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Player creates massive ice spire that freeze anyone within reach, soon after the ice explodes into a fire tornado spinning all of the previously frozen players in a circle and then the tornado dissipates.
Start up can be interrupted, but grants I-frames once the ice gets planted into the ground
Can grab a infinite amount of players
User can stand inside the fire tornado to avoid getting attacked
You can damage people caught with the tornado with Jet Kindling
Visually reworked.
Explosion Combo
≈20 Seconds
11%
The user firstly unleashes a triple-hit combination of punches, whereupon they spin and start pummeling their opponent, before bursting through the air, as the user slams their opponent into the ground.
Shorted.
BEYOND 100%
One Time Use // O.T.U. (Upon landing)20 Seconds (Upon miss)
50%
Simply remains the same as with nowadays BEYOND 100%, but the user teleports to the nearby bystander instead of charging up.
Changed start-up.
Jet Stream
24 sec
13 sec
Same as actual Jet Stream, but not slams down instantaneously
Reworked.
Reality Barrage
18% Damage
25 sec
Appearance: Drag your opponent through time and space, teleporting the opponent while smashing them across the map. The move ends with the player punching the opponent away.
This move can hit grounded/ragdolled opponents
This move goes through block
This move has a fast windup
This move has one of the most deadly finishers in the game
If you Jump and Forward dash instantly after the move ends, you can perform a adaption of the twisted tech (Doesn't combo-extend)
You can get damaged while in the move animation
Reworked
Matter Absorption (First use)
N/A
1 second
Opens a portal that sucks in an object that your cursor is pointed to.
This move has no windup and no end lag when absorbing matter, meaning it is unpunishable.
Despite the stationary portal that appears when you expel the matter you have absorbed, you can aim the matter in any direction even after you have activated the move.
This move is blockable (no matter the object absorbed)
All matter that you launch at your opponent has a noticeable lingering hitbox, the worst offender being the tree.
Reworked
Matter Absorption (Second use)
4-22% Damage with plate from arena
12% Damage with tree and fire pillar
11% Damage with bench, trashcan, rock, jukebox or TV
18 seconds
Open a portal that regurgitates whichever object you have absorbed on the first use.
This move has no windup and no end lag when absorbing matter, meaning it is unpunishable.
Despite the stationary portal that appears when you expel the matter you have absorbed, you can aim the matter in any direction even after you have activated the move.
This move is blockable (no matter the object absorbed)
Reworked
Portal Combo
15%
28 seconds
Appearance: Grab your opponent and open two portals linked to each other. Drop your opponent into one, forcing them to repeatedly fall through the portals several times
This move goes through block
This move can hit grounded/ragdolled opponents
The target is granted small amounts of I-frames after being thrown out of the portals, making combo extending with front dashes impossible because it gives them enough time to block the dash.
With precision and timing, this move can be comboed into reality barrage
With timing, this move can be comboed into the second part of matter absorption. With perfect timing, you can combo into a side dash m1 after landing matter absorption
With perfect timing and precision, you can combo into a jumping side dash slam (jump + side dash + m1 in the air)
Reworked
Warp Punch
5-6% Damage
23 sec
Appearance: Open a portal to reach to your enemies and punch them, sending them away.
Despite only having a medium sized hitbox, this move can hit opponents even if they’re on the other side of the map by the time the punch is thrown. All they have to do is step into area in front of you when you use this move (In short: the portal that your fist comes through follows your opponent)
This move has awfully slow windup
This move is blockable
This move can be dodged with a well-timed backwards dash.
This move can easily be interrupted by any attack.
This move is a evil combo-extender because it knocks the opponent in a random direction and if you don't predict where they will get knocked to and immediately front dash, it won't combo extend, and it's hard to predict where they'll go after the move and front dash at the same time as the move doesn't stun the enemy long enough for you to aim the front dash after they are punched away.
Reworked
Old Finishers[]
Old Finisher GIF
Description
Reality Barrage
The user teleports the opponent very high up in the air exactly in the middle of the battlefield, drops them, then teleports down and watches the opponent fall to their death.
Matter Absorption
The opponent simply falls down with extra blood effects.
Portal Combo
After using the attack, a wall will appear behind the opponent, the opponent will then launch into said wall, embedding themself into the concrete.
Warp Punch
The user creates a portal beside them, reaching their hand into it, before grabbing the opponent's head, and tearing it off brutally.
Manchester
The user kicks the opponent, making the opponent splash blood and flash red, knocking them back and smashing them onto the ground ahead.
120% OVERDRIVE
Same as the nowadays finisher, although different Impact Frames and sound effects.
1 000 000%
Same as the nowadays finisher, although the final punch has not Impact Frames.