Among Us Arena/Impostor/Colors

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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
AUA-IMP-S-RED.png
Low hit
Low hit
AUA-IMP-JS-RED.png

High hit

High hit
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
Low Vent
S
300 38 5 14 Launch -9 Low 65 Launch -
High Vent
2 when entering vent
300 31 24 3 +18 -2 High 65 - -

Red goes into a vent before coming out at a set distance, hitting low. By pressing 2 when entering the vent, Red comes out from above, hitting overhead. This move is mostly used in midscreen as combo filler, alongside high/low mixups. In the corner, Red doesn't get much mileage off of their Sus because it always steals the corner DESPITE NOT HITTING CROSSUP.

  • Overhead version causes a hard knockdown on airborne opponents
  • High version hits crouchers at frame 51 (49 for standing opponents)


Strengths Weaknesses
  • Corner Carry: Red can convert most hits into a combo that'll most likely put his opponents into the corner. This is most effective when coupled with wallbounces from 2H and 5G.
  • High Meterless Damage: While awkward to insert in combos without the help of 5G or 2H, Red gets access to very high meterless damage.
  • Telegraphed: The startup on this move is pretty high by itself (especially the overhead variant), making mixups with it mediocre at best midscreen.
  • Limited Combo Use: Red's Sus can only reliably be comboed into by using a wallbounce, limiting its combo opportunities.


RECOMMENDED SUPER: RHM Laser (Super 1)

Taunt

Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- 4 10 46 - - - - - Guard Point

Red does a pose similar to the one playing before the start of the game in the actual Among Us. Makes for a pretty niche reversal since it does not trigger on frame 1, although the reward is great

  • Can be cancelled into other normals on whiff or if guard points are triggered
  • Tanks up to one hit


Red Sequences/Combos
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
AUA-IMP-EX-BLUE.png
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S/j.S 125, 200 13 3(?)6 22 Launch -10 Mid, High 20,20 Launch -

A two-hit spinning overhead slash with the knife. Can be cancelled into from any normal on hit, most notably j.K and j.G, but falls down quickly if done in the air. You can link after this move by dashing forwards after the 2nd hit, enabling consistent, high damage loops.

  • Can be dash-cancelled after the second hit.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
EX/Air EX 150,140x2,250 9+1 28 18 Launch -7 Mid - Launch -

A quick, four-hit barrage of knife slashes. Can be cancelled into from any normal or Sus on hit.

  • Costs 50% meter.
  • Can be jump- or dash-cancelled on the last hit

RECOMMENDED SUPER: Sabotage Install (Super 2)

Taunt

I'm going to gut you like a Cornish game hen
I'm going to gut you like a Cornish game hen
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
50x2, 97 (197) 16 38 32 Launch -20 - 10 Launch -

Blue pulls out a knife and does three stabs, with the third one knocking down opponents. Is decent as a meaty, given the 3 hits + cancellable properties on block

  • Has a blindspot when done from up close, where only the first hit will connect
  • Cancels into any normal on hit and block
Blue Sequences/Combos
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
AUA-IMP-S-GREEN.png
Ground version
Ground version
AUA-IMP-JS-GREEN.png
Air version
Air version
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S 90 15 6 14 +5 -10 High 10 - -
j.S 115 10 7 27 - - High 10 - -

Green takes out his card and quickly swipes it down, hitting as an overhead. The aerial version has Green doing a flip in mid-air, swiping the card all around him.

  • Can be cancelled into normals or dash on hit.


Strengths Weaknesses
  • Carry Loops: Green's Sus can be followed up with Light, leading into easy wall carry loop combos such as 5L > 5H > 5S > 5L > 5H > 5S.
  • King of 50/50s: The speed of Green's Sus moves combined with 2L makes high low mixups so volatile and unpredictable your opponent might as well mash pushblock the moment they have to face any pressure.
  • Prone to Being Pushblocked: Proper pushblock usage may force a whiff on Green's part during repeated pressure strings, potentially turning an advantageous situation into a dangerous one.
  • Scaling: Green's loops scale horribly. 2 out of the 3 moves involved are essentially jabs, meaning that you'll just convert the opening 5S into a regular combo most of the time.


RECOMMENDED SUPER: Sabotage Install (Super 2)

Taunt

Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - Total 77 - - - - - -

Green literally just sits there and does nothing

  • Can be cancelled into other normals starting frame 30
  • There is a random chance that a reverb fart sound effect to come out when performing the taunt
  • Yes.
Green Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

flavortext

Pink

Sus

Canister Air
AUA-IMP-S-PINK.png
Ground version
Ground version
AUA-IMP-JS-PINK.png
Air version
Air version
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S 110 8 2 21 Launch -18 Mid 35 Launch -
j.S 110 8 2 Until landing +21 Launch - Mid 35 Launch -

Pink takes out an oxygen bottle and uses it to go into the air. The aerial version shoots Pink downwards at a similar speed.


Strengths Weaknesses
  • Loopable: The grounded version of this attack can be directly chained into the aerial version of this attack, and can be followed up on after either hit, making this an amazing combo extender.
  • Mobility: Both versions of the move will quickly move you vertically in the air, allowing you to be tricky and utilize aerial gun poking in neutral off of the grounded version and get out of the air with the aerial version.
  • Conversions: Almost all attacks can lead into Pink's sus, which can easily be converted into a full combo.
  • Horizontal Range: You will need to get in and confirm this off of a hit to be able to fully utilize it in combos. Additionally, you will need to time this properly during certain juggles as it may miss.


RECOMMENDED SUPER: Sabotage Install (Super 2)

Taunt

AUA-PINK-TAUNT.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- 8 10 33 - - - - - Guard Point

Pink sticks their tongue out. Don't try to use this as a reversal

  • Can be cancelled into other normals on whiff or if the guard points are triggered
  • Tanks up to one hit
Pink Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

flavortext

Orange

Sus

Vote Kicks
AUA-IMP-S-ORANGE.png
CHESTO!
CHESTO!
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S 80, 100 8 10 8+3 after landing Launch -7 Mid 20, 20 Launch -
j.S 80, 100 8 10 31 Launch - Mid 20, 20 Launch -

Orange does two kicks while advancing forward. Travels great distances, cancels from just about anything on hit and allows for new conversions from incredible distances while also opening up new branches in existing combo routes.

  • Projectile Invincible.


Strengths Weaknesses
  • Anti Zoning King: A good advancing move with projectile invulnerable properties allows you the single best approach option against zoning, beating out Coral S and j.S, Mint 5S, and Guns.
  • Conversions: You can convert off of more things, and do longer combos.
  • High Meterless Damage Orange gets access to crazy loops in the air, allowing him to do more than 2k damage in a single combo.
  • Corner Carry: Due to how far forwards it goes and how easy it is to use in your combos, you can get large corner carry fairly easily.
  • Poor Scaling: The scaling is abysmal, both hits scale as much as a jab, which scales combos with this move heavily.


RECOMMENDED SUPER: Report Cancel (Super 3)

Taunt

AUA editors coming up with these captions
AUA editors coming up with these captions
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - Total 61 - - - - Meter Heal -

Orange charges their ki for a little while.

  • Gives 6% meter on use
  • Can be cancelled on whiff starting frame 40
Orange Sequences/Combos
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
AUA-IMP-S-YELLOW.png
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S 250 20 5 13 Launch -10 Mid 55 Launch -
j.S 250 20 Until landing 13 Launch - Mid 55 Launch -

Yellow hops a short distance butt-first, causing an explosion that flings the opponent away on hit.


Strengths Weaknesses
  • Airborne: Yellow beats any grab attempts.
  • Cannon Ball: Interrupting certain aerial moves by cancelling into S may catch opponents off guard on timing and trajectory.
  • Corner Carry:Yellow has an easy time getting the enemy into the corner with 5L > 5S loops.
  • Abysmal Range: Yellow's S hops such a short distance that most hits have to be assisted by the corner or the pull of gravity.
  • Rare opportunities: The best situations to use this move are uncommon, and may not come at all during rounds.
  • Weak to Armor


RECOMMENDED SUPER: RHM Laser (Super 1)

Taunt

Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
25x2, 35 (85) 14 33 6 6 -4 Mid 0 - -

Yellow throws it back up to three times. Can actually be used in combos despite the fact you can't cancel into it with any other move. It's completely unoptimal to do so, but it also makes for some extremely funny-looking combos

  • Damage is unscaled
  • Cancels into any other normal on hit
Yellow Sequences/Combos
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
AUA-IMP-S-BLACK.png
Ground version
Dorya!
Ground version
Dorya!
Hyakki Gosus (Divekick)
AUA-IMP-JS-BLACK.png
Air version
Death from above...!
Air version
Death from above...!
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S
Wiring Grip Fist
130 17 1 21 Launch -17 Mid 60 Launch -

Black performs an electrical uppercut with a notoriously low hitbox, launching opponents on hit and sending them flying away if blocked in air. Amazing combo tool, has devastating pushback on air block, but deceptively risky on the ground despite how easy it feels to throw out

Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
j.S
Divekick
85 11 Until landing 3 - - Mid 0 - -

Divekick. Exactly what it says on the tin. Decently fast startup and descends at a 45-degree angle towards the opponent.

Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
EX
Wiring Grip Fist
350 4+11 1 20 Launch -17 Mid 60 Launch -

Black performs an electrical uppercut with a notoriously low hitbox, launching opponents on hit and sending them flying away if blocked in air. Amazing combo tool, has devastating pushback on air block, but deceptively risky on the ground despite how easy it feels to throw out

  • Costs 50% meter
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
Air EX
Divekick
200 2+9 Until landing 3 - - Mid 0 - -

EX Divekick. Exactly what it says on the tin. Decently fast startup and descends at a 45-degree angle towards the opponent.

  • Costs 50% meter.


Strengths Weaknesses
  • Nasty High Crush: In a similar nature to the inspiration of this move, a super short hurtbox allows electrics to low profile many high attacks, beating out many jump normals, j.K, 5H, and even 5K.
  • Aerial Keepout: Although risky on the floor, the EWGF causes such severe pushback on air block that the opponent will be flung to the opposite end of the screen, enabling some strong keepout.
  • Divekick Pressure: Even as a mid, the divekick allows for incredible pressure off of aerial normals, and falls at an incredible speed to open up punishes and other miscellaneous catches to throw your opponent off guard and convert into full combos.
  • Difficult Utility: A long startup means using the EWGF outside of combos is unreliable if you aren't already experienced with the exact situations to preemptively throw this out. Either your reactions must be absurdly fast, or you'll need to develop a sense of timing for when your opponent wants to approach in the air.
  • Risky Commitment: The EWGF is very punishable on whiff and on block. If you're not perfectly on top of the situation or have any sense of good reads on your opponent, you're just praying to the Devil Gene every time you throw an electric out.
  • Anti Air prone: Divekicks are far from being uncontestable. If predictable, expect to get anti aired, especially against colors with reversal Sus moves (such as maroon and white.)


RECOMMENDED SUPER: Sabotage Install (Super 2)

Specials

Electric Wiring Grip Fist
623+S
AUA-IMP-S-BLACK.png
I'm not gonna sugarcoat it!
I'm not gonna sugarcoat it!
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
150 14 1 21 Launch 0 Mid 60 Launch -

A stronger version of Wiring Grip Fist with faster stertup, unscaled damage, and more safety on block.

  • Does not add Juggle Decay on hit

Taunt

Tundra Storm
Tundra Storm
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - Total 61 - - - - - -

Black sticks out a hand for a while. If Black gets hit by ANY Heavy attack (5H, 2H, j.H) while their hand is out, they will automatically attempt to grab the opponent with 4S. Almost always useless

  • Starts on frame 1 until a few frames before the end of the counter
  • The throw can whiff if 2H and j.H hits from far away
Black Sequences/Combos
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
AUA-IMP-S-WHITE.png
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S 210 8 4 28+22 after landing Launch -43 Mid 35 Launch Invincible
j.S 210 8 4 Until landing +22 Launch - Mid 35 Launch Invincible
  • Invincible on startup
  • Air OK
  • Grounded version is dash-cancellable on hit (but not on block) for 23 meter

White rises into the air with a powerful punch. The grounded version of this move can be cancelled into dash once per combo for a short time after hitting, making for easy combo extensions.


Strengths Weaknesses
  • Fully Invincible: Being fully invincible makes this move great as a reversal, be it on wakeup or while being pressured.
  • One Hit: 250 damage in one hit makes this move work quite well in combos, where it will add significant chunks of damage while adding very little scaling.
  • Dp Conversions: Dash cancelling this move on hit makes it consistently the most damaging true reversal in the game.
  • Extremely Punishable: This move has the longest recovery in the game, meaning if you whiff or your opponent blocks this while you don't have meter, you can kiss your ass goodbye.


RECOMMENDED SUPER: Report Cancel (Super 3)

Super

Shin Susryuken
23623S
AUA-IMP-S-WHITE.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
300,600,700 - - - Launch -40 Mid - - Invincible
  • Air OK
  • Costs 100% Meter

Taunt

Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
50 86 1 84 Launch N/A Unblockable - Launch -

White performs the Distraction Dance from the Henry Stickmin series. When they clap their hands, they produce a fullscreen unblockable that can start combos. This could almost make it useful, at least to counter zoning, but the painfully slow startup prevents it from being of any use

It is possible for White to set up a taunt by ending a combo with 5G, which only nets them an additional 50 damage at the end of their combos. However, this can easily be beaten by the use of RHM Laser (Super 1), or simply just KADC.

  • Cancels into any other normal on hit
White Sequences/Combos
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
AUA-IMP-S-PURPLE.png
As if millions of Lavender fans suddenly cried out in terror, and were suddenly silenced.
As if millions of Lavender fans suddenly cried out in terror, and were suddenly silenced.
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
15x8, 100 24 32 35 Launch -- Mid 5x8, 30 Wallbounce --
  • Stays out if Purple is hit.
  • Can act before the attack ends.

Purple summons a Ghost that moves forward while performing a series of punches, used in combos or to clash with other attacks.


Strengths Weaknesses
  • Pressure: The ghost stays out even if you are hit out of it, allowing you to easily win interactions by using this move to clash.
  • Combos: This move is fantastic for combos due to the high damage and wall bounce, creating disgusting extensions off of farther hits.
  • Safe Okizeme: If you summon the ghost on your opponent during their wakeup, they can only block and not counter, as the ghost will punish them afterwards. Additionally, the opponent can only burst towards the end of the attack's animation, as using a burst too early will also get them punished by the ghost.
  • Super 2 Synergy: The way damage is calculated when in Sabotage makes this move's minimum damage exceptionally high while the super is in effect.
  • Finnicky: Utilizing this move (and getting away with it) is a scenario that requires extensive knowledge and patience. Even using it in combos can be inconsistent and difficult at times.
  • No Rollback: This isn't a direct negative to the gameplay, but unless Input Delay is set to 5, playing as Purple (or Mint) will disable rollback netcode.


RECOMMENDED SUPER: Sabotage Install (Super 2)

Taunt

Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- ~30 ~50 ~25 - - - - - Guard Point

Purple puts their hands in the air and starts dancing. Probably the worst taunt of its kind

  • Tanks up to two hits
Purple Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

flavortext

Brown

Sus

Lasso
AUA-IMP-S-BROWN.png
Ground version
Ground version
AUA-IMP-JS-BROWN.png
Air version
Air version
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S 50, 300 25 7 19 Launch -18 - - Grab, Groundbounce -
j.S 50, 200 28 4 Until landing +3 Launch - Mid 40 Launch -

Brown pulls out a lasso then tosses it upwards, slightly moving forward. An anti-air grab which works as a combo extender.

The aerial version throws out the lasso downwards at a forward diagonal angle. A air-to-ground long range jump-in.

  • Ground version ground bounces on hit
  • Aerial versions launches on hit.


Strengths Weaknesses
  • Screen Control: The Lasso provides as a good threat to aerial approaches in it's target area, making it dangerous to jump at a distance.
  • Slow: Lasso has one of the longest start-ups in the game, being active on frame 28 and having 51 total frames, making it easily punishable when used incorrectly.


RECOMMENDED SUPER: All of them

Taunt

Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
80 16 4 36 Launch -40 Mid 0 Launch -

Brown faces the camera and makes the V sign. Extremely niche combo filler, as well as one of the stubbiest attacks in the game

  • Can cancel into other normals on hit
Brown Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

flavortext

Cyan

Sus

Spin to Wind
AUA-IMP-S-CYAN.png
flurry
flurry
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - Total 21 - - - - - -

Cyan twirls, pulling the opponent towards them.

  • The air version can recover before landing, letting you act before Cyan touches the ground.
  • If you don't act before landing after air version recovers in the air, Cyan has an additional 3 frames of landing recovery once you land.
  • If Cyan lands before the recovery of the air version ends, Cyan has an additional 21 frames of landing recovery.


Strengths Weaknesses
  • Mix God: Cyan is the lord of pressure. Infinite blockstrings, double overheads with a left/right mix sprinkled on top, you name it. Midscreen, It's so unpredictable and random even the cyan player won't know what mixups will happen, or when.
  • Meter Burner: Infinite blockstrings and the immediate fear of an unseeable left/right threat will force all players to resort to pushblocking very quickly, burning chunks of meter if done repeatedly.
  • Backfire: Pulling opponents in when you're not in complete control of the situation may be a double edged sword, granting extra range to their moves and sometimes allowing them to mix YOU up instead.


RECOMMENDED SUPER: All of them

Taunt

Even the taunt has top tier privilege
Even the taunt has top tier privilege
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
35x5 (175) 17 33 12 9 -2~ - - - -

Cyan pets a mini crewmate in front of them 5 times. Each petting has a hitbox. Actually safe on block by itself, it is also cancellable on block, making it an excellent meaty. It is also the only move in the game to be able to break through Coral taunt's guard points.

  • Can be cancelled into other normals on hit, block and whiff
  • Damage is unscaled
Cyan Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

flavortext

Lime

Sus

Sprout Rocket
AUA-IMP-S-LIME.png
Normal version
Normal version
EX version
EX version
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S 160 14 6 13 Launch -8 Mid 35 Launch -

Lime lunges forwards as a sprout emerges from their head.

  • Small amount of projectile invincibility during startup.
  • Can be cancelled into any aerial except itself.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
EX 325 4 (?) 4 10 Ground Bounce -8 High - Ground Bounce -

Lime swings the sprout on its head downwards as it lunges.

  • Costs 50% meter
  • Does not use up a Ground Bounce on hit.


RECOMMENDED SUPER: Report Cancel (Super 3)

Taunt

Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
25 23 4 24 Launch ?? - - Launch -

Lime makes a sprout grow on their head. The almost purely vertical hitbox makes it an extremely poor anti-air, on top of the single stubbiest attack in the entire game

  • Air Unblockable
  • Can be cancelled into other moves on hit
Lime Sequences/Combos
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!
AUA-IMP-S-TAN.png
Ground version
"Almost vented" means he didn't vent!
Ground version
"Almost vented" means he didn't vent!
AUA-IMP-JS-TAN.png
Air version
Dominant jump-in
Air version
Dominant jump-in
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S 115 25 11 15 +29 -16 Mid 10 Slowdown -
j.S 115 16 5 20 - - High 10 Slowdown -

Tan screams so hard an Ace Attorney speech bubble appears in front of him. In the air, he shouts downwards. The ground version can be used as a strong preemptive anti-air which can start combos which can give Tan tons of meter. The aerial version is one of the best jump-ins in the entire game, given the very deep, disjointed hitbox. It can also be used as a quick overhead with a short hop, which can lead to whatever combo you felt like doing today.

  • Slows down opponents on hit
  • Can be dash cancelled on the ground
  • Stuns enemies if this move hits 3 times, doesn't have to be in a row


Strengths Weaknesses
  • Disjointed: The speech bubble does not have a hurtbox, making it a very strong anti-air, as well as an incredible jump-in.
  • Corner Carry: The slowdown properties of his Sus means he can cover greater distances while comboing before having to use a wall bounce.
  • High whiff recovery: Whiffing this means the opponent can most certainly whiff punish Tan
  • Poor air-to-air: While j.S is an amazing jump-in, it is also an extremely bad air-to-air, since the speech bubble hits super low
  • Not Spammable: A cooldown imposed on this move that prevents you from using it in quick succession, which means you may have to get crafty to maintain your pressure at times.


RECOMMENDED SUPER: Report Cancel (Super 3)

Taunt

Blacker than a moonless night, hotter and more bitter than Hell itself... That is coffee.
Blacker than a moonless night, hotter and more bitter than Hell itself... That is coffee.
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - Total 100 - - - - Heal -

Tan sips a cup of coffee. One of the worst healing moves in fighting game history, since it only gives back 50HP on use (which is less than a 5L's worth of damage), while having an extremely long animation

Tan Sequences/Combos
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
AUA-IMP-S-ROSE.png
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S 350 13 11 33+3 after landing Launch -31 Mid 15 - -
S
Whiff
- 13 11 7+3 after landing - - - - - -
j.S 350 13 11 Until landing +3 Launch - Mid 15 - -
j.S
Whiff
- 13 11 Until landing +3 - - - - - -

Rose hops a medium distance butt-first, causing a heart explosion that keeps Rose airborne and can distance Rose and the opponent up to fullscreen.

  • Rose Bomber behaves differently depending on whether the moves whiffs or not
  • If Rose Bomber hits or gets blocked, Rose will be pushed back quite far away from the opponent.
  • Projectile invincible.


Strengths Weaknesses
  • Zoning callout: The large lunge of this move combined with projectile invincible properties gives you a tool to demolish zoning tools if they let you get just a little too close.
  • Great Neutral: Due to the constant threat of this move, the opponent has to be wary of you at a much larger range than other characters. This is supplemented with the move's pushback, allowing you to threaten at ranges far greater than usual with relative ease.
  • No Comboing: Unless you spend meter on EX or Report Cancel, the most you can do is end off your combo with a single rose bomber, leaving you full screen. You can't even get any sort of okizeme unless you're in the corner.
  • Prone to KADC: Rose's normally safe pushback is made irrelevant if the opponent can react fast enough to Knife Armor Dash Cancel the move, turning a safe move into a launch punishable one.


RECOMMENDED SUPER: Report Cancel (Super 3)

Taunt

Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
50 ~35 - Total 61 Launch -6 Mid 0 Launch -

Rose kisses their hands and sends a heart that travels for about less than one character dash. Frame advantage listed is when done at point blank.

  • The heart is considered a projectile
Rose Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

flavortext

Banana

Sus

Zweites Kaltes Hinterhalt
AUA-IMP-S-BANANA.png
AUA-IMP-JS-BANANA.png
Dritter Kaltschlag
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
5S
Zweites Kaltes Hinterhalt
90 19 2 11 Launch -3 Mid 10 Launch -
j.S - - - Total 15 - - - - - -

Banana slides forward. Another press of the button makes him punch backwards. In the air, this move turns into a fast airdash, allowing for fast movements

  • Ground dash is cancellable into any button
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
EX
Dritter Kaltschlag
500 6 6 14 Launch 0 Mid 10 - -

Banana does a strong punch while moving forwards at a very fast speed.

  • Can be used in the air.
  • Costs 50% meter.
  • Fully invincible.
Strengths Weaknesses
  • Mobility: Banana's airdash allows him to quickly move around the screen and confuse opponents
  • Mix Machine: In the air, Banana gains access to a very powerful 4-way mixup on block. In the ground, they still get good left/right mixups
  • Meh Combos: This move doesn't really add much to your characters combo game, other than the fact you can start a combo with it and may have some extra hits you get sneak in with the air sus
  • Prone to Getting Anti-Aired: Banana can't block during airdashes, meaning that telegraphed (or poorly placed) airdashes will let the opponent get a free 2K combo on Banana


RECOMMENDED SUPER: Report Cancel (Super 3)

}}

Taunt

Don't.
Don't.
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
25 9 96 8 Death Death Mid 0 - -

Banana pulls out a banana. Probably the worst move in the entire game: it's not cancellable on hit, it pushes the opponent out of range after 2-3 hits (making it essentially minus on hit) and it's also extremely unsafe on block. Using this taunt is actively asking for losing. Just don't.

  • Each hit have a small gap on block
  • Sometimes it does 28 damage instead of 25
Banana Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

flavortext

Maroon

Sus

Genocide Susser
AUA-IMP-S-MAROON.png
Ground version
Prohibido jugar con Maroon
Ground version
Prohibido jugar con Maroon
Axe Kick
AUA-IMP-JS-MAROON.png
Air version
Combo de rebote cero en el suelo ender of Maroon
Air version
Combo de rebote cero en el suelo ender of Maroon
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S
Genocide Susser
150x2, 207 11 5 14+22 after landing Launch -30 Mid 35, 35 Launch -
  • Invincible on Startup.
  • Can only be comboed out of with meter via EX j.S, which you can cancel into through this move, or by using either Super 1 or Super 3.

Maroon kicks upwards in a circular crescent motion, accompanied with a curved outline following it. Kicks again if the move hits.

Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
j.S
Axe Kick
350 21 5 Until landing +3 - - High 10 - -

Maroon slams their feet downwards. Puts the opponent into a knockdown on hit.


Strengths Weaknesses
  • Omega Chunk: 500 Damage is among the highest single moves in the game on top of being a comboable move, vastly increasing Maroon's damage potential, and providing a reversal on par with Counter's damage.
  • Privilege: Maroon posesses monstrous priority with 5S, combining a large vertical hitbox with startup invincibility to allow for some truly heinous occurences on anti airs.
  • Simply Disregards Armor: YOU CANNOT COUNTER THIS MOVE. The single best high risk wakeup option in the game, it also blasts out supers and KADC attempts.
  • Stubby DP: Maroon's 5S isn't any less risky than conventional reversal options leading to heavy punishment on block and whiff, furthered by the move's deceptively short horizontal range.
  • Unremarkable Air Sus: Axe kick solely exists to end combos. Using it as an overhead leads to very low reward, and there's no leeway to use it in other ways.
  • Combo Difficulty: Using Maroon's 5S in the middle of combos requires extensive execution, also demanding the use of supers to get around the move's monstrous endlag and uncooperative knockback.


RECOMMENDED SUPER: Report Cancel (Super 3)

Taunt

Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - Total 41 - - - - - -

Maroon crosses their arms. That's it.

  • Cancels into other normals on whiff
Maroon Sequences/Combos
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
AUA-IMP-S-GRAY.png
No items, Gray only, final destination.
No items, Gray only, final destination.
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
75 4 1 74 Launch -55 Mid 10 Launch -

A shine quickly pops up around gray, serving as a super quick launcher, reversal, and anti zoning move, as it reflects all Gun normals and is invincible on the first frame. An unparalleled defensive tool, it allows you safe escape options out of many previously inescapable situations while also demolishing zoning and enabling some clunky but powerful offensive pressure.

  • Jump Cancellable
  • Invincible on frame 1
  • Reflects gun normals, Rose taunt and Mint Sus
  • Air Sus spikes the opponent onto the ground.


Strengths Weaknesses
  • Spammable reversal: The fear of getting launched the moment you leave a gap in your pressure as small as 1 frame allows turns to be stolen constantly, even if blocked. If done consistently, players may hesitate to put pressure you at all.
  • Reflector: Gray S demolishes any gun normals thrown at the player. Supplement your own zoning while making it uncontestable for the opponent, get knockdowns from afar to rush in with good reactions, you name it.
  • Short Ranged: While its reversal is spammable it really only covers your character and not much else.
  • High Execution: Gray's combos can do up to 2000 or so damage mid screen meterless, but they require very hard execution to pull off.


RECOMMENDED SUPER: RHM Laser (Super 1)

Taunt

COME ON!
COME ON!
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - Total 60 - - - - - -

Gray performs Fox's classic taunt. Doesn't do anything else besides that

  • Cancels into other normals on whiff
Gray Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

flavortext

Coral

Sus

Battering Slam
AUA-IMP-S-CORAL.png
Ground version
Ground version
Sussing Fist
AUA-IMP-JS-CORAL.png
Air version
Air version
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S
Battering Slam
250 20 2 29 Launch -21 Low 35 Launch, OTG -
  • Hits OTG

Coral punches the ground, creating a full screen low hitbox. Will clip unsuspecting opponents repeatedly, causing a strong zoning game where they either start jumping repeatedly or stand still crouching at full range, or make unwise decisions in general due to frustration and impatience. Heavily punishable if successfully avoided.

Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
j.S
Sussing Fist
100, 100 21 13 Until landing +3 Launch - Mid 35, 35 Wallbounce -

Coral swings their fists into the air, creating two surges of wind one after another, each traveling fullscreen. The second hit wallbounces the opponent. This attack does not affect crouching opponents in any way, even if very low to the ground.


Strengths Weaknesses
  • OTG: You can usually get this move as an OTG hit after any combo you do for some added damage.
  • Zoning: Sus is a fullscreen move that starts up almost twice as fast as gun does, Allowing it to beat gun wars fairly easily.
  • Super Synergy: Ground sus meshes well with all three supers. You can confirm into RHM laser from anywhere after 5S. You can combo off of it if you're close enough, even after the OTG hit with sabotage and report.
  • Punishable: If you do this too close to your opponent, or if they just jump over it, you are left fairly punishable.
  • Committal: A fairly long endlag after both versions of the move means that you likely don't want your shots to miss when zoning out your opponent. One whiff is enough cause for a scramble.


RECOMMENDED SUPER: RHM Laser (super 1)

Taunt

Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- 15 - Total 50 - - - - - Guard Point

Coral performs Ryu's taunt in Street Fighter 3. Outside of guard points (which starts at the stomp), Coral can use their taunt for mindgames at full screen, since their Sus and their taunt have similar animation. They also use the same sound effect

  • Tanks up to around 10 hits
    • Cyan's taunt can bypass this due to a glitch
Coral Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

flavortext

Olive

Sus

Olive Buster
AUA-IMP-S-OLIVE.png
Ground version
Potemk’im…POSTER!
Ground version
Potemk’im…POSTER!
Dunk
AUA-IMP-JS-OLIVE.png
Air version
Android 16 in DBFZ would be proud
Air version
Android 16 in DBFZ would be proud
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S
Olive Buster
1000, 225 25 3 23 - - - - Grab -

The famed Olive Buster command grab. Doing 1250 damage on hit, this move is the single highest damage attack in the game, on top of being a command grab with quite large range. Olive is easily one of the scariest characters on the roster, as it only takes landing this once to completely turn the tide of a round.

Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
j.S
Dunk
350 8 1 27 - - - - Grab -

An air grab. Olive can tack on massive damage to a combo as it deals high damage in one hit. This allows Olive to get strong conversions without relying on universal combos.


Strengths Weaknesses
  • Fear: Olive's mix and pressure is 10x scarier when you have to constantly worry about the threat of a sneaky tick throw with the highest single hit damage in the entire game, which may cause unprepared opponents to panic into a plethora of panic decisions.
  • Insane damage: Olive's air grab gives them a reliable way to end air combos with high damage. If Olive has meter, you can expect to take well beyond 2/3 health off a single hit.
  • Great oki: Both of Olive's Sus moves leave the opponent knocked down and point blank, fully vulnerable to whatever gross mix you have planned for them.
  • Death on whiff: If you whiff this, your are almost guaranteed eating a full punish. Be very selective about where and when you use this.
  • Potentially slow: This move has a notably long startup. If you haven't put the work in to disguise the startup or really throw off your opponent, the startup may be reactable, or easy to predict and dodge.


RECOMMENDED SUPER: Report Cancel (Super 3)

Taunt

Press F to pay respects
Press F to pay respects
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
80 16 1 24 -15 N/A Mid 0 - -

Olive performs a salute. Actually a pretty good preemptive anti-air. However, it's the only thing it can really do, as it is unsafe both on block AND hit on grounded opponents

  • Cancellable into any other normal on hit
Olive Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

flavortext

Mint

Hadousus
AUA-IMP-S-MINT.png
TIGER!
TIGER!
Shinkuu... HADOUSUS!
Shinkuu... HADOUSUS!
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S 225 18 Until hit Total 17 Launch -11 Mid 60 Launch -
j.S 165 18 Until hit Total 17 Launch - Mid 60 Launch -

Mint throws out a projectile that travels forward fullscreen. The projectile stays on screen until either Mint uses a super, hits an opponent or simply goes off screen. The frame advantage on block corresponds to the move being used point blank

  • Cannot interact with other hitboxes. This includes 5G.
  • Can be used by inputting 236L or 236H. There are no known differences between these and the regular S version.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
EX 200x3 1 (?) Until hit Total 22 Launch +5 Mid 60 Launch -
Air EX 200x3 1 (?) Until hit Total 22 Launch - Mid 60 Launch -

Mint throws out a large projectile that travels forward fullscreen and hits multiple times. The projectile stays on screen until either Mint uses a super, hits an opponent or simply goes off screen. The frame advantage on block corresponds to the move being used point blank.

  • Costs 50% meter
  • Can be used by inputting 236L+S or 236H+S. There are no known differences between these and the regular EX version.


Strengths Weaknesses
  • Versatile: Mint's projectile stays on the screen for a long period of time, and can be used in the air. You can use this to cover your approach, zone your opponent especially hard, and apply pressure on wakeup.
  • Approaching tool: Mint can act while the projectile is active, cutting off options to stop your aggression if utilized to its fullest extent.
  • Poor Counter Zoning: Mint's projectile cannot interact with other hitboxes, and thus loses to options such as 5G or Coral's 5S.
  • Extensive Counterplay: Getting the most out of mint's fireballs will require staying on top of exhausting mindgames, knowing solutions to many situations, and getting proper reads on your opponent.


RECOMMENDED SUPER: RHM Laser (Super 1)

Taunt

Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
Fail - - - Total 56 - - - - QTE -
success - - - Total 77 (20+57) - - - - Heal, Meter Heal -

Mint pulls out a mint-flavored ice cream and tries to eat it. If a button is pressed at frame 20-ish, Mint eats the ice cream. Otherwise, it goes to the floor and does nothing

  • Gives back 150HP on success
  • Gives 10% meter on success
Mint Sequences/Combos
Combo Position Damage Difficulty Video Notes
Zoning game explanation - - - Link

Video detailing how to use and deal with fireballs

Chocolate

Sus
Home Run
AUA-IMP-S-CHOCOLATE.png
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S 100 [600] 37 4 14 Knockdown [Wallbounce] -16 [+5] Mid 75 Knockdown [Wallbounce] -
j.S 100 [600] 37 4 14 Knockdown [Wallbounce] - Mid 75 Knockdown [Wallbounce] -

Chocolate pulls out a baseball bat and swings it at the opponent.

  • Data in brackets represents values on Clean Hit
  • Grounded version can be dash-cancelled on hit
  • Has super armor against weaker attacks
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
EX 800 3+34 4 24 Wallbounce -17 Mid 75 Wallbounce -
Air EX 800 3+34 4 24 Wallbounce - Mid 75 Wallbounce -

Stronger bat swing that always results in a wallbounce, but cannot be dash-cancelled.

  • Costs 50% meter
  • Does not use a Wall Bounce on hit

RECOMMENDED SUPER: RHM Laser (Super 1)

Taunt
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - Total 61 - - - - - -

Chocolate takes a sick pose, and doesn't do anything else

  • Cancellable into other attacks on whiff
Chocolate Sequences/Combos
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
AUA-IMP-S-TEAL.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
700 9 2 15 Launch -2 Mid 150 Wallbounce -

Teal charges something until it glows. Pressing the button again makes them throw out a giant punch, which causes a wallbounce

  • When charging, you'll hear a series of dings. You need 5 of these to fully charge your hit. You can store these and continue charging from that point onwards.


Strengths Weaknesses
  • Gigantic Chunk: Teal's release is the single hardest hit in the entire game. When charged, everyone is terrified of you.
  • Reversal: The release is invincible for the entirety of its startup, along with being safe on block. You'll have an out on any wakeup unless you get countered.
  • Chargeup: A monstrous charge time means that you'll need 2 or 3 knockdowns to get a charge in, if you're given any breathing room.


RECOMMENDED SUPER: Sabotage Install (Super 2)

Taunt
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
80 11 8 12 Launch -20 Mid, Unblockable 0 Launch None

Teal takes a leak and makes it spin in front of them.

Teal Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

flavortext


Flame

Sus
Volcanic Polus
AUA-IMP-S-FLAME.png
Ground version
Gatlings on top of gatlings; why not?
Ground version
Gatlings on top of gatlings; why not?
Sus Attack
AUA-IMP-JS-FLAME.png
Air version
Yes, you can Dustloop with it.
Air version
Yes, you can Dustloop with it.
Sus Flame
Ground EX version
No Dragon Install needed here.
Ground EX version
No Dragon Install needed here.
Suswinder
Air EX version
Yes, you can do Sidewinder loops with it, too.
Air EX version
Yes, you can do Sidewinder loops with it, too.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S
Volcanic Polus
130 8 3 40 Launch - Mid 35 - -

Flame performs a flaming uppercut with a knife, moving forward slightly. This can be cancelled into other buttons on hit, including air sus, letting him combo afterwards.

Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
j.S
Sus Attack
130 10 3 18 - - Mid 20 - -

Flame takes a jab at you with the hilt of his knife. Like ground sus, this can be cancelled into literally any button, and chained into itself for what is essentially a "susloop".

Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
EX S
Sus Flame
- - - - - - - - - -

Flame stabs the ground with his knife, sending up some fire with it. Can be used as a combo tool as well. (Movedata hasn't been filled in yet, sorry!)

  • Costs 25% meter.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
EX j.S
Suswinder
- - - - - - - - - -

Flame does a punch infused with fire, containing two hitboxes. The weaker hitbox is anywhere before the tip, and the stronger hitbox is near the end of Flame's fist. The stronger hitbox also does a wallbounce. (Movedata hasn't been filled in yet, sorry!)

  • Costs 25% meter.
  • Does not use up a Wall Bounce on a Clean Hit


Strengths Weaknesses
  • Gatlings: Flame is able to cancel both sus attacks into any other button, allowing for new combos and good corner carry.
  • Dustloop: Flame's j.s is a great one-button combo tool in the corner, providing strong damage as long as you can keep the loops going.
  • Whiff bait: Volcanic Polus is about as safe as any DP can be in whiff or block, meaning it's simply not. Throw it out too much, and you're giving your opponent a free combo.
  • Skill issue: Dustloops can be difficult to do if you're not used to the timing; despite the freedom the cancels give you, Flame's combo/damage potential can be limited by how well you can do dustloops in general.


RECOMMENDED SUPER: Sabotage Install (Super 2)

Taunt
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - - - - - - - -

Flame advances forward then points his thumb downwards. This does absolutely nothing

Flame Sequences/Combos
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.

Navy

Sus
Rekka
AUA-IMP-S-NAVY.png
Sushi!
Sushi!
Overhead followup
Sukiyaki!
Overhead followup
Sukiyaki!
Low followup, ground only
Banzai!
Low followup, ground only
Banzai!
Fake followup, ground only
Fake followup, ground only
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S
Rekka
90 10 6 25 4 -26 Mid 10 - -
  • Placeholder
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S~S
Overhead
90 21 5 10 11 - High 10 Knockdown (air hit) -

Overhead followup

  • Can be cancelled into EX followups on hit or block
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S~2S
Sweep
90 11 15 0 5 -5 Low 10 Knockdown -

Low followup.

  • Can be cancelled into EX followups on hit or block
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S~4S
Fake
- 17 - - 9 -11 - - - -

Overhead feint.

  • Cannot be cancelled into EX followups


Strengths Weaknesses
  • Placeholder
  • Placeholder


RECOMMENDED SUPER: Report Cancel (Super 3)

Taunt
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - - - - - - - Guard Point

Navy does the Club Penguin dance. Does absolutely nothing, but sick reference!

Navy Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

flavortext

Gold

Sus

Gold Puddle
Sometimes lunch comes back up to bite you
Sometimes lunch comes back up to bite you
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
100 12 ? 12 +22 +3 Mid - - -

Gold coughs up a small blob of liquid gold. A puddle appears wherever the blob lands.

  • Listed on-hit and on-block values are at point blank.
  • Puddle appears on hit and block

Follow-ups

Attack
S with Puddle active
Teleport
L+S or H+S with Puddle active
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S/j.S 300 12 ? 21 Launch -10 Mid - Launch -

The puddle turns into a statue that damages the opponent, then disappears.

  • Air OK
  • Listed on-block values are at point blank.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
EX/Air EX 450 18 10 0 Launch -4 Low - Launch -

Gold disappears, then emerges from the puddle, rising upwards. The puddle disappears after use.

  • Air OK
  • Costs 25% meter

Taunt

Sky

Sus

Snow Clone

Taunt

Apricot

Sus

Item Toss
何が出るかな?
何が出るかな?
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S/j.S - 10 - 16 - - - - - -

Apricot tosses a random item at the opponent. Effects vary depending on the item thrown.

Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
EX/Air EX - 0+10 - 16 - - - - - -

Apricot tosses the Gasoline at the opponent.

  • Costs 50% meter

Items

Cherry
Cherry
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - - - - - - - -
Cheese
Cheese
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - - - - - - - -
Toilet Paper
Toilet Paper
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - - - - - - - -
Balloon
Balloon
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - - - - - - - -
Crown
Crown
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - - - - - - - -
Gasoline
Gasoline
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - - - - - - - -

Taunt

Taunt
You will be a great asset to the company
You will be a great asset to the company
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - Total 154 - - - - - -

Apricot dances for a bit. Certainly a cute reference, but it doesn't actually do anything.

  • Loops until you press any button.

Lavender

Sus

Fortegreen

Sus

Vanish
AUA-IMP-S-FORTEGREEN.png
Randomizer
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S - - - 50 - - - - - Invincible

Fortegreen flashes invincible for a moment, allowing him to cancel any attack and chain it into another one, on hit and on block. In the air, it freezes his position briefly. The unorthodox cancels allow for some unique combos & blockstings, especially on aerial moves, and can be utilized in very tricky ways to steal turns or even get out of certain situations.

  • Air OK
  • Invincible, except against armor breaker moves.
  • Halts aerial momentum when used in the air.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
EX Varies Varies Varies Varies Varies Varies Varies Varies Varies Varies

Fortegreen uses a random EX move, selected from the pre-existing cast. The move that will be used is indicated by an icon on the HUD next to your Burst icon.

  • Air OK depending on the move
  • Meter cost varies depending on the move
  • Can't use Purple, Teal, Gold, Lavender, or Charcoal EX moves.

RECOMMENDED SUPER: Report Cancel (Super 3)

Taunt

Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - Total 65 - - - - - Armor

Fortegreen flashes white for a moment. During this time, Fortegreen ISN'T INVINCIBLE, despite the animation (that is similar to his Sus).

  • Fortegree is armored for the entire duration
  • Tanks up to two hits
Fortegreen Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

flavortext

Undefined

Sus

Crewmite
Go get em
Go get em
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S/j.S 150 7 - 36 Launch -15 Mid 75 Launch -

Send out a little crewmate, who will walk in a straight line in the direction your opponent is from you when activated. During the entire animation, the impostor will carry all momentum, without friction, from normals and dashes, even while in the air.

  • Can be used to combo off normal throw.
  • The crewmite disappears on hit or block.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
EX 125xN - - 29 Launch +12 Mid 75 Launch -

Send out a little crewmate that walks in a straight line in the direction your opponent is from you when activated. The crewmate remains active until it walks offscreen or reaches the corner. During the entire animation, the imposter will carry all momentum from normals and dashes.

  • Costs 50% meter
  • Can't be used in the air
  • Deals up to 16 hits if allowed to travel from corner to corner
Strengths Weaknesses
  • Set-up God: This move allows incredible set-up pressure to be applied, especially with how freeform it can be.
  • Safe Pressure: Due to how pushback affects this move, various blockstrings can be made completely safe with fullscreen pushback, and a crewmite that will catch any 5G attempts.
  • Telegraphed: The startup on this move is lengthy.
  • Momentum Dependant: This move carries the impostor's momentum upon activation, this can lead to situations where a distanced imposter ends up at point-blank, while being -15.


RECOMMENDED SUPER: Sabotage Install (Super 2)

Taunt

Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - - - - - - - Guard Point

Undefined performs various frames from every single pre-existing taunt. Doesn't do anything else besides that.

Charcoal

Sus

Gosusryuken
Zankuu Hadousus
Hyakki Gosus
Sus Goku Satsu

Taunt

Shoushi.
Shoushi.


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Impostor