Spoilers for My Hero Academia, The Dark Hero Arc and The Final War Arc.
"It's not all black-and-white. Most things in this world are in shades of gray. A blend of fear and anger. Which is exactly why... I've gotta extend a helping hand!"
Description
Mastered Green Hero is a character you can unlock by using Green Hero and obtaining 100% mastery. Ways to obtain mastery are by killing players, defeating the Namu, or completing daily quests.
His moveset is based around close-combat attacks that deal massive damage by locking enemies in deadly combos.
Mastered Green Hero is based off Izuku Midoriya in Season 6 or the Dark Hero Arc of My Hero Academia.
Pros and Cons
Pros
- All of the moves can hit/grab ragdolled enemies, making a downslam really useful for extra damage.
- Most of the moves are grabs, making it a character with extremely safe damage.
- Shadow Whip has 2 variants.
- Shadow Whip's ground variant is a good combo starter/extender.
- Quintuple smash can be combined with any move except Delaware Grab for easy damage.
- Delaware Grab's aerial variant is good to avoid damage from Ultimates and escape situations. It also has a shorter cooldown.
- Electric Smash can punish those who hold block.
- Delaware Grab is a useful combo finisher due to the space it gives between you and the opponent.
- Mostly due to how impossible it is to extend a combo afterwards.
- Quintuple Smash is a combo starter/extender.
- Electric Smash is good for teamers.
- Has good combo potential in Ultimate mode.
- Every move has a finisher.
- 3 of the 4 moves knockback the opponent, which is useful for getting them into an IWO.
- You can actually perform combos with the Ultimate.
- The Ultimate has 2 abilities that have long range, with Lightning Crush being the furthest.
- Quintuple Smash is a high-damage front dash combo extender.
- The Ninth has more combo potential than the base Green Hero Ultimate while sacrificing damage.
- The Ninth Ultimate moves chain together perfectly.
- Delaware Grab (Both Variants) are useful for knocking someone back and dealing with teamers.
- You can jump before using Electric Smash to deal more damage
- 7/8 of moves are unblockable. (Including The Ninth) (For Quintuple Smash, just keep turning your camera around to bypass block.)
- Quintuple Smash can grab infinite people
- Whiplash has a lingering hitbox that can hit enemies even after the initial contact
- Can do 50% if you land all moves on the Namu boss. (If he doesn't interrupt you midstartup)
Cons
- Moves all have very long cooldowns except for delaware grab air variant
- The Ninth is the only ultimate where you can't throw out random moves and expect them to hit, requiring you to combo into the moves as stated in the Pros. (You need to turn on your brain to use it.)
- The Ninth's Ultimate moves have SEVERE endlag, so be mindful when using your moves.
- The Ninth heavily relies on enemy wasting evasive and chaining moves together for damage
- The Ninth takes far more time to fill than Green Hero's Ultimate.
- It takes a while to obtain even with constant Namu farming.
- Electric Smash can be punishable if missed
- Shadow Whip has a lot of endlag if missed, and even more if it gets blocked.
- Shadow Whip's neutral variant pushes back players extremely far away. (Which isn't much of a downside as the others.)
- Delaware Grab is easily punishable since it was nerfed.
- The passive isn’t that great, due to it being instant and sometimes hard to land attacks with it active.
- Ultimate moves can be dodged or missed easily.
- The Base Green Hero's Ultimate does more damage than the mastered Green Hero Ultimate. (180>117)
Movesets
Attack | Damage | Cooldown | Information |
---|---|---|---|
M1 | 1 hit: 4-5% Damage
All hits: 16-20% |
~0.5 seconds | The user punches forward multiple times, emitting a green electrical shock at the last M1, slightly faster and more fluid than the normal version. |
Quintuple Smash | 16% Damage | 27 seconds | The user rapidly punches 4 times before punching one more time, sending the opponent away.
|
Electric Smash | 7% (Normal)
~Approximately 8%-10% (After jumping.) ~Approximately 12%-19% (Used after Delaware Grab's air variant.) |
18 seconds | The user jumps up and spins before doing a kick on the ground.
|
Delaware Grab | 8% | 24 seconds | The user grabs the opponent, punches them twice before slamming into the ground and punching them up into the air, then the user makes an empowered finger flick that launches the opponent further away.
|
Delaware Grab (Aerial Variant) | 7% | 8 seconds | The user jumps up on the air and performs an empowered finger flick that propels themselves up into the air.
|
Shadow Whip | 6% | 33 seconds | Uses blackwhip to grab their opponent and combo.
|
Shadow Whip (Ragdolled-target Variant) | 7% | 32 seconds | The target gets spun around with BlackWhip and gets smashed onto the ground directly in front of the user.
|
Attack | Information |
---|---|
Quintuple Smash | The final punch is much harder and empowered with One For All energy, causing both the users and the opponent to freeze before a flashy and shiny explosion occurs, launching the opponent to edge of the map. |
Electric Smash | The user makes another axe kick that is much stronger, causing a large crater to appear after a OFA explosion |
Delaware Grab
Delaware Grab Variant |
The Delaware Smash is much harder, causes a OFA explosion that flings the opponent further away.
The Delaware Smash is much harder, causes a big shiny OFA explosion that flings and bounces the opponent further away. |
Shadow Whip | The user continues to use the black greenish tendrils to grab their opponent after attacking them and performs a deadly 360 degree slam, then punches the opponent so strong that it causes a big explosion and launches the opponent. (The finisher animation is the same in both variants, although the ragdoll variant has a higher finisher threshold ) |
120% OVERDRIVE | The user stomps and launches a piece of terrain with the opponent on it, then flies up to the opponent. The user begins to throw an uppercut into the torso of the opponent. The user throws a second uppercut and then charges up for a third uppercut, which summons a miniature tornado that sends the opponent flying. The user then quickly disappears. The opponent, while still in the air, starts to look for the user before the user teleports behind the opponent and delivers a powerful punch to the opponent before they can react, launching them downward. |
45% | Travel at great speed with a lightning speed dash in the direction of your cursor. If anyone dares to stand before you, blast them back with destructive force. Then pull them back with BlackWhip before sending them into the sky and pulling yourself up into the sky far above them before pulling yourself down and punching them into the ground devastatingly, causing a shockwave to lift the ground surrounding you. |
Lightning Crush | The user launches at the opponent, which sends the opponent back. The explosion from the impact caused debris to fly up slightly. The user then summons black chains to grab the debris to grab the opponent and begins to pull towards the user until the opponent that is now stuck in the debris is under the user. The user then uses the black chains to pull themself down, which crushes the debris and the opponent inside. (This move can be chained into Whiplash with enough skill.)
(I had to use the small video picture thing on a different tab so it might not be 100% accurate. If you have something that will make the description better, then you can go on ahead as long at it doesn't damage it in any way.) - NoobiE2468 |
Whiplash | The user kicks the opponent twice then surfs on top of them and then continued with a slam, which then the user runs after the opponent and lands a heavy slam finished with a punch |
Attack | Damage | Cooldown | Information |
---|---|---|---|
THE NINTH | 27.5% (both the first and the second burst) | N/A | The player begins to get into fighting pose, charging, before letting out a huge burst of energy with 6 people in their friends list behind them (symbolizing the past users of the quirk One for All), before they gain a black whip bandana and glowing eyes. |
M1 | 8% (one M1)
30% (one M1 chain) |
~0.5 seconds | The user punches forward multiple times, their hands emitting a greenish blue energy. Acts the same as regular M1s except the fourth hit knocks back enemies further than the unawakened version. |
120% OVERDRIVE | 39% | ONE TIME USE
(Cooldown is lower if missed) |
Do a small lunge forward before stomping the ground, sending them midair before using a black-greenish tendril use the rubble around in the sky to move at high speeds to get behind the target and throwing them down. After the user slams them down, they will move at a high speed again before punching the enemy in the stomach with such devastating force that the enemy will be sent flying back.
|
45% | 31% | 15 seconds | Travel at great speed with a lightning speed dash in the direction of your cursor. If anyone dares to stand before you, blast them back with a punch of destructive force.
|
Lightning Crush | 19% | 15 seconds | The user launches at the opponent and causes an explosion, which sends debris into the air, causing the opponent to be knocked back. The user summons red chains to grab the debris and pull it to the ground and creates another explosion, which causes the opponent to barrel roll to the user.
|
Whiplash | 28% (14% AoE) | 15 seconds | The user dashes forward and punches the opponent upwards slightly then starts to surf on the opponent for a short period of time. The user then jumps off the opponent and grabs the opponent with a shadow whip and pulls the opponent over the user and slams them onto the ground.
|
Objects | Damage | Information |
---|---|---|
Tree | 8% (or 20% on 4th M1) | The user punches the enemy in the stomach then takes them by their head smashing them into the tree
If the user's M1 count is four, they holds an enemy then smashes said enemy towards the Tree 3 times, the fourth time smashes the enemy flying |
Pillar | 14% | The user holds enemy's head and smashes them into the pillar |
Trashcan | 11% | The user throws the trash can at the enemy |
Jukebox | 18% | The user holds the enemy then slams them rapidly against the jukebox
If you kill a player or dummy with a jukebox it starts to play music, more specifically, Free Bird |
TV | 11% | The user smashes the enemy's head into the TV, cracking it
Upon killing with this animation, the lights of the bar will be shut down |
Bench | 11% | The user smashes the enemy's head into the bench, destroying it
When finishing, the user proceeds to slam twice |
Specials | Damage | Information |
---|---|---|
Aerial Slam | 4% | Performs a front flip in the air with green effects, ragdolling the enemy on the ground |
Tree | 20% | Punches the enemy 3 times before charging a miniature Detroit Smash, blood spurts out. |
Pillar | 14% | Punches the enemy once with their right hand, switches to their left hand and smashes them 3 more times with the last smash being charged with OFA |
Trashcan | 11% | Smashes the enemy's head 3 times into the trashcan, the last smash is empowered with OFA, sending the enemy tumbling lifeless on the ground |
Passives
Passive | Information |
---|---|
Teleport Dashes | When defeating an enemy with a finisher you will be granted 4 teleport dashes (side dashes that work in an instant).
|
Attack Damage booster | When killing an enemy with a finisher you will be granted 3% damage boost. |
Cooldown Reset | Reset all cooldowns upon kill
|
Trivia/notes (My Hero Academia spoilers for season 5, 6, and 7.)
- Possible references for base moveset | Quintuple Smash | Electric Smash | Delaware Grab | Delaware Grab Air Variant | Shadow Whip Both Variants | (please note that some of these are not direct references and just use the references shown in moves; the HBG Dev worked to create custom animations using these references).
- The spawn animation is a reference to Deku's signature walk during his vigilante arc, shown here.
- Delaware Grab's air variant is more worth it than its normal variant because the cooldown is 2.5x faster and it delivers only 1% less than the neutral variant. It is also less likely to be punished after missing it, unlike the neutral variant. (There is a small-time frame that you can still be hit before you actually ' yourself up.)
- Delaware "Cannon" actually doesn't make a fireworks sound.
- In the 120% Overdrive finisher, you can see the words "second" and "third," which are based on the quirk "Gearshift" that Izuku Midoriya uses against Shigaraki in Season 7 Episode 12 (Chapter 366 in the manga) to kill him (Failed) Reference shown here (ends at around the 49-second mark.)
- The Lightning Crush move has red chains because it is based on the "Blackchain" attack that Deku uses when he combines Fa Jin and Blackwhip.
- 45% is most likely based off of or inspired from when Deku rematched against Muscular and pulled off a One-Shot Punch to defeat him instantly.
- Shadow Whip was originally called Dark Whip, and Electric Smash was called St Louis Smash.
- Although this character is based off Izuku Midoriya, the character only uses 2 out of the six quirks in the base moveset (5 in the ultimate).
- On The Ninth's awakening animation, there are only 6 people behind the player instead of the 8 in MHA.
- Originally, Vigilante Deku has the Danger Sense quirk, which makes him almost untouchable. However, the character depicted in the game doesn't have it at all, although, whenever The Ninth starts, every player will be highlighted with a white circle, rendering useless hiding from the character.
- Vigilante Deku also has the Smokescreen quirk but isn't depicted in the game. Maybe because emitting smoke may not be the fairest play on your enemies, or its just hard to make a move out of.
- The 45% Finisher MAY be based on Detroit Smash: Quintuple or Shadow Whip's finisher
- Mastered Green Hero is believed to have used "Float" during the shadow whip finisher as he floats and hovers for slight seconds
- 45% does NOT do 45% damage, which could confuse new players.
- The theme song used for Vigilante Deku's awakening is "Trinity." The link can be found here: Trinity
- In the Lightning Crush finisher, you use Float to make the debris stay in the air.
- Vigilante used to share a Ultimate with Green Hero but in Update 8.5, they gave Mastered Green Hero a personalized Ultimate.
- Shadow Whip Neutral Variant used to deal as much knockback as Quintuple Smash, but they increased the knockback when Shadow Whip gained a ragdolled variant
- Lightning Crush finisher uses 3 of the quirks in One For All in its animation, being an initial reference to his Faux 100% where he uses Blackwhip and FaJin together, but also in the after-attack finishing animation Float is used while mixing the opponent with a bundle of debris.
Characters | ||
---|---|---|
Heroes | Green Hero • Split Ice • Explosion Hero • Jet Engine | |
Villains | Hero Slayer • Azure Flames • Symbol Of Fear • Warp Portal | |
Mastery | Mastered Green Hero • Mastered Hero Slayer • Mastered Azure Flames | |
Private server+ | The Strongest • Huge Lady |