Combat Adaptation

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## Description/How It Works

The way Combat Adaptation works is that it has three Stages. However, there is part of the Quirk that the user is born with, even though the Quirk itself will typically manifest way later, and that is a photographic/eidetic memory, as well as high general IQ and high battle IQ. Without it, the Quirk would not be able to function. Now, then... with that little tidbit out of the way, the three Stages are as follows:

### First Stage

The First Stage is unlocked upon the Quirk's initial manifestation. In the First Stage, the user can fight an opponent for up to a minute and a half, with their brain automatically and rapidly analyzing and breaking down how their opponent’s Quirk and fighting style work, forming an exact counter to both the moment the analysis has been completed. The way that the user forms new Quirks is that their body is highly adaptable thanks to the Quirk, allowing it to self-modify in order to form completely new Quirk Factors, based on the data from the analysis of their opponent's Quirk, thus, creating completely new Quirks in the process. The way the fighting styles work is in a similar way, but instead of forming new Quirk Factors for Quirks, the user's brain not only analyzes their fighting style, but also the Quirk usage pattern of their opponent, which is a signal that they are about to use their Quirk, and can be anything, from energy build-up to the slightest muscle movements. After analyzing this data, the user's brain will automatically send signals to their body so they can react with a Quirk and fighting style of their own without thinking. Quirks formed by Combat Adaptation work most efficiently with the fighting style they were formed with, and vice versa, so for the purpose of this Quirk, they are referred to as "Pairs." However, the human body can only take in so much energy before it has to release it, and if you go past that, it will destroy itself, and the human brain can only hold so much data at a time before it is required to delete some in order to make space. The same goes for the body and mind of a user of this Quirk. If the user is at their capacity in terms of how many Pairs they can possess, they will have to permanently delete some, although they can be formed again if they fight the opponent who caused them to form in the first place, as well as if they have room. While, initially this is the only way they can get rid of a Pair, this changes upon unlocking the Third Stage.

### Second Stage

Now, the Second Stage is unlocked through intense training meant to force the user to break through and surpass their limits. The Second Stage works in a very similar, yet different way from the First Stage. It allows the user to permanently copy the Pair(s) of anyone they place their full palm on, at will. This works in a similar way to the First Stage in that it analyzes the target's Quirk Factor and fighting style, but differently in that it doesn't form an entirely new Pair, instead forming an exact copy of the target's Quirk in the user's body, and the target's fighting style in the user's brain. The same capacity rules from the First Stage apply, though they also change upon unlocking the Third Stage.

### Third Stage

The Third Stage can only be unlocked as the result of a Quirk Awakening. The Third Stage essentially grants the user the Quirk "All For One" in that it allows the user to take and give Quirks just like All For One can. This is especially useful in the rare case that the user cannot form an effective counter for their opponent's Pair, giving them the option to take not oy their Quirk away, but also any knowledge they had on how to use it, though everything else in their mind remains unaltered, giving the Pair to the user, and leaving the opponent without their Pair, as this will typically give the user the advantage by default. Another ability of this Stage is that it also allows the user to utilize the knowledge of the Pairs in their possession, and perfectly duplicate any of them at will, with no difference in the strength of the duplicate compared to original. Afterwards, the user can do one of two things: they can give the duplicated Pair(s) to other people by not just giving their target the Quirk, but also imparting to them the knowledge of how to use it most efficiently, or alternatively, with certain Quirks such as Brawn Boost and Kinetic Booster, the user can hold multiple perfect copies of the same Quirk in order to increase its power and effects several times over, though the fighting style cannot be duplicated if this is the case, as multiple exact copies of the same brain function can confuse and overburden the user's mind. If the user is at their Pair capacity, they're no longer limited to permanently deleting Pairs in their possession, as they now have the option to give them away. Unlike All For One, however, any Quirks taken or copied using Combat Adaptation do not carry the vestiges of the previous users. As for why this is the case is unknown. The only Quirk that a user of Combat Adaptation cannot duplicate or give away is Combat Adaptation itself.

## Miscellaneous Information

Similar to One For All, the Quirks developed or otherwise acquired using Combat Adaptation are bound to the core Quirk, meaning that, if, hypothetically, someone manages to obtain this Quirk (possibly via All For One or One For All), they will have access to every Quirk in the user's possession at time of obtaining it, though whether their body is capable of handling it is something else entirely. However, if one of these Quirks is given away, or deleted, they are automatically severed from the core Quirk until they are reacquired.

The idea of this Quirk is that it’s meant to be “the Quirk to counter all combat Quirks,” and can find ways to adapt to an opponent’s Quirk by any means necessary. If the user cannot find a way to adapt, they will have to train in order to do so. This is how the Second Stage is unlocked, but if the user of the Quirk meets certain mental, emotional, and/or physical conditions, they can evolve the Quirk via a Quirk Awakening, resulting in them essentially obtaining the Quirk called “All For One.”

The Quirk's influence on the user's body and mind is very clear. They are highly flexible in almost any situation, and their personality can switch at the drop of a hat based on what they need at the time, though the fundamentals of their personality (like morals and identity) remain unchanged. They also tend to like just about anything that doesn't conflict with their morals. As such, they are very good at socializing, as well as making friends and allies. They also tend to eat ridiculous amounts of food that most people can't handle in order to make up for just how much energy their Quirk uses, though somehow, they don't gain much weight from this.

## Weaknesses

As previously mentioned, there is a limit to how many Pairs the user can possess, though depending on what kind of training the user has done, as well as certain conditions (such as physical or mental degradation), this can vary. In addition to this, the user of Combat Adaptation can use any combination of Pairs that they have acquired, though the more they use at a time, the more it exhausts their mind and body. Should the user use too many Pairs at once, they will die before they're even able to think.

The uses of this Quirk vary by quite a lot due to its highly adaptive nature, but the activation of it has very specific conditions. One, the user must fight someone for a maximum of a minute and a half, uninterrupted, for the actual adaptation part to be of any use. Two, the more people the user fights at a time, the more difficult it becomes to adapt. Fighting just one is basically a guarantee that it will happen, but as more people fight, the more the Quirk has to analyze, and if there are enough people, it will not be able to analyze anything at all, in turn, preventing an adaptation from occurring.

While a user of Combat Adaptation will automatically know how to use any Quirks they acquire to their fullest capabilities, aside from what they can do once a Quirk Awakening has occurred, in the case of stealing or copying a Quirk from another individual, they may not be able to make the most effective use of it simply due to their own limitations. In the case of Explosion, after Tekiori copied it from Dynamight, he knew how to use it just as effectively as Dynamight could, but couldn't due to not having gone through the same training and experiences that Dynamight had, though he could still use it with a degree of natural affinity.