I’ll be honest-anime arena fighters have burned me before. Bandai Namco’s new trailer for MY HERO ACADEMIA: All’s Justice looks slick as hell, but as a long-time anime gamer, I have to ask: does this stand a chance of being more than just another flashy, forgettable cash-in? The game promises chaotic 3v3 tag-team brawls and boasts the highest-stakes arc in the series with the Final War. If you’re a fan of the anime or followed previous My Hero Academia games, you know the IP’s track record is… mixed. So, is All’s Justice primed to break the curse or just mash the same buttons?
If you’ve played games like Naruto: Ultimate Ninja Storm or Dragon Ball Xenoverse, you know the 3D anime arena fighter formula: big cast, over-the-top supers, and often, pretty shallow mechanics. All’s Justice is tossing its hat in with familiar territory—tag teams, cinematic finishers, and a roster loaded with “fully powered” versions of MHA’s heavy hitters. I love the idea of 3v3 fights (I still remember the glory days of Marvel vs. Capcom 2), but these games live or die by how much actual depth that tag system has. Can you use character synergies, or is it just a swap-in for a slightly different quirk attack?
The trailer shows off flashy Plus Ultra Combos—huge, screen-filling ultimates when your gauge maxes out. That’s good for capturing anime spectacle, but is there more to the combat than fishing for super meters? The game’s four main actions (target combos, counter attacks, guard, and unblockables) sound functional, but most arena fighters have boiled down to “rushdown, mash, or die.” If All’s Justice can deliver real layers to those mechanics—like legit counterplay and team tactics—it might escape being just another quick anime tie-in.
Setting the game during the Final War arc is a smart—if obvious—move. MHA fans are dying to see Deku, Bakugo, Shigaraki, and others at maximum power, and I’m not immune to the hype of controlling full-power All Might or witnessing those climax-of-the-series moments firsthand. But let’s not ignore the risk: anime arena fighters often pack “event mode” stories that boil down to a slideshow with some reused battle maps. If Bandai actually delivers a cinematic campaign with real stakes and spectacle, that’s worth celebrating. Otherwise, prepare for more forgettable story panels between brawls.
All’s Justice advertises an “extensive cast” spanning all eras of the anime and manga, with characters in their most hypercharged forms. That’s the usual Bandai Namco play—get every hero and villain you’ve ever heard of, drop them in a big versus screen, and pray you don’t notice half the cast plays nearly identically. If we actually get unique move sets reflecting each character’s quirks and Final War upgrades, color me impressed. But the track record isn’t encouraging—too many times, studio priorities skew toward roster size over depth or balance.
The new “Rising!” power-up system is intriguing. Building (and deploying) a comeback mechanic can make or break a competitive fighter. If it’s tuned right, you’ll see nail-biter turnarounds and smart meter management. If not, it’s just a last-ditch hail mary that won’t save sloppy play. No word yet on actual online netcode—please, Bandai, don’t let this be just another connection mess like too many arena fighters before it.
I’ve been burned enough by anime fighters that I’ll believe the depth when I see it. But there’s room for cautious optimism here. If you’re a diehard MHA fan, you’ll get to throw down in the series’ most epic battles with new moves and peak-power versions of your faves. For competitive gamers and FGC types? Keep your guard up—unless the mechanics and online play really deliver, this could be a slick-looking distraction that fades as fast as it arrives.
MY HERO ACADEMIA: All’s Justice is going big: 3v3 battles, cinematic combos, and over-the-top Final War fan service. But real gamers should keep their expectations in check—until Bandai Namco proves this fighter has depth, it might just be another shiny anime brawler in an already crowded genre.
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