE, Stun, Freeze, etc).

Everyone's Alpha skill can be deflected (except Shigaraki) and only Endeavor's can be blocked
Only Endeavor's Beta skill can be deflected and Bakugo's explosion can be blocked (you can also delete the pillar from Endeavor's Beta skill)
Only Todoroki's Special Action skill can be removed if you walk through it with your shield


Katsuki Bakugo
A dangerous match-up due to his AoE and movement, but still a pretty winnable fight as long as you can react appropriately to his Beta and Gamma skills.

At mid-close range, he can use his Gamma skill to counter your shield. Upside is that he only has a single charge and leaves him vulnerable for a bit if you managed to dodge it. So always be wary and cautious of this skill. This skill also has no vertical movement to it though he can use it while dropping down from above. I suggest dodging sideways or towards him if you time it right.

Deflecting his Alpha skill is same as the general gameplan, use the best course of action and dictate what they're going to do next, remember to dodge more often against Bakugo due to the AoE in his Beta and Gamma.
I found out that your shield can block the AoE from his Beta skill as it makes a shimmering sound as if it was deflected/blocked. Pretty neat but still be careful of his Gamma skill.

His Special Action has 2 charges and gives him a lot of mobility to reposition and hit you from above, but it has a long cooldown to it. Once you're certain that he used all of it, you can escape/chase depending on the situation.

His Alpha skill has
6 charges at Level 1
7 charges at Level 4 with Pierce Count Up
8 charges at Level 9 with Pierce Count Up

His Beta skill has
2 charges at Level 1
3 charges at Level 4 with increased Size and Shot speed
4 charges at Level 9 with increased Size and Shot speed
It has a long cooldown but it refreshes it all at once, using a charge will pause it's current cooldown timer for a bit then continue, and using all charges will reset its cooldown to the beginning.

His Gamma skill is fixed at 1 charge and increases in Reload, Size and Range at Level 4 and 9

Shoto Todoroki
It's a very doable match-up. His freeze isn't that bad compared to Season 1 and 2 and is highly disadvantaged when fighting on different elevations. Rooftops, Fences, Buildings, and such will greatly increase your winning chances. Anything you can get on top on and harass him from afar is already a winning situation. He has very little vertical movement.

It's easier to fight him from mid to long range as you more time to react from his Gamma skill.
If you're above or in places he can't reliably freeze you, just shoot him and use your shield. He

If you're at mid range and on even ground, deflect his shots first and be wary of when he's going to use his Gamma skill at you. You have more time to dodge if he decides to move with the ice instead of freezing the ground (he has 2 charges, but it has a long cooldown).
Try to avoid close range as much as possible since it's a lot harder to dodge his Beta and Gamma skill.

If he's behind his Beta skill, you can try and angle your Alpha to pop out just above him but that's only useful if he's not actively shooting at you. Deflecting his shots won't pierce through his Ice Wall. You can go for an aggressive Gamma play if you know he has low hp or you have the advantage.

His Alpha skill has
8 charges at Lvl 1
9 charges at Lvl 4
10 charges at Lvl 9

His Gamma skill only has 2 charges but increases with size, range and reload speed at Lvl 4 and 9

Tomura Shigaraki
AVOID USING YOUR SHIELD AGAINST SHIGARAKI
All his attacks bypass your shield, his Alpha and Beta skill is a grounded attack that lingers so you can't deflect nor block it. Not only that but his Gamma Skill allows him to close the distance. His main weakness is his lack of vertical options and limited movement

You can use your own Gamma Skill while in the air and avoid his attacks.
Try to Gamma upwards as much as possible when combating him and burst him down as quick as possible.

My advice is fight on higher elevations, uneven terrain or with obstacles. Advice still somewhat works since only the Alpha can reliably hit you, so you don't need to worry about his Gamma and Beta as much.

His Alpha skill has
3 charges at Level 1
4 charges at Level 4 with Size and Reload Speed
5 charges at Level 9 with Size and Reload Speed

His Beta skill has 1 charge and levels up with Size on Level 3, 4, 5, 7, and 9, Reload Speed on Level 4 and 9

His Gamma skill has 2 charges and levels up with Range on all levels and Reload Speed on Level 4 and 9

Denki Kaminari
You only need to worry about proper spacing against Denki, stay away from close range and be mindful of his lingering Alpha and Gamma. As long as you have the proper range, he isn't much of a threat since Alpha is his only ranged option to hit you, so be confident in using your shield more often against Denki, more so if he exhausted both his Gamma charges (it has a long cooldown). Always be aware of his effective range and Gamma.

He can paralyze you with his lingering Alpha, Gamma and Special Action.
Just dodge the Gamma and you don't have to worry about anything else since you can deflect his Alpha from then on. If you dodged the first Gamma but he is very close to you, you can use your melee or your own Gamma to put some distance.
If the Denki is smart, he'll probably just shoot it around you and make connections but then you can shoot him then shield up again after a few marbles.
You only need 2 hits to be stunned from his lingering Alpha skill but the duration of the stun is shorter than the Gamma and Special Action.

He can't stun you twice in a row with his Gamma skill. It will knock you down if you already got stunned the first time, but he can wait for some seconds to pass and then stun you.

Deflecting his Alpha skill doesn't have the same properties if it missed and lingers, it wont connect with one another.

His Alpha skill has
7 charges at Level 1
8 charges at Level 4 with Connection Distance Up
9 charges at Level 9 with Connection Distance Up

His Gamma skill has 2 charges but increases with Size and Reload Speed at Level 4 and 9
Strike (Red) Characters Pt. 2
Endeavor
A match-up in which you'll be stalling/defending most of the time, don't expect to win unless you have the proper environment or he messes up. He can constantly use his Alpha skill with little delay between them. You'll be more reliant on your environment to try to break line-of-sight or burst him down before he can burst you.

Your shield only blocks his Alpha skill and deflects the Beta and you can't block the Gamma skill but it has a big red danger zone and is easily avoidable and punishable.

You'll be more on the defensive and you need to look for opportunities in which you can throw in a few of your marbles to damage him. Try to efficiently time your shield just as his Alpha would expire so there's less damage taken if you want to counterattack. You can go to an angle in which you can easily attack him while he has a harder time attacking you (high angles and around corners for example)

However thanks to the S6 patch, you can do something about his Alpha.
It takes a long time to reload. If he uses it, it takes about 3 seconds before it starts to actually reload and has a long reload upon using all 4 charges.
If you stall enough times by switching between your shield and marbles, he will be left without Alpha charges so you don't have to be on the defensive most of the time. He still has his Beta and Gamma so you have to play around that still.

If you think your opponent can't track his Alpha skill very well, you can out-damage him with your marbles and dodge more.

You can also delete his Beta's fire pillar if you missed the deflect similar to Todoroki's special action if your shield interacts with it.

His Alpha skill has 4 charges across all levels (S6 patch) with Size Up and Range on Level 4 and 9.

His Beta skill has
1 charge at Level 1
2 charges at Level 4 with Size, Range and Reload Speed Up
3 charges at Level 9 with Size, Range and Reload Speed Up

Izuku Midoriya (Full Bullet)
A tough match-up only if you let him close, otherwise it's somewhat easy dealing with him. He has two counters that have multiple charges that you can't really dodge away from so easily, but doesn't give him a lot of horizontal movement.

Full Bullet players will level up either his Beta or Gamma skill first. He has a strong vertical movement option with an AoE attack follow-up if he's close enough. One thing to note is that he doesn't really go that far horizontally, as long as you kept your distance, you'll be fine against him since the only option he can do is shoot at you from afar or try getting closer by exhausting his Gamma skill, but in that case you can preemptively Gamma away or keep dodging away from him

Also deflecting his Alpha skill only deflects a single pellet for some reason which kinda sucks against him but could force him to switch to other skills.


His Alpha has
6 Charges at Lvl 1
7 Charges at Lvl 4 with Size Up
8 Charges at Lvl 7 (Lvl 9 is Size Up)

His Beta has
1 Charge at Lvl 1
2 Charges at Lvl 4
3 Charges at Lvl 9
Note: Has an increased hitbox when used from higher heights, unsure if it gets also more damage this way

His Gamma has
2 Charges at Lvl 1
2 Charges at Lvl 4 with Increased area
2 Charges at Lvl 9 with Increased area

Dabi (Crazy Torch)
A losing match-up simply due to his Beta. He has a long range grab, that's also aerial and deals like 60% of your entire effective HP. I suggest using your invulnerability frames as much as possible before hitting he ground.

At close to mid range, cautiously use your marbles (don't spam mindlessly) and read the situation and always look out and prepare to dodge/gamma away from his command grabs. He has 2 charges of it as well.
Preemptively Gamma away into high places or just far from him and harass him with your range.

You can only deflect his Alpha.
Fun fact: He is the only character whose Alpha will deflect towards the direction you're facing instead of automatically being reflected back.

His Gamma can be cancelled and will immediately send out a pulse once doing so. It also has super fast recharge so it can be spammed (if you want to)

His Alpha has
6 charges at Level 1
7 charges at Level 4 with Size Up
8 charges at Level 9 with Size Up
A fully-charged Alpha consumes 2 charges, and Gamma fully charges every shot without needing to hold it.

His Beta is fixed at 2 charges, leveling up in Reload Speed at Level 4 and 9.
It has a very fast recharge too.

His Gamma is gauged based, increasing in Reload Speed, Damage Area and Active Duration at Level 4 and 9.
Effect Up is the consistent upgrade instead of Damage Up (It's not mentioned in Level 4 and 9)







Rapid (Blue) Characters
Rapids are the WORST match-up for you, not only do they easily invade your personal space, you also cannot deflect any shots back as they're mostly AoE or Melee. You'll be constantly interrupted and pressured, you'll need the proper timing of using your Gamma to escape and even if you did escape, They can easily chase you and not give you time to recover or get any advantage.

My advice is to ambush and burst them fast, forcing them to retreat and don't let them get the upperhand by constantly damaging you. Preemptively Gamma away and catch them off-guard when the next opportunity arises.
Once they're within close-range, you'll be a lot more on the defensive and need to rely on teammates OR have dealt enough damage that they'll be the ones who retreats. (All Rapids have 250 HP, except Twice he has 300)

You can deflect Twice's and Bakugo's Alpha skill
You can block Tsuyu and Ochaco's Alpha skill
You can deflect Uraraka's thrown Beta skill
You can block Bakugo's Beta skill (explosion only)
You can block Twice's Gamma skill


One notable thing your shield can accomplish is blocking the Alpha skill of Tsuyu and Ochaco which is still okay as it blocks the damage AND stops them from moving but they can just use their other skills which can easily bypass your shield, and if you hold your shield up, they'll just grapple around you rather than at you.

Tsuyu Asui
Tsuyu is quite a bad match-up for you.
A fast moving aerial target that's hard to hit with your marbles and can easily get into melee range.
But your shield is actually really nice against her, which will be discussed later.

With the Season 3 Buff, her mid-air Beta now tracks opponents, same with her mid-air melee. This means you now have to dodge on the right timing or have dodged enough to have escaped the range of her Beta and mid-air melee.

There is a unique interaction to blocking her Alpha skill. If you manage to block her alpha skill while she is mid-air, she is locked out of her skills, dash and dodge for 2~ seconds since her tongue is stuck to Mr. Compress' shield (and lingers there if he deactivates it), leaving her vulnerable in that time. She can still move using her WASD keys.

However, if you block her Alpha skill while grounded, she doesn't get the same vulnerability as mentioned above.

If her first Alpha shot already hit you or gave her speed and she's close by, dodge first rather than shielding. If she's still somewhat far away, you can try and shield to stop her from being airborne and leave her grounded

Here's me spamming as much as possible on both left and right

Her Alpha skill has
2 charges at Level 1
3 charges at Level 4
It also increases in Shot Speed at Level 4 to 9 and
increases in Size at Level 4 and 9

Her Beta skill has
2 charges at Level 1
3 charges at Level 4 with Increased Reload Speed
3 charges at Level 9 with Increased Reload Speed

Ochaco Uraraka
A good Uraraka will pretty much kill you in most match-ups, since she has a lot of options dealing with you.
She has her Gamma + Alpha combos, her swinging Beta bypasses your shield, she can harass you from a range with a thrown Beta.

Always be cautious around her Gamma since it is pretty much their bread and butter skill, it allows them to use their Alpha/Beta combo which takes down a huge chunk of your effective HP, but using it leaves them stationary and vulnerable which allows you to burst them down very quickly. If you are out of range/not the target, target the Uraraka as much as possible and down her or force her to retreat.

Her Alpha skill lets her chase quite easily. You can block the wire with your shield and prevent her from moving towards you, though be careful

She can constantly pressure you with her Beta skill, especially at higher levels with the increased size and longer duration, but this is no longer a problem as your Gamma now has superarmor.

You can deflect the thrown object in her Beta skill. Usually only useful against higher skilled Uraraka once you get the timing right and such.

You can't block nor deflect the Gamma skill, both the activation and the debris afterwards

Her Alpha skill is fixed at 3 charges and increases in reload speed at Level 4 and 9.

Her Beta skill increases in Rounds, Size and Reload Speed at Level 4 and 9
It doesn't reload it's charge by filling it up slowly, it needs to fill it's reload bar to fully reload to 100%
Using it will pause it's current cooldown
It also an initial cost upon using it
Rapid (Blue) Characters Pt. 2
Tenya Iida
AVOID USING YOUR SHIELD AGAINST IIDA

A one-sided match-up favored for Iida. You'll be on the defensive most of the time against Iida, more than anyone. He won't give you time to use your Gamma skill to run away and you need to predict his movements if you want to hit your Alpha shots. You'll need to wait out his skills before dodging away.

Iida in a team fight can disrupt your defenses and solo you while doing hit-and-run tactics to keep pressure off his team while applying pressure on yours.

If you were forced to fight an Iida, I suggest dodging first before shooting. After dodging and he ended up close to you, try to melee as fast as possible and don't give him time to use his skills, once you knocked him down, Gamma skill away, or if you are confident, you can widen the distance and fight instead.

If you are confident in your dodging and accuracy/prediction, you have pretty decent chance at beating him (unless he's Gamma boosted, which I suggest just retreating away). If he has guard points, you can interrupt his Alpha skill with your marbles if you directly hit him, and if he's close enough, spam until the Guard Break and melee. He only has 250 total hp (same with Tsuyu and Uraraka), so he'll take a good chuck of damage if you can hit most of your shots, forcing him to run.

If he activated his own Gamma skill, try to delay your recovery as much as possible to waste time from his duration and just keep dodging. Iida who have their engines exhausted are very easy target, and since your Alpha skill cannot knock people down, you can just spam your Alpha skill at him.

If you were to be caught mid-air, try to quickly do an aerial recover (spam jump) and use the full duration of your invulnerability frames, and use Gamma if you are sure you aren't getting hit.

With the new S3 changes however
, they buffed him by having a longer delay before you can do an aerial recovery from his attacks, so you'll be taking the full damage from his combos unless he is slow or he missed.

His Alpha skill is fixed at 3 charges and has increased Reload Speed, Size and Range at Level 4 and 9

His Beta skill is fixed at 2 charges and has increased Reload Speed, Size and Range at Level 4 and 9

Twice
You'll lose against a good Twice player, more so if he's constantly on top of you due to his Gamma skill.. He will interrupt any attempts if you use your Gamma using his own Gamma, if not for that, he also has his Melee to do the same (and it's fast)

This is my first impression playing AS Twice, not against him.

Right off the bat, his mobility is not very impressive. Even characters outside of Rapid like Bakugo and Aizawa outclass him in mobility. An upside is that he doesn't need a solid object or to be airborne for his mobility to work so he got that going for him, which makes it pretty easy to stay airborne for long periods of time as well as being really slippery.
One notable thing you can do with his Gamma is how you can easily animation cancel it. You use your melee or other skills in quick succession. You can also cancel the Gamma with an Alpha or Melee to somewhat bypass the "floating" state he is in at the end of it.

One of his biggest strength is his melee. The grounded melee flows smoothly, useful for gap closing since he does a dash at the start. His Aerial melee also combos nice when used with his Gamma as he can combo with his slash, plus redirect himself towards the enemy if he's close enough/

His Alpha is actually pretty decent, good long range poke and pretty alright at close range. It's a bit hard to get used to as you need to lead your shots (similar to Mr. Compress) so it might take some time getting used to.

His Beta (Clone) is only good when they can't focus it down. My experience so far is that it dies in a single shot, so it's only great if the enemy is distracted. An ideal teammate is a character who constantly disrupts or takes a lot of attention (Mt. Lady, Kirishima, Iida, etc).
If you hit someone with the summon, it will knock them upwards and your clone will always follow up with a dagger (assuming they target them) (now changed due to the Gamma buff he received at the release of S4, patchnotes below), there's also a longer delay before they can recover.

Talking about the Clone, it usually hits almost all it's shots and can track the opponent really well. At close to mid range, the daggers are guaranteed to hit. More so if you're up in the face of the opponent, you can melee/gamma them to give more time for your Clone to hit.

Part 2 after some more experiences
I understand the limitations of his mobility now. Compared to other Rapids, they need that immense speed and mobility to get close as their skills are close range (Iida being the prime example) while Twice has a really good Alpha skill as mentioned and his clone only has two attacks, Alpha and Melee. His Gamma doesn't have a restriction as well as in not needing a solid ground to attach.
His Gamma is also more of an offensive utility than a movement utility compared to someone like Uraraka or Tsuyu.

Notes fighting against Twice as Mr. Compress
Mr. Compress can easily destroy his clone army. You have more range, constant AoE, and high bursts of damage. It also helps that they tend to group up together and your Alpha doesn't knock them down so they can't get any invincibility frames.
As long as you are far away, it's easy to deal with Twice. Shield to dissuade him from using his daggers, Alpha to constantly keep his clone in check and preemptively Gamma away if he is too close.

The moment he gets close enough to use his Gamma, you have no chance of winning. You'll have to dodge the next sets of Gamma

The most effective playstyle Twice can do is getting into close combat and always closing in the distance, using their Gamma and Melee more aggressively. The new S4 patch made it easier to use his Gamma during fights as it now locks onto enemies and it's easier to follow-up attacks, especially if they combo with their Alpha, Beta or Melee. You can use his

You need to make sure Twice cannot get into close combat and preemptively use your Gamma away and always be on the move. It also helps that their moves doesn't have any kind of super armor, so you can just easily stunlock/interrupt them with your marbles if they have GP.

His Alpha has
6 charges at Lvl 1
8 charges at Lvl 4
10 charges at Lvl 9

His Beta is fixed at 1 charge, leveling up at Level 4 and 9 with Size and Reload Speed (all levels increase Attack Power and Clone Skill)

His Gamma has
2 charges at Lvl 1
3 charges at Lvl 4
4 charges at Lvl 9


Rapid (Blue) Characters Pt. 3
Bakugo Katsuki (Machine Gun)
Surprisingly, his skillset and crux of your problem is similar to his default one. He's oppressive due to his Gamma, you can deflect his Alpha and block the explosions from his Beta. Though you cannot deflect the projectile from his Beta nor can you block the explosion from his Gamma.
He has 250 HP instead of the usual 300 hp so that's nice.

Compared to his Default one, this one is way harder to fight, mostly thanks to his insane movement and unpredictability. You need to constantly be tracking where this guy is while also being able to dodge or react to his skills. He can smoothly transition his Beta, Special Action and Gamma all together which really makes it hard to use your shield properly from close range. The only way to maximize your shield is when he's faraway and shooting you with his Alpha.

You need to always keep in mind his Gamma skill as most of the damage comes from that. Thankfully it only has 1 charge

His Alpha has
6 charges at Lvl 1
7 charges at Lvl 4
8 charges at Lvl 9

His Beta is fixed at 2 charges, leveling up in Reload Speed, Size and Movement Distance at Lvl 4 and 9

His Gamma is fixed at 1 charge, leveling up in Reload Speed and Damage Area at Lvl 4 and 9.


Mirio Togata
Pretty much a big problem due to speed, unpredictability and just being a rapid. Best moment to spam your trucks is when you see his Beta appear, or after dodging his Alpha (and you know where he lands)
Good to note is that he only has few charges in all his skills so Mirio has to make every skill count.

When facing against Mirio, always be cautious and don't mindlessly spam marbles. Be ready to dodge. You can also interrupt his animations (mostly Alpha) with a direct marble hit if he has GP.
If you are confident, you can focus on bursting him down first, forcing him to retreat from the fight.

One thing to be careful of is his Beta. It makes him highly unpredictable and can easily close the gap almost immediately without counterattacks. It also allows him to easily hit his Alpha and Gamma. But what's important about this is he floats for a bit mid-air and has a delay before using any action once he pops up. This is the moment you can punish him.

His Special Action is also similar to Aizawa, it needs to be fully charged in order to use it. So the best way to use it is to either use it sparingly or use it all at once.

One interesting note about his Beta and Gamma is that, despite it being a gauge-based skill, it doesn't matter if there's any leftover charges as it will immediately go into a cooldown and consume all charges, so it's basically a 1 ammo skill.

His Alpha has
2 Charges at Lvl 1
2 Charges at Lvl 4 with Increased Dash Range, Dash Speed and Damage Area
3 Charges at Lvl 7
3 Charges at Lvl 9 with Increased Dash Range, Dash Speed and Damage Area

His Beta has (effectively) 1 charge, increasing in Reload Speed and Damage Area at Lvl 4, and increasing in Reload Speed, Damage Area and Active Duration at Lvl 9

His Gamma has (effectively) 1 charge, increasing in Attack Power and Damage Area at Lvl 4 and 9.
The constant benefit is Duration Up instead of the usual Attack Power.

Support (Green) Characters
The only real problem in the Support section is Ibara Shiozaki, as her attacks will pierce through any type of defense, including All Might's Gamma skill. Cementoss is also annoying.

Everyone's (except Ibara) Alpha skill can be deflected
Cementoss and Momo's Gamma skill can be deflected
Overhaul's Lvl 1-3 Gamma can only be blocked, Lvl. 4 and above will bypass your shield


Mr. Compress
The Match-up depends on knowledge check and decision making on both players.
Yes, you can loop deflecting shots at each other, yes it is very fun.

For his Alpha skill, the most interesting thing is the fact that you can deflect not only the marbles but the object that popped out.

There isn't much to say about a Mr. Compress mirror-match, since you need to play smartly against him.
If your opponent is throwing marbles, you can punish with a shield. If they have a shield, close-in and go for a melee.
You can constantly pressure them with 1 or 2 marbles everytime you close-in to force them to shield up.

You can not deflect nor interact with his Gamma skill

His Alpha skill has
7 charges at Level 1
8 charges at Level 4
9 charges at Level 9
The objects change at lvl 4 (Rock) and lvl 7 (Truck), All levels comes with a Size Up upgrade

Cementoss
An annoying match-up but doable, you just need to make the most of your Gamma skill to bring him down if he's constantly moving around, and at the correct distance, you can even pop out your marble from above or near the top of his pillar and let the AoE deal with him.

You can deflect his Alpha and Gamma skill back at him, but it depends on the Cementoss player on how much you want to rely on your shield. If they constantly move about and create pillars to stand on, you're better trying to bring them down. If you are fighting on even ground (more common in enclosed spaces like the inner Parking Lot) then it's better to deflect as they'll be aiming at you most of the time, and if he is close to you, expect him to throw it at his feet.

Be cautious though he can simply aim around you instead of at you. The Alpha skill usually have a lingering hitbox to it, so it can land close to you and hit you while it's propping up.
You can always use your shield defensively and not focus on deflecting.


Fun Fact: For some reason, your shield can negate his Beta damage. Not all the time but sometimes

His Alpha skill has
5 charges at Level 1
6 charges at Level 4 with Reload Speed and Size Up
7 charges at Level 9 with Reload Speed and Size Up

His Beta skill has
1 charges at Level 1
2 charges at Level 4 with Reload Speed and Size Up
3 charges at Level 9 with Reload Speed and Size Up

His Gamma skill is fixed at 2 charges and has Reload Speed and Size Up at Level 4 and 9

Ibara Shiozaki
AVOID USING YOUR SHIELD AGAINST IBARA
A disruptive match-up for you, heavily favored towards her unless you have the proper environment or know when to use your skills effectively.
She outranges your Alpha skill and is very dangerous in close quarters. All her skills are disruptive and her Alpha skill pierces through every defensive skills (All-Might's Gamma, Momo's Beta, etc) and if you get close to her, she can use her Beta and Gamma skill to dissuade you from approaching her, but they're somewhat easy to dodge and you can counter after she misses.

I suggest dodging first before attacking, All her skills leaves her locked in place and her Alpha skill only has a few charges. If she's locked in animation, you can throw in a few marbles to hit her then continue dodging.

None of her skills are blockable or deflectable (maybe expect the Beta skill which you can block)

Her Alpha skill has
2 charges at Level 1
3 charges at Level 4 with Increased Range
4 charges at Level 9 with Increased Range

Her Beta skill only hits in a forward cone, has 2 charges and has increased Size and Reload speed at Level 4 and 9

Her Gamma skill has 1 charge but has a short cooldown if she misses.
It pierces through GP (similar to Shiragaki) and goes straight to your HP.

Momo Yaoyorozu
A doable 1v1 although a bit harder to react to once she got you knocked down. You just need to use your Shield as early as possible when she comes close.
She can easily just use her Beta skill to disrupt and get closer while following-up with an Alpha skill for further disruptions. Though deflecting her Alpha skill also works against her massively.

You can deflect her Alpha skill which is pretty good as her own Alpha skill disrupts her from continuing the stun-lock, but be careful of any follow-ups she might do like a melee attack or her shield. If you successfully deflected the shots and you are close enough, you should melee her as soon as possible before she could do any other attacks.

If she's knocked down, what I like to do is simply run up to her and shield up as their instinct is to use their Alpha skill. Even better if you have teammates who are close and can follow-up

https://youtu.be/SQv0p3QBg_Y

Her Beta shield can not interact with your shield, I suggest dodging through her instead of dodging away until she stops charging. When she stops charging, get ready for an Alpha follow up from her if you are close-by. You can also easily Gamma away from her if she uses her shield once you dodged through her as she isn't fast enough to rotate back and hit you.
If you don't have enough time to put up your shield and you are somewhat out of range, dodge away as much as possible.

Some Momo players will realize that you'll be deflecting their Alpha shots so they'll opt to melee you at close range, but that's only when she can get close. The only way she can get close is either to hinder the opponent with her Alpha skill or use her Beta skill to get close. They always usually follow up an Alpha skill at the end of their Beta skill, so prepare to shield up.

The Gamma skill deflects towards Momo, You can deflect both the cannon ball and the fragments (although the fragments won't reach far) but be careful of its AoE damage. Her Gamma skill in general isn't really a thing you need to worry about since you can easily destroy with your own AoE or punish with your shield if she uses it close range.

I highly suggest not using your Gamma skill near Momo as she can easily knock you out of it using her Alpha skill. Knock her down or get enough distance before using your Gamma.

Her Alpha skill has
8 charges at Level 1
9 charges at Level 4 with Size Up
10 charges at Level 9 with Size Up

Her Beta skill is fixed at 2 charges and levels up with Size, Range and Reload Speed at Level 4 and 9

Her Gamma skill has
1 charges at Level 1
2 charges at Level 4
3 charges at Level 9
Support (Green) Characters Pt. 2
Overhaul

You can deflect his Alpha and block the AoE explosions
Only a Level 1-3 Gamma can be blocked by your shield, Level 4 and above will bypass your shield.

His Alpha is mid range (similar range to Mt. Lady Alpha but longer)
His Beta has a really long range, requires to be grounded to use and
His Gamma is mid to long range.

His Alpha and Beta has fast recharge time
His Gamma has 1 charge at Level 1, and 2 charges at Level 4 and above, increases in Size and Reload at level 4 and 9.
Technical (Purple) Characters
Dabi is the easiest character to deal with, Aizawa being the hardest here.

You can only deflect Dabi, Toga and All For One's Alpha skills
Aizawa's Alpha skill can only be blocked
You can deflect Toga's Gamma skill (before S4 Patch, it used to be blocked)


Dabi
You are absolutely favored to win against Dabi, especially more so in a 1v1.

Always keep your distance as the only real threat he has is his melee and fire ring. You could easily deal with the fireball by using your shield for most of the fight as you have enough time to shoot marbles and shield since his fireball moves quite slow.

You don't have any reason to get close to him, he has no movement abilities and you can easily trigger his traps with your Alpha skill.

His Alpha skill has
5 charges at Level 1
6 charges at Level 4 with Reload Speed and Size Up
8 charges at Level 9 with Reload Speed and Size Up
Has a long cooldown if he uses all his charges btw

Himiko Toga
A suppressive opponent due to her Beta Skill.
You need to absolutely dodge his Beta skill or have enough distance or time before using your Gamma.

Toga's Alpha skill can burst down through your shield quickly, which is only problematic in team fights as other sources of damages can take advantage of your shield going down, but her Alpha skill is something you don't usually have to worry about.

The real problem is the Beta skill of hers, whenever she connects a hit while dashing, she prolongs the duration and compared to Momo's Beta skill, she can move and turn faster which makes it harder to dodge her attacks properly, not only that but she also has 2 charges so even if the 1st one ends, you'll probably be close enough to get hit by the forward slash and then the dashing melee. Use your Gamma skill when either she's far enough to not hit you or her duration ends.

If Toga has GP, you can interrupt her Beta skill with a direct hit with your marbles. This is good knowledge when starting a fight against Toga, as they'll usually use their Beta on a straight line towards you, so it's easier to hit point-blank Alphas, always put distance away incase you miss the 2nd Beta skill. If you aren't confident in interrupting her animation, then just dodge and get away.

In Season 3, you can now deflect her Gamma skill, the syringes which is a pretty good counterplay as dodging will still give her the transformation ability sometimes even if you didn't take damage.
Don't know when this change happened but you can do that now. I don't know the interactions yet for Toga's if she gets her own blood or something.

You can deflect her Alpha and Gamma skill.

Her Alpha skill has
16 charges at Level 1
20 charges at Level 4 with Size Up
30 charges at Level 9 with Size Up

Her Beta skill has 2 charges and increases in Reload Speed and Size Up at Level 4 and 9

Her Gamma skill only has 1 charge and increases in Range at Level 4 and 7, No. of Hits at Level 4 and 9,

Shota Aizawa
You won't win in a 1v1 against a Good Aizawa, though this is applies for all characters as he has no "true" counter. (I found that Kendo is quite good against Aizawa actually, but he still has his Special Action which heavily tips the advantage to him). He's a skill check character.

Your shield is a nice defensive tool against Aizawa's Alpha skill, although you'll still not going to win against him it only delays him, giving you no time to counterattack. He also has his Special Action, Beta and Gamma counter you. It's hard to win against him solo due to his unique mobility and skillset, so you need to make shot count and use your Gamma more aggressively.

The shield stops the whole gimmick of his Alpha skill, he won't be able to bind you nor will he be able to pull himself since it won't latch onto your shield, but you'll be facing a similar problem like Endeavor's since you'll be on the defensive most of the time unless you can get some support or be able to run away.

When fighting on different heights, it's actually really useful using your shield as it stops his momentum (similar to Tsuyu and Ochaco). Good for disrupting his movements for a bit.
If you're confident, you can easily switch between shielding and shooting to try and deal some damage. Even better if he has GP as you can interrupt his animations since your shield can buy you time to line up your shots, leading to an easy GP break which will hopefully make your fight easier.

The one thing you need to be aware of is his Special Action. He can cancel your Shield AND your Gamma skill. It always usually be followed-up with an Alpha shot (Beta/Gamma if at super close range), so you should be dodging if you got your quirk erased.
If you want to escape, use obstacles and line of sight to make sure he can't easily interrupt you. Doing it in the open is very risky and leaves you vulnerable.

Always be careful if he manages to get into close range with you as he will have an easier time hitting his skills (especially the Gamma).

His Alpha skill has
3 charges at Level 1
4 charges at Level 4
5 charges at Level 9
with a very fast cooldown

His Beta skill is fixed at 2 charges and levels up at 4 and 9 with Reload Speed and Size Up

All For One
This is mostly based on skill from both sides, but favored for Compress the further you are.
You can deflect both versions of the Alpha and also dodge the Gamma if you time it well enough.

It's tricky to fight him due to his gimmick, more so than Toga since he has no visual indicator other than the quirk itself, so you'll be forced to make quick decisions based on whatever quirk he stole. Not only that but he can switch between his stolen quirk and back to his original skillset to instantly refresh his abilities. He can't spam this though as there is a rather long cooldown before you can switch to the stolen quirk.

Your shield invalidates his Alpha and he needs to get really close just to have a chance to use his Beta which leaves him vulnerable. His Gamma is the one thing you need to be very cautious about, you'll need to use your own Gamma fast if you have it available if you are just out of range. A tip you can do to remember the dodge timing is the moment red indicator disappears, dodge. It works consistently for me.

His Alpha has
7 charges at Lvl 1
8 charges at Lvl 4 with Size Up
9 charges at Lvl 9 with Size Up
(Note: It costs 2 charges if he decides to hold his Alpha)

His Beta has 2 charges, increasing in Reload Speed and Damage Area at Lvl 4 and 9
It can also be held down to last longer.

His Gamma is fixed 1 charge, increasing in Damage Area at Lvl 4 and 9 (The constant level up is Reload Speed instead of the standard Damage Up)
Patch Notes (and useful links)
Now you know what to use your shield against and which attack it can deflect
Or know how to counter a Mr. Compress player now

oh yeah, it's also great to combo Mr. Compress with someone like Kaminari or Kirishima or Mt. Lady or Ibara since you can carry them and go into combat and let them do their thing

If you have any thoughts or opinions or feedback or things you wanna add, go ahead

Useful links:
MHUR Patch Notes History and Damage Spreadsheet by u/blader8844 (Darkblade)[docs.google.com]
Character, Gacha, Events, Costume Releases and much more (Current and Upcoming)[ultrarumble.com]


Patch 25/12/2023
> They made Mr. Compress' reload speed slower on his Alpha skill but buffed the reload speed for his Gamma skill.
> They reduced All Might's Alpha charges by 2 (Lvl 9 used to be 12, now has 10 charges)
> Denki has 2 charges on his Gamma (the stun) but he can't stun you twice in a row (it will knock you down if you already got stunned the first time from his Gamma)
> They increased Ibara's Alpha and Beta charges (a bigger threat now)

Patch 25/01/2024 (Start of Season 3)
Link to the patchnotes[en.bandainamcoent.eu]
> Mr. Compress here seems to have been shadow-buffed (not mentioned on the patch notes anywhere), this maybe unintentional since it might have been because they updated the engine of the game. (I made a post about it on Reddit)

Basically, his Alpha skill now reaches further, has more bounce and is faster, same with his Gamma skill minus the bounce. He now has more range than before and is far better to play now with these tiny changes. Just having more range makes him really good

> They made a general change in which there is a white outline to ally skills to help differentiate between mirror-matches (Mr. Compress objects, Denki's lingering electricity, Full Bullet Deku's ground, etc)

> They also nerfed Uraraka's Beta skill. It has less attack range and gives more time to react on start-up. In return they buffed her Gamma skill to have more range.

> They made some changes to Iida which are all buffs. When he hits an opponent with his Alpha, they get more knockback distance if they have GP points and they increased the time for the opponent until they can break-fall (jumping to give invulnerability frames mid-air when hit by an attack), it takes just a bit longer to jump basically, this is very noticeable.
His Beta skill gives him superarmor until he finishes the attack. (I'm honestly not sure what it was before)

> Tsuyu is more of a threat now, They gave her tracking on both her mid-air Beta skill and mid-air melee. Her mid-air melee also knocks opponents further if they have GP points.

> Toga is overall a buff for her as she now leans more into her transformation. Her Alpha now has the same throwing speed across all level (the fire rate being Level 9), her Beta controls are different, You have to keep holding it down to keep it going. Finally, her Gamma is updated, you transform with your Special Action instead and the transformation time is the same across all levels (being Level 9 I believe)

> They updated Aizawa's so that it's more clear how large the AoE is from his Alpha (the diving kick shockwave) and Gamma skill is, it shows a subtle red aura to the edge of his skills for the opponents and a white aura for his teammates.

> Momo's Beta skill during charge has been buffed and nerfed; They increased the reload speed but made it so that you now take damage from behind. They also massively buffed her Gamma skill to have a larger AoE.

Patch Notes Pt. 2
07/02/2024 Patch 1.2.0
Link to the patchnotes[en.bandainamcoent.eu]

TLDR:
- Todoroki's Gamma got nerfed (thank god)
- Kirishima's Alpha got damage increase while his Beta got a damage decrease
- Dabi got his original hp back (was unintentionally dropped from 350 to 300 last patch)
- Kendo got 1 more bullet in her Alpha and faster reload for her Gamma at Lvl. 1-3
- Mt. Lady got her Beta nerfed (thank god) from 4-6 charges at level 4-9 to only having 3 charges, They also reduced reload speed for individual charges but increased reload speed for all charges (still decently long though, which is nice)
- Cementoss got an HP increase (300 to 350) and got 1 more bullet in his Alpha

They also addressed some changes that weren't mentioned in the previous patch.
Todoroki's fire rate for his Alpha got nerfed, Dabi's Special Action works continously and some bug fixes for certain characters.

13/02/2024 Patch
No character changes, just bug fixes and shield-type abilities now count towards KO Assist

27/03/2024 Patch (Season 4 Start)
Link to the patchnotes[en.bandainamcoent.eu]
COMPRESS CAN NOW PICK UP DOWNED ALLIES AND REVIVE THEM

- Todoroki's Gamma can reload faster and decreased enemy freeze duration
- Kaminari's Alpha's stun duration increased and Gamma has reduced stun duration
- Mt. Lady's Beta will make it easier to knock the opponent away (THANK GOD)
- Kirishima's Special Action will cancel when you get knocked back
- Momo's Special Action massively buffed; 5 items are dropped instead of 4, Team Enchancement Kit (+1 Level Up to all allies) can now drop, Item Card or Revive Cards are more likely drop depending on your situation
- Aizawa's Alpha now deals damage on contact, reduced shockwave damage
- Dabi's Special Action lets him self-revive
- Twice has buffs and nerfs to his kit; Alpha damage reduced, Beta's duration time reduced, but has increased Quirk Skill on lvl. 4 and 9, Gamma now follows the opponent and makes it easier to follow-up and His Special Action only has 6 clones at a time, but they do use all skills (except Special Action)

09/04/2024 Patch (AFO Release)
Link to the patchnotes[en.bandainamcoent.eu]
Not much changes other than AFO's release, but those changes are rather beneficial (like Ibara for example)

- Deku (Full Bullet) got an increase in ammo count for both Alpha and Gamma at Lvl. 1-3
- Uraraka's Alpha got faster reload speed
- Momo's Alpha now has fixed charges (6 at all levels) and got an increase in damage at Lvl. 1-8. Her Gamma also got a damage nerf
- Ibara's Alpha got a faster reload speed

24/04/2024 Patch (Rapid Bakugo Release)
Link to the patchnotes[en.bandainamcoent.eu]
Mr. Compress got a rather massive buff here. He has 2 charges of his Gamma at Level 9 A pretty big implication there, but got a reload nerf (only at Lvl 9).

- Deku (Default) got an ammo decrease: 6 ammo at Lvl 1, 7 ammo at Lvl 4, 8 ammo at Lvl 9
- Shigaraki (Default) got an ammo increase, +1 max ammo
- Compress now has 2 charges of his Gamma at lvl 9 but removed the reload speed increase in exchange

22/05/2024 Patch (Season 5 Start)
Link to the patchnotes[en.bandainamcoent.eu]
COMPRESS GOT SUPER ARMOR ON HIS GAMMA NOW. Also his objects no longer fall backwards when shot upwards. Lots of winners, few losers. LOSING MATCH-UPS NOW BECOME WINNABLE SINCE YOU CAN NOW SAFELY GET AWAY

- Deku's Special Action now reduces damage received
- Deku's (Full Bullet) Beta can now reach maximum power more easily (reduced height
requirement) and the Gamma now reduces jump time and increases jump height.
- Uraraka's Beta has increased range at Lvl. 1-8, Gamma now stays indoor on the ceiling, lasts shorter (will naturally fall faster)
- Shoto's Gamma will now freeze longer and opponents become invincible when knocked back while frozen. Special Action can now reach the ground when used higher up
- Tsuyu's Beta skill can now be angled (slightly upwards/downwards) when using the grounded version.
- Shigaraki (Default) got a huge change to his Alpha.
Alpha has reduced damage at all levels, can now travel upwards walls, ammo is not consumed if motion is cancelled before activation and increased Range and Scope at Lvl. 1-8
Beta has faster spread at Lvl. 9 and consistent activation speed to all levels.
Gamma has increased charge distance at Lvl. 1-8
Special Action has better tracking on opponents when used mid-air
- Endeavor's Special Action has reduced consumption when hovering
- Compress now has super armor on his Gamma, and his objects no longer fall backwards.
- Mt. Lady's Beta has reduced vertical reach
- Momo's Beta can now be broken down by herself and allies, Gamma has reduced amount of fragments but has increased damage. Also reduced probability of Team Enhancement Kits on her Special Action
- All For One's Alpha takes shorter to charge.
- All Might's Alpha shockwaves no longer goes through obstacles (shields and such too)
- Twice now has max 7 clones instead of 6 active at once
- Toga's Special Action changed to prevent discarding blood by long-pressing the special action button after blood absorption

05/06/2024 Patch (Toga permeation fix)
Link to the patchnotes[en.bandainamcoent.eu]
Also link to the specific number changes
Minor nerfs and buffs. No changes to Mr. Compress
- Uraraka's Beta throw is got buffed, double damage.
- All Might's Alpha and Beta got a reload speed nerf
- Shigaraki's (Assault) Alpha got a damage nerf
- Dabi's Alpha and Special Action got a reload speed buff
- Ibara's Alpha got a damage buff and her Beta knocks down in 2 hits rather than 3, also got a damage buff to compensate for reduced no. of hits

19/06/2024 Patch (Dabi Quirk Set release/Infinite Card fix
Link to the patchnotes[en.bandainamcoent.eu]
Mirio is the only one who got changes (buffs) and some bug fixes.

03/07/2024 Patch (Compress Suit release)
no link yet
- Shoto's Beta now has 2 charges (from 1)
- Kirishima's Beta got a damage buff (Level 1-8 only),
His Special Action also got a buff. Faster Reload Speed when fully used and can be used at any time instead of only at 100%. It also reloads faster if you got interrupted while activating it.
- All Might got his HP reduced (300, from 350), his Beta's Smash damage got a damage nerf (Level 7-9 only)
- Aizawa's Gamma got a +1 damage buff
- Toga's Beta got a damage nerf (YIPPEE)
Patch Notes Pt. 3
24/07/2024 Patch (Season 6 Start / Overhaul Release)
link[en.bandainamcoent.eu]
- Compress' shield got a damage buff at Level 4 and 7
- Bakugo (strike) penetration shots got a damage buff
- Uraraka's Beta now gives you the car at Level 7 instead of 9
- Todoroki's Gamma now travels further at Level 1-8 (I assume similar to Level 9)
- Iida's Gamma can no longer be refreshed/cancelled when leveling it up
- Kirishima's Special Action activates faster (shorter animation)
- Denki's lingering Alpha hits faster (or something)
- All For One's Special Action will start reloading when switching skills
- Endeavor's Alpha got a massive nerf while his Gamma got a massive buff;
His Alpha has less charges at Lvl. 5-9, longer reload time (and this actually matters for the match-up) (time to reload, actual reload per charge
on Lvl. 4-9 and reload on all charges at all levels)
- Mirio's Beta now zooms out the camera when used in mid-air

Bug fixes like Toga's permanent permeation bug, Mirio's permeation not working properly.
8 Comments
p3 Apr 15 @ 11:39am 
ENG: Choose the one that's on the list and write in my profile, I will answer the same!
RUS: Выберите что то одно из этого списка и напишите в моём профиле, отвечу тем же!
+rep killing machine
+rep tryhard
+rep соло мид
+rep the best player on planet earth
+rep <3
+rep )))
+rep insane movement
+rep 300 iq
+rep kak zhe on ebet
+rep кросава
+rep лучший IGL
+rep лучший сейв
+rep +rep nice aim
+rep +rep ly <3
+rep I like you
The Mouse Guy Aug 20, 2024 @ 1:01pm 
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Kolyx Jul 31, 2024 @ 1:24pm 
I dont know if you said this already but if someones far away you can use aim mode to get some better range on your alpha
MistFaller May 24, 2024 @ 9:07am 
Also a fun little tip with compress, if you pick someone up, the person your holding can still grab items off the ground.
MistFaller May 20, 2024 @ 1:39pm 
As a compress main I can not thank you enuff :steamthumbsup:
LoNk May 5, 2024 @ 5:48pm 
could you possibly add me and help me get better at compress this helped me immensely but i still have a few problem areas thx
Actimel Mar 9, 2024 @ 6:50pm 
Crazy that you would put this much effort into a Compress Guide, I respect it tho. Change Bakugo to not winnable, compress is just a punching bag for him ngl ahahaha
Vivzi_sk3 Jan 12, 2024 @ 5:45am 
W:steamthumbsup: