Among Us Arena/System: Difference between revisions

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==Movement==
==Movement Details==


Movement in AUA is incredibly simple. You only have 2 basic methods of movement: Walking and Jumping.
'''NOTE: Among Us Arena does not have complicated universal movement options.'''


Walking is your main form of movement in AUA. Walking is preformed by pressing 6/4, and there are no dashes. Walkspeed is quite slow, and hitboxes are generally very large and fast, making walking a rather innefective way of getting around.
Hold 6 or 4 to walk forwards or backwards. Walking is slow, and you'll often not use it in favour of...
Of course, walking isn't the only way to get around. You can jump by pressing 7/8/9, which will all yield different directions of jump. Jumps generally don't tend to move you very far horizontally, but they are still a useful tool for neutral.


Since both walking and jumping aren't very effective for horizontal movement in AUA, your primary form of movement is going to be through normals. Normals such as j.K and 5H move you large distances across the screen, making Normals your most import form of movement. Be warned, however, as if you become too predictable with these movement tools, you can leave yourself open to a large punish.
Double-tap 6 or 4 quickly (or press the Dash button) to quickly dash. Forward dashes travel further and faster than backdashes, but you can cancel out of dashes with most attacks and jumps.


==Canceling==
'''NOTE:''' Backdashes have a brief invulnerable period on startup.


Press 7/8/9 to jump. Tapping 7/8/9 briefly will cause a shorthop with decreased height and range. There are no double jumps or air dashes. You cannot be grabbed during jumpsquat.


Hold 1/2/3 to crouch. This is not a movement, but it does shrink your hitbox.
==Attack/Combo Details==
Juggle scaling increases at a rate of 0.03 per hit and only starts when the victim begins being juggled.
Damage scaling starts increasing at a rate of 0.03 per hit, but increases exponentially as the combo continues. It maxes out at a value of 2.00, where moves hit at their minimum damage values.
Grounded infinite prevention launches the opponent at ten hits.
At 99 hits, universal infinite prevention kicks in, ma any further hits impossible until the opponent enters a knocked-down state.
===Bounces===
Doing a wall bounce after all wall bounces have been used up will still pop up the opponent but at a much lower height and distance. In many cases, you can still continue the combo.
Using a ground bounce after all ground bounces have been used up will cause an immediate hard knockdown. You CANNOT combo from it when it occurs.
==Cancelling==
*Among Us Arena uses the Gatling system.
*Many moves can only be Gatling'd on hit creating very fast fluid combos and constant pressure.


{| class="wikitable"  style="text-align: center; margin: 1em auto 1em auto;"
{| class="wikitable"  style="text-align: center; margin: 1em auto 1em auto;"
|+ Ground Gatling Table
|+ Ground Gatling Table
|-
|-
! !! L !! H !! K !! G
! !! L !! H !! K !! G !! Cancel
|-
|-
! 5L
! 5L
| - || 5H, 2H || 5K, 2K || -
| - || <span style="color:red">'''5H<sup>[-]</sup>''', <span style="color:red">'''2H<sup>[-]</sup>''' || <span style="color:red">'''5K<sup>[-]</sup>''', <span style="color:red">'''2K<sup>[-]</sup>''' || -
|-
|-
! 2L
! 2L
| 5L || 5H, 2H || 5K || -
| - || <span style="color:red">'''5H<sup>[-]</sup>''', <span style="color:red">'''2H<sup>[-]</sup>''' || <span style="color:red">'''5K<sup>[-]</sup>''' || -
|-
|-
! 5H  
! 5H  
Line 27: Line 48:
|-
|-
! 2H
! 2H
| - || 5H || 5K, 2K || 5G, 2G
| - || - || 5K, 2K || 5G, 2G || Jump, Dash
|-
|-
! 5K  
! 5K  
| - || - || 2K || 5G
| - || - || 2K || 5G
|-
! 5[K]
| - || 2H || 2K || 5G
|-
! 2K
| - || - || - || <span style="color:red">'''5G<sup>[-]</sup>''', <span style="color:red">'''2G<sup>[-]</sup>''' || Jump, Dash
|-
! 5G
| - || - || <span style="color:brown">'''5K<sup>[1]</sup>''', <span style="color:brown">'''2K<sup>[1~2]</sup>''' || <span style="color:brown">'''2G<sup>[1]</sup>'''
|-
! 2G
| - || - || <span style="color:brown">'''2K<sup>[1]</sup>''' || -
|}
{| class="wikitable"  style="text-align: center; margin: 1em auto 1em auto;"
|+ 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
| - || - || <span style="color:red">'''5K<sup>[-]</sup>''', <span style="color:red">'''2K<sup>[-]</sup>''' || <span style="color:red">'''5G<sup>[-]</sup>''', <span style="color:red">'''2G<sup>[-]</sup>''' || <span style="color:red">'''Jump<sup>[-]</sup>''', <span style="color:red">'''Dash<sup>[-]</sup>''', <span style="color:red">'''Sus<sup>[-]</sup>'''
|-
! 5K
| - || - || <span style="color:red">'''2K<sup>[-]</sup>''' || <span style="color:red">'''5G<sup>[-]</sup>''', <span style="color:red">'''2G<sup>[-]</sup>''' || <span style="color:red">'''Sus<sup>[-]</sup>'''
|-
! 5[K]
| - || <span style="color:red">'''2H<sup>[-]</sup>''' || <span style="color:red">'''2K<sup>[-]</sup>''' || <span style="color:red">'''5G<sup>[-]</sup>''', <span style="color:red">'''2G<sup>[-]</sup>''' || <span style="color:red">'''Sus<sup>[-]</sup>'''
|-
|-
! 2K  
! 2K  
| - || - || - || 5G, 2G
| - || - || - || <span style="color:red">'''5G<sup>[-]</sup>''', <span style="color:red">'''2G<sup>[-]</sup>''' || <span style="color:red">'''Jump<sup>[-]</sup>''', <span style="color:red">'''Dash<sup>[-]</sup>''',<span style="color:red">'''Sus<sup>[-]</sup>'''
|-
|-
! 5G
! 5G
| - || - || - || 2G
| - || - || <span style="color:red">'''5K<sup>[1~2]</sup>''', <span style="color:red">'''2K<sup>[1~2]</sup>''' || <span style="color:red">'''2G<sup>[2]</sup>''' || <span style="color:red">'''Sus<sup>[1~2]</sup>'''
|-
|-
! 2G  
! 2G  
| - || - || - || -
| - || - || <span style="color:red">'''5K<sup>[1~2]</sup>''', <span style="color:red">'''2K<sup>[1~2]</sup>''' || <span style="color:red">'''5G<sup>[2]</sup>''' || <span style="color:red">'''Jump<sup>[2]</sup>''',<span style="color:red">'''Dash<sup>[2]</sup>''',<span style="color:red">'''Sus<sup>[1~2]</sup>'''
|}
|}


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|+ Air Gatling Table
|+ Air Gatling Table
|-
|-
! !! L !! H !! K !! G
! !! L !! H !! K !! G !! Cancel
|-
|-
! j.L
! j.L
| - || j.H || j.K || j.G
| - || <span style="color:red">'''j.H<sup>[-]</sup>''' || <span style="color:red">'''j.K<sup>[-]</sup>''' || <span style="color:red">'''j.G<sup>[-]</sup>''' || Sus
|-
|-
! j.H
! j.H
| - || - || j.K || j.G
| - || - || <span style="color:red">'''j.K<sup>[-]</sup>''' || <span style="color:red">'''j.G<sup>[-]</sup>''' || Sus
|-
|-
! j.K
! j.K
| - || - || - || -
| - || - || - || - || <span style="color:red">'''Sus<sup>[-]</sup>'''
|-
|-
! j.G
! j.G
| - || - || j.K || -
| - || <span style="color:red">'''j.H<sup>[-]</sup>''' || <span style="color:red">'''j.K<sup>[-]</sup>''' || - || Sus
|}
|}


==Throws==
:'''X''' = X is available on hit or block
Throws are LH, you can't change directions and they don't combo, they have enough start up to jump out of if the opponent sees this / your timing is off in oki. Throws can be etched by inputting a throw of your own within X frames of getting thrown.
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span>
:<span style="color:red">'''X<sup>[#~#]</sup>''' = X is available only on hit between # hit and # hit (for multi-hit moves)
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>
:<span style="color:brown">'''X<sup>[#~#]</sup>''' = X is available between # hit and # hit (for multi-hit moves)</span>
2K must be inputted AFTER 5G has landed(hit or block) in order to cancel into it!


==Knockdowns==


==Throws==
*Throws can't change directions, and they can't be combo'd into or out of.
*Throws can be teched by inputting a throw of your own before the active frames of the opponent's throw. (~8 frames after opponent input)




==Super Meter==
The following actions cause meter gain:
* Attacking (dependent on move)
* Being attacked (dependent on move)
** Hitting someone will yield much more meter than getting hit.
* Throws (25 meter)
* Counters (25 meter + Move countered)
During combos, meter gain on both the person comboing and the person getting combo'd scale as the combo goes on.


==Damage Scaling==
Uses for meter as are follows:
The more hits you do in a combo, the lower the damage of each hit is. The formula for this is (INSERT FORMULA.) Gun moves are not effected by damage scaling, but do still add to it.
* '''RHM Laser''' - 100 meter
* '''Sabotage Install''' - 100 meter
* '''Report Cancel''' - 50 meter
* '''EX Specials''' - Varies between 25/50/75 meter
* '''Emergency Burst''' - 75 meter


==Miscellaneous Info==
{{Navbox-AUA}}

Latest revision as of 07:57, 13 April 2023

Movement Details

NOTE: Among Us Arena does not have complicated universal movement options.

Hold 6 or 4 to walk forwards or backwards. Walking is slow, and you'll often not use it in favour of...

Double-tap 6 or 4 quickly (or press the Dash button) to quickly dash. Forward dashes travel further and faster than backdashes, but you can cancel out of dashes with most attacks and jumps.

NOTE: Backdashes have a brief invulnerable period on startup.

Press 7/8/9 to jump. Tapping 7/8/9 briefly will cause a shorthop with decreased height and range. There are no double jumps or air dashes. You cannot be grabbed during jumpsquat.

Hold 1/2/3 to crouch. This is not a movement, but it does shrink your hitbox.

Attack/Combo Details

Juggle scaling increases at a rate of 0.03 per hit and only starts when the victim begins being juggled.

Damage scaling starts increasing at a rate of 0.03 per hit, but increases exponentially as the combo continues. It maxes out at a value of 2.00, where moves hit at their minimum damage values.

Grounded infinite prevention launches the opponent at ten hits.

At 99 hits, universal infinite prevention kicks in, ma any further hits impossible until the opponent enters a knocked-down state.

Bounces

Doing a wall bounce after all wall bounces have been used up will still pop up the opponent but at a much lower height and distance. In many cases, you can still continue the combo.

Using a ground bounce after all ground bounces have been used up will cause an immediate hard knockdown. You CANNOT combo from it when it occurs.

Cancelling

  • Among Us Arena uses the Gatling system.
  • Many moves can only be Gatling'd on hit creating very fast fluid combos and constant pressure.
Ground Gatling Table
L H K G Cancel
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] -
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)
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!


Throws

  • Throws can't change directions, and they can't be combo'd into or out of.
  • Throws can be teched by inputting a throw of your own before the active frames of the opponent's throw. (~8 frames after opponent input)


Super Meter

The following actions cause meter gain:

  • Attacking (dependent on move)
  • Being attacked (dependent on move)
    • Hitting someone will yield much more meter than getting hit.
  • Throws (25 meter)
  • Counters (25 meter + Move countered)

During combos, meter gain on both the person comboing and the person getting combo'd scale as the combo goes on.

Uses for meter as are follows:

  • RHM Laser - 100 meter
  • Sabotage Install - 100 meter
  • Report Cancel - 50 meter
  • EX Specials - Varies between 25/50/75 meter
  • Emergency Burst - 75 meter


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