Izumi Bakugo

== Izumi Bakugo ==
Names	Main Info	Extra Info	Relationships
Izumi Bakugo
Deku	Age: 15
Gender: Trans Woman
Height: 5’5
Hair Color: Dark Spring Green
Eye Color: Hooker's Green
Sexuality: Lesbian
Birthday: July 15th
Quirk/Quirks: One For All
*Gearshift*
*Fa Jin*
*Danger Sense*
*Blackwhip*
*Smokescreen*
*Float*
Pronouns: She/Her	Polyamorous
Class 1-S and 1-H of UA
Aspiring hero-in-training Izumi aims to carve her own path by supporting her fellow student and older sister, Katsumi. Izumi envisions specializing in developing support items that complement Katsumi's heroism.
Allosexual
Alloromantic
Hero in training
Support item developer
One For All: This transferable Quirk stockpiles immense raw power, granting its user exceptional boosts in physical capabilities. These enhancements encompass strength, speed, stamina, agility, and durability. Activating One For All causes red, vein-like lines to appear across the user's body. A unique aspect of One For All, the vestiges are residual consciousnesses of past users residing within the Quirk. These vestiges can instinctively activate One For All to defend the user, even when they're unconscious, as showcased when Hitoshi's Brainwashing Quirk controlled the user. Currently, the user's control over this realm is limited: entry and exit remain involuntary, their physical form lacks full materialization, and communication is muffled due to an undeveloped mouth. However, the user has recently achieved the ability to converse with the vestiges while conscious, a development unprecedented among known One For All holders.
Gearshift: Gearshift allows the user to change the speed and/or velocity of any target they touch, including themselves. This allows them to greatly accelerate their own speed and/or the velocity of their target, and enhance the impact force of their own strikes.
Gearshift is a very powerful and versatile quirk, but it also has some drawbacks. The user must be careful not to overuse the quirk, or they could cause serious damage to themselves or their target. Additionally, the quirk can be difficult to control, and it can take a lot of training to master it.
Fa Jin: Fa Jin allows the user to build up and store kinetic energy by performing repetitive movement. They can later release this stored energy as an explosive burst of speed and power.
For example, the user could run in a circle to build up kinetic energy, and then release it all in a single punch. This would allow them to punch with much more force than they would be able to normally.
Fa Jin is a very powerful quirk, but it can also be dangerous. If the user is not careful, they could release too much energy at once and injure themselves. Additionally, the quirk can be difficult to control, and it can take a lot of training to master it.
Danger Sense: Danger Sense allows the user to detect threats in the surrounding area, even if they are hidden or out of sight. The user experiences this as a stabbing sensation in their head, which can become more intense depending on the severity of the threat.
Blackwhip: Blackwhip allows the user to generate tendrils of black energy from their body.
Smokescreen: Smokescreen allows the user to generate a thick cloud of purple smoke from their body. The smoke can be spread to cover a very wide area, and it is so dense that it can completely obscure vision. The smoke can also be used to create illusions, as it can be shaped and manipulated by the user.
Float: Float allows the user to suspend themselves in mid-air, granting them the ability to fly. The user can control their altitude and direction of movement with great precision. They can also use their quirk to float other objects or people.
Ultimate Moves:
Nevada Smash: Employing a focused air blast generated from a powerful punch or uppercut, the user creates a shockwave capable of inflicting immense damage and propelling themselves backwards. This move bears similarities to All Might's signature technique but may differ in specific execution and effectiveness.
Nevada Smash Quintuple: Combining the immense air blasts of Nevada Smash with the enhanced physical capabilities of Gearshift, the user unleashes a rapid sequence of five Nevada Smashes in quick succession. This rapid-fire assault generates a series of devastating shockwaves, capable of inflicting immense damage and potentially overwhelming opponents.
New Mexico Smash: By flicking their finger with precise force, the user generates a concentrated shockwave of wind pressure. This potent attack possesses enough power to shatter large ice structures, as demonstrated against Shoto. However, utilizing this move at full capacity (100%) fractures the user's finger, significantly limiting its usage to prevent serious injury.
Unified States of World Smash: This move represents the user's personal variation of All Might's signature technique. By activating Full Cowl - 100% to intensify their strength, they unleash a rapid series of forceful punches. While circling their opponent, they build momentum and accumulate air pressure before concluding the assault with a devastating kick.
Full Cowl: This advanced technique allows the user to safely channel a percentage of One For All's immense power throughout their body instead of concentrating it in one location. This grants them superior control, maneuverability, and enhanced physical capabilities such as strength, speed, agility, and durability. However, spreading the power across their body reduces the individual impact of attacks compared to focused strikes. By steadily training, the user can gradually increase the maximum percentage they can safely utilize. While active, red energy lines appear on their body, and at full power, they emanate a green bio-electric aura.
5% Nevada Smash: In Full Cowl's 5% state, the user leaps into the air and unleashes a powerful downward punch enhanced by One For All. Alternatively, they can also employ this move with a straight forward-facing punch.
Double Nevada Smash: Combining their immense air blasts generated by simultaneous Nevada Smashes, the user and their ally unleash a single, devastating, focused attack. This collaborative technique showcases incredible destructive power, capable of shattering massive objects and creating significant explosions.
New Mexico Smash Air Force: Utilizing customized gloves designed to channel air pressure, the user fires a concentrated blast of compressed air at their opponent. This attack possesses potent concussive force, capable of stunning airborne targets and creating opportunities for further maneuvers. With increased control, they can launch up to four simultaneous New Mexico Smashes using all five fingers. However, effectively utilizing this move requires 20% of their available One For All power.
One For All - 30%: This technique channels 30% of One For All's immense power through the user's right arm. While utilizing a specialized Full Gauntlet designed to negate drawbacks, the physical impact on the user's body without such support remains unknown. At 30%, the user can generate powerful wind pressure capable of effortlessly repelling and dispersing multiple large objects.
One For All - 45%: Pushing their limits, the user briefly unleashes 45% of One For All's power. This immense surge is only sustainable for a short period and requires precise timing to activate just before impact, minimizing the risk of self-inflicted damage.
New York Smash Air Force: In a powerful, arched roundhouse kick, the user channels compressed air, unleashing a devastating blast propelled by their leg. This concentrated air pressure possesses significant force, capable of impacting opponents over a wide area.
One For All - 100%: This technique allows the user to channel the full, unmitigated power of One For All into a specific bodily area. While granting access to unparalleled destructive force, this comes at the severe cost of immediate and extensive damage to the utilized body part.
100% Arizona Smash: This explosive attack focuses the full 100% of One For All's power into the user's arm, unleashing a devastating punch with immense concussive force. Executed with a surging lunge, this move delivers unparalleled impact capable of overwhelming opponents.
1,000,000% New Mexico Nevada Smash: Pushing their limits beyond conventional control, the user channels One For All at 100% amplified by an adrenaline surge. This peak power fuels a two-step attack; firstly, a concentrated blast of compressed air launched from a full-handed New Mexico Smash, followed by a final, earth-shattering Nevada Smash punch. This ultimate technique, demonstrated against Muscular, possesses enough destructive force to crater solid rock through sheer impact, making it the user's strongest attack.
Maine Smash: By generating a focused blast of wind pressure with a punch, the user can propel objects and people away with considerable force.
Wyoming Smash: Channeling 100% of their One For All power into their arms, the user executes a powerful downward spike onto their opponent's head. This devastating strike creates a massive shockwave capable of inflicting major damage.
Full Cowl - Shoot Style: This advanced technique optimizes Full Cowl for a fighting style centered on powerful kicks. By concentrating One For All's energy primarily in their torso and legs, the user leverages the inherent strength of the human leg muscles. This specialization unlocks greater offensive power and stability, freeing them from the constraints of solely emulating All Might's punch-based approach.
New York Smash: Integrating the Shoot Style, the user executes a mid-air roundhouse kick with devastating force. Launching themselves airborne, they swing around to deliver a blow aimed at the opponent's face.
Full Cowl - 20%: This technique channels 20% of One For All's power throughout the user's body, significantly enhancing their strength, speed, and agility. This increased level of capability provides them with greater combat prowess and maneuvering flexibility.
Manchester Smash: Utilizing Full Cowl's 20% power boost, the user performs a leaping axe kick with devastating force. This aerial attack possesses enough power to pulverize solid ground, making it a potent offensive maneuver.
Full Cowl - 30%: This advanced utilization allows the user to consistently maintain 30% of One For All's power throughout their body. This further amplifies their physical capabilities, granting them increased strength, speed, and durability for sustained combat situations.
Full Cowl - 100%: Pushing the limits of Full Cowl, the user unleashes the full 100% of One For All's power across their body. This immense surge grants them unparalleled speed, strength, and destructive force, rivalling even All Might in his prime.
Froppy Style: Utilizing Blackwhip, the user launches a single tendril from their mouth, mimicking the versatile manipulation of Tsuyu's tongue. This grants them additional options for grappling, extending reach, and delivering surprise attacks.
Full Blast: Employing Smokescreen at full capacity, the user generates a large cloud of dense smoke, effectively obscuring both their opponent's vision and potentially their own. This can create valuable opportunities for strategic maneuvering or evasive action.
Pinpoint Focus: With precise control over Blackwhip, the user swiftly fires a long-range tendril at a specific target, enabling them to strike distant opponents or activate environmental triggers with pinpoint accuracy.
Faux 100 Percent: By combining 45% of One For All's power with the accumulated kinetic energy from Fa Jin, the user temporarily achieves blinding speed akin to 100% One For All activation. This enhanced agility offers significant offensive and defensive advantages, without the inherent risk of self-inflicted damage associated with true 100% usage.
Faux 100 Percent Manchester Smash: Leveraging the boosted speed and power of Faux 100 Percent, the user unleashes a devasting axe kick upon their opponent with exceptional swiftness and force. This combined technique amplifies the impact of the Manchester Smash, making it a formidable offensive maneuver.
Blackchain: Weaving Blackwhip's tendril manipulation with Fa Jin's kinetic energy storage, the user constructs a chain-like construct. This versatile tool allows them to ensnare and launch opponents at significant distances, adding control and flexibility to their combat repertoire.
Transmission: This rapid-fire attack sees the user unleash a series of successive punches on their opponent. Each successful strike progressively increases the Gearshift effect, stacking momentum and culminating in a final decisive blow delivered at potentially amplified speed.
Overdrive: Pushing both Gearshift and Fa Jin to their limits, the user redirects their combined power inward. This surge unlocks immense speed and boosts overall power, enabling them to catch up to opponents and deliver devastating attacks with force described as reaching 120% of One For All's potential.
So izumi when going to help save Katsumi and Mikage from the LOV she hadnt yet gotten any of the new arm she needed installed. so she would of been missing a arm during it.
When Izumi, Katsumi, and Yukina attempted to move into the dorms after they were established, they faced opposition from their mother, Inko. While their other mother, Mitsuki, supported their decision, Inko strongly disapproved. Her concerns stemmed from several events: Izumi losing an arm and requiring extensive surgeries for cybernetic replacements, Katsumi's kidnapping, and Yukina experiencing various injuries. These incidents made Inko apprehensive about them attending U.A. High at all. However, All Might, with the support of Mitsuki and the three students, eventually managed to convince Inko to allow them to move into the dorms.	Mother: Inko Bakugo
Father: Hisashi Midoriya
Step Mother: Mitsuki Bakugo
Step Sister: Katsumi Bakugo
Girlfriend: Mei Hatsume
Girlfriend: Momo Yaoyorozu
Half-Sister: Nahona Bakugo
Sister: Yukina Bakugo
== Izumi Bakugo-Equipment ==
Equipment Description
*Provisional Hero License: A government-issued identification card that allows the holder to act as a professional hero without the direct supervision of a licensed hero. To obtain a Provisional Hero License, a student must pass the Provisional Hero License Exam, which is held twice a year. In the past, students were required to complete their first year of hero training before taking the exam. However, due to the increased demand for heroes following All Might's retirement and the rise of villain activity, students are now allowed to take the exam early, provided they have met certain requirements.*
Hero Analysis for the Future: Izumi Bakugo's notebooks containing her detailed analysis of heroes (including the students of Class 1-H) and their Quirks. All Might himself was impressed by the notebooks after taking a brief look at them.
Izumi also uses the notebooks to write down ideas for her own hero career, such as costume designs, combat strategies, and potential Ultimate Moves. She treasures these notebooks, as they contain years' worth of observations about numerous heroes she admires.
*Capture Tapes: Rolls of special tape used in some team battle exercises where the objective is to capture the opposing team members. Once a student manages to wrap the tape around a defeated opponent, it is sufficient proof that they have captured them, and therefore is eliminated from the match.*
*Targets: Each examinee in the U.A. Entrance Exam receives three Targets, which they must place on any visible part of their body. The Targets are attached with a special-made magnetic key and can only be removed by the examinee or an examiner.
Along with the Targets, each examinee carries six orange balls. The Targets are designed to respond only to contact with the balls, and they send information to the examiners about who passes and who fails the exam. The Targets light up red if they are hit by a ball, and if all three of a student's Targets are hit, that student is eliminated. The examinee who hits another student's third Target earns credit for eliminating that student.
When an examinee fulfills the conditions of victory (by eliminating two other competitors), their Targets light up blue and they are instructed to proceed to the waiting room.*
*Iron Soles: Specialized soles that attach to Izumi's red shoes and absorb the impact of its kicks, redistributing the kinetic energy back out to increase the impact strength. It requested the soles to strengthen its kicks.*
*Air Force Gloves: Specialized gloves that allow Izumi to focus and aim bursts of pressurized air that it creates by flicking its fingers. This allows Izumi to use long-range projectile attacks using its Quirk.*
*Mid-Gauntlet: Specialized gauntlets that allow Izumi to use its Quirk at higher percentages without harming its body. However, the gauntlets will break if used at 100%.*
*Full Gauntlet: A specialized gauntlet created by Melissa that allowed Izumi to use its Quirk at higher percentages without the risk of self-injury.*
*Prosthetic Right Arm: Izumi's prosthetic right arm is a modified version of the Gorilla Arms cyberwear, enhanced to function as both a limb and a non-lethal weapon. This cybernetic arm retains the increased strength and dexterity of the original Gorilla Arms, but also incorporates a built-in stun gun for self-defense purposes.*
Equipment Images
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== Izumi Bakugo-Images ==
Rewrites Images
After her fight with Nine, Izumi loses her right arm, which was so badly damaged that it had to be amputated. As a result, she receives a prosthetic arm.
Her costume should change the mask to be more of a full one that covers her entire head, not just the front. Right now, I dislike how in canon it just leaves the back of the head open; it looks weird.
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Category:Characters
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