My Hero Ultra Rumble Glitches/Bugs/Exploits


A place to read about the glitches, bugs, and exploits found in My Hero Ultra Rumble.



Info

This is a big record of bugs for MHUR, from bugs of the past to current bugs plaguing the game.
Made because it's helpful to have all of this info laid out in one spot. Knowing what bugs exist can save you a lot of trouble. Even knowing patched bugs can help because they could always come back, or could inform us on new bugs that are similar. And also I honestly thinks it's really funny that this game has so many glitches in it.

Most things here are things I've experienced firsthand or have at least seen proof of at some point. As some of it is based on memory, some information could potentially be incorrect or outdated. Some bugs you've seen may be missing, if I've never heard of it. Sorry in advance if that's the case.

This page is not affiliated with the Ultra Rumble Database if you're wondering. I do however recommend that site for help with general game knowledge. This glitch record will assume that you're already somewhat familiar with MHUR gameplay, characters, and terms.

The term "glitch" and "bug" will end up getting used interchangeably, even though they are technically different.
Exploits are also listed here. They are bugs after all, just ones that end up giving the users an unfair and unintended advantage. People tend to not like those being shared around, sometimes to point of hostility, but really you should be more upset with the devs that let it happen in the first place, rather than people that acknowledge the problem existing.

Bugs will be labeled with one of the following:
Active: Bug is still a consistent problem or is at least very common.
Uncommon: Bug is still sometimes observable, less common than active but can be a problem regardless.
Patched: Bug was fixed and is currently thought to be gone. Could possibly return.
Unknown: Status unknown. For things I haven't verified are still around anymore. May be patched, may not be patched, may be around but have become more uncommon due to multiple factors.
Uncertain: Not to be confused with "Unknown". This is for things that might not even be unintentional, but that definitely feel like a bug/exploit. Also for things that might not even be bugs, like things caused by cheats.

Characters may have their role type specified when talked about, even if that character currently only has one role.
Pictures will probably be sparsely used, if at all, to not make the list even bigger than it already is. Links to images/videos hosted on other sites may be used to show the bug. Credit for anything made by people that aren't me goes to the original poster(s).


Bugs that happen outside of actual matches, in menus or the waiting lobby.
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Incorrect Item/Mission Names

Active

Many item and achievement names can be incorrectly set, causing them to be labeled with weird dev names instead.
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Character Model Overlap

Unknown

In the past, character models have been able to overlap. Happened when the game would match you with other players, and one of their character's would stand in the same place as yours, clipping into each other.
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Lobby Room Overlap

Uncommon

Game can fail to load a player's lobby background correctly, causing two different lobby background areas to overlap with each other.
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Banner Broadcast Stuck on Zero Seconds

Active

When your banner(s) finish broadcasting, it can be stuck on "Time Remaining: 0s", which then doesn't let you refresh the broadcast.
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Wrong EXP or Level Shown on EXP Screens

Uncommon

EXP or License/Player Levels can be displayed incorrectly on EXP screens after a match.
----
Customs Lobby Results Tab Displaying Scores From Separate Lobby

Unknown

Rarely, the "Results" tab in the customs lobby screen could display players/scores from another lobby.
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Negative Rental Tickets

Patched

You used to be able to get unlimited rentals on characters you didn't own. By selecting a locked character, then holding your mouse on an unlocked character and moving the cursor off without letting go, and then pressing the "Ok" button, you could choose a locked character and play as normal.
Rental ticket count would go into the negatives, but that was just a visual.
https://www.reddit.com/r/MyHeroUltraRumble/comments/17zru59/psa_you_dont_need_rental_tickets_to_play_as/
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Cosmetic Role Swap

Patched

You used to be able to swap the role/colors of a character on the main lobby screen.
Glitch did nothing, it was only a cosmetic error that had no affect on the following match.
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Emote/Voiceline Wheel Crash

Patched

Having the emote or voiceline wheel (and probably the drink wheel) open in the waiting lobby when the screen moved to the loading screen would crash your game.


General Bugs

General bugs that aren't exactly character based, instead dealing more with maps, items, or the matches themselves.
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Empty Champion Screen

Active

Game can sometimes improperly load the victory screen, causing there to be no players on it.
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Non-Standing Champion Screens

Uncommon

Winning players can sometimes appear on the victory screen in a downed state, or even KO'd and just laying there, dead.
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Item Usage After Winning

Active

Drinks and role cards can be used after winning, both in the end of match camera panning and champion screen, even though both are supposed to remove the item usage ability from players.
Has reliably been done by first opening the ESC menu and then closing it and using items.
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Chat Jank

Active

Chat has been known to mess with the mouse cursor. Closing chat may cause cursor to stay on screen, requiring you to reopen and close chat again to fix.
Chat uses a filter to block many words, and as with every filter, it can be very arbitrary and block harmless messages.
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Sound Loss Bug / Going Deaf Bug

Active

During a match, a player's audio can start to glitch out, randomly choosing to not play many sounds. It gets better and worse throughout the match, with sounds cutting out but later being normally played, only to cut out later. It almost sounds like you're going deaf.
Is related to the presence of Tech Mirio in a match, with more of him making it more likely.
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Missing Mic commentary / Missing Map from a match

Uncommon

Mic's commentary can randomly be muted the entire match. No announcements for safezone movement, Kota being found, etc.
Mini map can also be missing from the screen even when you have it on.
Missing Mic audio seemingly unrelated to the Sound Loss Bug above. This bug is a constant absence, as opposed to sounds coming and going randomly due to a specific character being present.
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Trapped in ESC Menu

Active

During a match, sometimes the ESC menu cannot be closed once opened, trapping you inside.
Getting downed has been observed to close the menu and let you move again, but not always. Dying will work.
If this has happened once during a match, then it will happen again in the same match. If you manage to get the menu closed, don't open it again.
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Wall Running Fail

Active

When using a blue card and trying to wall-run (may also happen with wall-runner tuning), you won't run up the wall. You will instead start a wall-run, only for it to drop for no reason, and since you've dropped back to the ground, it tries again to wall-run, only to fail again, and it repeats like this. You will keep slamming your face into the wall instead of going up it.
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Revive Tokens Under the Map

Patched

Revive tokens (the circular portrait dropped by dead teammates) would spawn underneath the map, and were unable to be collected. No matter where the players died, their tokens would all spawn in the same spot, in the ground near the USJ center fountain (as this was the only map at the time.)
Was due to the specific match becoming bugged. If it happened to you, it was happening to every other team as well.
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Out of Bounds Areas

Patched/Unknown

It's at times possible to either clip out of the map, or get clipped into an object by something.
If clipped outside the map, it's typically through the floor, which will cause you to fall through a small void space until you hit the bottom and are teleported back up. Cementoss can make platforms on the bottom of the out of bounds voids.
If clipped into a wall or object, you'll typically get stuck, and may not be able to get out on your own. Even death might not save you, as your revive token may not be reachable.

USJ 1.0 and UA Island 1.0 had prominent out of bounds areas. Became widely known when Tech AfO released and could gamma pull people into said walls. USJ had at least one spot on the base of the old Mountain Zone, while UA Island had a building in the northern part of the city. His gamma could also push you into at least one parked car near the southwest city tower. His gamma was changed to try and prevent this from happening, but the areas may still potentially exist on the 1.0 map versions.

It's been possible to revive players too close to something and accidentally make them stuck.
It's been observed that bots have been able to spawn stuck in walls, in bot rounds. They possibly chose the exact point on the spawn choosing screen that causing them to spawn stuck, with these exact spots potentially being selectable by unlucky human players, assuming they were never patched.
Twice has also been able to spawn beta clones stuck in walls/floors before.
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Items/Boxes Spawn in Unreachable Spots

Uncommon/Patched

It has been observed that a few spawn spots for items or boxes were placed wrong, resulting in things you could not pick up or interact with. Most of these have been fixed.
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Having a Teammate in Solo Mode

Uncommon

Very rarely, it's been possible to have a teammate in Solo mode. The lobby will randomly pair you up with another player. You can't see his health bars, but can see his outline. You can't damage each other, and you pose on the victory screen together if you win.
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12v12 Matches

Uncommon

Match makes two teams of 12 players instead of the standard eight teams of 3 players. Interactions between teammates seem to work fine, though you can only see two teammates HP/GP bars on your HUD.
Some believe it to be related to a potential future gamemode. Something similar is said to have happened in the months before Area Control Battle, a 6v6 mode, released. Could also just be the game crapping itself.
https://www.reddit.com/r/MyHeroUltraRumble/comments/1pv1cn6/cool_bug_only_two_teams/
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Solo Mode Safezone Movement Always the Same

Patched

In only Solo mode, the safezone would follow the exact same path every game. The late game would also be extended as the safezone near the end would stall in place and take a while to get to the next phase.
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Incorrect Map Screen

Uncommon

After the waiting lobby, upon reaching the spawnpoint selection map screen, the wrong map will be displayed.
So if you queued for UA Island, it could show you USJ's map instead, and when the zoom in starts and the round begins, you're on UA Island.
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Pacifist Mode

Uncommon

Pacifist mode refers to a match where no one can attack anybody else. Players cannot level up or drink pots, and even the storm won't damage players. Can be seen at the start of the rounds, and usually goes away after a bit, but can last the entire round.
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Cursed Spawn/Game States

Uncommon

Upon spawning in, a player can find his game in a dysfunctional state. Problems can vary, but generally, the match will be unplayable from this set of bugs. Many aspects of your gameplay will be negatively affected, including but not limited to:

-Having "0" ammo/charge in all moves, which will generally allow you to use them only once, then you're out with no reloading
-Not being able to use your main moves (Alpha, Beta, Gamma) or special at all
-Not being able to do melee attacks
-Not being able to do finishers, including certain specials like AfO's or Twice's
-Not being able to drink or use colored cards
-Not being able to level up
-Not being able to dodge roll
-Not having a minimap
-Not being able to use teleporters on Neo Academia map (may possibly be extended to Kurogiri portals and jump pads on all maps)

(These usually won't all happen at once, it can be a mix of things)
Dying and being revived CAN help fix some issues, but it's not guaranteed to fix everything.
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Bot Name Glitches

Active

Bot names, which are either just the name of the character they're playing, or pulled from a set list of generic names, can glitch out.
Bot character names in Training, while your language is English, can switch to Japanese text upon having their characters switched.
Generic Bot names taken from the name pool can sometimes become a mess of numbers instead.
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Negative Spectators

Uncommon

Spectator count can go into the negatives for an unknown reason.
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Audio From Unrelated Matches

Unknown

Other player's microphone audio from unrelated matches can somehow be heard by your team. They can hear your team's microphones as well.
It's like your team has somehow synced up with another team.


General Character Bugs

Bugs that can affect either every player, or multiple characters at once.
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Plus Ultra/Chaos False Start

Active

Plus Ultra/Chaos can be "activated", and give you the glow effect, but it didn't actually start properly. You won't have max abilities or have gotten full GP back.
Can happen on it's own, or can happen if you get hit by certain moves right as you activate it.
If this happens, pressing the PU/PC button again should activate it properly.
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Crawling Away While Enemy is Doing a Finisher

Active

Doing a finisher is supposed to lock the victim's movement, so that he can no longer crawl. But it's possible to crawl away sometimes.
Used to result in the finisher being cut off, and usually you were forced to just shoot the player to death as he could just keep crawling away.
Nowadays crawling can still happen, but the animation will still finish, with the attacker sliding along the ground and killing the victim.
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Crouch Movement

Uncommon/Uncertain

For some reason, there are tons of characters that will slightly move forward when crouching. Not everyone has this, but many do, and it feels unintentional.
Can easily be seen by standing near a ledge and facing off it, and crouch spamming. You will eventually fall off.
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Inconsistent Range/Hitboxes

Active

Many moves can sometimes hit/grab outside of their telegraphed range. A player can clearly be outside the visual or the red warning zone, and still be affected.
Moves with this problem include but are not limited to: Rapid Ochako gamma, Assault Kendo gamma, Rapid Mirio beta and gamma, Assault Endeavor beta, Strike Shiggy gamma, Tech Shiggy alpha, Tech AfO gamma, and Strike Nagant special shot.
More moves can display this type of behavior, that's not all of them, and more will definitely appear in the future, but these are both very prominent and very obvious.
This problem (and other move failures mentioned below) are often blamed on bad internet connection, even when that isn't the cause. It CAN be, but also seems to be hitbox/hurtbox jank. Sometimes attacks (both these and others) that clearly hit someone will do no damage, so this works both ways.
This arguably also encompasses some moves that can hit fully covered enemies around corners or behind objects, like Tech AfO charged alpha and Strike Mic beta.
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Inconsistent Tracking

Active

Many tracking moves can feel very random with how much they'll try to hit an enemy. Sometimes tracking moves will blatantly ignore enemies in front of you, and sometimes they can do a 180 and hit/grab someone that ran behind you.
Moves with this problem include but are not limited to: Rapid Iida beta, Strike Dabi beta, Rapid All Might gamma, and Tech Toga gamma.
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Grab Failures

Uncommon

Certain grab moves can glitch out and fail to either properly grab a character, or just fail to do damage. This includes, but is not limited to:

Character Problems
Support Ibara gamma Move can grab but do no damage.
Strike Shiggy gamma Move can grab an opponent and damage on initial hit, but followup decay during the grab portion does not damage.
Strike Dabi beta Move will hit opponent and do initial damage, but will launch target away instead of grabbing him.

Getting grabbed, especially by Strike Shiggy and Support Ibara, can also cause you to get stuck on the player. You then get carried around helplessly, unable to escape through any mean except MAYBE plus ultra.
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Multi-Hit Move Failures

Active/Uncommon

Certain moves/combos that are supposed to stun/drag opponents won't do that consistently. This includes, but it not limited to:

Character Problems
Strike Bakugo gamma Smaller hits are supposed to drag victims along before the final explosion hits, but players can be dropped before the final hit. Move has been tweaked to make this much less common.
Rapid Frog beta combo Aerial beta is supposed to bounce an opponent without giving i-frames, to set up a second grounded beta. But invincibility can trigger early and make the second beta useless.
Assault Kirishima alpha Smaller hits are supposed to drag victims along before the final punch, but players can be dropped before.
Rapid Mirio short alpha combo Four hit alpha combo; last hit can often not hit as Mirio seemingly lands a bit too far away from opponent.

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Attacking After Being Downed

Uncommon

It's possible to use a move after being downed. Moves still do damage and can act as some extra mobility.
Very unclear on what exactly causes it; doesn't seem to be reliable or else it'd be widely used.
May be caused by the player trying to use something right as he's downed, and the game then getting confused/laggy and letting it happen afterwards.
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Ranged Quick Revive Failures

Active

Ranged revive specials on Frog, Ibara, and Cementoss can be used right as their teammate is killed, consuming the ammo but not saving the teammate.
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Downed Animation Loop

Unknown

If someone is downed right as an enemy player dies and triggers the "Game Set" ending screen pan, he can enter a looped animation of dropping to his knees, falling over, and repeating that, until the game moves to the Champion screen.
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Reviving in the Wrong Spot

Uncommon

Reviving a teammate can result in said teammate being respawned not where you actually did the revive, but near the center of the map.
May be a standard glitch, may possibly be the game's failsafe for preventing people from being revived inside of the ground.
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Mixed Up Damage Attribution

Patched

If multiple of a character was present in a match, then damage and KOs could be wrongly attributed to another player. So if there was two Shotos in a match, and Shoto1 downed someone, Shoto2 on the other side of the map could get the credit for it.
Very obvious with Tech AfO, as players could randomly be teleported to him because a separate AfO somewhere else used his gamma.
May have also been related to another problem where tuning activation sound effects could be heard randomly?
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Friendly Fire

Patched

Random chance that your moves would damage teammates, and pretty I'm sure this also allowed for Toga to collect teammate blood.
May have been related to Mixed Up Damage Attribution?
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Civilian Save not Properly Starting

Patched

When attempting to rescue a civilian, the game would allow you to go through the save process, but it not actually save the civilian when it completed, forcing you to do it again.
Glitch could be recognized by the civilian not starting his acknowledgement animation (where he acknowledges that a player is interacting) but instead staying the hand wave idle animation.
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Extra Hurt Voicelines

Patched

After being knocked down and then standing back up, characters would give off an additional hurt voiceline for no reason.
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Emote Phasing

Patched

Certain emotes on certain characters would drastically move the character's position forward, in a way that let them phase into a wall. While you couldn't walk through a wall with this, you could clip in enough to be either mostly or even completely inside, hiding your position from passing enemies and keeping you safe from non-piercing attacks.
The most prominent emotes were Kendo's point emote and Cementoss' point and thumbs up emotes.
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Infinite Role Cards

Patched/Unknown

Allowed you to have the effects of the role cards stay on you permanently.
Done by grabbing two matching cards (same role/color and move type) plus two other cards. Activate one matching card, then level it up with the other matching card. Then spam the activation button on the slot to instantly activate the other cards. The effect of the matching card will become permanent.
Main explanation (around 0:32 - 1:18): https://youtu.be/BGyLaI3_vew?si=ADd-obG_ci_fVWMw&t=31
Apparently is still somehow possible to do with Rapid and Tech cards?
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Ledge Drinking Removing Drinking Ability

Patched

Beginning to drink a pot right as you fell off a ledge could bug the rest of your match by disallowing you from drinking anything else.


Character Specific Bugs

Bugs that relate to a specific character. Sections group together skillsets/battle styles for a character, but duplicate characters (like Deku vs Deku OfA) will be separated.
As some more general things were already mentioned above, they mostly won't be repeated here.
Because Toga, AfO, and Monoma can copy moves, they can experience many of the bugs listed for other characters.
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Deku

Crouch Shot Reverse Knockback

Unknown

Assault's crouched alpha, which is supposed to knock the hit opponent away from Deku, has a small chance to instead knock the victim towards Deku.


Deku OfA / OfA Deku

Held Gamma Tracking Fail

Uncommon

Tracking on Deku's held gamma has been observed to fail and instead send him flying in one direction.
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Melee Cancel Loop

Patched/Active

An OfA Deku with his 5th Gear gamma boost on could perform an infinite melee combo loop by roll-cancelling his melee combo before the last hit and restarting it.
Some consider the loop to not have been an exploit, but between general down power changes around the same time meant to help curb prolonged combos/stunlocks, and the fact that it was directly targeted and patched, it goes here.
Another loop is still somewhat possible regardless.


Bakugo


Ochako

Rapid Alpha failure

Unknown

Rapid's midair alpha would not pull her forwards, despite her clearly hitting a surface with it. Most prominent in early seasons. Thought to have been caused by multiple Ochakos being present in a match.
Seemingly patched at some point, though still seems to happen sometimes. Either a separate issue, the same issue, or lag.
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Assault Alpha Double Hit

Uncertain

If the enemy is very close to Assault when she uses short alpha, he can be hit twice.
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Assault Gamma Space Teleport

Patched

Being in contact with Assault's gamma platform when it breaks would teleport the player into the air, at the very top of the map, near the center.
Could be a death sentence for those with little/no mobility and/or little HP, as the safezone could be very far from the area.


Iida

Infinite Gamma

Patched

Used to be able to achieve infinite gamma speed boost. Activated by aiming down at the ground and using a beta directly into it, and immediately activating gamma. If done properly, you'd have the speed boost and ability to do the gamma flip, but without ever having your engines stall.
Was cancel-able by leveling up gamma (at the time leveling up gamma ended the move early without engine stalling) or by using plus ultra.


Shoto

Strike Beta Hitbox Lingering

Active

Strike's beta hitbox can linger for a bit after the ice is formed, causing you to take damage on the already formed ice spikes despite it looking safe.


Asui / Froppy / "Frog"

Rapid Gamma Reloading While in Use / Extended Camouflage

Active

If you let gamma start to reload and then turn it on, it will continue to recharge while you're invisible. Once it reaches 100%, it will go down like normal.
Mostly works on Lvl7 and above.


Kirishima

Infinite Harden

Active

Allows for an infinite special, meaning unlimited defense buff and flinch resistance.
Achieved by turning off special when it's near the very end of it's charge, leading to the special being usable while it's on 0%. If done right, turning it on again will cause it to stay on. Lasts until it's turned off or you die.


Momo


Tokoyami

Infinite Black Ankh

Active

Allows for an infinite special, meaning unlimited melee boost and speed boost.
Achieved by turning off special at around 1%. This will cause Black Ankh to turn stay on after losing all charge. When doing it right, it looks like it turns off only to instantly turn back on.
Special will not recharge while using this exploit, and the super jump cannot be used as it requires a charge to deplete.
The move still turns itself off if using alpha, beta, or gamma.


Denki

Special Electricity Sound Lingers in Place

Uncommon

The sound of the electricity caused by special can linger in the place where you activated it.


Monoma

Gamma Cheese

Uncertain

Is technically not unintentional. Gamma negates damage on whatever attack hits him. But Monoma can drink pots while in gamma. So Monomas will turn on gamma and drink pots with that safety net. Attack him and he can react accordingly and he also steals your gamma, which can potentially help him. If you don't attack, and he gets to drink for free.
Exploit-like.
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Beta Steal Using Alpha

Patched

In the past, Monoma's alpha and beta seemed to work by activating and then checking to see if damage has been done to someone, and then stealing a move if damage is detected.
This means that if you shot an alpha at a distant target, and used beta before the alpha projectile hit, when the alpha did finally hit, Monoma would receive the target's beta instead of alpha. It was beta move collection without any risk.


Kendo

Air Melee Flight

Patched

Allowed Kendo to fly due to a weird interaction involving her air melee, a blue card, and wall running movement.
https://www.youtube.com/watch?v=UmjpRi-9DYs&t=20s
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Assault Shield Bypass

Patched/Uncommon

Some moves, such as Iida's beta kick, can hit directly through Assault's beta. Attacker will usually still be staggered by the shield, but Kendo will be damaged, and can also get staggered or knocked down.
Was fixed at one point, but came back at a later point. May have been fixed again.


Ibara

Alpha Hitbox Jank

Active

Support Alpha, specifically unscoped, can fail to damage people it clearly hit.
Often described as "the gaps between Ibara's hair", implying that it's intentional. While her hair does clearly branch off and have gaps at long range, it's been observed that enemies at close to mid-range can visibly touch Ibara's hair and not get hurt.
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Alpha Quickscope Damage Boost

Patched

Scoping in with Support alpha and firing at the same time would greatly increase the damage done to enemies.


Mirio

Permeation Jank, in Relation to Terrain

Uncertain

Mirio's permeation moves, which allow him to phase through walls and floors, don't work with all buildings and terrain. Not a bug on it's own, just the devs not bothering to make everything more consistent with his moves. Can throw inexperienced Mirios off because things that really should support permeation don't.
There are some walls that Mirio can't phase into, but that you can apparently inch just a bit into while permeated, because when the effect ends, Mirio is flung back and stunned. Probably the game making extra-sure that he can't get stuck so it flings him out just in case, despite him not really going into the wall.
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Permeation Special Fails on Hit

Patched

Being damaged the moment you activated special would cause you to lose any invincibility, but your special ammo would still drain.


Tamaki


Nejire


Shinso


All Might

Infinite Assault Gamma

Unknown

It's been possible to achieve an infinite Assault gamma.
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Rapid Gamma Clipping Enemy into Surfaces

Uncommon

Rapid gamma grab can lodge enemy players into the ground and get them stuck in place.
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Melee Chain Doing Too Much Damage

Patched

All Might's ground melee chain would do way more damage than intended, doing at least over 300 damage.


Armored All Might


Aizawa

Broken Alpha / Broken Zoom In

Unknown

During a round, Tech alpha had a chance to break, and lose it's ability to grab anyone. Any hit with it would just knock the enemy down. Zooming in with RMB would also not work.
Might have been patched.


Present Mic


Cementoss

Anti-Stuck Measures

Active/Uncertain

To prevent Cementoss or anyone from potentially getting stuck when crushed between multiple cement blocks, or between cement blocks and solid surfaces, the game will either teleport players to valid ground they last stood near, or valid ground somewhere nearby, or just break the blocks.
Is likely intentional, but sometimes will activate when you aren't at all in danger of getting stuck or clipped into a wall. It's inconsistent, and the teleportation can either put you in a really bad spot you wouldn't have gotten stuck in, or put you somewhere good and make things easier for you.


Endeavor


Hawks

Jump-pads not Working

Patched

On release, Hawks couldn't use jump-pads.
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Strike Beta Usable Through Stuns

Patched

Strike Beta could ignore any staggers/stuns/grabs and activate, making it impossible to stop him through any single hit move.


Mt. Lady


Shigaraki / "Shiggy"

Strike Gamma Grabbing Dead Players

Active

Strike gamma can grab recently killed players. This causes Shiggy to stand in place holding the air, leaving him as a sitting duck while doing nothing beneficial.
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Tech Alpha Startup Staggers

Active

Tech's alpha attack begins with an AoE around Shiggy that damages and stuns enemies. This move has low down power, is quick to activate, is roll cancelable, and it doesn't use ammo as long as the large finger pillar doesn't spawn. This attack can be used to stunlock enemies and do way too much damage.
Was sometimes thought to just a terrible design choice rather than a bug/exploit, but was definitely unfair, especially since it uses no ammo.


All for One / AfO

Hawks Wings Visible Through Walls

Unknown

When using at least the Rapid Hawks moveset, the wings could be partially seen through walls by everyone else, giving away AfO's position whenever he used a move.
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All for One (Young) / YAfO


Dabi

Special Jank

Uncommon

Dabi's special can be "activated", consuming the charge, but not pick him back up, usually due to him being damaged by someone at the moment of activating it. The fire will generate but he will still be downed without ever getting up.
May be worth nothing that Dabi's old special used to just have him burst into flames without a self-rez. The bug is probably not related to that being the case though.
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Tech Beta Triggered by Dead Players

Active

Placing a trap on top of a spot where a player recently died will set off the trap.
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Strike Beta Grabbing Dead Players

Active

Strike Beta can grab onto the spots where a player has recently died, making Dabi hover in place doing nothing useful.
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Tech Beta Invisible Traps

Unknown

It's been reported that it's possible to make Tech's traps invisible somehow.
Never seen this myself. Might be possible, might have been possible but got patched, might have been a cheat, or not real in the first place.
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Tech Alpha Tracking Through Walls

Patched

Tech alpha fireballs could track people through walls.


Toga

Emoting While Transformed

Active

Emoting during transforming is disabled, but still possible with a loophole. By opening the emote wheel before transforming, and transforming while it's open, you can then select an emote and disguised Toga will do the disguise's version of the emote.
Permanent Permeation / Invincible Toga

Patched

Allowed Toga to become nigh-invincible using Mirio blood.
With strict timing, by using Mirio's special, dodge rolling, and detransforming during the roll, she could become invincible.
Only a few random attacks seemed to be able to sometimes damage her, such as Twice's clone's alphas.
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Permanent Float

Patched

By turning on Ochako's special and detransforming, Toga can have an unlimited float effect.
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Permanent Strike Kendo Beta Defense

Patched

By using Strike Kendo's held beta and detransforming, Toga can gain the defense buff permanently. Damage is reduced, but Toga also becomes nigh-impossible to knock down while still being staggered. This means that certain characters have a chance to combo her to death with her being helpless to stop them.
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Tech Gamma Jank

Uncommon

Tech Toga's gamma has been known to be janky. As mentioned earlier, tracking on the move can fail and simply not target a player it really should have hit.
The move can also sometimes connect visibly (usually during the dodge roll or enemy's i-frames), and do zero damage, but still collect blood from the enemy player.
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Move Replacement

Patched

Allowed Toga to replace one of her own moves with a move of another character. Achieved by leveling up a specific move at the same time as detransforming. Somewhat similar to Monoma, but over 10 seasons before he was added.
Supposedly still possible, but much harder to do and not very helpful anyway.
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No Downed Visual/Sound

Patched

When a disguised Toga was downed, she'd drop the disguise and fall over, but it wouldn't show the "DOWN" text or make the downed sound. Could confuse someone who couldn't get a visual confirmation that the Toga is downed by the last attack.
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Twice


Mr. Compress

Damage through Support Beta

Patched

Support Compress beta would fail to negate damage, causing him to be hurt despite the beta properly reflecting the attack back.


Kurogiri

Portal Clipping

Unknown

Portals can clip into certain objects, disallowing portal entry, wasting your ammo.
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Neo Academia Portal Wrong Warp

Active

Kurogiri's portals and the Neo Academia map's teleporters, aka the stationary portal spots that take you to and from the Sky Area, can become connected. Attempting to take the Sky Area portals while active Kurogiri portals are nearby can cause you to warp through Kurogiri's.


Lady Nagant

Gamma/Beta Moon Jump and Float

Active

By launching herself with gamma and immediately holding beta down, Nagant can fly up to the top of the map with ease, and stay floating up there.
By pressing the dodge roll button, the beta attack zone disappears and Nagant can now shoot alpha and special while still floating around.


Overhaul

Gamma Rock Texture Becoming Permanent

Uncommon

When Support's gamma grabs an opponent, it temporarily retextures him to appear rocky, like the brown spikes of the attack. This effect is supposed to go away after the player is knocked down, but it can sometimes stay and the player will remain looking like a rockman. Sometimes the rock claws can also stay longer than they're supposed to.
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Gamma Usable Through Stuns

Patched

Gamma could be used while being staggered/stunned, allowing Overhaul to break combos with more than just his special.


TUNING Bugs

Bugs related to Tuning.
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Critical Permeation Oversight

Active

Critical Permeation works by making you invincible upon having your shield broken, and ends the effect when you activate an attack. However, some attacks are technically only "activated" at the start, and can keep attacking without any extra trigger to end the permeation.
For example, if Rapid All Might is using his alpha, and has his shield broken, he can continue to fire while being invincible, because only the first punch is checked for by the perk. The subsequent punches do not disable it.
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Critical Permeation Ground Recovery Problem

Active

Critical Permeation can become messed up by your character hitting the ground after being knocked down. If you hit the ground and recover from it, the perk will then get cancelled by things like drinking a pot.
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Willpower Oversight

Active

Willpower works by putting a lifesaver on your HP, and stops a lethal attack from downing you by forcing a knockdown state, and leaving you at 1 HP.
However, because this game has always had buggy knockdown states, it's possible for attacks that with multi-hit or fast firing to hit you while you're still flying back in your knockdown state, downing you anyway, making the tuning useless.
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Run and Dash Speed Perks Not Working

Active

Run Speed and Dash Speed normal tuning perks do nothing when equipped.
These perks are gained from: OfA Deku, Rapid Iida, Rapid Hawks, and Cementoss
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HP/GP Sucker Double Values

Patched

HP/GP Sucker would give twice as much HP/GP as it was supposed to give.
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High-Speed Replenishment Stays Active

Patched

Tech Aizawa's special perk used to always stay active, even past when it was supposed to turn off. Allowed you to have quick GP pot drinking the entire match with just a Lvl 1 perk.
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Certain Tunings not Reactivating After Revive

Patched

Certain special perks (such as Fixer) would not be active after dying and being revived.


Area Control Battle Bugs

Bugs specific to Area Control Battle (ACB).
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Delayed Respawn

Active

Upon dying, you'll sometimes get stuck staring at your death spot instead of going to the map screen. It can take around 10 seconds for the game to send you to the map screen and let you pick a spawnpoint. Is common, and will waste precious time in a mode that lasts less than 5 minutes.
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Respawn KO Denial

Active

Opening the ESC menu and choosing to respawn will kill you on the spot. Can be used to deny a KO and get a quick respawn by choosing the option before you die. May have also denied any items as well? (I forgot)
Doing this ensures that you never suffer from the Delayed Respawn glitch.
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Draws

Uncertain

It's possible for the round to end in a draw. Despite being possible to tie, there's no actual draw screen, the game just loads an empty victory screen with "Champion" text and acts like somebody won, when nobody actually did.
Probably not unintentional, devs probably believed that ties wouldn't happen very often, if at all, and thus didn't make a proper screen for draws. (This is likely possible in the main battle-royale mode as well.)
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Momo Wrong Full Heal in Area Control

Active

Momo's special lucky bag could spawn a standard full heal pot meant for the battle-royale mode. The full heal drinks in ACB are different from the BR version, and are only supposed to do some healing to all six players. The standard BR drink heals way more.
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Bot Teammates

Uncertain

ACB is a 6v6 mode. The mode uses the same standard three-man team system to create a trio, and then sends them to a lobby. The next trio to enter will be grouped with the first trio to create one team of six players. Then two other trios will enter and create the second team. That's what's supposed to happen.
In reality, the mode often doesn't have enough players, or at least has trouble setting up lobbies properly, leading to bots having to fill the slots. Lobbies can fill up one of four ways:

  • 6 humans vs 6 humans
  • 6 humans vs 3 humans + 3 bots (Worst outcome for Team 2)
  • 6 humans vs 6 bots
  • 3 humans + 3 bots vs 6 bots

Because of how the mode creates the six-man teams, it's possible for the second team to get screwed over as the game cannot find any more players, and instead gives them three bot teammates. While the bots do attempt to play the mode, they aren't very smart, and it's essentially a 6v3. It's still possible to win, whether through skill or luck, but it's generally not a fun time.
This isn't really a bug, but it is a big blind spot with the mode. There are a few things devs could do to prevent this from happening, but nothing was done.


Edit

Pub: 20 Dec 2025 19:35 UTC

Edit: 05 Feb 2026 19:38 UTC

Views: 100