(A‐Quirk) One For All - Callumari-takoyakii/FinalWar GitHub Wiki

Quirk: One For All

(Banner from My Hero Ultra Rumble)

Abilities:

1. Second: Gearshift / Transmission / Overdrive

Increase your movement and attack speeds with the power of the Second's Quirk, Gearshift.

  • Press again while moving to dash in that direction. (Moving right = Dash right)
  • Hold + Press to deactivate Gearshift.
  • (Transmission) Punch another entity while Gearshift is active to impact them with Transmission. Each punch increases your gear by 1, with a cap of 5.
  • Your speed increases with each gear increase.
  • (Overdrive) When you're in Gear 5, replace your dash with a lock-on to the entity you aim at. Once you're close up, hit them in the back with a Detroit Smash.
  • You are burnt out and your speed is inhibited for a time after you run out of Gearshift.
  • Overdrive drains your Gearshift time faster.

2. Third: Fa-Jin

Press once to crouch repeatedly, charging and storing energy in your legs to increase your jump power.

  • Changes Smashes and Blackwhip.

3. Sixth: Smoke Screen

Create a cloud of purple smoke around you, obscuring you from enemies.

  • When you press, there is a 70% chance that any mob chasing you will give up. (With the exception of endermen)
  • After you press, no hostile mobs will be aggressive / chase you so long as you remain in the Smoke Screen.
  • Use with Fa-Jin stored to increase how long the smoke has before it dissipates.

4. Blackwhip / Blackchain / Blackchain Smash

Shoot out a tendril of energy ahead of you, allowing you to grapple onto and swing off blocks.

  • Velocity is increased while Gearshift is active.
  • Blackwhip will latch onto the block you're aimming at, and then you swing based on the movement input (S = backwards swing), similar to spiderman, but once you latch on, you don't need to aim at the block, allowing you to aim at something else while swinging. (Spiderman-esque)
  • (Blackchain)If Fa-Jin is charged, it becomes Blackchain and you swing further.
  • (Aimed at an entity) Blackwhip latches onto entities and drags them in toward you, while Blackchain tosses them into the air and then slams them back down.

5. Delaware Smash: Airforce

Throw a punch ahead of you, propelling a shockwave in the aim direction.

  • Charge-up and the projectile are sped up when in Gearshift.
  • Enemies hit are briefly stunned, allowing for quick follow-ups.
  • You cannot use other abilities during or shortly after, with the exception of Ability 4. (Combo 5 into 4)
  • Gearshift, Fa-Jin, or any other active powers are not turned off during or after use.

6. Detroit Smash / Detroit Smash Quintuple

Dash and punch forwards, dealing single-target damage.

  • You deal a little aoe during charge-up despite the final hit being single-target.
  • Hit a wall / block to create a weak aoe rather than single-target damage.
  • The final punch only works if you hit a block or entity, allowing you to keep momentum after use.
  • You have 2 charges, though dealing damage with this ability takes 2, and movement takes 1.
  • Use while in Gear 5 to leap up vertically instead and slam down into the ground, creating 5 aoe rings, one after the other from your impact.

7. Manchester Smash / Faux 100% Manchester Smash

Jump up a little and bring down your heel to deliver an axe kick to your opponent.

  • Deals greater damage to the target and makes an aoe shockwave.
  • Deals more damage to enemies wearing armour than unarmoured enemies.
  • (Faux 100% Manchester Smash - Requires Fa-Jin and Blackwhip/Blackchain to be active):
  • Cancel your Blackwhip/Blackchain swing and instead grapple onto two blocks like a slingshot. (Fails if you can't grapple.)
  • While your slingshot is active, you can hold your backwards key (S) to charge and launch yourself further.
  • Release the key to launch yourself, dealing damage to any enemy to come into contact with during the launch. Colliding with an enemy doesn't stop your momentum.

8. One For All: Rising

Dash forward in the aim direction and deliver an uppercut to your opponent.

  • You can damage resistance that scales with lower health during the dash and uppercut.
  • You cannot be interrupted while dashing or uppercutting if at 4 hearts or below.
  • Deals single-target damage.
  • Sends the opponent flying after the final hit.

Armour Buff:

Greatest Hero Armour:

Wear the full set of the Greatest Hero armour for faster movement speed, attack damage and immunity to fall damage.

  • The armour's texture gets increasingly worn with lower health or armour durability.
  • The texture goes back to normal when the wearer is full health or the armour has enough durability.

Entrusted Hopes Chestplate:

Wear the Entrusted Hopes Chestplate for increased ability damage, faster ability speed and a large buff to Ability 8, One For All: Rising.

Attributes:

Health:

Unlock up to 3 levels of increased health with levels of experience. (5 additional hearts)

Fourth's Danger Sense:

You have a very low chance to nullify damage taken. Has a cooldown.

  • 10% chance to nullify projectile damage.
  • 0.1% chance to nullify one hit of damage.

Seventh's Float:

You are able to move freely (vertically) in the air, but you cannot move side-to-side.

  • Combine with Ability 4 to propel yourself while Floating.