Among Us Arena/Impostor: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
No edit summary
Line 24: Line 24:
*'''Versatility''': Combined with powerful close range buttons, Gun and Jumping knife allow Impostor to claim dominion over any range with proper spacing and timing.
*'''Versatility''': Combined with powerful close range buttons, Gun and Jumping knife allow Impostor to claim dominion over any range with proper spacing and timing.


*'''Conversions''': High hitstun and gatlings create opportunities for HALF HEALTH combos off of any normal (Excluding J.G)
*'''Conversions''': High hitstun and gatlings create opportunities for HALF HEALTH combos off of any hit, except for j.G and far 5G


|cons=  
|cons=  
Line 33: Line 33:
}}
}}
{{Navigation-AUA}}
{{Navigation-AUA}}
===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==
==Move List==
Line 62: Line 55:
  |description=
  |description=
* Proration: 95%
* Proration: 95%
Basic fast poke. Can lead into tick throws.
Devastating Fast poke. Can cancel into anything on hit, locks your opponent in place allowing for mixups, lengthy pressure and tick throws.
  }}
  }}
}}
}}
Line 112: Line 105:
* Overhead if charged.
* Overhead if charged.
* Charged values in [brackets.]
* 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.
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 good damage and groundbounces.
  }}
  }}
}}
}}
Line 139: Line 132:
* Knocks down from distance.
* Knocks down from distance.
* Slow start up.
* 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.
Zoning and combo tool with heavy damage. Long startup makes it very reactable, so only use it at range, or when you feel absolutely safe. [https://www.youtube.com/watch?v=KKMcUjGKoX8 also has a gap for some reason]
  }}
  }}
}}
}}
Line 163: Line 156:
* Standard fast Low.
* Standard fast Low.
* Moves forward.
* Moves forward.
Key mixup tool. Deceptively long.
Key mixup tool. Deceptively long, and can be cancelled back into 5L to continue pressure.


  }}
  }}
Line 188: Line 181:
  |description=  
  |description=  
* Wall bounces on hit.
* Wall bounces on hit.
Long range low. Can combo into a full charged 5K in the corner with correct spacing.
Long range low. Used to clip an unaware opponent's toes, or force them to sit still through preemptive crouch blocking at footsies range.


  }}
  }}
Line 214: Line 207:
* Invincible during start-up.
* Invincible during start-up.
* Launches opponent on hit.
* Launches opponent on hit.
Key whiff punisher and primary combo tool. Can be used as a reversal on wakeup.
Key whiff punisher and primary combo tool. Can be used as a reversal on a variety of situations due to an invulnerable startup.


  }}
  }}
Line 287: Line 280:
  |description=
  |description=
* Ground bounces on hit.
* Ground bounces on hit.
Vital combo tool for easy floor bounces. Not much use outside of combos, except for a select few scenarios like beating out j.G(1)
  }}
  }}
}}
}}
Line 313: Line 307:
* Highly punishable.
* Highly punishable.
* Pressing j.4K will cause a shorter dash.  
* 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.
Burst movement and offense with crossup potential, with the risk of eating huge combo damage if blocked. j.4K is usually preferred over j.K in combos.
  }}
  }}
}}
}}
Line 339: Line 333:
* Recoils backward on shot.
* Recoils backward on shot.
* Good air to air with gun hitbox.
* 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
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. Along with 5G, this move creates lengthy zoning wars that are difficult and tiring to come out on top of. Not unbeatable, though. Refer to the [https://wiki.gbl.gg/w/Among_Us_Arena/Impostor/Combos#Zoning_Play "zoning play"] list for examples.
  }}
  }}
}}
}}
Line 385: Line 379:
  |property=
  |property=
  |description=
  |description=
* Instant knockdown
* Frame 1 counter.
* Frame 1 counter.
True reversal alongside 2K. Risky and easy to play around, but destroys meaty setups, lousy crossups and even works against far 5G/j.G, up to the tip of the muzzle flash.
  }}
  }}
}}
}}

Revision as of 22:41, 10 February 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.
  • Offense: Capable of winning rounds off of one opening and one mixup.
  • Versatility: Combined with powerful close range buttons, Gun and Jumping knife allow Impostor to claim dominion over any range with proper spacing and timing.
  • Conversions: High hitstun and gatlings create opportunities for HALF HEALTH combos off of any hit, except for j.G and far 5G
  • Match-up Spread: Impostor has no winning match ups.
  • Defense: Capable of losing rounds off of one opening and one mixup.

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%

Devastating Fast poke. Can cancel into anything on hit, locks your opponent in place allowing for mixups, lengthy pressure and 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 good 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 at range, or when you feel absolutely safe. also has a gap for some reason

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, and can be cancelled back into 5L to continue pressure.


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. Used to clip an unaware opponent's toes, or force them to sit still through preemptive crouch blocking at footsies range.


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 a variety of situations due to an invulnerable startup.


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.

Vital combo tool for easy floor bounces. Not much use outside of combos, except for a select few scenarios like beating out j.G(1)


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.4K is usually preferred over j.K in combos.


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. Along with 5G, this move creates lengthy zoning wars that are difficult and tiring to come out on top of. Not unbeatable, though. Refer to the "zoning play" list for examples.

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
- - - - - - - - - -
  • Instant knockdown
  • Frame 1 counter.

True reversal alongside 2K. Risky and easy to play around, but destroys meaty setups, lousy crossups and even works against far 5G/j.G, up to the tip of the muzzle flash.

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, Dash
5K - - 2K 5G
5[K] - 2H 2K 5G
2K - - - 5G[-], 2G[-] Jump, Dash
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