I'm planning to do a moveset series, and the current candidates are Toshinori (All Might), Eijiro (Red Riot), Enji (Endeavor), Aizawa (Eraserhead) and Hizashi (Present Mic). First, we're starting with All Might, next moveset will be for Endeavor.
Name - Almighty Hero
--- Requires 100% Mastery on both Green Hero and Mastered Green Hero.
Base Moveset
Passive 1 - Unprecedented Might // Each kill, the user will gain +50% damage boost to any move used, and also +50% damage negation.
Passive 2 - Heroic Will // Each use of Heroic Detroit will give +1 Might Stack, which will be displayed above the move. Upon getting 7 Might Stacks, which is Max Amount, it will give you an enhanced version of Heroic Detroit. If using Forward Dash with Max Might Stacks, it will result into a Carolina Smash that sends the opponent flying distance same as with Black Flash, dealing 15% damage.
Aerial Downslam is inspiring Hero Slayer's one, but instead of horizontal katana slam, the user does Missouri Smash.
1 / Heroic Detroit (Type: Combo-Extender / Offense) // The user charges up their power of One For All, before releasing it into a strong, downward punch which pins the opponent into the ground. Shortly afterward, a small tornado appears on the punch spot, forcing the opponent to spin in the air (Akin to Frostflame Burst flight) before they land before the user. // Deals 15% damage and gives I-Frames, just as with regular Detroit. Will be activated and create a tornado even if not landed.
1.5 / Indomitable Smash (Type: Combo-Extender / Mobility) // The user collects friction from the ground and lunges forward, releasing the friction into a strong upward sweep with left arm, which launches the opponent upwards upon landing. The user then grabs their opponent by the neck and smash them into the ground, finishing it with a slow, but well-prepared and devastating Detroit Smash into their skull, followed by bone shatter sound with Impact Frames and slow motion effect before the punch creates a tornado. // Shares the same things as Heroic Detroit, but the damage is doubled and the tornado of Indomitable Smash is twice bigger than from Heroic Detroit. The move also plays a cutscene when the opponent is smashed into the ground, which is the rest of the move. The bystanders will be flung away if they collide with the tornado and will gain 10% damage.
1.5.5 / Double Detroit (Type: Mobility / Total Offense) // If the user will activate Heroic Detroit nearby the user of Green Hero, who will use Detroit, once the moves are reaching the part of dealing damage, a cutscene will play, where both users put their fists near each other (Akin to Smash part in Tenth Torch), and a white, huge spark of hope will be in the middle of it. Once the cutscene ends, both users lunge forward at the same moment with immeasurable speed, striking their target with immense power of One For All. // Deals 30% damage and the punch acts like 45% punch, since Izuku and Toshinori had that "timelag" when executing Double Detroit Smash. The opponent will be thrown away into distance slightly farther than from Black Flash. You also cannot hit the Green Hero user for 10 seconds, and they can't damage you either.
2 / Shoot Style (Type: Mobility / Offense) // The user spins and delivers a back kick into the opponent's face, adding it up with left kick into their head's right side and then to spin once again and back kick their stomach, charging the power of One For All in their right leg they back-kicked the opponent's stomach before, to deliver a strong kick into their face, sending them flying away. // Deals 20% damage overall (5% per kick.) Will still be activated even if the back kick won't land on the opponent, akin to Suiryu's Twin Fang move system, though the final kick will be a downward kick that will create a huge AoE crater. Grants Super-Armor.
3 / New Hampshire (Type: Counter-Ignorance / Defense) // The user channels the power of One For All into their right leg, using it to leap off the ground, forcing bystanders to be launched upwards several feet (Twice higher than when floating in Matter Barrage). The user then uses Detroit Smash and punches the air to blast themselves into the direction of opponents, colliding with the bodies with their strong spine, the force behind the collision forces the opponents to fly a distance as same as in Manchester's finisher, creating exact same crater when they land back onto the ground. If the opponent wasn't hit by the leap or nothing is in the way, the user will then redirect themselves onto the ground, Detroit-ing the ground to create a big crater, sending bystanders away in a manner of Uppercut (From The Strongest Battlegrounds). // Deals 15% damage, gives Super Armor and is an anti-teamer. Bypasses only counters from base movesets.
4 / Oklahoma (Type: Projectile / Mobility) // The user smashes the ground, forcing a big chunk of the ground to be launched upwards. If nothing is hit by the ground smash, the user kicks the chunk away, and if hit - the user grabs the opponent and starts spinning with such speed it creates a tornado, sucking in nearby bystanders, throwing them all away once the user "brakes down", with them also throwing away the caught opponent. // Deals 10% damage, both throw and chunk does. Grants I-Frames for the spin duration.
Awakening - One For Everyone // The user starts chuckling, before they vanish away, with their afterimage leaping high into the sky. Once they land dramatically, creating a colossal crater (The scene of when the user drops to the opponent in 1 000 000% Finisher), they start laughing heartily, reciting «I am here..!» with a blue spark appearing in their eye. // The user's Awakening lasts three minutes, but the usage of moves drain some duration. If your Awakening bar is below even 20 seconds, you can use any last move, but in exchange you will be stunned for 5 seconds like with BloodCurdle after the move ends along with the Ultimate Mode. The shorter Ultimate Mode becomes with each move use and the time, the more steam the user will emit from their body.
One / Ultra Smash (Type: Counter-Ignorance / Total Offense) // The user charges the energy of One For All into their right leg, in order to stomp with such power it creates a massive crater, launching the opponent upwards several feet (Thrice higher than in Matter Barrage), with the user, shortly afterward, left-arm punching the opponent even higher into the air, punching the air with Detroit to launch themselves to the opponent. Once they reach them, the user grabs the opponent's arm with theirs, and starts spinning horizontally to throw them into the ground, causing a crater akin to from Reality Barrage Finisher. Whereupon all that, the user drops down dramatically to them, as a past of previous One For All users fly near them into a shape of a spark, with the user grabbing it to deliver a devastating punch to the opponent's abdomen with such force it creates a colossal crater beneath, sending them flying away. // Deals 40% damage, and as you guessed - indeed, all that is an inspiration of Plus Ultra moment from Unforeseen Simulation Joint Incident. Huge craters from the move deals 20% damage to the hit bystanders. Ignores counters, except for Infinity and Reflective Counter. Drains 40 Seconds from the Awakening bar.
Two / Real Might (Type: Counter-Ignorance / Total Offense) // The user charges up the power of One For All, smashing the ground with it so hard a huge straightforward destruction (Like from Detroit Finisher, but the size of the V-shaped destruction is the same as from BLAST AWAY), forcing everybody in the range to fly upwards high into the sky. Shortly afterward, the user does a straightforward Texas Smash, punching the air to force an immense air pressure to destroy the destruction and send everybody, formerly launched upwards, away. // Deals 35% damage, grants I-Frames for the entirety of the move, is an anti-teamer. Ignores every single counter, except for Infinity. Drains 20 Seconds from the Awakening bar.
Three / Carolina (Type: Mobility / Multi-Grab) // The user starts running with their hands extended into an X letter, before they lunge up at impossible speeds, dealing two impacts at time with a devastating cross-chop they deal to their opponent. // The initial impact deals 10%, and so does the second one, and also as the opponent lands on the ground and creates a crater upon impact, it also deals them 10% damage, resulting into 30% damage. Cannot be cancelled or countered, but can be blocked and endlag'ed like Cosmic States of Smash. Drains 20 Seconds from the Awakening bar.
Four / United States of Heroism (Type: Counter / Defense) // The user takes a defensive stance, and if hit within its duration, a cutscene starts, where the user firstly punches the opponent with the right fist, then left, and repeats the combo, before starting a rapid barrage of punches, finished by an impossibly powerful right hook. // Deals 50% damage, cannot counter projectiles and long-range moves, only close-range ones. If cancelled, cooldown is 20 seconds, instead of One Time Use. Is an inspiration of when All Might has traded blows with Nomu in Unforeseen Simulation Joint Incident. Drains an entire minute (60 Seconds) from the Awakening bar.
Finisher for United States of Heroism // The user evades the opponent's punch and charges up an immense load of raw power One For All gives, into their right fist, followed by a long cutscene, to smash it into the opponent's skull with a downward punch that creates an almost map-wide destruction and tornado, ending the opponent's life, with the heroes emerging victorious. // A total inspiration of when All Might has brutally killed All For One with United States of Smash.
btw no finishers for Tokoyami and All Might at all, they doesn't need that cause all that is merely a concept xD
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