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Hey, what is up everybody.
It's animak here for anime oproar, and

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in this video, I will be
breaking down the quirks and special abilities of

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all twenty Class one A students,
including all of their updates and upgrades as

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of the final arc in the MHA
manga. One of the very first Maha

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videos that we did here on the
channel was a video explaining all the quirks

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in Class one A. But that
was over five years ago and things have

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changed drastically. Some quirks have changed
completely, others have become much stronger,

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and others still turned out to be
quirks that were stolen from other people.

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And we even got the long awaited
face reveals for Todu, Hagakuda and Mesoshoji.

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So yeah, there is a lot
to talk about. Let's get into

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it. You guys know how this
works. If you enjoy our videos and

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It only takes you a second,
but it helps us out with that YouTube

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algorithm. And if you're one of
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big favor. And make this the
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literally just a click or two,
but it's actually very important. Finally,

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this video will contain all the latest
spoilers about the twenty quirks in Class one

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A, so please proceed with caution
you have been warned. First up,

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let's talk about the student who sits
in seat number one. Uga au Yamam,

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also known as the Shining Hero Can't
Stop Twinkling and his quirk naval laser,

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although spoiler alert it's not actually his
quirk Naval laser is an emitter type

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quirk that enables its user to fire
twinkly but powerful laser beams from his belly

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button. The laser beam is quite
strong and we've seen it easily destroying hard

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surfaces like metal and concrete. That
said, this is as a shon in

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series, so we've also seen the
lasers being aimed directly at Yuga's opponents,

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and yet those who were attacked managed
to survive. They weren't like game over

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It on the spot or anything like
that. Yuga does have some ability to

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control the power of his laser attacks. For example, his ultimate move called

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Supernova, requires him to charge his
naval laser for at least five seconds,

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and after that he can release a
significantly more powerful laser attack than the attacks

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he normally uses. The quirk can
be pretty versatile if you know how to

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control it. It is able to
attack from short, mid, and long

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range distances, and the user can
also use the laser to fly through the

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air by aiming the laser into the
ground or another surface. The user can

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also alter the shape and size of
the laser beam that is being used.

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It can be extremely thin, or
it can be as wide as an entire

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person, and it can even be
turned into a blade of light, which

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can then be used as a saber
like weapon. In fact, this is

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one of Yuga's ultimate moves called navels. This quirk can also be very practical

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in dark environments because the bright lighted
produces can be used to light up the

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surrounding area. It can even be
used to send a powerful signal into the

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air as a way to inform your
allies over your location or as a way

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to lure your enemies into a trap. But even though naval laser is a

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pretty powerful and versatile quirk. It
also has some serious drawbacks, especially for

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Uga in particular, as we learned
in chapter three hundred and thirty six of

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the manga Yuga a Yama was actually
born quirkless, meaning that naval laser did

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not originally belong to him. Naval
laser was actually given to Yuga by the

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arch villain all for One himself,
after Yuga's parents made a deal with all

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for One because they didn't want their
son to be a quirkless outcast. As

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we know, all for One has
the ability to steal the quirks of others

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and transfer them either to himself or
to other people, and naval laser is

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a stolen quirk that he transferred to
Yuga. However, his body had a

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tough time adapting to the sudden appearance
of a quirk, and so the power

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of naval laser began accidentally leaking out
of his belly button, even if he

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didn't want it to. As a
result, he had to start wearing a

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special belt called the Sparkle Belt at
all times in order to prevent his naval

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laser from bursting out uncontrollably. On
top of being difficult to control, naval

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laser also has limitations in terms of
how much of its power can be used

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at once. If Yuga continues using
the laser for more than a second,

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his insides can become damaged and he
can even lose control of his bowels.

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Initially, he is only able to
fire the laser from one place in his

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body, his belly button. As
a result, he was always forced to

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face his opponent directly when engaging in
battle, and he was vulnerable to attacks

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from behind and from the sides.
Yuga eventually acquires a hero costume that allows

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him to channel the power of naval
laser and send it to other parts of

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his body, which then enables him
to launch laser beans from his knees and

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shoulders as well as from his belly
button. In seed number two, we

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have Mina Ashido, also known as
Pinky, and her quirk acid Now.

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Mina has a very unique appearance.
Her skin is pinkish, she has horns

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on her head, and the white
of her eyes is actually black. This

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may lead some to conclude that she
has a mutant type quirk, but her

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quirk is actually classified as emitter.
That's because her quirk is not a byproduct

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of a mutation. Rather, her
unique appearance is in part a byproduct of

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her quirk. It's a bit confusing, but we gotta just roll with it.

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The quirk classifications are not as precise
as people might think. Acid is

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a medium range quirk that enables its
user to generate an acid like corrosive substance

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from her skin. Mena can produce
the acid from any part of her skin,

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and she is able to manipulate the
quantity and the trajectory of the fluid.

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Her acid is quite strong, and
it can corrode even strong substances like

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metals. She herself is resistant to
the effects of her quirk, so her

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acid will not harm her. However, if Mina over uses her quirk and

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produces too much acid in a short
period of time, her skin will eventually

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stop being resistant and she will hurt
herself. Mina is aware of this limitation,

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and she has trained hard to make
her skin more durable. She's also

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worked tirelessly to control her quirk so
as not to accidentally harm anyone. That

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said, accidents can still happen,
so she has to wear a special acid

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proof hero costume so as not to
accidentally burn her own clothes off. In

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the middle of a battle. As
Mina's training progresses, she is able to

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control the thickness and texture of her
acid. This means that she can make

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it more or less harmful to other
living beings depending on what her objective is,

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and she can use it for other
interesting purposes, such as creating a

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thick defensive barrier or using it to
climb walls by having the acid burn holes

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into the walls that she could then
grab onto. She can even release acid

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from her feet and make the floor
slippery, which then increases her maneuverability because

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it allows her to skate or glide
across the floor. She can also quickly

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burn holes in walls and floors in
order to gain access to a particular location,

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and she can even use an ultimate
move called acid man, which essentially

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allows her to coat her entire body
inside a thick acidic armor. Even though

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Mina's quirk is a pretty simple concept
producing acid from your skin, the more

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we learn about it, the more
we realize how useful and versatile this quirk

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can be. It has offensive capabilities, defensive capabilities, and it helps with

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maneuverability and infiltration. And of course, part of the reason why this quirk

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turned out to be so strong and
versatile is Mina herself. She is fiercely

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committed to her training and hard work
pays off. In seat number three,

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we have t Suyu Asui, also
known as the Rainy Season hero Frop.

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The name of her quirk is frog
and it is actually classified as a mutant

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type quirk. T Sulu was born
as a human with the biological traits of

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a frog, including incredibly strong legs
that allow her to hop through the air,

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the ability to cling to walls,
the ability to secrete mucus that produces

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various different effects including paralysis, a
strong and extremely long frog like tongue that

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can stretch for like twenty meters,
the ability to swim faster than any human,

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the ability to use camouflage, and
so on. Basically, Suyo has

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the ability to do everything that a
frog is able to do, although to

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be fair, she can actually use
the abilities of a variety of different species

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of frog. She further enhances her
ability through vigorous physical training, so unlike

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Mina, whose quirk is the ability
to produce acid, and then this quirk

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alters her physical appearance as her body
adapts to the quirk itself. Tulu's frog

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like anatomy is what gives her all
of her abilities in the first so her

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actual anatomy is her quirk. That
is why it's a mutant type quirk,

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as you'd expect from someone who has
the biological makeup of a frog. Suyu

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is adversely affected by extreme cold temperatures
because frogs are cold blooded and they cannot

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function in extremely cold conditions. Along
with extreme cold, Suyu also isn't good

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with extreme heat because frogs are aquatic
creatures, so they can't function in excessively

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hot and dry conditions. But despite
the quirk's weaknesses and limitations, frog is

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one of the most versatile quirks in
MHA. It allows for superhuman speed,

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agility, and maneuverability. In fact, Deck who taught himself to release black

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whip from his mouth in the same
way that Suyu releases her giant tongue,

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and he calls this move Froppy style
as an homage to sue Youu. In

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seat number four is class representative Tenya
da aka Turbohro Ingenio, and his engine

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engine is another mutant type quirk because
Tenya was actually born with engine parts inside

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the calves. Of his legs,
and this allows Tenya to move extremely quickly

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and reach incredible speeds. Now I'm
no mechanic or biologist, but I guess

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having mufflers on your calves would make
you a really fast runner. I'm sure

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that's how human anatomy and mechanical engines
work, so we don't need to question

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it. Needless to say, having
the ability to achieve super speed is very

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useful in battle, and it is
also useful if you need to get somewhere

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in a hurry, like if someone
needs to be rescued and time is of

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the essence, and let's be real, super speed is also useful if you

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just want to run away from a
stronger enemy before they can take you out.

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I mean that is literally the Joe
Star Family secret technique, as explained

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by the greatest Jojo of all time, Joseph Joe Star. Along with speed,

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Tenya's quirk also gives him superhuman leg
strength, which allows him to deliver

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overpowered kicks that are strong enough to
destroy even hard substances like metal. A

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lot of these guys can just crush
metal. Metal is nothing in the world

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of MHA. Just like a car
engine, Tenya's engine quirk has different gears,

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and he can switch between those gears
depending on how much speed and power

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he requires at any given time.
In terms of those mufflers that are sticking

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out of Tenya's legs, they can
actually be forcibly removed, which is an

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extremely painful procedure. But if they
are removed, new ones will eventually grow

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in their place, and these new
ones will be even more powerful if the

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user continues to push his limits through
rigorous training, thereby forcing them to adapt

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to these new levels of power.
Just like real engines, Tenya's engines require

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some sort of fuel to function,
and for Tenya, this fuel is actually

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orange juice. He needs to consume
enough orange juice to use his quirk properly,

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and if he doesn't, his quirk
will eventually progressively get weaker and then

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stop working altogether. Tenya must also
refrain from consuming carbonated drinks like soda,

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because carbonated drinks causes engines to stall. On top of that, Tanya has

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to make sure that no one blocks
or clogs his mufflers in any way because

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this would hinder his ability to use
his quirk. Tanya's older brother, Tensey,

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also possesses the same quirk, although
his engines are on his elbows rather

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than on his calves. The quirk
seems to function in essentially the same way

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for both brothers. Both can use
the same ultimate move known as recipro burst,

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which allows the user to produce a
brief but massive burst of speed.

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This burst will last for only about
ten seconds, and after the end of

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the ten seconds, the engines will
be incapacitated for a while, but if

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used wisely, those ten seconds can
give Tenya an important upper hand over his

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opponent in battle. Later on,
after removing and regenerating his mufflers, Tanya

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is able to unlock a move called
recipro turbo, which allows him to drastically

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increase his speed for ten whole minutes
rather than just ten seconds. Recipro Turbo

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is even faster than other moves like
recipro burst and recipro extent, and it

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is said to even surpass grand Orino's
quirk Jet when it comes to speed.

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In seed number five, we have
Ochako uraaka aka Uraviti and her emitter type

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quirk zero urravity I mean zero gravity. Ochako has these little pads on the

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tips of her fingers and her quirk
allows her to essentially remove the gravity around

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anything or anyone that she touches with
those pads. As the quirk's name suggests,

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the person or object that Ochako touches
instantly begins to experience zero gravity and

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becomes weightless. As long as she
touches something that is under three tons in

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weight, Ochako can make it float
in mid air, and she can choose

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to activate or cancel out the effects
of her quirk by pressing her fingertips together.

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At first, every time Ochako used
the quirk on herself in order to

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make herself float, she would become
nauseous and vomit. She trained hard in

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zero gravity conditions in order to reduce
this side effect, and she has been

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successful in managing it over time.
She also trained hard to learn to control

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her quirk and to make good use
of it during fights and evacuations. Ochako

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has trained martial arts so that she
can use them alongside her quirk in order

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to be more effective in combat,
and if she could get close enough to

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touch her target and make the opponent
float, this is usually very effective in

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terms of disorienting the opponent and taking
them out of the battle. That said,

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Ochako's quirk does require her to make
direct physical contact with her target,

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which means that she usually needs to
get up close and personal to her opponent,

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so she often has to put herself
in dangerous situations in order to touch

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her target directly. As a result, villains with good long range quirks have

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a decisive advantage over Ochako, but
Chuko is able to make good use of

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the battlefield itself, like for example, she can touch a bunch of heavy

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rubble, float it up into the
air, and then drop it down on

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potential opponents. This skill can also
be used to rescue people who might be

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stuck beneath the bris and rubble by
lifting it up and then evacuating them to

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safety. Ochako is a great team
player, and her quirk can be used

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very effectively in conjunction with other quirks. For instance, she can make herself

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and her allies float, and if
anyone has a quirk that can propel them

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forward, they will effectively be flying
at great speeds thanks to zero gravity.

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Another example of her team game is
the move Medior or Fafrotskys, in which

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Ochako uses zero gravity on herself,
sue you and a bunch of debris Sueu

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then uses her tongue to launch the
floating Debrie directly add their opponents on the

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ground while the two of them are
still safely in the air. Ochako has

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a whole bunch of named ultimate moves, but they all revolve around making either

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people or OPJT or both float in
some way. In seat number six,

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we have Mashiao Ogito, whose hero
name is Tailman and whose quirk name is

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simple and to the point. Tail. Ogito's quirk is a mutant type quirk

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that grants its user a long and
powerful tail that can be used as an

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additional appendage on his body. The
tail itself is extremely strong. It can

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break metal objects, it can support
Ogito's entire weight if he wants to hang

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by his tail, and it can
be used as an effective weight to restrain

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opponents by wrapping the tail around them. Ogito has worked very hard to make

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his tail stronger and more resilient through
training. For example, he practiced hitting

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Kidrishima's hardened body over and over again
in order to increase the strength and durability

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of his tail. It is important
to note that Ogito is a trained martial

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artist and he uses his mastery of
martial arts in combination with his quirk to

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make himself a powerful and effective fighter. Not only is Ojito able to use

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his tail as an additional appendage with
which to attack an opponent, but he

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can also use it to propel himself
in various directions. He can use it

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to suspend himself from elongated structures like
pipes by wrapping his tail around them,

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and so on. Tail has two
named ultimate moves. The first is Tornado

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tail dance, which involves Ougio launching
himself at an opponent, spinning in the

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air, and smashing everything around him
with his powerful tail. The second is

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swamp smack spin, which involves Ogito
stretching out his tail and spinning horizontally,

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allowing him to drive away everything and
everyone around him. Since tail is a

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permanent part of Ojito's body, it
can at times restrict his movements when compared

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to other humans. I mean,
imagine having to sleep every night with that

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massive tail permanently attached to you.
That would definitely take some getting used to.

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And of course, because this quirk
is just an additional physical appendage,

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tail is vulnerable to all forms of
potential physical damage, just like a normal

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leg or arm Seat number seven is
occupied by the one and only Danky kami

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Nati, also known as the stun
Gun Hero Charge Bolt. Kami Nati has

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an emitter type quirk called electrification,
and it enables him to charge himself up

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with electricity and then release that electricity
from his body to either attack an opponent

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or defend himself from an opponent's attack. Using the quirk will produce both electricity

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and light, and it has the
ability to paralyze those who come into direct

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contact with that electric energy. In
the real world, a strong electric discharge

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can of course kill people, but
since this is shown in Kamunati's kirk just

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leaves his targets paralyzed. Initially,
Communati doesn't really have control over the electricity

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that he releases, and so everyone
who is close to him when he uses

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his quirk is affected by it,
including both allies and enemies. But thanks

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to the work of the UA Support
Department, Kamunati's Hero costume was eventually equipped

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with sharpshooting gear created by Mey Hatsuman
and power Loader. Sharpshooting gear is a

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support item that allows Kamunati to actually
aim his electric discharges so that they won't

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negatively affect the people around him who
are not his targets. Kamunati has a

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device on his right arm which allows
him to fire off discs in whichever direction

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he pleases. These discs will then
stick to the point of impact, and

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as long as Communati remains within ten
meters of the intended target, the electricity

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that he discharges will be drawn directly
to the disc and surged towards it in

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a straight line, instead of discharging
wildly all around him. He can even

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target multiple points of impact by using
a dial on his shooter and calculating the

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locations of the various points of impact
using his special glasses. It's all really

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cool, complicated tech stuff, very
cyberpunk. In addition to attacking and defending

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with his quirk, Kamunati can use
electric discharges to power electronic devices, making

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him a great friend to have around
when you forget your smartphone charger. But

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even though electrification is both powerful and
useful, it also has some significant drawbacks.

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At its core, electrification is a
close range quirk, and the further

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away you try to discharge it,
the less effective it becomes. On top

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of that, there is a limit
to how much electric power coming out he

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can actually discharge. If he surpasses
his limit, he will essentially short circuit

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his own brain, and this turns
him into a useless, dirpy mess for

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about an hour. During that one
hour period, he can't really use his

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quirk to do much of anything,
so he becomes nothing but dead weight on

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the battlefield. And while his dirty
mode is a great meme, it is

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a very serious setback in battle.
If he's not careful, this weakness could

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jeopardize coming out his life and the
life of his allies if it happened at

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the wrong time. Coming out.
His quirk will also be rendered ineffective whenever

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he runs into materials that don't conduct
electricity, So, for example, if

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Kaminnati tried to fight Loofy, he
would be completely wrecked. Electrification has a

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number of ultimate moves, including indiscriminate
shock one point three million volts, which

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involves Kaminnati discharging a bunch of electricity
all around him and shocking everyone that is

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close to him. This is obviously
a useful attack when you are surrounded by

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enemies, but it is less useful
when you are also in the vicinity of

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your own allies. He can also
use indiscriminate shock two million volts, which

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is essentially the same as the previous
ultimate move, but the voltage is higher.

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Due to the higher voltage, this
attack is more likely to short circuit

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Kamunati's brain. Finally, Kamunati has
a move called target electo. This move

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refers to Kamnati using his sharpshooting gear
to fire off a powerful charge of electricity

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towards his target in a straight line. Seat number eight belongs to our boy

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aged O Kirishima aka the Sturdy Hero
Red Riot. The name of his quirk

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is hardening. It transformation type quirk, and it allows him to harden his

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body, either all of it or
a select part that he chooses, such

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as an arm. Once hardened,
Kidishima's body becomes both tough and sharp,

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so it can be used both defensively
and offensively. In terms of defense,

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kadishi mus hardened body can withstand explosions, falling rubble, and even bullets without

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suffering damage. In terms of offense, kadishi mus hardening greatly increases the power

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of his attacks, and he is
able to destroy powerful objects like metal with

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a single blow. Again, all
of these guys can just crush metal.

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Metal doesn't stand a chance. In
addition, Kadishima can actually increase the strength

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of his quirk by training it,
and that is exactly what he does during

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his training sessions with Ojitro. The
more damage Kadishima takes on in training,

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00:22:48,839 --> 00:22:52,000
the more his hardening can adapt and
become even more durable in the future.

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00:22:52,319 --> 00:22:56,920
Hardening first manifested when Kidishima was three
years old, and initially it was a

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much weaker quirk than it is now. Kidishima's ability to harden his body to

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the extent that he is able to
now is a result of intense training and

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hard work. It's not just natural
talent. But with all of that said,

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hardening isn't without limits, and if
Kishima takes on enough damage, his

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hardening will eventually wear off. So
if he's facing a particularly powerful and relentless

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00:23:21,160 --> 00:23:25,559
opponent, his quirk could give out, then he could be defeated. Needless

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00:23:25,559 --> 00:23:30,440
to say, hardening is a short
range quirk with no long range capabilities.

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00:23:30,839 --> 00:23:33,240
The user must get up close and
personal with his opponent in order to use

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the quirk for offensive purposes, Although
the defensive aspects of hardening can still be

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used against an opponent with long range
attacks. Finally, even though hardening protects

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Kishima from nearly all physical damage,
his body will still feel the effects of

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extreme hot or extreme cold if he's
facing an opponent with like a fire based

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quirk or an ice based quirk.
In such situations, his body will be

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immune to physical damage, but it
could still vulnerable to other side effects that

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00:24:00,599 --> 00:24:04,880
come with being exposed to extreme cold
or heat. Kidishima has a number of

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ultimate moves, including Red Counter,
which allows him to withstand a close range

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00:24:10,160 --> 00:24:15,000
attack from an opponent and then immediately
counterattack with a hardened punch. There's also

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Red Riot Unbreakable, which allows Kishima
to reach the absolute maximum of his hardening

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abilities. His entire body becomes rugged
and hard, almost like a jagged cliff.

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00:24:26,440 --> 00:24:30,839
In this form, Kishima is practically
indestructible, but he can only maintain

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00:24:30,880 --> 00:24:34,200
it for about thirty or forty seconds. Nevertheless, even if he is unable

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to end the fight while in this
form and he is forced to return to

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normal, Kishima can still eventually come
back and keep fighting, which is an

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00:24:41,680 --> 00:24:47,640
ability that he demonstrated in his fight
against a wrap up. Kirishima's third named

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ultimate move is red Gauntlet, which
involves Kishima rushing the enemy and smashing them

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with a single overpowered punch. On
top of being a great quirk for hand

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to hand combat, hardening is also
very useful for a hero to have in

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evacuation situations. That's because the user
can smash through rubble in order to get

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to civilians who may be stuck inside
and then rescue them. He can also

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use this hardened body as a human
shield in order to protect innocent civilians from

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potential attacks. Next up, we
have Kogkoda aka the petting hero Anima,

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who sits in seat number nine.
He has an emitter type quirk called anivoice,

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and this quirk enables him to communicate
directly with animals and also to tell

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them what to do. The animals
will then obey his orders and do his

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bidding. He doesn't seem to be
able to have a complex conversation with an

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00:25:38,240 --> 00:25:42,119
animal like he would with another human, but he can definitely give information to

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00:25:42,160 --> 00:25:47,759
animals and they can also pass information
back to him. Coda squirk allows him

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00:25:47,799 --> 00:25:52,039
to make use of all sorts of
animals, from tiny insects to large beasts,

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00:25:52,079 --> 00:25:56,400
and from burrowing rodents to high flying
birds. We don't know if animals

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00:25:56,440 --> 00:26:00,440
have the power to disobey Coda,
but so far they have always come applied

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00:26:00,559 --> 00:26:03,680
with his orders. This could be
because they genuinely like Coda because he is

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00:26:03,799 --> 00:26:07,200
very nice to them and he is
clearly an animal lover, or it could

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00:26:07,279 --> 00:26:11,960
just be that the quirk actually compels
them to obey. Even though humans are

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00:26:11,960 --> 00:26:18,400
technically also animals and a voice does
not work on humans, it also doesn't

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00:26:18,400 --> 00:26:22,759
work on any artificial creatures such as
robots, because the quirk works on the

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00:26:22,759 --> 00:26:26,200
basis of sound. If Coda is
unable to speak for whatever reason, the

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quirk will not work. Furthermore,
if another quirk can produce a loud noise

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00:26:32,200 --> 00:26:34,960
that drowns out and a voice,
then it will also lose its effectiveness.

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00:26:36,359 --> 00:26:40,279
Like many others, Coda is able
to make his quirk stronger through training.

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00:26:40,559 --> 00:26:45,440
In particular, he's able to do
vocal cord exercises that increase the range of

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00:26:45,480 --> 00:26:48,519
his quirk, making it possible to
control animals that are far away from him,

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00:26:48,680 --> 00:26:52,920
and not just animals that are like
right beside him. He also uses

350
00:26:52,920 --> 00:26:57,240
a voice amplifier as part of his
hero costume, which also increases the range

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00:26:57,279 --> 00:27:00,759
of his quirk. At first,
Coda didn't want to use his quirk on

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00:27:00,839 --> 00:27:04,559
insects because he was afraid of them, but he has been working through that

353
00:27:04,680 --> 00:27:10,559
fear. In chapter three hundred and
seventy two, Coda undergoes a bit of

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00:27:10,559 --> 00:27:14,720
a transformation. He grows horns on
his head, which is something that his

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00:27:14,799 --> 00:27:18,200
mother had told him would happen when
he reaches maturity, and after that occurs,

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00:27:18,279 --> 00:27:23,640
his quirk becomes more powerful and its
range increases even further. Coda has

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00:27:23,680 --> 00:27:29,799
two named ultimate moves, including Hitchcock
Birds, which involves Coda summoning a swarm

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00:27:29,839 --> 00:27:33,440
of birds and using them against an
opponent. The name of this move is

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00:27:33,440 --> 00:27:37,599
a reference to the movie The Birds
by Alfred Hitchcock. His second ultimate move

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00:27:37,759 --> 00:27:42,160
is bugging Out, which involves Coda
summoning bugs and insects and then getting them

361
00:27:42,200 --> 00:27:48,680
to swarm his opponent. Seed number
ten belongs to Riki Do Sato, also

362
00:27:48,759 --> 00:27:52,400
known as the sweets Hero Sugarman.
The name of his quirk is sugar rush.

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00:27:52,480 --> 00:27:56,000
It is an emitter type quirk,
and it enables its user to suddenly

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00:27:56,039 --> 00:28:00,680
become five times stronger than he is
normally. This lasts for a period of

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00:28:00,720 --> 00:28:06,000
three minutes for every ten grams of
sugar that he consumes. The quirk is

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00:28:06,039 --> 00:28:11,000
pretty straightforward. It is a temporary
power boost fueled by unhealthy amounts of sugar,

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00:28:11,480 --> 00:28:15,079
and Sato must consume this sugar before
his quirk will activate. If he

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00:28:15,160 --> 00:28:19,759
doesn't have access to sugar, Sato
cannot use his quirk, and there is

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00:28:19,759 --> 00:28:25,480
also a drawback to using it.
After using sugar Rush, Sato will experience

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00:28:25,559 --> 00:28:30,000
a sugar crash and this will result
in the lowering of his cognitive ability and

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00:28:30,119 --> 00:28:33,599
intelligence, as well as sluggishness and
the lack of energy. Sato is a

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00:28:33,640 --> 00:28:37,440
close range fighter and he uses his
quirk to punch his way through opponents while

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the effects of the sugar last.
His hero costume includes a belt that holds

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00:28:42,039 --> 00:28:45,680
sugar containers, which he can then
consume when he needs them. His only

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00:28:45,759 --> 00:28:49,880
name move is also called sugar Rush, and it's basically just him consuming sugar

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00:28:49,920 --> 00:28:52,839
and then rushing his opponent and punching
him over and over again and screaming.

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00:28:56,559 --> 00:29:00,839
But yeah, he's basically a JoJo's
character. In Seed number eleven, we

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00:29:00,960 --> 00:29:06,559
have Mezzo Shoji, also known as
the Tentacle Hero Tentacle, a character who

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00:29:06,680 --> 00:29:10,599
is a mystery for most of the
series, but who finally got some excellent

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00:29:10,720 --> 00:29:15,359
character development in the final arc.
Shoji has a mutant type quirk called duple

381
00:29:15,559 --> 00:29:22,079
arms. He was born with fleshy
arm like tentacles attached to his body,

382
00:29:22,240 --> 00:29:26,319
and his quirk enables him to essentially
duplicate parts of his body and produce them

383
00:29:26,559 --> 00:29:33,039
on these tentacles. The duplicate body
parts are improved versions of the originals,

384
00:29:33,119 --> 00:29:37,599
which allows Shoji to increase both his
strength and his senses when using the quirk.

385
00:29:37,920 --> 00:29:41,960
If any of the replicated parts are
damaged or cut off, Shoji can

386
00:29:42,000 --> 00:29:47,200
still replace them again later. That
said, he will feel pain when the

387
00:29:47,279 --> 00:29:52,359
duplicated body parts are injured, and
it takes some time to heal those injuries.

388
00:29:52,720 --> 00:29:56,160
Shoji is able to make his duplicate
body parts stronger and more effective through

389
00:29:56,200 --> 00:30:02,119
training, and his quirk is actually
very versatile while with many diverse uses.

390
00:30:02,599 --> 00:30:06,799
His ability to produce high powered eyes
and ears in various places on his body

391
00:30:06,880 --> 00:30:11,440
make him great at gathering, intel, spying, and stakeouts. He can

392
00:30:11,519 --> 00:30:15,079
create many artificial arms on his body, which he can then use to deliver

393
00:30:15,160 --> 00:30:18,519
a barrage or incredibly strong punches on
his opponent. He can also use his

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00:30:18,640 --> 00:30:22,200
arms and tentacles to create a protective
cocoon around people and then carry them out

395
00:30:22,240 --> 00:30:26,279
of harm's way, which has got
great ability to have when evacuating civilians.

396
00:30:26,680 --> 00:30:30,759
Because of the webbed design of his
duply arms, Shoji can even use them

397
00:30:30,759 --> 00:30:34,680
to glide through the air for a
brief period of time by spreading them open

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00:30:34,720 --> 00:30:38,880
as if they were a large pair
of wings. Shoji has several named ultimate

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00:30:38,960 --> 00:30:44,400
moves, including Octoblow, which allows
him to create multiple arms at once and

400
00:30:44,440 --> 00:30:48,119
then unleash an array of fast paced
and overpowered punches at his opponent. He

401
00:30:48,160 --> 00:30:52,880
also has a move called octo Searcher, which allows him to create multiple artificial

402
00:30:52,920 --> 00:30:57,240
eyes and ears throughout his body in
order to gather as much intel as possible

403
00:30:57,319 --> 00:31:02,160
within a short period of time,
and in the final arc of the story,

404
00:31:02,400 --> 00:31:07,599
Shoji revealed a new move called octospansion, which allows him to transform his

405
00:31:07,640 --> 00:31:11,920
tentacle like arm into a gigantic fist
that he can then use to deliver a

406
00:31:11,960 --> 00:31:17,160
superpowered punch to his opponent. Due
to the mutants type nature of his quirk,

407
00:31:17,480 --> 00:31:22,799
Shoji has an unconventional physical appearance along
with his unique tentacle like arms.

408
00:31:22,000 --> 00:31:26,799
He also has a face that looks
different from what an average human face looks

409
00:31:26,839 --> 00:31:30,440
like. Initially, Shoji kind of
implied that he wore a mask all the

410
00:31:30,519 --> 00:31:34,599
time because his face was particularly grotesque
or disturbing, but that is not actually

411
00:31:34,640 --> 00:31:38,599
the case. When he does finally
reveal his face, we see that although

412
00:31:38,599 --> 00:31:44,920
it looks elongated and unconventional, his
face is by no means ugly or disturbing.

413
00:31:45,119 --> 00:31:48,680
He does, however, have multiple
scars across his face, which were

414
00:31:48,680 --> 00:31:52,359
given to him by bullies who attacked
him just because he had a mutant type

415
00:31:52,400 --> 00:31:56,559
quirk. Shoji had an extremely tough
childhood and he faced serious hardship because of

416
00:31:56,599 --> 00:32:01,079
the nature of his quirk, but
he persevered and became a truly impressive and

417
00:32:01,519 --> 00:32:07,880
admirable hero. Seat number twelve is
occupied by Kyoka Jiro, also known as

418
00:32:07,960 --> 00:32:13,799
the Hearing Hero earphone Jack. She
has a mutant type quirk which is also

419
00:32:13,880 --> 00:32:19,240
called earphone jack. Jero's ear lobes
are basically long earphone cables that she can

420
00:32:19,279 --> 00:32:22,119
control and manipulate. There is a
jack at the end of each ear lobe,

421
00:32:22,160 --> 00:32:27,720
and Giro is able to plug these
jacks into various objects, including electronic

422
00:32:27,759 --> 00:32:31,359
equipment. If she channels the vibration
of her heart beats into her cable like

423
00:32:31,480 --> 00:32:36,640
ear lobes, she can actually damage
the objects that she comes into contact with.

424
00:32:36,960 --> 00:32:38,519
She can also use the ear lobes
to hear what's happening on the other

425
00:32:38,599 --> 00:32:43,359
side of large walls, so kind
of like Shoji, she's well suited for

426
00:32:43,440 --> 00:32:47,720
scouting and reconnaissance missions, although amazing
for support and spying because it can detect

427
00:32:47,839 --> 00:32:53,279
enemy movements through vibrations and things of
that nature. Earphone Jack's natural offensive abilities

428
00:32:53,319 --> 00:32:57,720
are limited compared to some of the
other quirks that we've covered, But with

429
00:32:57,799 --> 00:33:00,839
that said, Gero's earlobes are able
to expand to a length of about six

430
00:33:00,960 --> 00:33:06,519
meters, and they are also surprisingly
strong. Gero can use them to actually

431
00:33:06,559 --> 00:33:10,599
pick up objects and even to pierce
through strong materials like concrete. Thanks to

432
00:33:10,599 --> 00:33:15,759
a wide variety of special equipment and
support items, she has been able to

433
00:33:15,920 --> 00:33:20,359
enhance her offensive capabilities. For example, she is now able to plug her

434
00:33:20,440 --> 00:33:24,119
jacks into the boots of her hero
costume and then amplify the vibrations of her

435
00:33:24,119 --> 00:33:28,319
heart beat in order to create a
sound wave that she can direct at an

436
00:33:28,319 --> 00:33:32,079
opponent. These sound waves can also
be used to counter enemy attacks, like

437
00:33:32,119 --> 00:33:37,160
when Giro uses an attack called counterbalance
to counter the effects of present Mike's sound

438
00:33:37,279 --> 00:33:43,359
based quirk. Gero can also use
special amplifier items on her forearms to create

439
00:33:43,400 --> 00:33:47,519
a powerful vibration that causes the ground
itself to shatter, an attack known as

440
00:33:47,680 --> 00:33:52,279
heart beat distortion. Once again,
this is accomplished by plugging her jacks into

441
00:33:52,359 --> 00:33:57,839
the amplifier items and then channeling and
amplifying the vibration of her heart beat through

442
00:33:57,960 --> 00:34:01,680
these items. Gero eventually learns to
use her amplifying equipment in such a way

443
00:34:01,759 --> 00:34:07,640
that it sends powerful sound waves directly
at her opponents and her Other named moves

444
00:34:07,680 --> 00:34:14,480
include heartbeats around legato and heart beat
wall. So overall, Gero's quirk can

445
00:34:14,599 --> 00:34:20,280
be quite useful and versatile, although
it does rely heavily on support items.

446
00:34:20,559 --> 00:34:24,039
In addition, if Gero over uses
her quirk, her ears will begin to

447
00:34:24,159 --> 00:34:29,239
bleed, and because of earphone jack
is a mutant type quirk that is literally

448
00:34:29,280 --> 00:34:32,960
a part of Gedro's physical body.
If the ear lobes were physically damaged,

449
00:34:34,159 --> 00:34:38,119
then Giro wouldn't be able to use
her quirk anymore. Next, let's talk

450
00:34:38,119 --> 00:34:44,719
about the student who occupies seed number
thirteen, The flex tape spider Man himself,

451
00:34:45,039 --> 00:34:50,039
Hanta Sero, also known as the
taping hero Cellophane. Sero has a

452
00:34:50,119 --> 00:34:54,039
mutant type quirk called tape, and
it enables him to eject sticky tape from

453
00:34:54,039 --> 00:34:59,639
his elbows. This tape can be
extremely long and it sticks to the surfaces

454
00:34:59,719 --> 00:35:04,880
it The tape is also extremely strong
and it can be used to restrain opponents,

455
00:35:05,000 --> 00:35:07,840
support Sara's own weight and the weight
of others, rapidly climb buildings and

456
00:35:07,880 --> 00:35:13,320
other objects, and generally to move
around like a flex tape spider man.

457
00:35:13,440 --> 00:35:16,480
The amount of tape that Saro can
generate is not unlimited, and he has

458
00:35:16,519 --> 00:35:20,599
to train hard in order to increase
the amount of tape that he can use,

459
00:35:20,800 --> 00:35:24,239
as well as the strength and speed
of the tape itself. Sarah takes

460
00:35:24,280 --> 00:35:29,159
full advantage of the long range capabilities
of his quirk by firing tape from a

461
00:35:29,199 --> 00:35:32,199
distance at his opponents, hitting them
with the tape, and then wrapping the

462
00:35:32,199 --> 00:35:36,840
tape around them in order to restrain
them. He has developed great aim over

463
00:35:36,880 --> 00:35:39,480
the course of his training, and
he can even fire multiple strands of tape

464
00:35:39,599 --> 00:35:44,639
at the same time. He can
also produce double sided tape that sticks on

465
00:35:44,719 --> 00:35:49,480
both sides and that can be used
to create sticky traps for opponents. Because

466
00:35:49,480 --> 00:35:52,360
of its versatility, tape is a
great work to use in combination with other

467
00:35:52,440 --> 00:35:57,960
quirks as part of a team battle, and we've seen both Minata and Ochako

468
00:35:58,079 --> 00:36:01,960
making use of Sarro's tape in combination
with their own quirks. Sero has a

469
00:36:01,960 --> 00:36:07,480
couple of named moves, including barricade
tape, which involves them surrounding an entire

470
00:36:07,599 --> 00:36:12,360
area with tape to protect the area
itself from surprise enemy attacks. And there's

471
00:36:12,400 --> 00:36:15,920
also Trident, which involves Sero grabbing
objects with his tape and then throwing them

472
00:36:16,039 --> 00:36:21,960
at his opponent. Trident is especially
effective when used in combination with Ochako's quirk

473
00:36:22,199 --> 00:36:25,599
because she can use zero gravity to
allow Cerro to launch incredibly heavy objects like

474
00:36:25,639 --> 00:36:30,519
boulders that he would never have been
able to pick up otherwise. As is

475
00:36:30,559 --> 00:36:35,559
the case with many quirks, tape
does have some drawbacks if it is overused.

476
00:36:35,920 --> 00:36:39,280
In Seo's case, over ejecting his
tape will lead to dry skin.

477
00:36:39,719 --> 00:36:44,519
On top of that, while Seto's
tape is certainly sturdy, it is not

478
00:36:44,840 --> 00:36:50,519
unbreakable, and a strong opponent can
simply cut or break through it. In

479
00:36:50,639 --> 00:36:55,360
seat number fourteen, we have the
legendary Feathered Batman, the Emo bird Boy,

480
00:36:55,719 --> 00:37:01,360
the Chicken of Darkness Fumi Kage toco
okay His official hero name is the

481
00:37:01,440 --> 00:37:07,639
Jet Black Hero Tsukuyomi, but I
prefer Chicken of Darkness. Tokyami's quirk is

482
00:37:07,639 --> 00:37:12,320
called dark Shadow, and it is
a long range emitter type quirk. This

483
00:37:12,400 --> 00:37:15,440
quirk basically gives you access to a
stand from JoJo's by which I mean that

484
00:37:15,480 --> 00:37:20,440
a bird like monster that seems to
be formed from shadows appears out of the

485
00:37:20,519 --> 00:37:23,480
user's own body. Even though this
creature looks like a shadow, it has

486
00:37:23,519 --> 00:37:29,320
a real physical presence and it can
do some real physical damage. The creature

487
00:37:29,400 --> 00:37:34,199
is sentient and even capable of speaking. It is permanently attached to its host,

488
00:37:34,239 --> 00:37:38,039
Tokoyami, and it protects him from
harm. It also obeys his orders

489
00:37:38,199 --> 00:37:43,159
at least most of the time.
Although the creature known as Dark Shadow is

490
00:37:43,239 --> 00:37:47,000
always connected to Tokoyami's body, it
is also able to extend itself far beyond

491
00:37:47,039 --> 00:37:52,840
his body. It has its own
senses and sensations separate from the host body.

492
00:37:52,079 --> 00:37:59,280
And it can even speak telepathically with
its host. It possesses immense physical

493
00:37:59,320 --> 00:38:02,039
power, and it is also highly
resistant, which means that it can be

494
00:38:02,119 --> 00:38:07,239
used both for attacking an opponent and
for shielding the host against attacks. Later

495
00:38:07,280 --> 00:38:12,360
on in the story, and thanks
to the guidance of hawks, Tokiami figures

496
00:38:12,360 --> 00:38:15,199
out a way to use dark Shadow
to essentially fly through the air, which

497
00:38:15,239 --> 00:38:21,800
greatly boosts his maneuverability. The power
of dark Shadow is weakened by the presence

498
00:38:21,840 --> 00:38:24,920
of light, and quirks that work
on the basis of light are more effective

499
00:38:24,920 --> 00:38:29,239
against it. At the same time, though, when there is no light

500
00:38:29,320 --> 00:38:34,079
present, like during the night,
dark Shadow becomes much bigger and stronger.

501
00:38:34,280 --> 00:38:37,079
At times like this, it is
even prone to going berserk, especially if

502
00:38:37,119 --> 00:38:43,000
Tokyami is feeling intense emotions that he
is struggling to control. But although berserk

503
00:38:43,039 --> 00:38:46,679
mode dark Shadow can be difficult to
control, it is also much much stronger

504
00:38:46,719 --> 00:38:52,599
than it is during the day,
and this is no understatement. Berserk mode

505
00:38:52,679 --> 00:38:57,199
dark Shadow is easily one of the
strongest quirks in the entire series. Dark

506
00:38:57,239 --> 00:39:00,480
Shadow has a whole bunch of named
ultimate moves, including black Abyss, piercing,

507
00:39:00,519 --> 00:39:06,360
Twilight Clause, Blackfallen Angel, Sabbath, Fleeting Blow, and more.

508
00:39:06,599 --> 00:39:08,480
I can't talk about them all because
if I do, we'll be here forever.

509
00:39:08,719 --> 00:39:13,840
But it is important to note that
a move called Ragnarok appears to allow

510
00:39:13,920 --> 00:39:19,880
Tokoyami to use dark Shadow in its
overpowered berserker form without losing control of it.

511
00:39:20,280 --> 00:39:23,440
Throughout the series, Tokoyami has worked
extremely hard to train his quirk and

512
00:39:23,559 --> 00:39:28,280
better control his power, and towards
the end of the series, all that

513
00:39:28,360 --> 00:39:34,480
hard work really starts to pay off. Seed number fifteen belongs to Shoto Todroki,

514
00:39:34,800 --> 00:39:37,519
the son of number one pro hero
Endeavor and the user of an extremely

515
00:39:37,599 --> 00:39:43,400
unique qirk called half Cold, half
Hot. His hero name is literally just

516
00:39:43,519 --> 00:39:46,519
Shotto, so yeah, let's just
call him Shotto. Shotto's quirk is a

517
00:39:46,639 --> 00:39:51,679
unique mix of his parents quirks,
and because his mother has a powerful ice

518
00:39:51,719 --> 00:39:55,639
based quirk and his father has a
powerful fire based quirk, Shotto was born

519
00:39:55,679 --> 00:40:01,000
with the ability to generate both ice
and fire. Specifically, the right side

520
00:40:01,000 --> 00:40:05,679
of his body could create ice,
frost, and extreme cold, while the

521
00:40:05,760 --> 00:40:09,320
left side of his body can produce
fire, flames, and heat. Shotto'

522
00:40:09,320 --> 00:40:14,760
squirk is therefore the perfect marriage of
ice and fire, which makes it rare,

523
00:40:15,159 --> 00:40:20,039
powerful and extremely versatile. At first, Shotto only wanted to use the

524
00:40:20,079 --> 00:40:22,599
ice side of his quirk because he
had a very poor relationship with his father

525
00:40:22,800 --> 00:40:27,440
and he didn't want anything to do
with his father or his father's quirk.

526
00:40:27,960 --> 00:40:31,559
He actually tried to suppress his fire
based powers and focus only on the ice

527
00:40:31,639 --> 00:40:37,079
powers instead. Thankfully, Shotto did
eventually reconcile with both his father and the

528
00:40:37,119 --> 00:40:42,960
fire side of his quirk, and
he then started using his fire based powers.

529
00:40:43,199 --> 00:40:45,960
It took him a while to get
used to actually using the fire side

530
00:40:45,960 --> 00:40:49,239
of his quirk, and he spent
a lot of time trying to alternate between

531
00:40:49,280 --> 00:40:52,639
ice and fire in order to gain
full control of both aspects of his quirk.

532
00:40:53,000 --> 00:40:58,599
Shotto has a resistance to both extreme
cold and extreme heat, and eventually

533
00:40:58,599 --> 00:41:00,800
he learns to use the two sides
of quirk so well that he can actually

534
00:41:00,800 --> 00:41:07,320
combine both into a single attack.
Shotto developed a technique called phosphor, which

535
00:41:07,440 --> 00:41:13,199
enables him to channel both fire and
ice throughout his entire circulatory system and fuse

536
00:41:13,280 --> 00:41:16,000
the two halves of his quirk into
a single ability. He is then able

537
00:41:16,039 --> 00:41:21,360
to create a unique form of flame
known as cold fire, which allows him

538
00:41:21,360 --> 00:41:24,920
to both burn and freeze his opponents
at the same time. The move also

539
00:41:24,960 --> 00:41:30,920
has defensive capabilities, as it can
repel other attacks using its unique combination of

540
00:41:30,039 --> 00:41:36,000
ice and heat even before he learns
to combine them. Both sides of Shotto's

541
00:41:36,039 --> 00:41:38,320
quirk are extremely strong, and I
won't go into all of his feats here

542
00:41:38,360 --> 00:41:42,840
because they will take a long time
to cover it all. Suffice it to

543
00:41:42,880 --> 00:41:46,039
say that with his ice side,
he can instantly generate entire waves and walls

544
00:41:46,039 --> 00:41:51,639
of ice that can freeze entire buildings
in seconds. With his fireside, he

545
00:41:51,679 --> 00:41:55,519
can create massive walls of flame and
heat so intense that it can literally melt

546
00:41:55,760 --> 00:42:01,000
steel. Initially, over using his
ice side would drastically lower the temperature in

547
00:42:01,119 --> 00:42:06,920
that side of his body and cause
frostbite and other injuries, and over using

548
00:42:06,960 --> 00:42:10,400
his fireside would make that side of
his body too hot, causing overheating and

549
00:42:10,559 --> 00:42:15,920
exhaustion. Luckily, Shotto's commitment to
training both sides of his quirk eventually allows

550
00:42:15,960 --> 00:42:20,599
him to use fire and ice to
balance each other out, reducing the negative

551
00:42:20,639 --> 00:42:23,920
effects of both fire and ice on
his body. Shotto is another one of

552
00:42:23,960 --> 00:42:28,960
those characters with too many named ultimate
moves to cover in detail. Basically,

553
00:42:28,960 --> 00:42:32,039
they're all really strong, and the
more that the story progresses, the stronger

554
00:42:32,119 --> 00:42:36,800
they become. Also, the more
Shotto learns to use both sides of his

555
00:42:36,880 --> 00:42:40,079
quirk at the same time, the
more his ultimate moves begin fusing fire and

556
00:42:40,360 --> 00:42:46,440
ice based powers. Then we have
Todu Hagakure, also known as the Stealth

557
00:42:46,519 --> 00:42:52,920
Hero Invisible Girl, who sits in
Seed number sixteen. Her quirk is called

558
00:42:52,960 --> 00:42:57,719
invisibility, and the name is pretty
self explanatory. It is a mutant type

559
00:42:57,800 --> 00:43:01,320
quirk that renders the user's entire body
in visit and it cannot be turned off.

560
00:43:01,480 --> 00:43:06,960
Toto squirk is obviously great for moving
around undetected, whether you want to

561
00:43:07,000 --> 00:43:09,960
sneak up on an enemy, spy
on them, or just complete secret missions

562
00:43:10,000 --> 00:43:15,079
without being seen. That said,
for Toto to be completely invisible, she

563
00:43:15,199 --> 00:43:19,000
has to be completely naked, because
any clothes that she puts on will be

564
00:43:19,119 --> 00:43:22,559
visible on her body. Toto S
quirk also has the ability to manipulate light,

565
00:43:22,920 --> 00:43:28,599
which suggests that the entire quirk may
function on the basis of light manipulation.

566
00:43:29,039 --> 00:43:31,800
In short, her body automatically refracts
light in a way that hides her

567
00:43:31,800 --> 00:43:37,639
appearance to the naked eye. Using
light manipulation, Toto can use her invisible

568
00:43:37,679 --> 00:43:40,719
body as a magnifying lens of swords, which allows her to warp the light

569
00:43:40,840 --> 00:43:45,960
around her into bright sparks that can
temporarily blind people. This move is called

570
00:43:46,280 --> 00:43:52,320
warp refraction. She can also use
her body to redirect other light based attacks,

571
00:43:52,360 --> 00:43:55,199
such as, for example, Ayama's
naval laser. Due to both her

572
00:43:55,239 --> 00:44:00,760
invisibility and her ability to redirect light, Toto can be an ex extremely useful

573
00:44:00,800 --> 00:44:04,400
part of a hero team. The
fact that she has to be completely naked

574
00:44:04,400 --> 00:44:07,320
to be invisible means that Todu can't
really wear protective gear, so she is

575
00:44:07,400 --> 00:44:12,280
vulnerable to being hurt if she finds
herself on dangerous terrain, or if she

576
00:44:12,320 --> 00:44:16,440
finds herself in extreme temperature conditions like
scorching heat or freezing cold. On top

577
00:44:16,480 --> 00:44:20,840
of that, if she is hit
by a visible substance such as paint,

578
00:44:21,119 --> 00:44:23,639
her silhouette will then be revealed,
then she will no longer be invisible.

579
00:44:23,800 --> 00:44:28,039
For most of the series, we
had no idea what Todo actually looked like

580
00:44:28,199 --> 00:44:32,199
because she was always invisible, but
we did eventually get a partial face reveal

581
00:44:32,239 --> 00:44:36,800
in chapter three hundred and thirty seven
of the manga. We then got a

582
00:44:36,880 --> 00:44:42,000
full face reveal on the cover of
chapter three hundred and sixty eight. In

583
00:44:42,119 --> 00:44:46,440
seat number seventeen. We have the
Great Explosion murder God Dynamite himself, although

584
00:44:46,480 --> 00:44:52,119
he's sometimes referred to as Katsuki baku
Goo. Baku Go's emitter type quirk is

585
00:44:52,159 --> 00:44:55,199
called explosion, and it enables him
to produce a special type of sweat from

586
00:44:55,239 --> 00:45:00,360
his palms that has properties similar to
nitroglycerin. Essentially, instead of normal sweat,

587
00:45:00,400 --> 00:45:06,199
Bakkugo produces an explosive liquid and he
uses it to create explosions of different

588
00:45:06,239 --> 00:45:10,239
sizes and intensities. The explosions are
extremely powerful and they deal a great deal

589
00:45:10,239 --> 00:45:15,679
of damage to both opponents and structures. Fortunately for Bakugo, he himself is

590
00:45:15,719 --> 00:45:20,000
immune to the effects of his own
explosion, so he doesn't have to worry

591
00:45:20,039 --> 00:45:23,840
about blowing himself up by accident.
The explosions become stronger the more that Bakugo

592
00:45:23,920 --> 00:45:29,320
sweats, so his quirk can actually
become more powerful during a longer and more

593
00:45:29,400 --> 00:45:34,159
challenging battle. The more intense the
battle becomes, the more Bakugo will sweat

594
00:45:34,320 --> 00:45:37,679
as a result, which for him
is actually an asset. Explosion can be

595
00:45:37,679 --> 00:45:42,440
effective at both close range and long
range, and it has a lot going

596
00:45:42,480 --> 00:45:46,800
for it beyond its impressive offensive capabilities. For example, Bakugo can actually use

597
00:45:46,840 --> 00:45:51,360
his explosions to propel himself through the
air, and in general, he can

598
00:45:51,440 --> 00:45:55,000
use the explosions to increase the speed
and efficacy of his movements. Due to

599
00:45:55,039 --> 00:45:59,960
the explosive nature of his quirk,
Bakugo does have to be careful about color

600
00:46:00,079 --> 00:46:04,079
lateral damage. It is very easy
for his explosions to get out of control

601
00:46:04,159 --> 00:46:08,840
and do unintended damage to the surrounding
area. Baku Goo's hero costume and especially

602
00:46:08,880 --> 00:46:14,599
his Grenadier bracers support items allow him
to have better control of his explosions while

603
00:46:14,639 --> 00:46:19,920
also making them stronger and more intense. These items enable Bakugo to store his

604
00:46:20,000 --> 00:46:23,920
sweat in very specific doses, which
means that he can produce overpowered explosions without

605
00:46:23,960 --> 00:46:29,119
losing control of them and without hurting
others. Baku Goo is another character with

606
00:46:29,239 --> 00:46:32,320
way too many moves to cover individually, but it's important to note that Bakugo

607
00:46:32,440 --> 00:46:37,000
is very creative with his quirk,
and he has developed a large number of

608
00:46:37,039 --> 00:46:43,519
effective combat tactics using his quirk's abilities. Bakugo can do a superpowered nadutaran propelled

609
00:46:43,519 --> 00:46:46,119
by his explosions, or he can
do a large direct blast, or he

610
00:46:46,159 --> 00:46:51,159
can do multiple large or small blasts. He can do scattered blasts that are

611
00:46:51,199 --> 00:46:54,800
weaker and concentrated blasts that are stronger. He can use his explosions to propel

612
00:46:54,880 --> 00:46:59,840
himself into the air and then attack
his opponent with mid air bombardments, and

613
00:47:00,239 --> 00:47:05,719
much much more. His most recent
ultimate move is called Howitzer Impact Cluster,

614
00:47:06,079 --> 00:47:08,599
and it is his most powerful attack
yet. With the help of a new

615
00:47:08,639 --> 00:47:15,599
support item called Strafe Panzer, Bakugo
uses his explosions to launch himself upwards and

616
00:47:15,679 --> 00:47:20,280
then spin himself through the air.
After that, he unleashes a massive barrage

617
00:47:20,280 --> 00:47:23,920
of explosions that spray devastation all around
him, turning the battlefield into a freakin

618
00:47:24,039 --> 00:47:29,480
war zone. Imagine like a tornado
made of explosions, and that's kind of

619
00:47:29,480 --> 00:47:35,480
what it is. Next up is
seat number eighteen, where we find the

620
00:47:35,519 --> 00:47:42,000
one and only Izuku Midria aka Deku. Deku was born quirkless, but he

621
00:47:42,079 --> 00:47:45,599
wanted desperately to become a hero,
even though he didn't stand much of a

622
00:47:45,679 --> 00:47:49,519
chance in a world where about eighty
percent of the population had a quirk.

623
00:47:49,840 --> 00:47:52,639
Having a quirk is obviously a huge
advantage to anyone trying to become a hero,

624
00:47:53,079 --> 00:47:58,239
and so Deku was a massive underdog. But he got lucky because he

625
00:47:58,360 --> 00:48:04,199
met Toshin Riyagi All Might, and
All Might became convinced that deck Who was

626
00:48:04,199 --> 00:48:07,639
the perfect person to inherit his quirk. One for All One for All is

627
00:48:07,639 --> 00:48:12,239
a special quirk that can be transferred
from one person to another, and the

628
00:48:12,280 --> 00:48:15,719
transfer can happen only if the current
user willingly allows the new user to consume

629
00:48:15,880 --> 00:48:21,039
some of their DNA. After deck
Who eats a strand of All Might's hair,

630
00:48:21,280 --> 00:48:24,599
he becomes the ninth user of One
for All. One for All is

631
00:48:24,639 --> 00:48:29,920
an emitter type quirk that was created
by the fusion of a powerful stockpiling quirk

632
00:48:30,119 --> 00:48:34,440
and another quirk which allowed its user
to transfer it onto someone else. The

633
00:48:34,480 --> 00:48:38,360
stockpiling ability allows the user to build
up incredible amounts of power in their body,

634
00:48:38,679 --> 00:48:44,440
and this gives them superhuman strength,
speed, durability, and agility.

635
00:48:44,599 --> 00:48:46,920
What makes All for one extra strong
is the fact that it has been transferred

636
00:48:46,920 --> 00:48:52,199
from one person to another over the
course of many decades, and with each

637
00:48:52,320 --> 00:48:57,760
new user, more power was stockpiled
inside the quirk, and so One for

638
00:48:57,800 --> 00:49:01,000
All is much stronger now than it
was initial, and it just keeps getting

639
00:49:01,079 --> 00:49:06,519
stronger. This stockpiled power can be
spread out evenly throughout the body, or

640
00:49:06,559 --> 00:49:09,280
it can be focused into a specific
body part, like your arm when you're

641
00:49:09,320 --> 00:49:13,599
punching or your leg when you're kicking. Now, because the user has so

642
00:49:13,719 --> 00:49:16,920
much power available to them, they
first need to train intensely in order to

643
00:49:17,000 --> 00:49:22,679
learn to control the quirk. At
first, Deku would severely injure himself every

644
00:49:22,719 --> 00:49:25,639
time he tried to use his quirk, and we're talking serious injuries like broken

645
00:49:25,719 --> 00:49:30,599
bones. It was only after undergoing
rigorous training under the mentorship of both all

646
00:49:30,679 --> 00:49:36,159
Might and Grand Reino, that Decu
learned to control the percentage of power he

647
00:49:36,280 --> 00:49:39,599
was using when he activated One for
All, and this helped keep him out

648
00:49:39,599 --> 00:49:44,239
of the hospital at least sometimes,
because let's face it, he does still

649
00:49:44,320 --> 00:49:46,880
end up in the hospital a lot. Another thing that makes One for All

650
00:49:47,000 --> 00:49:52,039
truly unique is that the vestiges and
quirk factors of all its former users are

651
00:49:52,079 --> 00:49:57,519
still contained within the quirk, and
after a while, dek Wu learns to

652
00:49:57,599 --> 00:50:01,960
actively communicate with the vestiges of all
the former users. They are then able

653
00:50:02,000 --> 00:50:06,800
to guide him as he works on
fully mastering the One for All quirk.

654
00:50:07,239 --> 00:50:10,480
In fact, Deck who eventually becomes
the first One for All user in history,

655
00:50:10,519 --> 00:50:15,840
to gain the ability to unlock the
quirks of all the former users,

656
00:50:15,280 --> 00:50:20,679
and so he goes from being quirkless
to inheriting One for All, to then

657
00:50:20,760 --> 00:50:24,679
unlocking six other quirks in addition to
One for All, the quirks that once

658
00:50:24,760 --> 00:50:30,599
belonged to the former users of the
One for All quirk. These additional quirks

659
00:50:30,599 --> 00:50:35,000
include Black Whip, which lets Deck
who generate black tendrils from his body and

660
00:50:35,039 --> 00:50:37,840
then use them to attack or restrain
an opponent, Float which allows him to

661
00:50:37,920 --> 00:50:44,039
levitate through the air, Smoke Screen
which enables him to generate smoke all around

662
00:50:44,079 --> 00:50:46,599
him, Danger Sense, which is
a lot like a Spidey Sense, and

663
00:50:46,639 --> 00:50:52,239
it lets him identify threats in the
surrounding area, fog in which allows him

664
00:50:52,239 --> 00:50:55,800
to build up kinetic energy and release
superhuman bursts of strength and speed, and

665
00:50:55,960 --> 00:51:00,039
finally, gearshift, which allows him
to shift the speed anything he touches,

666
00:51:00,440 --> 00:51:05,159
literally defying the laws of physics.
Now, of course, these are just

667
00:51:05,239 --> 00:51:07,760
quick summaries of what the quirks do, and there is a lot more that

668
00:51:07,760 --> 00:51:10,599
can be said about each of them. In fact, I would need an

669
00:51:10,719 --> 00:51:15,079
entire thirty plus minute video to break
down all of Deku's different quirks and all

670
00:51:15,119 --> 00:51:19,960
of the former users of One for
All. Thankfully, I already made that

671
00:51:20,079 --> 00:51:22,119
thirty plus minute videos, so if
you want to deep dive into One for

672
00:51:22,199 --> 00:51:27,039
All and its former users, I
will link that video in the description and

673
00:51:27,199 --> 00:51:30,480
in the pinned comment, so feel
free to check it out. The main

674
00:51:30,559 --> 00:51:34,159
power of the quirk All for One
is to steal the quirks of others,

675
00:51:34,400 --> 00:51:37,599
and the villain All for One has
been trying to steal One for All for

676
00:51:37,760 --> 00:51:42,360
many many generations, but because One
for All can only be transferred with the

677
00:51:42,440 --> 00:51:46,119
current user's consent, All for One
has always failed in his attempt to steal

678
00:51:46,159 --> 00:51:52,159
it. This makes One for All
an incredibly precious weapon in the multi generational

679
00:51:52,239 --> 00:51:57,000
battle to stop All for One.
Unsurprisingly, One for All has way too

680
00:51:57,079 --> 00:52:00,079
many named moves, and we can't
talk about them all in the VI,

681
00:52:00,679 --> 00:52:04,400
although many of them are named after
US states or cities, and they are

682
00:52:04,440 --> 00:52:07,599
often directly related to how much of
One for All's Full Power is being released

683
00:52:08,000 --> 00:52:12,039
again. If you want a more
detailed breakdown of One for All, check

684
00:52:12,039 --> 00:52:16,159
out my full video on it link
in the description. In seat number nineteen,

685
00:52:16,280 --> 00:52:20,880
we have best Boy Mino ru Mineta. You know, the guy who

686
00:52:20,920 --> 00:52:23,840
throws sticky grape shaped balls from his
head. The name of his quirk is

687
00:52:23,880 --> 00:52:28,840
pop off and it is a mutant
type kirk that works at medium range.

688
00:52:29,079 --> 00:52:32,559
Basically, Mineta produces sticky purple balls
on his head and he can rip them

689
00:52:32,559 --> 00:52:37,719
off and throw them at people and
things. The balls will stick to anything

690
00:52:37,760 --> 00:52:42,239
except for Minata's own body. They
actually bounce off of his body, and

691
00:52:42,360 --> 00:52:45,559
as soon as he rips one ball
off his head, a new one will

692
00:52:45,599 --> 00:52:49,679
replace it right away. Mineta can
use his kirk to make his opponents stick

693
00:52:49,719 --> 00:52:52,880
to something or to each other,
essentially trapping them in planes. Because the

694
00:52:52,920 --> 00:52:57,679
balls bounce off of Mineta's body instead
of sticking to it, he can actually

695
00:52:57,760 --> 00:53:01,679
use the balls as many trampolines to
increase his own speed and maneuverability. So

696
00:53:01,760 --> 00:53:05,639
if he places a ball on the
ground and then jumps directly on it.

697
00:53:05,840 --> 00:53:08,119
He will bounce high up into the
air, and if he places a bunch

698
00:53:08,159 --> 00:53:10,480
of balls on the ground in front
of him, then he can bounce from

699
00:53:10,519 --> 00:53:15,719
one ball to the other with great
speed and agility. He can also attach

700
00:53:15,760 --> 00:53:19,119
a bunch of balls to each other
in order to create bigger traps, and

701
00:53:19,159 --> 00:53:21,719
he can even stick them one on
top of the other to create a whip

702
00:53:21,719 --> 00:53:24,400
of sorts that he can then use
on the battlefield. This move is called

703
00:53:24,599 --> 00:53:29,880
Mineta beads because of course it is, and it is one of the several

704
00:53:30,000 --> 00:53:34,920
named ultimate moves that he possesses.
Others include grape Rush, which involves Minata

705
00:53:35,000 --> 00:53:38,000
rushing an enemy while throwing a bunch
of balls at them, Super grape brush,

706
00:53:38,079 --> 00:53:42,320
which involves him launching a large number
of balls from the air at an

707
00:53:42,360 --> 00:53:45,440
opponent below, vineyard, which involves
Minita attaching a rope to his balls in

708
00:53:45,519 --> 00:53:50,800
order to create a snare man that
did not come out right, grape Buckler,

709
00:53:51,079 --> 00:53:54,280
which involves Minata making a powerful shield
by sticking a bunch of his balls

710
00:53:54,280 --> 00:54:00,840
together, and grape Pinky Combo Minata
Bounce, a combo move between Minata and

711
00:54:00,039 --> 00:54:05,480
Mina Ashido Minata squirk is clearly the
strongest in all of Class one A,

712
00:54:05,840 --> 00:54:09,159
but it does have a few weaknesses. The level of stickiness is dependent on

713
00:54:09,199 --> 00:54:14,599
Minata's own health, and the stickiness
can last anywhere from a few hours to

714
00:54:14,679 --> 00:54:19,199
an entire day. Also, if
Mineta pops too many balls from his head

715
00:54:19,239 --> 00:54:23,079
in a short period of time,
he starts bleeding from his scalp. And

716
00:54:23,280 --> 00:54:29,199
finally, after Best Boy Mineta,
we have Best Girl Momo yo yoto Zoo,

717
00:54:29,400 --> 00:54:34,239
the class vice representative who sits in
seat number twenty. Momo has an

718
00:54:34,239 --> 00:54:37,840
emitter type quirk called creation that allows
her to create objects from any part of

719
00:54:37,840 --> 00:54:43,119
her body, and these objects can
include anything from basic weapons and tools to

720
00:54:43,239 --> 00:54:47,800
sophisticated cannons and missiles. No matter
how complex an object is, Momo is

721
00:54:47,880 --> 00:54:52,920
able to create it as long as
she understands the atomic structure of the object.

722
00:54:52,239 --> 00:54:55,320
She just needs to imagine the parts
that are required to make it,

723
00:54:55,679 --> 00:55:00,079
then the raw materials that are required
to construct it, and finally the coating.

724
00:55:00,440 --> 00:55:05,400
The objects can emerge anywhere on Momo's
skin, but she needs to keep

725
00:55:05,440 --> 00:55:07,920
the skin bare, meaning she can't
cover up that part of her skin with

726
00:55:07,960 --> 00:55:14,880
clothing. Creation functions by breaking down
Momo's fat on a molecular level and reusing

727
00:55:14,920 --> 00:55:19,880
it as materials that form the objects
she creates. So Mama's ability to keep

728
00:55:19,920 --> 00:55:23,239
creating objects depends on how much fat
she has stored up inside her body,

729
00:55:23,559 --> 00:55:27,679
meaning that she has to eat a
huge amount of food in order to use

730
00:55:27,719 --> 00:55:31,159
her quirk effectively. But if she
does have enough fat stored up, Momo

731
00:55:31,239 --> 00:55:35,920
has the ability to create massive objects, even objects that are bigger than her

732
00:55:35,920 --> 00:55:39,559
own body, such as a fully
functioning catapult. Although getting to this point

733
00:55:39,639 --> 00:55:45,400
to training and commitment, Momo's creations
are generally considered to be flawless copies of

734
00:55:45,440 --> 00:55:51,079
the originals. Due to the absolutely
incredible versatility of her quirk, Momo is

735
00:55:51,079 --> 00:55:54,079
able to fight at close range,
mid range, and long range. All

736
00:55:54,119 --> 00:55:57,920
she has to do is create a
suitable weapon or tool for the range in

737
00:55:58,039 --> 00:56:00,960
question, and since she can make
everything from I'm a short sword to a

738
00:56:00,000 --> 00:56:05,599
canon, she doesn't have to worry
about range related limitations. But although creation

739
00:56:05,760 --> 00:56:08,840
is incredibly powerful and versatile, and
it is easily one of the best quirks

740
00:56:08,880 --> 00:56:14,800
ever in my opinion, it is
not without some drawbacks. Momo does need

741
00:56:14,880 --> 00:56:19,079
time to create objects, and so
having to fight suddenly without prep time makes

742
00:56:19,119 --> 00:56:23,280
things more difficult. This is especially
the case with producing more complex objects because

743
00:56:23,320 --> 00:56:28,599
their creation requires more time than the
creation of simple objects. And as I

744
00:56:28,639 --> 00:56:31,800
mentioned earlier, Momo needs to have
a strong understanding of the atomic composition of

745
00:56:31,840 --> 00:56:36,159
everything she creates, and she needs
to have enough fat stored up in her

746
00:56:36,159 --> 00:56:39,920
body in order to create that object. Over using her quirk can lead her

747
00:56:39,920 --> 00:56:45,000
to becoming too weak and frail to
continue fighting. Momo has a named ultimate

748
00:56:45,039 --> 00:56:51,159
move called Yaoyota Zoo's Lucky Bag,
and this involves Momo creating a cannon that

749
00:56:51,199 --> 00:56:54,119
shoots out a bag that contains a
bunch of useful support items that her allies

750
00:56:54,159 --> 00:56:59,440
can use in battle. And this
move really showcases what a great asset Momo's

751
00:56:59,480 --> 00:57:06,039
quirk can be in any team situation. Almost exceptional intelligence, impressive strategic ability,

752
00:57:06,159 --> 00:57:08,920
and incredible quirk make her one of
the best team players in all of

753
00:57:09,079 --> 00:57:14,519
MHA, and she demonstrated her ability
to work effectively with other heroes and hero

754
00:57:14,599 --> 00:57:19,000
students multiple times throughout the series.
The scene in which she and a bunch

755
00:57:19,039 --> 00:57:22,480
of heroes and hero students attempt to
stop a raging Giganto Machia by putting him

756
00:57:22,480 --> 00:57:28,960
to sleep is probably the single best
example of this and that is it all

757
00:57:29,039 --> 00:57:34,119
twenty quirks from Class one A explained
with updated information all the way up to

758
00:57:34,159 --> 00:57:37,559
the final arc of the story.
Needless to say, this video turned out

759
00:57:37,599 --> 00:57:40,960
to be far longer than the thirteen
minute video on all the Quirks that we

760
00:57:42,039 --> 00:57:46,280
made over five years ago when there
was far less information available about the quirks

761
00:57:46,320 --> 00:57:50,599
themselves. Thank you guys so much
for watching, and don't forget to check

762
00:57:50,639 --> 00:57:53,679
out my detailed breakdown of One for
All and all its former users and their

763
00:57:53,760 --> 00:57:58,679
quirks link in the description. If
you made it this far into the video,

764
00:57:58,840 --> 00:58:04,400
then congratulations. You just heard me
say over ten thousand words. Yes,

765
00:58:04,639 --> 00:58:07,079
that is how long this video turned
out to be. But I really

766
00:58:07,119 --> 00:58:09,519
hope that having all of this information
here in one place will be useful to

767
00:58:09,599 --> 00:58:13,119
you. If it is, then
please leave a li like in comment right

768
00:58:13,159 --> 00:58:15,960
now to help me out with that
YouTube algorithm. And if you are one

769
00:58:15,960 --> 00:58:20,440
of the over fifty percent of people
who watch our videos but haven't taken the

770
00:58:20,480 --> 00:58:23,159
time to subscribe yet, please do
me a quick favor and subscribe to anime

771
00:58:23,239 --> 00:58:28,960
op roar right now. Subscribing on
YouTube is completely free, but it helps

772
00:58:28,960 --> 00:58:30,599
me out a lot, And if
you really want to do me a solid,

773
00:58:30,599 --> 00:58:34,440
you can also hit that bell and
select the option that says all.

774
00:58:34,760 --> 00:58:37,719
That's like an additional piece of insurance
that you won't miss our future videos because

775
00:58:37,760 --> 00:58:42,480
YouTube refuses to recommend them to you. Thanks again for your time, your

776
00:58:42,519 --> 00:58:46,199
support, your likes and comments,
and until next time, see us Space Cowboys
