Among Us Arena/Impostor/Colors
Overview
Each one of the 30 different colored Impostors have their own unique Signature Color Attacks, accessed by pressing the Sus button. These can range from combo tools to options that could fundamentally change how one would want to approach playing, both to the player and their opponent. In addition, all of them have EX variants accessed by pressing Light or Heavy Attack and the Sus button simultaneously. Learn what each one does, the playstyles that they bolster and learn/prepare against any potential strategies that may arise from them.
Taunts will also be documented here. Each color have their own taunt, and they all do something for the most part. Although they are way more niche than Sus, they are still usable.
Combo Terminology Table
Symbol | Meaning |
---|---|
> | Cancel from the previous move to the following move. |
land | The player must land. |
, | Link from the previous move to the following move. |
dl./delay | Delay before using the following move. |
X(w)/whiff | Whiff the following move (do not hit). |
jc | Jump Cancel. |
AA | Anti-Air, must hit an airborne opponent |
[X] | Hold the input. |
(X) | Optional input. |
[X]*N | Repeat (sequence) N number of times. |
Signature Color Attacks
Red
Sus
Vent
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L/2L/j.L > 5H > 5K > 2K > 5G > dl.5S, 5H > 2K > 5G > dl.5S, Dash 5L > 2K > j.L > j.H, dl.5H > 2K > j.L > j.H, 2K > j.G > j.K(w)/j.S | Midscreen | 1808 | Medium | - |
Meterless BnB that puts the opponent in the corner from almost anywhere on the screen. Dash 5L can be replaced by 5H, but this makes the combo way harder. Likewise, dl.5H can be replaced by 5L for an easier combo. Only use j.S if you reach the corner, otherwise you'll be minus. Does not work when started close to the corner |
5S, (Dash) [5H > 2K > j.L > j.H]*2, 5H > 2K > dl.2H > 5S, Dash 5L > 2K > 5G > dl.5S > (Super1) | Anywhere | - | Medium | - |
Basic combo off of 5S' low hit. Replace 2H with 5G to prevent a side switch |
Blue
Sus
Spin Slash
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L > 5H > 5K > S, dash 5L > 5H > S, dash 5L > 5H > S, dash 5L > 5H > S > Super1 | Anywhere | 1762 | Easy | Link |
Easy sample combo that shows off the combo potential of this move. Since this combo doesn't use any bounces, it is quite easy to extend this however you want by sneaking in a 2H/j.H after 3 or 4 reps. |
5L > 5H > 5K > 2K > [j.G > 5S(2) > jc > j.G(1) > j.S]*2 > Dash 5L > 2K > 2G > 5G > jc > j.L > j.G(1) > j.S | Midscreen | 1976 | Medium | - |
Corner-to-corner combo that can be some from most position at midscreen. Delay the first j.S a little bit, otherwith both hits will connect and the combo won't work. Can be optimized further to include a last wallbounce, but it isn't really necessary, as it already does almost 2000 damage |
Green
Sus
Swipe Card
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Pink
Sus
Canister Air
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Orange
Sus
Vote Kicks
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L > 5H > 5K > 2K > 2G > jc, [j.K > j.S]*4 > [j.G(1) > j.S]*5 | Midscreen | ~2000 | Easy | Link |
The first j.K must be delayed. The second j.S might have to be slightly delayed, depending on the opponent's height. Switch to j.G(1) loops as soon as you come dangerously close to the ground |
Yellow
Sus
Ass Blaster
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L/2L/j.L > Taunt > 5L > 5K > 5S, Taunt > 5L > 2K > 5S, Taunt > 5L > 2K > 2G(1) > 2K > 2G > Super1 | Corner | - | Hard | Link |
A combo that is as unoptimal as it is funny to watch. Difficult to perform due to how taunts are performed (222) |
- | Anywhere | 1200 | Medium | Link |
flavortext |
Black
Sus
Wiring Grip Fist Hyakki Gosus (Divekick)
|
---|
Specials
Electric Wiring Grip Fist
623+S |
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
High crush demonstration video | - | - | - | Link |
EWGF evasion examples and applications. |
5L/2L > 5H > 5K > 2K > 5S, dl.5H > 2K > 5S, dl.2K > 5S, [2K > 5S]*3 | Anywhere | 1583 | Medium | - |
Delay on second 5H is important to make it and the following 5S not whiff. Delay on third 2K is abit tight. Delay too late and you might not be able to get 3 reps of 2K > 5S. |
5L/2L > 5H > 5K > 2K > 5S, 5S, [2L > 2K > 5S]*2, 2L > 2H, dash 2K > 5G, dash 5L/2L > 5H > 5K | Anywhere | 1574 | Medium | - |
Alternative BnB. Might need to adjust dashes or other spacing to make moves connect after wallbounce. Otherwise easy to perform. |
White
Sus
Shoryusus
|
---|
Super
Shin Susryuken
23623S |
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L > 5H > 5K > 2K > 5S > Dash, [5H, 2K > j.L > j.H]*2 [5H, 2K > 5S > Dash]*3, 5H > 2K > 2G(1) > 2K > 5S > Dash [5L > 2K > 2H]*2, Dash 5S | Cornered | 2209 | Hard | Link |
100 meter dump combo example. Note the corner to corner wall carry. |
Purple
Sus
Sus Platinum
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Brown
Sus
Lasso
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Cyan
Sus
Spin to Wind
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Lime
Sus
Sprout Rocket
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L > 5H > 5K > 2K > 2G > dl.j.K > j.S, Walk 5H > 2K > 2G > j.K > j.S, (Dash) [5L > 2K > 2G > 5S > Dash]*2 > 5L*N | Midscreen | ~1664 | Easy | Link |
Corner-to-corner combo that does decent damage. The dash on the second 5L depends on whather or not you're reached the corner. Damage will be fully scaled after the grounded loop, so mashing 5L is optimal in this scenario (all hits will be doing 10 damage). |
Tan
Sus
SUS!
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
L/S > 5H > 5K > 2K > j.L > j.H > j.S, 5H > 2K > j.L > j.H > j.S, [5H > 2K > dl.2H > Dash j.L > j.S]*2, 5H > 5K | Midscreen | 1565 | Medium | Link |
Midscreen meterless Tan BnB that goes almost corner-to-corner. Depending on your execution, you might not have to delay the second 2H. Sometimes j.S can whiff, ending the combo early, but you'll still be in position to apply pressure. Can be extended after the second-to-last j.S with super 2 |
5L/2L/5S/j.L/j.S > [5H > 2K > 5S > (Dash)]*3 [5H > 2H > 2K > 5S]*2, 5L > 2K > 2G(1) > 2K > 2G | Corner | - | Medium | Link |
Corner meterless Tan BnB. Every 5S used in the combo can be dash cancelled, if that makes the combo easier for you. The first 2H of the combo might have to be delayed, depending on your timing. Can be optimised further, as it doesn't use any ground bounces |
[j.G(1) > j.S]*4 > Combo | Anywhere | - | Very Hard | Link (starts at 0:08) |
A loop that can be placed at the beginning of most Tan combos and punishes. Trades damage for corner carry and meter build (this loop alone gives 31% meter). Doing another rep of the loop will trigger the infinite prevention system |
Rose
Sus
Rose Bomber
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Banana
Sus
Zweites Kaltes Hinterhalt Dritter Kaltschlag
|
|
---|
}}
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Maroon
Sus
Genocide Susser Axe Kick
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L > 5H > 5K > 2K > Dash 5S > Super3, Dash 5S > Super3, 2K > Dash 2K > j.L > j.H, 5H > 2K > j.L > j.H, [5H > 2K > 2H]*2, 5L > 2K > 2H > 5S | Midscreen | 2380 | Very Hard | Link |
Requires 100 meter. Note that this is extraordinary damage for the Megaphone super. |
Gray
Sus
Deflector
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Coral
Sus
Battering Slam Sussing Fist
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Olive
Sus
Olive Buster Dunk
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Mint
Hadousus
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
Zoning game explanation | - | - | - | Link |
Video detailing how to use and deal with fireballs |
Chocolate
Sus
Home Run
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L > 5H > K > 2K > DELAYED 2H > SUS > walk forward > 5L > 5H > 2K > 2G > 5G(2nd Hit) > (Dash 5L > 5H > 2K > 2G > 5G)*2/3 | Midscreen | 1765-1873 | Medium | Link |
Your main midscreen Bnb. |
5L > 5H > K > 2K > DELAYED 2H > SUS > walk forward > 5L > 5H > 2K > 2G > 5G(2nd Hit) > (Dash 5L > 5H > 2K > 2G > 5G)*2/3 > Super1 | Midscreen | 2.235-2343 | Medium | Link |
Your main midscreen Bnb when you have meter. |
Teal
Sus
Giant Punch
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Flame
Sus
Volcanic Polus Sus Attack Sus Flame Suswinder
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L/2L > 5H > 5K > 2K > 5S > j.H > j.5S > j.5K > j.5S > land > 5L > 5H > 2K > 5S > j.5L > j.5H > land > 2K > 5S > j.4K > j.5S > 5S > 5L > 5H > 2K > 5S > j.4K > j.5S > 5L > 5H > 2K > 5S - | Midscreen | 1658 | Medium | Link |
5L starter combo that grants great corner carry. The last couple reps have a tight timing between landing j.5S and 5L. |
short hop (j.S, j.S land)*5 | Anywhere | 837 | Very Hard | - |
Dustloop; works on grounded opponents. The issue is not starting it, but the strict timing on doing another rep and continuing the infinite. You only need to jump forward if your opponent is not in the corner, otherwise a neutral jump is just as good. There is no hitstun decay on grounded opponents, however, on the 10th hit of a grounded combo, the opponent will automatically enter a juggle state with the gravity scaling still at 0. This combo is great as a starting point for a juggle combo, as you can get in 837 damage before even using a ground/wallbounce or any gravity scaling. |
Sus
Rekka
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Gold
Sus
Gold Puddle
|
---|
Follow-ups
Attack S with Puddle active Teleport
L+S or H+S with Puddle active |
---|
Taunt
Sky
Sus
Snow Clone
|
---|
Taunt
Apricot
Sus
Item Toss
|
---|
Items
Cherry
Cherry
|
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Cheese
Cheese
|
---|
Toilet Paper
Toilet Paper
|
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Balloon
Balloon
|
---|
Crown
Crown
|
---|
Gasoline
Gasoline
|
---|
Taunt
Taunt
|
---|
Lavender
Sus
Fortegreen
Sus
Vanish Randomizer
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Undefined
Sus
Crewmite
|
---|
Taunt
Charcoal
Sus
Gosusryuken Zankuu Hadousus Hyakki Gosus Sus Goku Satsu
|
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Taunt