Among Us Arena/Impostor: Difference between revisions

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


While there is only one playable character, you can select 20 different colors, each with their own dedicated special move and unique taunt, performed using the Sus button and quickly tapping down three times in a row respectively.
While there is only one playable character, you can select 30 different colors, each with their own dedicated Special move and unique Taunt, performed using the Sus button and quickly tapping down three times in a row respectively. Color special attacks have their own page.
[[File:AUA-IMP-COLORS.png|720px|center]]
[[File:AUA-IMP-COLORS.png|720px|center]]


Line 44: Line 44:
|data=
|data=
  {{AttackData-AUA
  {{AttackData-AUA
  |damage=75
  |damage=50
  |startup=3
  |startup=3
  |active=4
  |active=4
  |recovery=13
  |recovery=12
  |onhit=+1
  |onhit=+3
  |onblock=±0
  |onblock=±0
  |guard=Mid
  |guard=Mid
Line 56: Line 56:
  |description=
  |description=
* Cancels into itself.
* Cancels into itself.
Devastating fast poke. Can cancel into anything on hit, locks your opponent in place allowing for mixups, lengthy pressure and tick throws.
Devastating fast poke. Can cancel into anything on hit or block, locks your opponent in place allowing for mixups, lengthy pressure and tick throws.
 
When cancelled into itself, it becomes +2 on hit instead. It also gains more pushback on hit and block.
 


Gatling Options: 5L, 5H, 2H, 5K, 2K, 5G, 2G
<b>Hit Cancel Options:</b> 5L, 5H, 2H, 5K, 2K, 5G, 2G, Sus, EX, Super.
 
<b>Block Cancel Options:</b> 5L, 5H, 2H, 5K, 2K, 5G, 2G, Sus, EX, Super.
  }}
  }}
}}
}}
Line 71: Line 76:
|data=
|data=
  {{AttackData-AUA
  {{AttackData-AUA
  |damage=135
  |damage=115
  |startup=11
  |startup=11
  |active=5
  |active=5
  |recovery=10
  |recovery=9
  |onhit=+5
  |onhit=+7
  |onblock=-3
  |onblock=-4
  |guard=Mid
  |guard=Mid
  |chip=0
  |chip=0
Line 85: Line 90:
Advancing punch, occasionally used to close the gap in extended pressure strings. Spammable, but potentially risky if used too often. Great for cancels into Sus button moves.
Advancing punch, occasionally used to close the gap in extended pressure strings. Spammable, but potentially risky if used too often. Great for cancels into Sus button moves.


Gatling Options: 2H, 5K, 2K, 5G, 2G
 
<b>Hit Cancel Options:</b> 2H, 5K, 2K, 5G, 2G, Sus, EX, Super.
 
<b>Block Cancel Options:</b> 2H, 5K, 2K, 5G, 2G, Sus, EX, Super.
  }}
  }}
}}
}}
Line 99: Line 107:
  {{AttackData-AUA
  {{AttackData-AUA
  |version=5K
  |version=5K
  |damage=200
  |damage=175
  |startup=9~22
  |startup=6~16 + 5 post charge
  |active=2
  |active=2
  |recovery=17
  |recovery=16
  |onhit=Launch
  |onhit=Launch
  |onblock=-6
  |onblock=-7
  |guard=Mid
  |guard=Mid
  |chip=40
  |chip=50
  |property=Launch
  |property=Launch
  |invuln=
  |invuln=6-16 Armor
  }}
  }}
  {{AttackData-AUA
  {{AttackData-AUA
  |header=no
  |header=no
  |version=5{K}
  |version=5{K}
  |damage=200
  |damage=250
  |startup=23~47
  |startup=17~39 + 5 post charge
  |active=2
  |active=2
  |recovery=17
  |recovery=16
  |onhit=Launch
  |onhit=Launch
  |onblock=-6
  |onblock=-7
  |guard=Overhead
  |guard=Overhead
  |chip=50
  |chip=50
  |property=Launch
  |property=Launch
  |invuln=
  |invuln=6-39 Armor
  }}
  }}
  {{AttackData-AUA
  {{AttackData-AUA
  |header=no
  |header=no
  |version=5[K]
  |version=5[K]
  |damage=400
  |damage=500
  |startup=41
  |startup=40
  |active=2
  |active=2
  |recovery=22
  |recovery=23
  |onhit=Launch
  |onhit=Launch
  |onblock=-5
  |onblock=-9
  |guard=Overhead
  |guard=Overhead
  |chip=100
  |chip=200
  |property=Groundbounce
  |property=
  |invuln=
  |invuln=6-42 Armor
  |description=
  |description=


Line 142: Line 150:
* Overhead if partially or fully charged.
* Overhead if partially or fully charged.
* K input in the table above represents uncharged version; {K} input corresponds to partial charge and [K] to full charge
* K input in the table above represents uncharged version; {K} input corresponds to partial charge and [K] to full charge
Super-armored, holdable knife stab that becomes an overhead if you charge it. (It doesn't need to be fully charged to become overhead.) Fully charged, this does hefty damage but causes a groundbounce.
* If any version of the move hits a midair enemy, they will be grounded.
Super-armored, holdable knife stab that becomes an overhead if you charge it. (It doesn't need to be fully charged to become overhead.) Fully charged, this does hefty damage but is slow.


If your armor is hit once, you can cancel the startup of the move by dashing, allowing for the '''[https://www.youtube.com/watch?v=H5hSWst1YL4 KADC technique.]'''
If your armor is hit once, you can cancel the startup of the move by dashing, allowing for the '''[https://www.youtube.com/watch?v=H5hSWst1YL4 KADC technique.]'''
<b>Hit Cancel Options:</b> 2H, 2K, 5G, 2G, Sus, EX, Super.
<b>Block Cancel Options:</b> EX, Super.
  }}
  }}
}}
}}
Line 157: Line 171:
|data=
|data=
  {{AttackData-AUA
  {{AttackData-AUA
  |damage=30, 160 [200]
  |damage=30, 145 [250] {200}
  |startup=28,10
  |startup=29,38~[60]
  |active=2,2
  |active=1,1
  |recovery=20
  |recovery=23 [22]
  |onhit=Launch
  |onhit=Launch
  |onblock=-12 [-16]
  |onblock=-13 [-17]
  |guard=Mid
  |guard=Mid
  |chip=20,40 [20]
  |chip=20,40 {20}
  |property=Launch,Wallbounce
  |property=Launch,Wallbounce, {Launch}
  |invuln=
  |invuln=
  |description=
  |description=
* Full screen projectile.
* 2nd hit is a full screen projectile. 2nd hit can't hit the opponent if they are in the air and not in hitstun.
* Wall bounces up close.
* Wall bounces up close. Knocks down from distance.
* Knocks down from distance. Far damage in [brackets.]
* Can be held to delay the 2nd hit. Delayed shot is in [brackets].
* If only the 2nd hit hits the opponent, the properties {change}.
* If 1st hit is blocked, then delayed 2nd hit will not hit.
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 1.
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 1.
<b>Hit Cancel Options:</b> 2K, 5G, 2G, Dash, Sus, EX, Super.
<b>Block Cancel Options:</b> EX, Super.
  }}
  }}
}}
}}
Line 183: Line 204:
|data=
|data=
  {{AttackData-AUA
  {{AttackData-AUA
  |damage=75
  |damage=50
  |startup=5
  |startup=5
  |active=6
  |active=6
  |recovery=9
  |recovery=8
  |onhit=+3
  |onhit=+4
  |onblock=±0
  |onblock=+1
  |guard=Low
  |guard=Low
  |chip=0
  |chip=0
Line 199: Line 220:
When chaining between 2L and 5L, there is a slight cooldown on 2L.
When chaining between 2L and 5L, there is a slight cooldown on 2L.


Gatling Options: 5L, 5H, 2H, 5K, 2K, 5G, 2G
 
<b>Hit Cancel Options:</b> 5L, 5H, 2H, 5K, 2K, 5G, 2G, Sus, EX, Super.
 
<b>Block Cancel Options:</b> 5L, 5H, 2H, 5K, 2K, 5G, 2G, Sus, EX, Super.
  }}
  }}
}}
}}
Line 212: Line 236:
|data=
|data=
  {{AttackData-AUA
  {{AttackData-AUA
  |damage=125
  |damage=100
  |startup=8
  |startup=7
  |active=4
  |active=5
  |recovery=19
  |recovery=18
  |onhit=Launch
  |onhit=Launch
  |onblock=-13
  |onblock=-13
Line 225: Line 249:
* Wall bounces on hit.
* Wall bounces on hit.
* Pops opponent up if wall bounces have already been used.
* Pops opponent up if wall bounces have already been used.
* Consists of two hitboxes, but only one may hit. The far hitbox is -10 on block.
Long range low. Used to clip an unaware opponent's toes, or force them to sit still through preemptive crouch blocking at mid range. Will be heavily punished by those wary enough to block lows at a distance.
Long range low. Used to clip an unaware opponent's toes, or force them to sit still through preemptive crouch blocking at mid range. Will be heavily punished by those wary enough to block lows at a distance.


<b>Hit Cancel Options:</b> 5K, 2K, 5G, 2G, Dash, Jump, Sus, EX, Super.
<b>Block Cancel Options:</b> EX, Super.
  }}
  }}
}}
}}
Line 239: Line 268:
|data=
|data=
  {{AttackData-AUA
  {{AttackData-AUA
  |damage=135
  |damage=130
  |startup=9
  |startup=11
  |active=5
  |active=3
  |recovery=27
  |recovery=26
  |onhit=Launch
  |onhit=Launch
  |onblock=-20
  |onblock=-9
  |guard=Mid
  |guard=Mid
  |chip=40
  |chip=40
  |property=Launch
  |property=Launch
  |invuln=2-9
  |invuln=1-11 Upper Body
  |description=
  |description=
* Invincible during start-up.
* Upper body invincible during start-up.
* Launches opponent on hit.
* Launches opponent on hit.
* Slides forward.
* 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.
Primary combo tool and excellent Anti-Air.
Slides forward moderately, allowing dangerous range for punishes with dashes or extended combo routes when cancelled in and out of repeatedly.
Slides forward slightly with a massive hitbox, allowing dangerous range for punishes with jumps or extended combo routes when cancelled in and out of repeatedly.
 


The Dash cancel is only available from frame 36 for some reason.
<b>Hit Cancel Options:</b> 5G, 2G, Dash, Jump, Sus, Super.
<b>Block Cancel Options:</b> Dash, EX, Super.
  }}
  }}
}}
}}
Line 268: Line 303:
|data=
|data=
  {{AttackData-AUA
  {{AttackData-AUA
  |damage=30, 160
  |damage=30,145 [200]
  |startup=7,13
  |startup=9,22~[36]
  |active=2,2
  |active=2,1
  |recovery=23
  |recovery=23 [28]
  |onhit=Launch
  |onhit=Launch
  |onblock=-13
  |onblock=-23 [-47]
  |guard=Mid
  |guard=Mid, Mid [Air Unblockable]
  |chip=20,20
  |chip=20
  |property=Launch,Launch
  |property=Launch,Launch
  |invuln=
  |invuln=
Line 281: Line 316:
* 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.
* Can be held to delay the 2nd hit. Delayed shot is in [brackets].
it is not recommended to use this move against a grounded opponent close up, even as part of a pressure/chip string. The 2nd hit whiffs on many occasions and a variety of invincible options blow it up completely.
Your largest anti air, but not as rewarding as other options.
It is not recommended to use this move against a grounded opponent. The 2nd hit cannot hit grounded opponents at all, causing it to have incredible disadvantage on block.
 
 
The Dash cancel is only available from frame 36 for some reason.
 
<b>Hit Cancel Options:</b> 5G, 5K, 2K, Dash, Jump, Sus, Super.
 
<b>Block Cancel Options:</b> Dash, EX, Super.
  }}
  }}
}}
}}
Line 294: Line 337:
|data=
|data=
  {{AttackData-AUA
  {{AttackData-AUA
  |damage=75
  |damage=50
  |startup=7
  |startup=7
  |active=54
  |active=54
Line 308: Line 351:
Key mixup tool and main jump in button. Allows for left/right mixups on okizeme and quick overheads on crouching opponents.
Key mixup tool and main jump in button. Allows for left/right mixups on okizeme and quick overheads on crouching opponents.
Combos incredibly easy, as well.
Combos incredibly easy, as well.
<b>Hit Cancel Options:</b> j.H, j.K, j.G, Sus, EX, Super.
<b>Block Cancel Options:</b> j.H, j.K, j.G, Sus, EX, Super.
  }}
  }}
}}
}}
Line 323: Line 371:
  |startup=9
  |startup=9
  |active=6
  |active=6
  |recovery=Until landing
  |recovery=12
  |onhit=Launch
  |onhit=Launch
  |onblock=
  |onblock=
Line 333: Line 381:
* Ground bounces on hit.
* Ground bounces on hit.
Vital combo tool for easy groundbounces. Can be a very tricky quick overhead with shorthops.
Vital combo tool for easy groundbounces. Can be a very tricky quick overhead with shorthops.
<b>Hit Cancel Options:</b> j.K, j.G, Sus, EX, Super.
<b>Block Cancel Options:</b> Sus, EX, Super.
  }}
  }}
}}
}}
Line 348: Line 401:
  |startup=8
  |startup=8
  |active=4
  |active=4
  |recovery=44
  |recovery=43
  |onhit=Launch
  |onhit=Launch
  |onblock=-38
  |onblock=
  |guard=Mid
  |guard=Mid
  |chip=50
  |chip=50
Line 360: Line 413:
* 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. Can cross up at very precise distances and heights, and also sets up j.L oki/pressure.
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/pressure.
Although unable to gatling, this attack can actually cancel into other attacks (not Sus, EX, or Super) from frame 26 onwards, even on whiff.
<b>Hit Cancel Options:</b> Sus, EX, Super.
<b>Block Cancel Options:</b> none.
  }}
  }}
}}
}}
Line 372: Line 432:
|data=
|data=
  {{AttackData-AUA
  {{AttackData-AUA
  |damage=30, 160
  |damage=30, 175 [200]
  |startup=7,21
  |startup=9,21~[42]
  |active=2,2
  |active=3,2
  |recovery=22
  |recovery=21 [26]
  |onhit=Launch
  |onhit=Launch
  |onblock=-13
  |onblock=
  |guard=Mid,High
  |guard=Mid,High
  |chip=5,40
  |chip=20,40 {40}
  |property=Launch(Groundbounce)
  |property=Launch(Groundbounce)
  |invuln=
  |invuln=
Line 386: Line 446:
* Recoils backward on shot.
* Recoils backward on shot.
* Groundbounces if opponent is airborne
* Groundbounces if opponent is airborne
* Good air to air with gun hitbox.
* Can be held to delay the 2nd hit. Delayed shot is in [brackets].
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. Power falls off drastically at distances, but is the only option at ranges that far.
* If only the 2nd hit hits the opponent, the properties {change}.
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.
 
Power falls off drastically at furthest distance: does not knockdown, unable to cancel, and disadvantaged on hit.
 
 
<b>Hit Cancel Options:</b> j.H, j.K, Sus, EX, Super.
 
<b>Block Cancel Options:</b> Sus, EX, Super.
  }}
  }}
}}
}}
Line 396: Line 464:
|caption=
|caption=
|name= Throw
|name= Throw
|input= 4S
|input= 4S / 6S
|data=
|data=
  {{AttackData-AUA
  {{AttackData-AUA
  |damage= 500~
  |damage= 500
  |startup=8
  |startup=8
  |active=5
  |active=5
  |recovery=15
  |recovery=14
  |onhit=
  |onhit=Knockdown, +21
  |onblock=
  |onblock=
  |guard=
  |guard=Throw
  |chip=
  |chip=
  |property=N/A
  |property=Grab
  |invuln=
  |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.
Chunks a good portion of the health bar, instantly getting opponents antsy and hesitant.
Chunks a good portion of the health bar, instantly getting opponents antsy and hesitant.
Line 426: Line 493:
|data=
|data=
  {{AttackData-AUA
  {{AttackData-AUA
  |damage=600
  |damage=750
  |startup=11
  |startup=4
  |active=2
  |active=8
  |recovery=42
  |recovery=13
  |onhit=
  |onhit=
  |onblock=
  |onblock=
  |guard=
  |guard=
  |chip=
  |chip=
  |property=N/A
  |property=Knockdown
  |invuln=1-11
  |invuln=1-12
  |description=
  |description=
* Instant knockdown
* Values are for a successful counter.
* Frame 1 counter
* Frame 1 counter, lasts until frame 11. 55 frames recovery.
* Counter window lasts 13 frames
* ~25 Meter gain on successful counter
True reversal alongside super. Risky and easy to play around, but destroys meaty setups, lousy crossups, Supers 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, Supers and even works against far 5G/j.G, up to the tip of the muzzle flash.
  }}
  }}
Line 453: Line 518:
|data=
|data=
  {{AttackData-AUA
  {{AttackData-AUA
  |damage= 100
  |damage= 0
  |startup=7
  |startup=7
  |active=5
  |active=5
  |recovery=19
  |recovery=48 + 21 Landing
  |onhit=Launch
  |onhit=Launch
  |onblock=-19
  |onblock=-41 at least
  |guard=Mid
  |guard=Mid
  |chip=0
  |chip=0
  |property=N/A
  |property=N/A
  |invuln=
  |invuln=1-15
  |description=
  |description=
* Requires at least 50 meter
* Requires at least 50 meter
* Consumes all meter on activation
* Consumes up to 75 meter on activation.
* Can be done only while being hit
* Can be done only while being hit
Your get out of combo button. Can be baited out at a distance, or blocked on jump cancellable moves, so be very careful with your timing.
Your get out of combo button. Can be baited out at a distance, or blocked on jump cancellable moves, so be very careful with your timing.
Line 479: Line 544:
|data=
|data=
  {{AttackData-AUA
  {{AttackData-AUA
  |damage= 100x6, 700
  |damage=75x6, 550
  |startup=13
  |startup=1*
  |active=23
  |active=19 (20)
  |recovery=45
  |recovery=48 (47 + 21 landing)
  |onhit=Launch
  |onhit=Launch
  |onblock=-39
  |onblock=-39  
  |guard=Mid
  |guard=Mid
  |chip=25x6,50
  |chip=25x6,150
  |property=N/A
  |property=N/A
  |invuln=
  |invuln=1-14
  |description=
  |description=
* Technically startup is 13 frames, but the opponent is frozen in place from frame 1.
* Air version in (parentheses).
* Requires full meter
* Requires full meter
* Infinite armor on startup (no damage)
* Invuln on startup
The default super move. Eats up attacks, hits full screen and does good damage as a combo ender. Very unsafe if blocked, but not from a distance.
The default super move. Excellent whiff punish, hits full screen and does good damage as a combo ender. Very unsafe if blocked, but not from a distance.
Works as a reversal, but is best reserved for far 5G hitconfirms or combo damage.
Great reversal, but is best reserved for far 5G hitconfirms or combo damage.
Generally not as interesting or as freeform when compared to the other two supers.
Generally not as interesting or as freeform when compared to the other two supers.
  }}
  }}
Line 507: Line 574:
  {{AttackData-AUA
  {{AttackData-AUA
  |damage=
  |damage=
  |startup=32
  |startup=1*
  |active=0
  |active=0
  |recovery=0
  |recovery=16
  |onhit=
  |onhit=
  |onblock=
  |onblock=
Line 515: Line 582:
  |chip=
  |chip=
  |property=N/A
  |property=N/A
  |invuln=
  |invuln=1-20
  |description=
  |description=
* Requires full meter, 6 second duration
* Technically startup is 14 frames, but the opponent is frozen in place from frame 1 until recovery begins.
* Increases Damage by 35%
* Can be cancelled out of from frame 15 onwards.
* Increases Juggle height of all moves
* Requires 50% meter, with more meter spent increasing the duration. (50%, 75%, 100% / 3 sec, 5 sec, 10 sec).
* Increases walk speed
* Increases Damage by various amounts depending on the attack. Lower damage attacks get a bigger increase (5L gets 30% more) while more damaging attacks get less (5K does 12% more).
* Increases Juggle height of all moves.
* Decreases Juggle decay gain.
* Increases walk speed.
* Doubles chip damage.
* Opponent cannot Burst as long as the install is active.
* Opponent cannot Burst as long as the install is active.
* Usable once per round.
* Builds 2.5% meter per second while active.
An Install super, greatly buffing the Impostor's offensive capabilities. Activation can be cancelled into and out of mid combo, creating huge damage opportunities from openings with proper setup.
An Install super, greatly buffing the Impostor's offensive capabilities. Activation can be cancelled into and out of mid combo, creating huge damage opportunities from openings with proper setup.
  }}
  }}
Line 534: Line 607:
|data=
|data=
  {{AttackData-AUA
  {{AttackData-AUA
  |damage=250
  |damage=150
  |startup=6
  |startup=2*
  |active=16
  |active=16
  |recovery=9
  |recovery=8
  |onhit=Launch
  |onhit=Launch
  |onblock=-10
  |onblock=-1
  |guard=Mid
  |guard=Air Unblockable Mid
  |chip=
  |chip=50
  |property=N/A
  |property=N/A
  |invuln=
  |invuln=1-9
  |description=
  |description=
* Technically startup is 6 frames, but the opponent is frozen in place from frame 1. Unlike other supers, there is a 1 frame gap after the freeze and before the active portion.
* Requires 50% Meter.
* Requires 50% Meter.
* Larger hitbox if the opponent is in hitstun or performing a move (dashes are considered moves.)
* Invuln on startup and active.
* Whiffs entirely on blocking opponents. No chip.
A shockwave emanates around the impostor, hitting enemies in a moderate radius. Allows cancels from moves or states that the other supers cannot cancel from. Strong anti air, consistent combo extension tool, especially on several color specific combos. The low price of just 50% meter allows you to retain a burst if desired.
* Air OK
A shockwave emanates around the impostor, hitting enemies in a moderate radius. Strong anti air, consistent combo extension tool, especially on several color specific combos. The low price of just 50% meter allows you to retain a burst if desired. The move will go straight through blocking opponents if used raw, not even doing chip damage, and will have horrible range if the opponent isn't in a vulnerable state.  
  }}
  }}
}}
}}

Latest revision as of 02:46, 15 June 2024

Impostor
Among-Us-Red-Crewmate.png
Health 3000


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

While there is only one playable character, you can select 30 different colors, each with their own dedicated Special move and unique Taunt, performed using the Sus button and quickly tapping down three times in a row respectively. Color special attacks have their own page.

AUA-IMP-COLORS.png

Basics

Strengths Weaknesses
  • Pressure: It's easy for the Impostor to lock down their opponent. Make them block enough jabs, and you're free to force devastating mixups.
  • Versatility: Combined with oppressive close range pressure, Guns and j.5k allow the Impostor to claim dominion over any range with proper spacing and timing.
  • Conversions: Fast moves and a plethora of gatlings create opportunities for 50% damage combos off of most hits.
  • Movement: The impostor has grown quite agile over time, threatening even mid-screen ranges with dash punishes and pokes.
  • 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: Making the most of your hits will require demanding execution and pinpoint reactions, getting exponentially harder as combos get longer.

Move List

Standing Normals

5L
AUA-IMP-5L.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
50 3 4 12 +3 ±0 Mid 0 N/A -
  • Cancels into itself.

Devastating fast poke. Can cancel into anything on hit or block, locks your opponent in place allowing for mixups, lengthy pressure and tick throws.

When cancelled into itself, it becomes +2 on hit instead. It also gains more pushback on hit and block.


Hit Cancel Options: 5L, 5H, 2H, 5K, 2K, 5G, 2G, Sus, EX, Super.

Block Cancel Options: 5L, 5H, 2H, 5K, 2K, 5G, 2G, Sus, EX, Super.


5H
AUA-IMP-5H.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
115 11 5 9 +7 -4 Mid 0 N/A -
  • Slides forward a lot.

Advancing punch, occasionally used to close the gap in extended pressure strings. Spammable, but potentially risky if used too often. Great for cancels into Sus button moves.


Hit Cancel Options: 2H, 5K, 2K, 5G, 2G, Sus, EX, Super.

Block Cancel Options: 2H, 5K, 2K, 5G, 2G, Sus, EX, Super.


5K
AUA-IMP-5K.png
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
5K 175 6~16 + 5 post charge 2 16 Launch -7 Mid 50 Launch 6-16 Armor
5{K} 250 17~39 + 5 post charge 2 16 Launch -7 Overhead 50 Launch 6-39 Armor
5[K] 500 40 2 23 Launch -9 Overhead 200 - 6-42 Armor
  • Has one hit of armor.
  • Overhead if partially or fully charged.
  • K input in the table above represents uncharged version; {K} input corresponds to partial charge and [K] to full charge
  • If any version of the move hits a midair enemy, they will be grounded.

Super-armored, holdable knife stab that becomes an overhead if you charge it. (It doesn't need to be fully charged to become overhead.) Fully charged, this does hefty damage but is slow.

If your armor is hit once, you can cancel the startup of the move by dashing, allowing for the KADC technique.


Hit Cancel Options: 2H, 2K, 5G, 2G, Sus, EX, Super.

Block Cancel Options: EX, Super.


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
30, 145 [250] {200} 29,38~[60] 1,1 23 [22] Launch -13 [-17] Mid 20,40 {20} Launch,Wallbounce, {Launch} -
  • 2nd hit is a full screen projectile. 2nd hit can't hit the opponent if they are in the air and not in hitstun.
  • Wall bounces up close. Knocks down from distance.
  • Can be held to delay the 2nd hit. Delayed shot is in [brackets].
  • If only the 2nd hit hits the opponent, the properties {change}.
  • If 1st hit is blocked, then delayed 2nd hit will not hit.

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 1.


Hit Cancel Options: 2K, 5G, 2G, Dash, Sus, EX, Super.

Block Cancel Options: EX, Super.

Crouching Normals

2L
AUA-IMP-2L.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
50 5 6 8 +4 +1 Low 0 N/A -
  • Standard fast Low.
  • Moves forward.

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.


Hit Cancel Options: 5L, 5H, 2H, 5K, 2K, 5G, 2G, Sus, EX, Super.

Block Cancel Options: 5L, 5H, 2H, 5K, 2K, 5G, 2G, Sus, EX, Super.


2H
AUA-IMP-2H.png
Second scariest move in the entire game
Second scariest move in the entire game
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
100 7 5 18 Launch -13 Low 0 Wallbounce -
  • Wall bounces on hit.
  • Pops opponent up if wall bounces have already been used.
  • Consists of two hitboxes, but only one may hit. The far hitbox is -10 on block.

Long range low. Used to clip an unaware opponent's toes, or force them to sit still through preemptive crouch blocking at mid range. Will be heavily punished by those wary enough to block lows at a distance.


Hit Cancel Options: 5K, 2K, 5G, 2G, Dash, Jump, Sus, EX, Super.

Block Cancel Options: EX, Super.


2K
AUA-IMP-2K.png
Scariest move in the entire game
Scariest move in the entire game
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
130 11 3 26 Launch -9 Mid 40 Launch 1-11 Upper Body
  • Upper body invincible during start-up.
  • Launches opponent on hit.
  • Slides forward.

Primary combo tool and excellent Anti-Air. Slides forward slightly with a massive hitbox, allowing dangerous range for punishes with jumps or extended combo routes when cancelled in and out of repeatedly.


The Dash cancel is only available from frame 36 for some reason.

Hit Cancel Options: 5G, 2G, Dash, Jump, Sus, Super.

Block Cancel Options: Dash, EX, Super.


2G
AUA-IMP-2G.png
Poor Man's DP
Poor Man's DP
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
30,145 [200] 9,22~[36] 2,1 23 [28] Launch -23 [-47] Mid, Mid [Air Unblockable] 20 Launch,Launch -
  • Large, fast anti air.
  • Launcher/combo tool in corner.
  • Can be held to delay the 2nd hit. Delayed shot is in [brackets].

Your largest anti air, but not as rewarding as other options. It is not recommended to use this move against a grounded opponent. The 2nd hit cannot hit grounded opponents at all, causing it to have incredible disadvantage on block.


The Dash cancel is only available from frame 36 for some reason.

Hit Cancel Options: 5G, 5K, 2K, Dash, Jump, Sus, Super.

Block Cancel Options: Dash, EX, Super.

Jumping Normals

j.L
AUA-IMP-JL.png
the dumpy hit you
the dumpy hit you
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
50 7 54 Until landing - - High 0 N/A -
  • Large rear hitbox.

Key mixup tool and main jump in button. Allows for left/right mixups on okizeme and quick overheads on crouching opponents. Combos incredibly easy, as well.


Hit Cancel Options: j.H, j.K, j.G, Sus, EX, Super.

Block Cancel Options: j.H, j.K, j.G, Sus, EX, Super.


j.H
AUA-IMP-JH.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
125 9 6 12 Launch - High 0 Groundbounce -
  • Ground bounces on hit.

Vital combo tool for easy groundbounces. Can be a very tricky quick overhead with shorthops.


Hit Cancel Options: j.K, j.G, Sus, EX, Super.

Block Cancel Options: Sus, EX, Super.


j.K
AUA-IMP-JK.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
150 8 4 43 Launch - Mid 50 Launch -
  • Strong approach 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. Can cross up at very precise distances and heights, and also sets up j.L oki/pressure.


Although unable to gatling, this attack can actually cancel into other attacks (not Sus, EX, or Super) from frame 26 onwards, even on whiff.

Hit Cancel Options: Sus, EX, Super.

Block Cancel Options: none.


j.G
AUA-IMP-JG.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
30, 175 [200] 9,21~[42] 3,2 21 [26] Launch - Mid,High 20,40 {40} Launch(Groundbounce) -
  • Dominant Neutral tool.
  • Recoils backward on shot.
  • Groundbounces if opponent is airborne
  • Can be held to delay the 2nd hit. Delayed shot is in [brackets].
  • If only the 2nd hit hits the opponent, the properties {change}.

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.

Power falls off drastically at furthest distance: does not knockdown, unable to cancel, and disadvantaged on hit.


Hit Cancel Options: j.H, j.K, Sus, EX, Super.

Block Cancel Options: Sus, EX, Super.

Universal Mechanics

Throw
4S / 6S
AUA-IMP-GRAB.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
500 8 5 14 Knockdown, +21 - Throw - Grab -
  • Instant knockdown

Large hitbox allows for tick throw setups from everything except Gun and Knife normals. Chunks a good portion of the health bar, instantly getting opponents antsy and hesitant.


Counter
2S
AUA-IMP-COUNTER.png
Spam 5L tickthrow :)
Spam 5L tickthrow :)
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
750 4 8 13 - - - - Knockdown 1-12
  • Values are for a successful counter.
  • Frame 1 counter, lasts until frame 11. 55 frames recovery.

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


Burst
Any attack + S (While getting hit)
AUA-IMP-BURST.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
0 7 5 48 + 21 Landing Launch -41 at least Mid 0 N/A 1-15
  • Requires at least 50 meter
  • Consumes up to 75 meter on activation.
  • Can be done only while being hit

Your get out of combo button. Can be baited out at a distance, or blocked on jump cancellable moves, so be very careful with your timing.

Supers

Super 1: RHM Laser
Any other attack button + S
AUA-IMP-SUPER.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
75x6, 550 1* 19 (20) 48 (47 + 21 landing) Launch -39 Mid 25x6,150 N/A 1-14
  • Technically startup is 13 frames, but the opponent is frozen in place from frame 1.
  • Air version in (parentheses).
  • Requires full meter
  • Invuln on startup

The default super move. Excellent whiff punish, hits full screen and does good damage as a combo ender. Very unsafe if blocked, but not from a distance. Great reversal, but is best reserved for far 5G hitconfirms or combo damage. Generally not as interesting or as freeform when compared to the other two supers.


Super 2: Sabotage Install
Any other attack button + S
AUA-IMP-SUPER2.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- 1* 0 16 - - - - N/A 1-20
  • Technically startup is 14 frames, but the opponent is frozen in place from frame 1 until recovery begins.
  • Can be cancelled out of from frame 15 onwards.
  • Requires 50% meter, with more meter spent increasing the duration. (50%, 75%, 100% / 3 sec, 5 sec, 10 sec).
  • Increases Damage by various amounts depending on the attack. Lower damage attacks get a bigger increase (5L gets 30% more) while more damaging attacks get less (5K does 12% more).
  • Increases Juggle height of all moves.
  • Decreases Juggle decay gain.
  • Increases walk speed.
  • Doubles chip damage.
  • Opponent cannot Burst as long as the install is active.
  • Usable once per round.
  • Builds 2.5% meter per second while active.

An Install super, greatly buffing the Impostor's offensive capabilities. Activation can be cancelled into and out of mid combo, creating huge damage opportunities from openings with proper setup.


Super 3: Report Cancel (Megaphone)
Any other attack button + S
AUA-IMP-SUPER3.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
150 2* 16 8 Launch -1 Air Unblockable Mid 50 N/A 1-9
  • Technically startup is 6 frames, but the opponent is frozen in place from frame 1. Unlike other supers, there is a 1 frame gap after the freeze and before the active portion.
  • Requires 50% Meter.
  • Invuln on startup and active.

A shockwave emanates around the impostor, hitting enemies in a moderate radius. Allows cancels from moves or states that the other supers cannot cancel from. Strong anti air, consistent combo extension tool, especially on several color specific combos. The low price of just 50% meter allows you to retain a burst if desired.

Gatling Table

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


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Impostor