Among Us Arena/Impostor: Difference between revisions
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| align="center" colspan="2" |[[File:Among-Us-Red-Crewmate.png|center|frameless|350px]] | | align="center" colspan="2" |[[File:Among-Us-Red-Crewmate.png|center|frameless|350px]] | ||
|- | |- | ||
| '''Health''' || | | '''Health''' || 2500 | ||
|} | |} | ||
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*'''Match-up Spread''': Impostor has no losing match ups. | *'''Match-up Spread''': Impostor has no losing match ups. | ||
*''' | *'''Versatility''': Combined with oppressive close range pressure, Guns and j.5k allow Impostor to claim dominion over any range with proper spacing and timing. | ||
*''' | *'''Conversions''': High hitstun and gatlings create opportunities for 70% damage combos off of any hit, except for j.G and far 5G | ||
*''' | *'''Super''': Full screen beam creates absurd damage opportunities from any hit. Long enough combos can even build 100% meter, bumping up damage all over the place. | ||
|cons= | |cons= | ||
*'''Match-up Spread''': Impostor has no winning match ups. | *'''Match-up Spread''': Impostor has no winning match ups. | ||
*'''Defense''': | *'''Defense/Volatlity''': Very committal defensive options. Losing rounds off of one opening and one mixup means you'll be guessing for game very often off a single mistake. | ||
*'''Unforgiving Execution''': Opportunities for near-100% combos are common, but will require very lengthy and precise sequences, with mistakes being just as fatal. | |||
}} | }} | ||
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|active=2 | |active=2 | ||
|recovery=13 | |recovery=13 | ||
| | |onhit=+3 | ||
| | |onblock=+1 | ||
|guard=Mid | |guard=Mid | ||
|chip=0 | |chip=0 | ||
|property=N/A | |property=N/A | ||
|invuln= | |||
|description= | |description= | ||
* | * Cancels into itself. | ||
Devastating | Devastating fast poke. Can cancel into anything on hit, locks your opponent in place allowing for mixups, lengthy pressure and tick throws. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |damage=170 | ||
|startup=11 | |startup=11 | ||
|active=5 | |active=5 | ||
|recovery=10 | |recovery=10 | ||
| | |onhit=+5 | ||
| | |onblock=±0 | ||
|guard=Mid | |guard=Mid | ||
|chip= | |chip=0 | ||
|property=N/A | |property=N/A | ||
|invuln= | |||
|description= | |description= | ||
* Moves forward a lot. | * Moves forward a lot. | ||
* | * Combo filler. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |damage=150[350] | ||
|startup=9[41] | |startup=9[41] | ||
|active=2 | |active=2 | ||
|recovery=11[15] | |recovery=11[15] | ||
| | |onhit=Launch | ||
| | |onblock=±-9[-8] | ||
|guard=Mid[Overhead] | |guard=Mid[Overhead] | ||
|chip=40[ | |chip=40[70] | ||
|property=Launch[Groundbounce] | |property=Launch[Groundbounce] | ||
|invuln= | |||
|description= | |description= | ||
* Has one hit of armor. | * Has one hit of armor. | ||
* Overhead if charged. | * Overhead if partially or fully 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 good damage | 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 but causes a groundbounce. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |damage=30, 160 [200] | ||
|startup=28,10 | |startup=28,10 | ||
|active=2,2 | |active=2,2 | ||
|recovery= | |recovery=20 | ||
| | |onhit=Launch | ||
| | |onblock=-11 | ||
|guard=Mid | |guard=Mid | ||
|chip=20, | |chip=20,40 [20] | ||
|property= | |property=Launch,Wallbounce | ||
|invuln= | |||
|description= | |description= | ||
* Full screen projectile. | * Full screen projectile. | ||
* Wall bounces up close. | * Wall bounces up close. | ||
* Knocks down from distance. | * Knocks down from distance. Far damage in [brackets.] | ||
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. Dangerous with super. | |||
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. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |damage=75 | ||
|startup=5 | |startup=5 | ||
|active= | |active=6 | ||
|recovery= | |recovery=9 | ||
| | |onhit=±0 | ||
| | |onblock=+3 | ||
|guard=Low | |guard=Low | ||
|chip= | |chip=0 | ||
|property=N/A | |property=N/A | ||
|invuln= | |||
|description= | |description= | ||
* Standard fast Low. | * Standard fast Low. | ||
* Moves forward. | * Moves forward. | ||
Key mixup tool. Deceptively long, and can be cancelled back into 5L to continue pressure. | Key mixup tool. Deceptively long, and can be cancelled back into 5L to continue pressure. | ||
When chaining between 2L and 5L, there is a slight cooldown on 2L. | |||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |damage=125 | ||
|startup=8 | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
| | |onhit=Launch | ||
| | |onblock=-13 | ||
|guard=Low | |guard=Low | ||
|chip= | |chip=0 | ||
|property=Wallbounce | |property=Wallbounce | ||
|invuln= | |||
|description= | |description= | ||
* Wall bounces on hit. | * Wall bounces on hit. | ||
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|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |damage=145 | ||
|startup= | |startup=9 | ||
|active= | |active=5 | ||
|recovery= | |recovery=27 | ||
| | |onhit=Launch | ||
| | |onblock=-20 | ||
|guard= | |guard=Mid | ||
|chip= | |chip=40 | ||
|property= | |property=Launch | ||
|invuln=2-9 | |||
|description= | |description= | ||
* Invincible during start-up. | * Invincible during start-up. | ||
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|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |damage=30, 160 | ||
|startup= | |startup=7,13 | ||
|active= | |active=2,2 | ||
|recovery= | |recovery=23 | ||
| | |onhit=Launch | ||
| | |onblock=-13 | ||
|guard= | |guard=Mid | ||
|chip= | |chip=20,20 | ||
|property= | |property=Launch,Launch | ||
|invuln= | |||
|description= | |description= | ||
* Large, fast anti air. | * Large, fast anti air. | ||
* Launcher/combo tool in corner. | * Launcher/combo tool in corner. | ||
Your safest anti air, but not as rewarding as other options. | |||
Be very careful doing this move close up as part of a chip kill. The defender can mash super before the 2nd hit. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |damage=75 | ||
|startup= | |startup=7 | ||
|active= | |active=54 | ||
|recovery= | |recovery=Until landing | ||
| | |onhit= | ||
| | |onblock= | ||
|guard= | |guard=High | ||
|chip= | |chip=0 | ||
|property= | |property=N/A | ||
|invuln= | |||
|description= | |description= | ||
* Large rear hitbox. | * Large rear hitbox. | ||
Key mixup tool. Allows for | Key mixup tool and main jump in button. Allows for left/right mixups on okizeme and standing opponents. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |damage=125 | ||
|startup= | |startup=9 | ||
|active= | |active=6 | ||
|recovery= | |recovery=Until landing | ||
| | |onhit=Launch | ||
| | |onblock= | ||
|guard= | |guard=High | ||
|chip= | |chip=0 | ||
|property= | |property=Groundbounce | ||
|invuln= | |||
|description= | |description= | ||
* Ground bounces on hit. | * Ground bounces on hit. | ||
Vital combo tool for easy floor bounces. | Vital combo tool for easy floor bounces. Can be a very tricky quick overhead with shorthops. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |damage=200 | ||
|startup= | |startup=8 | ||
|active= | |active=4 | ||
|recovery= | |recovery=44 | ||
| | |onhit=Launch | ||
| | |onblock=-38 | ||
|guard= | |guard=Mid | ||
|chip= | |chip=50 | ||
|property= | |property=Launch | ||
|invuln= | |||
|description= | |description= | ||
* Strong approach tool | * Strong approach tool | ||
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|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |damage=30, 160 | ||
|startup= | |startup=7,21 | ||
|active= | |active=2,2 | ||
|recovery= | |recovery=22 | ||
| | |onhit=Launch | ||
| | |onblock=-13 | ||
|guard= | |guard=Mid,High | ||
|chip= | |chip=5,40 | ||
|property= | |property=Launch(Groundbounce) | ||
|invuln= | |||
|description= | |description= | ||
* Dominant Neutral tool. | * Dominant Neutral tool. | ||
* Recoils backward on shot. | * Recoils backward on shot. | ||
* Groundbounces if opponent is airborne | |||
* Good air to air with gun hitbox. | * Good air to air with gun hitbox. | ||
Important zoning tool. 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 tiring to come out on top of. Not unbeatable, though. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-AUA | {{AttackData-AUA | ||
|damage= 250~ | |damage= 250~ | ||
|startup= | |startup=8 | ||
|active= | |active=5 | ||
|recovery= | |recovery=15 | ||
| | |onhit= | ||
| | |onblock= | ||
|guard= | |guard= | ||
|chip= | |chip= | ||
|property= | |property= | ||
|invuln= | |||
|description= | |description= | ||
* Instant knockdown | * Instant knockdown. | ||
* 25 meter gain on successful throw | |||
Large hitbox allows for tick throw setups from everything except Gun and Knife normals. | Large hitbox allows for tick throw setups from everything except Gun and Knife normals. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AUA-IMP-COUNTER.png | |image=AUA-IMP-COUNTER.png | ||
|caption= | |caption=Spam 5L tickthrow :) | ||
|name= Counter | |name= Counter | ||
|input= 2L+H | |input= 2L+H | ||
|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |damage=500 | ||
|startup= | |startup=11 | ||
|active= | |active=2 | ||
|recovery= | |recovery=15 | ||
| | |onhit= | ||
| | |onblock= | ||
|guard= | |guard= | ||
|chip= | |chip= | ||
|property= | |property= | ||
|invuln=1-11 | |||
|description= | |description= | ||
* Instant knockdown | * Instant knockdown | ||
* Frame 1 counter. | * Frame 1 counter. | ||
True reversal alongside | * ~25 Meter gain on successful counter. | ||
True reversal alongside super. 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. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-AUA | {{AttackData-AUA | ||
|damage= 100x5, 600 | |damage= 100x5, 600 | ||
|startup= | |startup=13 | ||
|active= | |active=23 | ||
|recovery= | |recovery=45 | ||
| | |onhit=Launch | ||
| | |onblock=-39 | ||
|guard= | |guard=Mid | ||
|chip= | |chip=25x5,125 | ||
|property= | |property= | ||
|invuln=1-13 | |||
|description= | |description= | ||
* Requires full meter | * Requires full meter | ||
* Invincible startup. | * Invincible startup. | ||
Your super move. Beats counter, hits full screen and does insane damage as a combo ender. Very unsafe if blocked, but not from a distance. | Your super move. Beats counter, hits full screen and does insane damage as a combo ender. Very unsafe if blocked, but not from a distance. | ||
Works as a reversal, but the risk relegates the move's use | Works as a reversal, but the risk relegates the move's use to a damage nuke at the end of every combo. | ||
}} | }} | ||
}} | }} | ||
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|- | |- | ||
! 2H | ! 2H | ||
| - || | | - || - || 5K, 2K || 5G, 2G || Jump, Dash | ||
|- | |- | ||
! 5K | ! 5K |
Revision as of 04:17, 3 July 2022
Impostor | |
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Health | 2500 |
Profile
The Impostor from Innersloth's online multiplayer deduction game Among Us is the main (and only) character in Among Us Arena.
There is only one playable character, but you can select 15 (+1) different colors, each with their own unique taunt.
Basics
Strengths | Weaknesses |
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Move List
Standing Normals
5L
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5H
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5K
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5G the G stands for gat the G stands for gat
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Crouching Normals
2L
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2H
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2K
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2G
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Jumping Normals
j.5L the dumpy hit you the dumpy hit you
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j.5H
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j.5K
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j.5G
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Universal Mechanics
Throw
L+H |
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Counter 2L+H Spam 5L tickthrow :) Spam 5L tickthrow :)
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Super
K+G |
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Gatling Table
L | H | K | G | Cancel | |
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5L | - | 5H[-], 2H[-] | 5K[-], 2K[-] | - | |
2L | - | 5H[-], 2H[-] | 5K[-] | - | |
5H | - | 2H | 5K, 2K | 5G, 2G | |
2H | - | - | 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] | - |
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!