Among Us Arena/Impostor: Difference between revisions

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(redid move descriptions)
Line 56: Line 56:
  |chip=10
  |chip=10
  |property=N/A
  |property=N/A
  |description= Basic fast poke. Nothing special, but it does what it's supposed to. Prorate: 95%.
  |description=
* Proration: 95%
Basic fast poke. Can lead into tick throws.
  }}
  }}
}}
}}
Line 78: Line 80:
  |chip=20
  |chip=20
  |property=N/A
  |property=N/A
  |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 forward a lot.
* Key whiff punisher.
  }}
  }}
}}
}}
Line 100: Line 104:
  |chip=40[50]
  |chip=40[50]
  |property=Launch[Groundbounce]
  |property=Launch[Groundbounce]
  |description=Charged values in [brackets]. Super-armored, holdable, knife stab that becomes an overhead if you charge it (doesn't need to be fully charged to become overhead). 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=
* Has one hit of armor.
* Overhead if charged.
* Charged values in [brackets.]
Super-armored, holdable, knife stab that becomes an overhead if you charge it (doesn't need to be fully charged to become overhead). Fully charged, this does massive damage and groundbounces.
  }}
  }}
}}
}}
Line 108: Line 116:
{{MoveData
{{MoveData
|image=AUA-IMP-5G.png
|image=AUA-IMP-5G.png
|caption=Gunslinger !
|caption=the G stands for gat
|name=
|name=
|input= 5G
|input= 5G
Line 122: Line 130:
  |chip=20,30
  |chip=20,30
  |property=N/A,Wallbounce
  |property=N/A,Wallbounce
  |description=Rather slow start up but it's a nice neutral tool, an hitscan projectile that wall 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=
* Full screen projectile.
* Wall bounces up close.
* Knocks down from distance.
* Slow start up.
Zoning and combo tool with heavy damage. Long startup makes it very reactable, so only use it when you feel absolutely safe.
  }}
  }}
}}
}}
Line 143: Line 156:
  |chip=15
  |chip=15
  |property=N/A
  |property=N/A
  |description=Standard low
  |description=
* Standard fast Low.
* Moves forward.
Key mixup tool. Deceptively long.
 
  }}
  }}
}}
}}
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  |chip=20
  |chip=20
  |property=Wallbounce
  |property=Wallbounce
  |description= Wall bounces on hit. Can combo into a full charged 5K in the corner with correct spacing.
  |description=  
* Wall bounces on hit.
Long range low. Can combo into a full charged 5K in the corner with correct spacing.
 
  }}
  }}
}}
}}
Line 188: Line 208:
  |property=
  |property=
  |description=
  |description=
* Invincible during start-up.
* Launches opponent on hit.
Key whiff punisher and primary combo tool. Can be used as a reversal on wakeup.
  }}
  }}
}}
}}
Line 195: Line 219:
{{MoveData
{{MoveData
|image=AUA-IMP-2G.png
|image=AUA-IMP-2G.png
|caption= RIP 2G loops 9/10/21-9/10/21
|caption=
|name=
|name=
|input= 2G
|input= 2G
Line 209: Line 233:
  |chip=
  |chip=
  |property=
  |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=  
* Large, fast anti air.
* Launcher/combo tool in corner.
* Proration: 95%
  }}
  }}
}}
}}
Line 216: Line 243:
{{MoveData
{{MoveData
|image=AUA-IMP-JL.png
|image=AUA-IMP-JL.png
|caption=Mixup Machine
|caption=the dumpy hit you
|name=
|name=
|input= j.5L
|input= j.5L
Line 230: Line 257:
  |chip=
  |chip=
  |property=
  |property=
  |description= stupidly huge back hitbox makes this an insane crossup, got nerfed recently, still is good.
  |description=
* Large rear hitbox.
Key mixup tool. Allows for ambiguous setups on okizeme.
  }}
  }}
}}
}}
Line 252: Line 281:
  |chip=
  |chip=
  |property=
  |property=
  |description= Ground bounces on hit.
  |description=
* Ground bounces on hit.
  }}
  }}
}}
}}
Line 274: Line 304:
  |chip=
  |chip=
  |property=
  |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.
  |description=
* Strong approach tool
* Primary combo tool
* Highly punishable.
* Pressing j.4K will cause a shorter dash.
Burst movement and offense with crossup potential, with the risk of eating huge combo damage if blocked.
  }}
  }}
}}
}}
Line 296: Line 331:
  |chip=
  |chip=
  |property=
  |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=
* Dominant Neutral tool.
* Recoils backward on shot.
* Good air to air with gun hitbox.
One of your most important zoning tools. Allows you to chip and wall your opponent out while keeping you in relatively safe distance with the backwards recoil. May be beaten by dashing
  }}
  }}
}}
}}
Line 317: Line 356:
  |chip=
  |chip=
  |property=
  |property=
  |description=Instant knockdown, no combos. The hitbox on this is massive, making tick throws very easy.
  |description=
* Instant knockdown
Large hitbox allows for tick throw setups from everything except Gun and Knife normals.
  }}
  }}
}}
}}
Line 339: Line 380:
  |chip=
  |chip=
  |property=
  |property=
  |description=Frame 1 counter.
  |description=
* Frame 1 counter.
  }}
  }}
}}
}}

Revision as of 16:39, 26 January 2022

Impostor
Among-Us-Red-Crewmate.png
Health 2000


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.
  • Match-up Spread: Impostor has no losing match ups.
  • Buttons: Impostor has many fast buttons.
  • Match-up Spread: Impostor has no winning match ups.
  • Mobility: Slow movement.

Important Moves

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

j.K: A risky but good neutral tool, closes the gap but leaves you open to punish. Also an important move for many combos, due to the ability to link a j.L afterwards with good positioning.

j.G: Overpowering spacing tool. Controls massive ground space, can beat jump ins and lead into massive damage without much commitment. Can be beaten by dashing.

Move List

Standing Normals

5L
AUA-IMP-5L.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40 5 2 13 - - Mid 10 N/A -
  • Proration: 95%

Basic fast poke. Can lead into tick throws.


5H
AUA-IMP-5H.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
80 11 5 10 - - Mid 20 N/A -
  • Moves forward a lot.
  • Key whiff punisher.


5K
AUA-IMP-5K.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
120[270] 9[41] 2 11[15] - - Mid[Overhead] 40[50] Launch[Groundbounce] -
  • Has one hit of armor.
  • Overhead if charged.
  • Charged values in [brackets.]

Super-armored, holdable, knife stab that becomes an overhead if you charge it (doesn't need to be fully charged to become overhead). Fully charged, this does massive damage and groundbounces.


5G
AUA-IMP-5G.png
the G stands for gat
the G stands for gat
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40, 120 (160) 28,10 2,2 11,13 - - Mid 20,30 N/A,Wallbounce -
  • Full screen projectile.
  • Wall bounces up close.
  • Knocks down from distance.
  • Slow start up.

Zoning and combo tool with heavy damage. Long startup makes it very reactable, so only use it when you feel absolutely safe.

Crouching Normals

2L
AUA-IMP-2L.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40 5 2 13 - - Low 15 N/A -
  • Standard fast Low.
  • Moves forward.

Key mixup tool. Deceptively long.


2H
AUA-IMP-2H.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
80 8 4 19 - - Low 20 Wallbounce -
  • Wall bounces on hit.

Long range low. 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 - - - - - - - - -
  • Invincible during start-up.
  • Launches opponent on hit.

Key whiff punisher and primary combo tool. Can be used as a reversal on wakeup.


2G
AUA-IMP-2G.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40, 120 (160) - - - - - - - - -
  • Large, fast anti air.
  • Launcher/combo tool in corner.
  • Proration: 95%

Jumping Normals

j.5L
AUA-IMP-JL.png
the dumpy hit you
the dumpy hit you
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40 - - - - - - - - -
  • Large rear hitbox.

Key mixup tool. Allows for ambiguous setups on okizeme.


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
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
174 - - - - - - - - -
  • Strong approach tool
  • Primary combo tool
  • Highly punishable.
  • Pressing j.4K will cause a shorter dash.

Burst movement and offense with crossup potential, with the risk of eating huge combo damage if blocked.


j.5G
AUA-IMP-JG.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40, 150 (190) - - - - - - - - -
  • Dominant Neutral tool.
  • Recoils backward on shot.
  • Good air to air with gun hitbox.

One of your most important zoning tools. Allows you to chip and wall your opponent out while keeping you in relatively safe distance with the backwards recoil. May be beaten by dashing

Universal Mechanics

Throw
L+H
AUA-IMP-GRAB.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
250~ 6(?) - - - - - - - -
  • Instant knockdown

Large hitbox allows for tick throw setups from everything except Gun and Knife normals.


Counter
K+G
AUA-IMP-COUNTER.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - - - - - - - -
  • Frame 1 counter.

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 Jump
5K - - 2K 5G
5[K] - 2H 2K 5G
2K - - - 5G[-], 2G[-] Jump
5G - - 5K[1], 2K[1~2] 2G[1]
2G - - 2K[1] -
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 between # hit and # hit (for multi-hit moves)

2K must be inputted AFTER 5G has landed(hit or block) in order to cancel into it!


General
FAQ
System
Controls
Strategy
Links
Characters
Impostor