Eijiro Kirishima

Eijiro Kirishima,' (, Kirishima Eijiro),'' whose hero name is Red Riot ', is a hero in training at U.A. High School in Class 1-A. He a character who specializes in melee combat.

Description
Enthusiastic and "manly" is the motto. His "quirk" is "hardening" which allows him to make his whole body stiff, and can be used in both attack and defense.

Quirk
Kirishima's quirk is hardening. By using hardening, he can make his any or all parts of his body hard and difficult to damage. When he does this, the hardened parts gain a jagged, rock-like appearance. There are limits to how much damage he can sustain even in his hardened form, and when he takes too much damage his quirk slowly deactivates, forcing Kirishima to use stamina to keep it active. He also cannot stay in his hardened form too long, as maintaining it even while taking no damage drains his stamina slowly. Kirishima can also harden again while in his already hardened form for even more durability, although doing this drains his stamina even faster than normal. He also appears to have enhanced strength while in his hardened form, judging from his ability to break through several concrete walls in the sports festival.

Target Combo (1/Square/Y)
Kirishima lunges a short distance toward the opponent, then slashes at them. If attack is pressed again, he quickly follows up with a backhanded slash. If attack is pressed a third time, Kirishima spins and uses an overhand slash, knocking the opponent down and sending them sliding backwards a short distance.

Aerial Attack (Jump, 1/Square/Y)
Kirishima moves toward the opponent and backhands them, knocking them upwards. If attack is pressed again, Kirishima follows up with a charging punch, launching the opponent away.

Tilt Attack/Yellow Armor (Tilt + 2/Circle/A) + Aerial
(ground) Kirishima raises his arm, then punches downward, smashing the opponent from above.

(air) Kirishima moves toward the opponent while leaning back, then smashes his head forward in a headbutt. This move launches opponents downward.

Unblockable/Red Attack (Defend + 1/Square/Y)
Kirishima spins around and bashes the opponent with his forearm, sending them stumbling back a few steps.

Red Charge - Quirk 1 (3/Triangle/X)
Kirishima hardens his entire body, then steps forward and bashes with his forearm. This move shatters yellow and red attacks, and cannot be interrupted once his body has hardened, except by yellow and red attacks. It also activates his hardened (armored) form.

Red Dive - Tilt Quirk 1 (Tilt + 3/Triangle/X)
Kirishima jumps into the air if on the ground, then spins into a wheel shape. He then rolls towards his opponent, hitting them up to 6 times before jumping off them and backflipping into a standing position.

Red Rush - Quirk 2 (4/Circle/A) [Mash]
(ground) Kirishima charges toward his opponent while punching. If the button is mashed, he next punches again before uppercutting. The uppercut creates a pillar of dark smoke that damages enemies, and launches them upwards.

(air) Kirishima charges while punching, just like on the ground. However, if the button is mashed here, he knees the opponent before roundhouse kicking them. The roundhouse kick sends opponents flying.

Red Rodeo - Tilt Quirk 2 (Tilt + 4/Circle/A) [Hold]
Kirishima holds his position for a moment before lunging at his opponent. If the lunge connects, he grabs the opponent and punches them several times before slamming them downward.

Red Gauntlet - Plus Ultra 1 (R1 + 3/Triangle/X)
Kirishima hardens his whole body, then sharpens both of his hands. He then charges toward the opponent while slashing rapidly. After about 12 slashes, he finishes the move off with a headbutt that sends the opponent flying. This move leaves him in his hardened state. Each slash does 500 damage, and the headbutt does 2,500, meaning in total the move can do up to 8,500 damage, or just under a third of an opponents health bar.

Red Riot Hammer - Plus Ultra 2 (R1 + 4/Circle/A)
Kirishima punches his fists together, then charges forward a short distance with his shoulder forward. If the attack hits, it triggers a cutscene where Kirishima headbutts his opponent into the ground, then headbutts them 6 more times in rapid succession before jumping into the air and diving at them, shattering the ground on impact. The cutscene then ends and the match returns to normal play, with the enemy knocked down and Kirishima standing a short distance away. In total the move does 13,000 damage, or a bit under half of the opponents health bar.

Hardened form
Some moves transform Kirishima into his hardened form. When in his hardened form, glowing orange spikes and sparks emanate from his body. His Q2 also does about 110 more damage, and his tilt Q2 does about 500 more damage. His target combo moves enemies further back with each hit, and his final hit makes the opponent slide nearly twice as far. The second hit of his aerial attack also sends the opponent flying faster and further, making it easier to preform wallsplats. All of his attacks become uninterruptable, the same as yellow 'armor' attacks. His dash travels slightly shorter and slightly slower, and his walk speed is slowed significantly. All of his attacks also become slightly slower, and the pauses between hits are longer. His yellow 'armor' attack no longer flashes yellow, is no longer stopped when the user is hit with a yellow attack, and the ground version can be dash canceled without the using any meter, although the aerial version cannot be canceled at all. Kirishima's hardened form wears off if he goes too long without reactivating it. (about 10 seconds), and it is deactivated if he is hit by a yellow 'armor' attack or a red attack. When it is destroyed this way, it plays the same animation and sound que as when a yellow attack shatters.

Interactions
Katsuki Bakugo

Mina Ashido

Tamaki Amajiki

Fat Gum

Rappa

Cosmetics
Outfits

Quotes