After a six-year hiatus, the My Hero Academia franchise returns with All’s Justice, a title designed to serve as both a conclusion to the popular anime series and an evolution of the One’s Justice formula. The game aims to deliver a larger roster, more spectacle, and a fitting finale to one of the most well-known shōnen series in recent years. The result is an arena fighter clearly targeted toward fans, though it occasionally stumbles before reaching the finish line. All’s Justice strives for grandeur, but sometimes leaves players questioning whether ambition and execution fully aligned.
Within the first five minutes, it’s clear that My Hero Academia: All’s Justice prioritizes spectacle. Players are quickly thrust into a bombastic duel with little time to navigate menus, a deliberate statement that this isn’t a fighting game focused on expert-level play, but rather a fan service experience designed to let players pit their favorite heroes and villains against each other. This approach reflects the broader trend of games catering to established fanbases with accessible, action-packed experiences.
This approach remains consistent with the core of what One’s Justice has always been: an accessible arena brawler with a low barrier to entry where balance and competitive finesse aren’t the primary focus. However, after a six-year wait, that approach feels somewhat limited. Players naturally expect a significant leap forward, and while All’s Justice delivers improvements, it’s as well a sequel where a “yes, but…” often follows each enhancement.
One of the most noticeable changes is the novel hub/plaza structure. Instead of traditional menus, players navigate a city square reminiscent of an online lobby and a light World Tour experience. NPCs converse, recognizable characters appear, and key figures serve as gateways to game modes.
On paper, this is a compelling way to immerse players in the My Hero world, especially as they pick up side-quests and random battles. However, the plaza feels somewhat constrained. Invisible walls appear where logical pathways should exist, stairs are sometimes purely decorative, and players often feel like they’re walking through a diorama rather than a vibrant city. Fortunately, a practical workaround exists: the smartphone menu. This allows players to bypass the plaza and access modes directly, which they’ll likely do after the initial novelty wears off.

The single-player experience has received considerable attention. Story Mode focuses on the anime’s final conflict, attempting to recreate key moments with a mix of anime footage, cutscenes, and unfortunately, numerous still images with pan-and-zoom effects. This is a drawback, as the emotional impact of climactic scenes is sometimes diminished by the slideshow-like presentation.
Characters also frequently talk non-stop during battles, causing players to miss dialogue while focusing on the action. However, some scenes are genuinely impactful, and those familiar with the anime’s ending will appreciate the inclusion of key moments. These moments are often diluted by presentation choices.
Where the game truly shines is in Team-Up Mission, the evolved “mission mode” where players move through sections of the hub world, accept missions, employ shops and hotels to manage resources and health, and deploy sidekicks in a surprisingly useful way.

This mode is clearly designed to consume players’ single-player time, breaking up the constant flow of battles with exploration, small tasks, and the feeling of simulating a day as a hero. Different characters also have different movement options—Uraraka provides vertical assistance, Todoroki allows players to glide—creating a pleasant mix of combat, and exploration. Even players unfamiliar with the anime will find this mode engaging, prompting them to complete “just one more” mission.
Additional features like Character Memory (slice-of-life content with battles and exploration) and Archive Battle (classic battles from earlier arcs with time-trial targets) feel more like dessert: enjoyable if you’re in the mood, but not essential to the game’s core experience. A point of contention is the unlock structure, which is primarily cosmetic. Players unlock new colors, emotes, and HUD elements, but much of this content is locked behind a paywall at launch. It’s disappointing that extra content, such as twenty additional costumes, is available for purchase for €19.99.
The combat itself remains familiar: the three-button system with quirk-attacks that counter each other in a rock-paper-scissors logic. It’s not as refined as top-tier fighting games, but it’s clear, fast-paced, and designed to create spectacular effects. The biggest upgrade is that All’s Justice now truly supports 3v3 battles instead of “one main with two assists.” This is a significant improvement, as My Hero Academia revolves around teams, and it feels logical to consider character tagging, synergies, and momentum management. The pace remains high, battles don’t last excessively long, and the chaos aligns with the series’ tone.

The simplified controls have also been expanded. Players can more easily chain combos and specials, including switches and larger moves. Purists may find this too simple, but this game isn’t designed for players who aim for to study frame data. It’s helpful that players can disable certain auto-functions if they want more control, preventing the game from playing for them.
However, the biggest disappointment lies in the arenas. Previous games featured environments that were part of the spectacle: destructible elements, a sense of life, and an overall cartoonesque feel. Here, interactivity is almost gone. Much is no longer destructible, walls don’t flow well, and players collide with the white forcefield that constrains the battlefield more often than they’d like. With only nine arenas, many of which are “ruins, emptiness, and more ruins,” the game loses a significant part of its identity. It’s ironic: the game features a larger roster and a better team structure, but players battle in environments that feel like they received a minimal budget.
Audiovisually, the game is solid. Characters still look sharp and are well-animated. Effects burst across the screen without causing the game to crash, and the music delivers tension and bombast without being overwhelming. Voice-acting is available in both Japanese and English (with the original cast), although some audio elements remain stubbornly in English. The quality of the English dub is also subpar.