Among Us Arena/Impostor: Difference between revisions

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  {{AttackData-AUA
  {{AttackData-AUA
  |damage=80
  |damage=80
  |height=Mid
  |onhit=
|onblock=
|guard=
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |hitstun=
  |hitstun=
|blockstun=
|chip=
|property=
  |description= moves you forward a lot, making it great for whiff punishes. Will get stuffed by savvy opponents if you try it in neutral, be careful.
  |description= moves you forward a lot, making it great for whiff punishes. Will get stuffed by savvy opponents if you try it in neutral, be careful.
  }}
  }}
Line 90: Line 95:
  {{AttackData-AUA
  {{AttackData-AUA
  |damage=120 (no charge)
  |damage=120 (no charge)
  |height=Mid [High]
  |onhit=
|onblock=
|guard=
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |hitstun=
  |hitstun=
|blockstun=
|chip=
|property=
  |description=Charged values in [brackets]. Super-armored, holdable, knife stab that becomes an overhead if you charge it. Fully charged, this does a crap ton of damage and groundbounces. You can combo 2H into a full charge 5K in the corner to do a lot of damage.
  |description=Charged values in [brackets]. Super-armored, holdable, knife stab that becomes an overhead if you charge it. Fully charged, this does a crap ton of damage and groundbounces. You can combo 2H into a full charge 5K in the corner to do a lot of damage.
  }}
  }}
Line 109: Line 119:
  {{AttackData-AUA
  {{AttackData-AUA
  |damage=40, 120 (160)
  |damage=40, 120 (160)
  |height=Mid, Mid
  |onhit=
|onblock=
|guard=
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |hitstun=
  |hitstun=
|blockstun=
|chip=
|property=
  |description=Rather slow start up but it's a nice neutral tool, an hitscan projectile that ground bounces up close and knocks down full screen. Whiffs if you're too close to the corner. It has an hitbox on the gun during start up. Damage is not effected by Proration (Always does 160).
  |description=Rather slow start up but it's a nice neutral tool, an hitscan projectile that ground bounces up close and knocks down full screen. Whiffs if you're too close to the corner. It has an hitbox on the gun during start up. Damage is not effected by Proration (Always does 160).
  }}
  }}
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  {{AttackData-AUA
  {{AttackData-AUA
  |damage=40
  |damage=40
  |height=Low
  |onhit=
|onblock=
|guard=
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |hitstun=
  |hitstun=
|blockstun=
|chip=
|property=
  |description=
  |description=
  }}
  }}
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  {{AttackData-AUA
  {{AttackData-AUA
  |damage=80
  |damage=80
  |height=Low
  |onhit=
|onblock=
|guard=
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |hitstun=
  |hitstun=
|blockstun=
|chip=
|property=
  |description= Wall bounces on hit. Can combo into a full charged 5K in the corner with correct spacing.
  |description= Wall bounces on hit. Can combo into a full charged 5K in the corner with correct spacing.
  }}
  }}
Line 165: Line 190:
  {{AttackData-AUA
  {{AttackData-AUA
  |damage=80
  |damage=80
  |height=Mid
  |onhit=
|onblock=
|guard=
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |hitstun=
  |hitstun=
|blockstun=
|chip=
|property=
  |description=
  |description=
  }}
  }}
Line 184: Line 214:
  {{AttackData-AUA
  {{AttackData-AUA
  |damage=40, 120 (160)  
  |damage=40, 120 (160)  
  |height=Mid, Mid
  |onhit=
|onblock=
|guard=
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |hitstun=
  |hitstun=
|blockstun=
|chip=
|property=
  |description= Good anti-air, starts rather fast and covers a straight line, it also works as a launcher / combo tool. 1st hit is not effected by proration (always does 40). Prorate 95%.
  |description= Good anti-air, starts rather fast and covers a straight line, it also works as a launcher / combo tool. 1st hit is not effected by proration (always does 40). Prorate 95%.
  }}
  }}
Line 202: Line 237:
  {{AttackData-AUA
  {{AttackData-AUA
  |damage=40
  |damage=40
  |height=High
  |onhit=
|onblock=
|guard=
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |hitstun=
  |hitstun=
|blockstun=
|chip=
|property=
  |description= stupidly huge back hitbox makes this an insane crossup
  |description= stupidly huge back hitbox makes this an insane crossup
  }}
  }}
Line 221: Line 261:
  {{AttackData-AUA
  {{AttackData-AUA
  |damage=80
  |damage=80
  |height=High
  |onhit=
|onblock=
|guard=
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |hitstun=
  |hitstun=
|blockstun=
|chip=
|property=
  |description= Ground bounces on hit.
  |description= Ground bounces on hit.
  }}
  }}
Line 240: Line 285:
  {{AttackData-AUA
  {{AttackData-AUA
  |damage=174
  |damage=174
  |height=Mid
  |onhit=
|onblock=
|guard=
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |hitstun=
  |hitstun=
  |description= One of your main approach and combo tools, allowing you to burst movement and offense with the possibility of crossing up. You can use it more than once in a jump through cancelling another attack in the air, for example j.K > j.L > j.K. <br> Be wary of using this too often, however. A keen opponent will catch on and punish you hard for misusing it.}}
|blockstun=
|chip=
|property=
  |description= One of your main approach and combo tools, allowing you to burst movement and offense with the possibility of crossing up. You can use it more than once in a jump through cancelling another attack in the air, for example j.K > j.L > j.K. <br> Be wary of using this too often, however. A keen opponent will catch on and punish you hard for misusing it.
}}
}}
}}


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  {{AttackData-AUA
  {{AttackData-AUA
  |damage=40, 150 (190)
  |damage=40, 150 (190)
  |height=High, High
  |onhit=
|onblock=
|guard=
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |hitstun=
  |hitstun=
|blockstun=
|chip=
|property=
  |description= Rather fast, shoots down and forward, has slight pushback on whiff and a bit more on block or hit, can be used for neutral. Ground bounces and can link into j.K. Damage is not effected by Proration (Always does 190).
  |description= Rather fast, shoots down and forward, has slight pushback on whiff and a bit more on block or hit, can be used for neutral. Ground bounces and can link into j.K. Damage is not effected by Proration (Always does 190).
  }}
  }}
Line 276: Line 332:
  {{AttackData-AUA
  {{AttackData-AUA
  |damage= 250~
  |damage= 250~
  |height=Throw
  |onhit=
|onblock=
|guard=
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |hitstun=
  |hitstun=
|blockstun=
|chip=
|property=
  |description=Instant knockdown, no combos. The hitbox on this is massive, making tick throws very easy.
  |description=Instant knockdown, no combos. The hitbox on this is massive, making tick throws very easy.
  }}
  }}

Revision as of 12:49, 12 September 2021

Among-Us-Red-Crewmate.png


Profile

The Impostor from Innersloth's online multiplayer deduction game Among Us is the main (and only) character in Among Us Arena.

Basics

Strengths Weaknesses

Unique: Only character in the game.

Buttons: Impostor has many fast buttons.

Match-up Spread: Impostor has no winning match ups.

Mobility: Movement is slow.

Important Moves

5K: Super-Armored, delayable, standing overhead that grants you a full combo on hit.

j.K: a great but slightly risky neutral tool. Also an important move for many combos, due to the ability to link a j.L after this.

2H: long range poke that wallbounces anywhere if it hits. Excellent abuser of the unblockable tipper bug, and also great for extending combos once gravity has started to kick in.

Move List

Standing Normals

5L
AUA-IMP-5L.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40 - - - - - - - - -

Basic fast poke. Nothing special, but it does what it's supposed to. Prorate: 95%.


5H
AUA-IMP-5H.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
80 - - - - - - - - -

moves you forward a lot, making it great for whiff punishes. Will get stuffed by savvy opponents if you try it in neutral, be careful.


5K
AUA-IMP-5K.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
120 (no charge) - - - - - - - - -

Charged values in [brackets]. Super-armored, holdable, knife stab that becomes an overhead if you charge it. Fully charged, this does a crap ton of damage and groundbounces. You can combo 2H into a full charge 5K in the corner to do a lot of damage.


5G
AUA-IMP-5G.png
Gunslinger !
Gunslinger !
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40, 120 (160) - - - - - - - - -

Rather slow start up but it's a nice neutral tool, an hitscan projectile that ground bounces up close and knocks down full screen. Whiffs if you're too close to the corner. It has an hitbox on the gun during start up. Damage is not effected by Proration (Always does 160).

Crouching Normals

2L
AUA-IMP-2L.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40 - - - - - - - - -


2H
AUA-IMP-2H.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
80 - - - - - - - - -

Wall bounces on hit. Can combo into a full charged 5K in the corner with correct spacing.


2K
AUA-IMP-2K.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
80 - - - - - - - - -


2G
AUA-IMP-2G.png
RIP 2G loops 9/10/21-9/10/21
RIP 2G loops 9/10/21-9/10/21
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40, 120 (160) - - - - - - - - -

Good anti-air, starts rather fast and covers a straight line, it also works as a launcher / combo tool. 1st hit is not effected by proration (always does 40). Prorate 95%.

Jumping Normals

j.5L
AUA-IMP-JL.png
Mixup Machine
Mixup Machine
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40 - - - - - - - - -

stupidly huge back hitbox makes this an insane crossup


j.5H
AUA-IMP-JH.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
80 - - - - - - - - -

Ground bounces on hit.


j.5K
AUA-IMP-JK.png
Anime swordsman slash
Anime swordsman slash
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
174 - - - - - - - - -

One of your main approach and combo tools, allowing you to burst movement and offense with the possibility of crossing up. You can use it more than once in a jump through cancelling another attack in the air, for example j.K > j.L > j.K.
Be wary of using this too often, however. A keen opponent will catch on and punish you hard for misusing it.


j.5G
AUA-IMP-JG.png
Back to the ground.
Back to the ground.
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40, 150 (190) - - - - - - - - -

Rather fast, shoots down and forward, has slight pushback on whiff and a bit more on block or hit, can be used for neutral. Ground bounces and can link into j.K. Damage is not effected by Proration (Always does 190).

Universal Mechanics

Throw
L+H
AUA-IMP-GRAB.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
250~ - - - - - - - - -

Instant knockdown, no combos. The hitbox on this is massive, making tick throws very easy.

Gatling Table

Ground Gatling Table
L H K G Cancel
5L - 5H[-], 2H[-] 5K[-], 2K[-] -
2L - 5H[-], 2H[-] 5K[-] -
5H - 2H 5K, 2K 5G, 2G
2H - 5H 5K, 2K 5G, 2G
5K - - 2K 5G
5[K] - 2H 2K 5G
2K - - - 5G[-], 2G[-] Jump
5G - - - 2G[1]
2G - - - -
Air Gatling Table
L H K G
j.L - j.H[-] j.K[-] j.G[-]
j.H - - j.K[-] j.G[-]
j.K - - - -
j.G - - - j.K[-]
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X is available on or before hit # (for multi-hit moves)


General
FAQ
System
Controls
Strategy
Links
Characters
Impostor