
Picking up near the end of season 2 and covering most of season 3 of the anime, the storyboarded scenes flow together well enough to let you know what the plot is. One's Justice 2 also has an extended single-player mode, but it doesn't do a great job of igniting or stoking a love of the source material across its eight hours. A new team battle mode lets you put a friend on assist duty in local multiplayer, though we weren't able to test it out for this review (blame the current coronavirus pandemic!). The rest of the combat changes, like dodges and a new stamina system that controls how often you can extend combos with dash cancels and wall-running, are more quality-of-life stuff than anything groundbreaking, but they do make combat a bit more strategic. You can now use your assist characters' super abilities instead of your main character's in combat, which is a nice touch. One's Justice 2 does make some notable improvements to combat over the first game, though. How far do I need to be to avoid Bakugo's streak of explosions? And if I can dodge it, will my basic attack reach far enough to properly counter before he recovers? I've had some tense fights and some close encounters online, but many others were clumsy, so I wasn't all that invested in them. That, along with some imprecise movement, make judging the radius and range of attacks more difficult than it should be. Moves and projectiles might be obscured by obstacles or camera pans, making it hard to keep track of what's going or execute combos, especially as the action moves to corners and up the side of buildings.



The over-the-shoulder perspective, however, can make it hard to keep up with the action.
