Information about each assist in the game.
Introduction
Assists (or Sidekicks) are methods for bringing in your secondary characters directly into the fight.
After an assist is called-in, they will perform their move or function. Once they are done (either by performing their action or being interrupted) they will leave the fight and enter a cooldown period.
How long that cooldown period takes depends on one thing:
- If your assist was called normally. This includes while being in neutral or offense, such as during your combo.
- If your assist was called as an interrupt. This includes while being comboed or hit by your opponent, or otherwise “on defense”.
There are 3 categories of assist cooldown time. I’ve listed each character (minus All For One and Shoot Style Deku) below.
One last thing to note is this cooldown begins as soon as your sidekick has left the battle. If they are comboed, hit or otherwise delayed on the playing field, the cooldown will not start until they’ve recovered and left.
Assist Cooldown – Normal
Short – 10 seconds
- Kirishima
- Deku (Normal and Shoot Style)
- Shigaraki
- Tokoyami
Medium – 15 seconds
- All Might
- Bakugo
- Dabi
- Endeavor
- Gran Torino
- Momo
- Muscle
- Stain
- Toga
- Tsuyu
Long – 20 seconds
- Aizawa
- All For One
- Iida
- Kaminari
- Kyoka
- Todoroki
- Uraraka
Assist Cooldown – Interrupt
Short – 40 seconds
- Kirishima
- Deku (Normal and Shoot Style)
- Shigaraki
- Tokoyami
Medium – 60 seconds
- All Might
- Bakugo
- Dabi
- Endeavor
- Gran Torino
- Momo
- Muscle
- Stain
- Toga
- Tsuyu
Long – 1 minute, 20 seconds
- Aizawa
- All For One
- Iida
- Kaminari
- Kyoka
- Todoroki
- Uraraka
Hopefully, this gives you a better idea of which assists to bring to your team. Kyoka might have a better overall utility from her assist, but she’s going to be out for a whopping 80 seconds if you use her as an interrupt. That could be an entire match that you now no longer have access to her.