My Hero Academia: All’s Justice looks familiar on the surface if you played One’s Justice 2, but the moment you actually try to combo the way you used to, the game shuts that idea down immediately. This is not a dash-cancel fighter anymore. It is slower, stricter, and much more intentional, and that changes how you should think about combos from the ground up.
This guide explains how combos really work in All’s Justice, why old habits will actively hurt you, and how to build consistent damage without relying on muscle memory from the previous game.
Dashing
The biggest shock is simple and brutal: you cannot dash into combos anymore. There is no dash cancel, no dash extension, no autopilot pressure strings. Whatever move you commit to is what you are finishing with unless the character specifically has a built-in extension tool.
This is where most returning players fail. They see a hit connect, try to dash like One’s Justice 2, and the opponent just recovers. If your combos feel fake online, this is almost always why.
Instead of dashing, the game now revolves around:
- Character-specific rising actions
- Zigzag cancels (only on certain characters)
- Switch tech between teammates
- Correct positioning and timing
If you accept that early, everything else starts making sense.
Training Mode Settings
Before you even think about labbing combos, go into training and set the enemy to Recovery ON and Return to Center (or reset if you prefer). Recovery is non-negotiable. Without it, you will practice combos that literally do not exist in real matches.
Recovery forces the dummy to escape as soon as it legally can. If your combo still works with recovery on, it is real. If it drops, it was never valid in the first place.
Return to center just helps reset spacing so you can focus on consistency instead of chasing the opponent across the stage.
Combo Formula
Most characters in All’s Justice still follow a loose combo structure:
Red move → target combo → armored (yellow) move → quirk → Plus Ultra
This is not a rule, but it is the foundation. Deku and Tsuyu are good examples of characters where this still works cleanly. You can start with a red move, confirm into a short target string, use armor to keep the opponent locked down, then cash out with a quirk and Plus Ultra.
However, not every character follows this formula cleanly. Uraraka is the clearest exception. Her red move does not naturally flow into the rest of the sequence, and if you try to force it, the opponent simply recovers.
The lesson here is important: the formula is a guideline, not a guarantee. You have to understand what each character’s red move actually does to positioning and gravity.
Character-Specific Combo
Deku (Shoot Style)
Deku still feels familiar, but his combo logic is stricter. His armored move can be comboed after, but not into. That means you either start with armor or save it for later in the string. His rising state changes everything. Once rising is active, zigzag becomes available, and zigzag is effectively your replacement for dash canceling.
Zigzag lets you extend target combos, re-enter pressure, or route into armor in ways that are impossible otherwise. If you are not using zigzag with Deku’s rising, you are leaving damage on the table.
Tsuyu (Sue)
Tsuyu technically follows the standard formula, but her rising action is mostly a reset tool. The backflip shockwave adds damage, but it does not extend combos. You use it to stabilize neutral or reposition, not to flex long strings.
Her tongue attacks are powerful but dangerous. Against walls or bad angles, they can push the opponent out of your teammate’s follow-up and completely kill the combo.
Uraraka
Uraraka is entirely quirk-dependent. Without her floating rocks active, her combos are short and unimpressive. With rocks, everything changes. Her tilt quirk launch allows her to re-enter the air, wall splat, and switch safely into teammates.
Her rising ability is unique but not comboable. It is control, not damage. If you try to force combos into it, you will drop them.
Switching Replaces Dashing
Since you cannot dash to extend pressure, switching is now your main extension tool. This is where team synergy becomes the real skill ceiling of the game.
You do not switch randomly. You switch at moments where hitstun, wall splat, or throw animations naturally hold the opponent in place. Simple bread-and-butter switches often outperform flashy routes because they are stable and spacing-safe.
A basic example is finishing a target combo, switching, then immediately continuing pressure with the new character’s safest starter. This mimics dash pressure without risking drops.
Trying to overextend with constant switching usually backfires. Inputs get eaten, spacing breaks, and the opponent escapes. Clean, deliberate switches win matches.
Positioning Is Half the Combo
Damage numbers mean nothing if your opponent hits a wall at the wrong angle. Wall splats can enable huge damage or completely ruin a route depending on which character is active.
Certain Tsuyu tongue routes, for example, can push the opponent into a wall that causes Deku’s follow-up to whiff or reset. In those cases, switching to a throw-based ender is safer and more consistent.
This is why high-damage lab combos are not always match-ready. You must test them in different stage positions and against recovery.
Rising Abilities Are Not Just Buffs
Every character’s rising action changes how they combo, defend, or threaten. Some are extensions, some are resets, some are pure pressure tools. Ignoring rising abilities is one of the fastest ways to plateau.
All Might is the most extreme example. His rising condition turns his close-range Plus Ultra into a potential one-hit kill when his health is critically low and he is the last character alive. That is not a combo tool, but it absolutely changes how opponents must respect him.
Read your character’s rising description. It matters more in this game than in any previous entry.
All’s Justice is still combo-heavy, but it demands patience and understanding instead of speed. You are not meant to freestyle dash strings anymore. You are meant to learn what each character can actually confirm, where they can switch safely, and when to cash out.
If your combos feel shorter at first, that is normal. If your damage feels lower, that is also normal. What matters is that the combo works every time, online, under pressure.
Learn the formula, learn where it breaks, build around switching, and stop trying to play this like One’s Justice 2. Once that clicks, the game opens up in a way that feels deliberate, technical, and surprisingly deep.