Among Us Arena/Impostor: Difference between revisions
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|description= | |description= | ||
* Wall bounces on hit. | * 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 mid range. | * Pops opponent up if wall bounces have already been used. | ||
Long range low. Used to clip an unaware opponent's toes, or force them to sit still through preemptive crouch blocking at mid range. Can be used in conjunction with dash cancels and 5H for damaging extended loops. | |||
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* Invincible during start-up. | * Invincible during start-up. | ||
* Launches opponent on hit. | * Launches opponent on hit. | ||
* Slides forward. | |||
Key whiff punisher and primary combo tool. Can be used as a reversal on a variety of situations due to an invulnerable startup, but not on frame 1. | Key whiff punisher and primary combo tool. Can be used as a reversal on a variety of situations due to an invulnerable startup, but not on frame 1. | ||
Slides forward moderately, allowing dangerous range for punishes or extended combo routes when cancelled in and out of repeatedly. | |||
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|description= | |description= | ||
* Large rear hitbox. | * Large rear hitbox. | ||
Key mixup tool and main jump in button. Allows for left/right mixups on okizeme and | Key mixup tool and main jump in button. Allows for left/right mixups on okizeme and quick overheads on crouching opponents. | ||
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|description= | |description= | ||
* Ground bounces on hit. | * Ground bounces on hit. | ||
Vital combo tool for easy | Vital combo tool for easy groundbounces. Can be a very tricky quick overhead with shorthops. | ||
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|description= | |description= | ||
* Strong approach tool | * Strong approach tool | ||
* 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. j. | Burst movement and offense with crossup potential, with the risk of eating huge combo damage if blocked. Can cross up at very precise distances and heights, and also sets up j.L oki. | ||
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* Frame 1 counter. | * Frame 1 counter. | ||
* ~25 Meter gain on successful counter. | * ~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. | True reversal alongside super. Risky and easy to play around, but destroys meaty setups, lousy crossups, wakeup attacks and even works against far 5G/j.G, up to the tip of the muzzle flash. | ||
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|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |damage= 75x5, 500 | ||
|startup=13 | |startup=13 | ||
|active=23 | |active=23 | ||
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|onblock=-39 | |onblock=-39 | ||
|guard=Mid | |guard=Mid | ||
|chip= | |chip=15x5,25 | ||
|property= | |property= | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
* Requires full meter | * Requires full meter | ||
* | * Infinite armor on startup (no damage) | ||
Your super move. | Your super move. Eats up attacks, 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 | Works as a reversal, but can be grabbed on startup or countered. Best reserved for far 5G hitconfirms or combo damage. | ||
}} | }} | ||
}} | }} |
Revision as of 00:36, 6 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
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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
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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 |
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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!