Among Us Arena/Impostor/Colors: Difference between revisions
(Added frame data for Taunts. Also added more info as I continued labbing them further (I also added a pro to Olive to reflect the labbing)) |
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==Overview== | ==Overview== | ||
Each one of the | Each one of the 30 different colored Impostors have their own unique Signature Color Attacks, accessed by pressing the Sus button. These can range from combo tools to options that could fundamentally change how one would want to approach playing, both to the player and their opponent. In addition, all of them have EX variants accessed by pressing Light or Heavy Attack and the Sus button simultaneously. Learn what each one does, the playstyles that they bolster and learn/prepare against any potential strategies that may arise from them. | ||
Taunts will also be documented here. Each color have their own taunt, and they all do something for the most part. Although they are way more niche than Sus, they are still usable. | Taunts will also be documented here. Each color have their own taunt, and they all do something for the most part. Although they are way more niche than Sus, they are still usable. | ||
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}} | }} | ||
<big>'''RECOMMENDED SUPER:'''</big> RHM Laser (Super 1) | |||
|- | |- | ||
|} | |} | ||
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====Taunt==== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-RED-TAUNT.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
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{{MoveData | {{MoveData | ||
|image=AUA-IMP-S-BLUE.png | |image=AUA-IMP-S-BLUE.png | ||
|image2=AUA-IMP-EX-BLUE.png | |||
|caption= | |caption= | ||
|name= Spin Slash | |name= Spin Slash | ||
Line 146: | Line 150: | ||
|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |version=S/j.S | ||
|startup= | |damage=125, 200 | ||
|active= | |startup=13 | ||
|recovery= | |active=3(?)6 | ||
|recovery=22 | |||
|onhit=Launch | |onhit=Launch | ||
|onblock=- | |onblock=-10 | ||
|guard=Mid | |guard=Mid, High | ||
|chip=20,20 | |chip=20,20 | ||
|property=Launch | |property=Launch | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
A | A two-hit spinning overhead slash with the knife. Can be cancelled into from any normal on hit, most notably j.K and j.G, but falls down quickly if done in the air. You can link after this move by dashing forwards after the 2nd hit, enabling consistent, high damage loops. | ||
* | * Can be dash-cancelled after the second hit. | ||
}} | }} | ||
{{AttackData-AUA | |||
|version=EX/Air EX | |||
|damage=150,140x2,250 | |||
|startup=9+1 | |||
|active=28 | |||
|recovery=18 | |||
|onhit=Launch | |||
|onblock=-7 | |||
|guard=Mid | |||
|chip= | |||
|property=Launch | |||
|description= | |||
A quick, four-hit barrage of knife slashes. Can be cancelled into from any normal or Sus on hit. | |||
* Costs 50% meter. | |||
* Can be jump- or dash-cancelled on the last hit | |||
<big>'''RECOMMENDED SUPER:'''</big> Sabotage Install (Super 2) | |||
|- | |- | ||
|} | |} | ||
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====Taunt==== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-BLUE-TAUNT.png | ||
|caption=I'm going to gut you like a Cornish game hen | |caption=I'm going to gut you like a Cornish game hen | ||
|name= | |name= | ||
Line 212: | Line 219: | ||
Easy sample combo that shows off the combo potential of this move. Since this combo doesn't use any bounces, it is quite easy to extend this however you want by sneaking in a 2H/j.H after 3 or 4 reps. | Easy sample combo that shows off the combo potential of this move. Since this combo doesn't use any bounces, it is quite easy to extend this however you want by sneaking in a 2H/j.H after 3 or 4 reps. | ||
|- | |- | ||
| | 5L > 5H > 5K > 2K > [j.G > 5S(2) > jc > j.G(1) > j.S]*2 > Dash 5L > 2K > 2G > 5G > jc > j.L > j.G(1) > j.S || Midscreen || 1976 || {{clr|3|Medium}} || - || | |||
Corner-to-corner combo that can be some from most position at midscreen. Delay the first j.S a little bit, otherwith both hits will connect and the combo won't work. Can be optimized further to include a last wallbounce, but it isn't really necessary, as it already does almost 2000 damage | |||
|} | |} | ||
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}} | }} | ||
<big>'''RECOMMENDED SUPER:'''</big> Sabotage Install (Super 2) | |||
|- | |- | ||
|} | |} | ||
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====Taunt==== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-Green-TAUNT.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 295: | Line 306: | ||
Green literally just sits there and does nothing | Green literally just sits there and does nothing | ||
* Can be cancelled into other normals starting frame 30 | * Can be cancelled into other normals starting frame 30 | ||
* There is a random chance that a | * There is a random chance that a reverb fart sound effect to come out when performing the taunt | ||
* Yes. | * Yes. | ||
}} | }} | ||
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}} | }} | ||
<big>'''RECOMMENDED SUPER:'''</big> Sabotage Install (Super 2) | |||
|- | |- | ||
|} | |} | ||
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====Taunt==== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-PINK-TAUNT.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 442: | Line 456: | ||
Orange does two kicks while advancing forward. Travels great distances, cancels from just about anything on hit and allows for new conversions from incredible distances while also opening up new branches in existing combo routes. | Orange does two kicks while advancing forward. Travels great distances, cancels from just about anything on hit and allows for new conversions from incredible distances while also opening up new branches in existing combo routes. | ||
*Projectile Invincible. | *Projectile Invincible. | ||
{{ProConTable | {{ProConTable | ||
Line 447: | Line 462: | ||
*'''Anti Zoning King''': A good advancing move with projectile invulnerable properties allows you the single best approach option against zoning, beating out Coral S and j.S, Mint 5S, and Guns. | *'''Anti Zoning King''': A good advancing move with projectile invulnerable properties allows you the single best approach option against zoning, beating out Coral S and j.S, Mint 5S, and Guns. | ||
*'''Conversions''': You can convert off of more things, and do longer combos. | *'''Conversions''': You can convert off of more things, and do longer combos. | ||
*'''High Meterless Damage''' Orange gets access to crazy loops in the air, allowing him to do more than 2k damage in a single combo. | |||
*'''Corner Carry''': Due to how far forwards it goes and how easy it is to use in your combos, you can get large corner carry fairly easily. | *'''Corner Carry''': Due to how far forwards it goes and how easy it is to use in your combos, you can get large corner carry fairly easily. | ||
|cons= | |cons= | ||
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}} | }} | ||
<big>'''RECOMMENDED SUPER:'''</big> Report Cancel (Super 3) | |||
|- | |- | ||
|} | |} | ||
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====Taunt==== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-ORANGE-TAUNT.png | ||
|caption=AUA editors coming up with these captions | |caption=AUA editors coming up with these captions | ||
|name= | |name= | ||
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!! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | !! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | ||
|- | |- | ||
| | | | | 5L > 5H > 5K > 2K > 2G > jc, [j.K > j.S]*4 > [j.G(1) > j.S]*5 || Midscreen || ~2000 || {{clr|2|Easy}} || [https://youtu.be/_____ Link] || | ||
The first j.K must be delayed. The second j.S might have to be slightly delayed, depending on the opponent's height. Switch to j.G(1) loops as soon as you come dangerously close to the ground | |||
|- | |- | ||
Line 531: | Line 550: | ||
|description= | |description= | ||
Yellow hops a short distance butt-first, causing an explosion that flings the opponent away on hit. | Yellow hops a short distance butt-first, causing an explosion that flings the opponent away on hit. | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*''' | *'''Airborne''': Yellow beats any grab attempts. | ||
*'''Cannon Ball''': Interrupting certain aerial moves by cancelling into S may catch opponents off guard on timing and trajectory. | *'''Cannon Ball''': Interrupting certain aerial moves by cancelling into S may catch opponents off guard on timing and trajectory. | ||
*'''Corner Carry''':Yellow has an easy time getting the enemy into the corner with 5L > 5S loops. | |||
|cons= | |cons= | ||
*'''Abysmal Range''': Yellow's S hops such a short distance that most hits have to be assisted by the corner or the pull of gravity. | *'''Abysmal Range''': Yellow's S hops such a short distance that most hits have to be assisted by the corner or the pull of gravity. | ||
*'''Rare opportunities''': The best situations to use this move are uncommon, and may not come at all during rounds. | *'''Rare opportunities''': The best situations to use this move are uncommon, and may not come at all during rounds. | ||
*'''Weak to Armor''' | |||
}} | }} | ||
<big>'''RECOMMENDED SUPER:'''</big> RHM Laser (Super 1) | |||
|- | |- | ||
|} | |} | ||
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====Taunt==== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-YELLOW-TAUNT.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 594: | Line 617: | ||
|image2=AUA-IMP-JS-BLACK.png | |image2=AUA-IMP-JS-BLACK.png | ||
|caption= <small>Ground version</small><br>Dorya! | |caption= <small>Ground version</small><br>Dorya! | ||
|caption2= <small>Air version</small><br> | |caption2= <small>Air version</small><br>Death from above...! | ||
|name= | |name=Wiring Grip Fist | ||
|name2=Hyakki Gosus (Divekick) | |name2=Hyakki Gosus (Divekick) | ||
|input= | |input= | ||
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{{AttackData-AUA | {{AttackData-AUA | ||
|version=S | |version=S | ||
|subtitle= | |subtitle=Wiring Grip Fist | ||
|damage= | |damage=130 | ||
|startup=17 | |startup=17 | ||
|active=1 | |active=1 | ||
Line 630: | Line 653: | ||
|description= | |description= | ||
Divekick. Exactly what it says on the tin. Decently fast startup and descends at a 45-degree angle towards the opponent. | Divekick. Exactly what it says on the tin. Decently fast startup and descends at a 45-degree angle towards the opponent. | ||
}} | |||
{{AttackData-AUA | |||
|version=EX | |||
|subtitle=Wiring Grip Fist | |||
|damage=350 | |||
|startup=4+11 | |||
|active=1 | |||
|recovery=20 | |||
|onhit=Launch | |||
|onblock=-17 | |||
|guard=Mid | |||
|chip=60 | |||
|property=Launch | |||
|invuln= | |||
|description= | |||
Black performs an electrical uppercut with a notoriously low hitbox, launching opponents on hit and sending them flying away if blocked in air. Amazing combo tool, has devastating pushback on air block, but deceptively risky on the ground despite how easy it feels to throw out | |||
* Costs 50% meter | |||
}} | |||
{{AttackData-AUA | |||
|version = Air EX | |||
|subtitle = Divekick | |||
|damage=200 | |||
|startup=2+9 | |||
|active= Until landing | |||
|recovery= 3 | |||
|onhit= | |||
|onblock= | |||
|guard= Mid | |||
|chip= 0 | |||
|property= | |||
|invuln= | |||
|description= | |||
EX Divekick. Exactly what it says on the tin. Decently fast startup and descends at a 45-degree angle towards the opponent. | |||
* Costs 50% meter. | |||
{{ProConTable | {{ProConTable | ||
Line 644: | Line 700: | ||
}} | }} | ||
<big>'''RECOMMENDED SUPER:'''</big> Sabotage Install (Super 2) | |||
|- | |- | ||
|} | |} | ||
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}} | }} | ||
==== | ====Specials==== | ||
{{MoveData | {{MoveData | ||
|image=AUA-IMP- | |image=AUA-IMP-S-BLACK.png | ||
|caption=Tundra Storm | |caption=I'm not gonna sugarcoat it! | ||
|name=Electric Wiring Grip Fist | |||
|input=623+S | |||
|data= | |||
{{AttackData-AUA | |||
|damage=150 | |||
|startup=14 | |||
|active=1 | |||
|recovery=21 | |||
|onhit=Launch | |||
|onblock=0 | |||
|guard=Mid | |||
|chip=60 | |||
|property=Launch | |||
|invuln= | |||
|description= | |||
A stronger version of Wiring Grip Fist with faster stertup, unscaled damage, and more safety on block. | |||
* Does not add Juggle Decay on hit | |||
}} | |||
}} | |||
====Taunt==== | |||
{{MoveData | |||
|image=AUA-BLACK-TAUNT.png | |||
|caption=Tundra Storm | |||
|name= | |name= | ||
|input= | |input= | ||
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*Invincible on startup | *Invincible on startup | ||
*Air OK | *Air OK | ||
*Grounded version is dash-cancellable on hit (but not on block) for | *Grounded version is dash-cancellable on hit (but not on block) for 23 meter | ||
White rises into the air with a powerful punch. The grounded version of this move can be cancelled into dash | White rises into the air with a powerful punch. The grounded version of this move can be cancelled into dash once per combo for a short time after hitting, making for easy combo extensions. | ||
Line 738: | Line 821: | ||
*'''One Hit''': 250 damage in one hit makes this move work quite well in combos, where it will add significant chunks of damage while adding very little scaling. | *'''One Hit''': 250 damage in one hit makes this move work quite well in combos, where it will add significant chunks of damage while adding very little scaling. | ||
*'''Dp Conversions''': Dash cancelling this move on hit makes it consistently the most damaging true reversal in the game | *'''Dp Conversions''': Dash cancelling this move on hit makes it consistently the most damaging true reversal in the game. | ||
|cons= | |cons= | ||
*'''Extremely Punishable''': This move has the longest recovery in the game, meaning if you whiff or your opponent blocks this while you don't have meter, you can kiss your ass goodbye. | *'''Extremely Punishable''': This move has the longest recovery in the game, meaning if you whiff or your opponent blocks this while you don't have meter, you can kiss your ass goodbye. | ||
}} | |||
<big>'''RECOMMENDED SUPER:'''</big> Report Cancel (Super 3) | |||
|- | |- | ||
|} | |} | ||
}} | }} | ||
}} | |||
====Super==== | |||
{{MoveData | |||
|image=AUA-IMP-S-WHITE.png | |||
|caption= | |||
|name=Shin Susryuken | |||
|input= 23623S | |||
|data={{AttackData-AUA | |||
|damage=300,600,700 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit=Launch | |||
|onblock=-40 | |||
|guard=Mid | |||
|invuln=Invincible | |||
|description= | |||
* Air OK | |||
* Costs 100% Meter | |||
}} | |||
}} | }} | ||
====Taunt==== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-WHITE-TAUNT.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 771: | Line 876: | ||
|description= | |description= | ||
White performs the Distraction Dance from the Henry Stickmin series. When they clap their hands, they produce a fullscreen unblockable that can start combos. This could ''almost'' make it useful, at least to counter zoning, but the painfully slow startup prevents it from being of any use | White performs the Distraction Dance from the Henry Stickmin series. When they clap their hands, they produce a fullscreen unblockable that can start combos. This could ''almost'' make it useful, at least to counter zoning, but the painfully slow startup prevents it from being of any use | ||
It is possible for White to set up a taunt by ending a combo with 5G, which only nets them an additional 50 damage at the end of their combos. However, this can easily be beaten by the use of RHM Laser (Super 1), or simply just KADC. | |||
* Cancels into any other normal on hit | * Cancels into any other normal on hit | ||
}} | }} | ||
}} | }} | ||
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*Stays out if Purple is hit. | *Stays out if Purple is hit. | ||
*Can act before the attack ends. | *Can act before the attack ends. | ||
Purple summons a Ghost | Purple summons a Ghost that moves forward while performing a series of punches, used in combos or to clash with other attacks. | ||
Line 826: | Line 932: | ||
}} | }} | ||
<big>'''RECOMMENDED SUPER:'''</big> Sabotage Install (Super 2) | |||
|- | |- | ||
|} | |} | ||
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====Taunt==== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-PURPLE-TAUNT.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 917: | Line 1,026: | ||
|cons= | |cons= | ||
*'''Slow''': Lasso has one of the longest start-ups in the game, being active on frame 28 and having 51 total frames, making it easily punishable when used incorrectly. | *'''Slow''': Lasso has one of the longest start-ups in the game, being active on frame 28 and having 51 total frames, making it easily punishable when used incorrectly. | ||
}} | }} | ||
<big>'''RECOMMENDED SUPER:'''</big> All of them | |||
|- | |- | ||
|} | |} | ||
Line 930: | Line 1,040: | ||
====Taunt==== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-BROWN-TAUNT.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 963: | Line 1,073: | ||
|} | |} | ||
===Cyan | ===Cyan=== | ||
===Sus=== | ====Sus==== | ||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S- | |image=AUA-IMP-S-CYAN.png | ||
|caption=flurry | |caption=flurry | ||
|name=Spin to Wind | |name=Spin to Wind | ||
Line 1,000: | Line 1,110: | ||
}} | }} | ||
<big>'''RECOMMENDED SUPER:'''</big> All of them | |||
|- | |- | ||
|} | |} | ||
Line 1,007: | Line 1,120: | ||
====Taunt==== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-CYAN-TAUNT.png | ||
|caption= | |caption= Even the taunt has top tier privilege | ||
|name= | |name= | ||
|input= | |input= | ||
Line 1,024: | Line 1,137: | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
Cyan pets a mini crewmate in front of them 5 times. Each petting has a hitbox. Actually safe on block by itself, it is also cancellable on block, making it an excellent meaty | Cyan pets a mini crewmate in front of them 5 times. Each petting has a hitbox. Actually safe on block by itself, it is also cancellable on block, making it an excellent meaty. It is also the only move in the game to be able to break through Coral taunt's guard points. | ||
* Can be cancelled into other normals on hit, block and whiff | * Can be cancelled into other normals on hit, block and whiff | ||
* Damage is unscaled | * Damage is unscaled | ||
Line 1,031: | Line 1,144: | ||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | {| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | ||
|+Cyan | |+Cyan Sequences/Combos | ||
|- | |- | ||
!! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | !! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | ||
Line 1,046: | Line 1,159: | ||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S-LIME.png | |image=AUA-IMP-S-LIME.png | ||
|caption= | |image2=AUA-IMP-EX-LIME.png | ||
|name=Sprout | |caption=<small>Normal version</small> | ||
|caption2=<small>EX version</small> | |||
|name=Sprout Rocket | |||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|version=S | |||
|damage=160 | |damage=160 | ||
|startup= | |startup=14 | ||
|active=6 | |active=6 | ||
|recovery=13 | |recovery=13 | ||
|onhit=Launch | |onhit=Launch | ||
|onblock=- | |onblock=-8 | ||
|guard=Mid | |guard=Mid | ||
|chip=35 | |chip=35 | ||
|property= | |property=Launch | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
Lime lunges forwards as a sprout emerges from their head. | |||
* Small amount of projectile invincibility during startup. | |||
* Can be cancelled into any aerial except itself. | |||
{{ | }} | ||
| | {{AttackData-AUA | ||
|version=EX | |||
|damage=325 | |||
|startup=4 (?) | |||
| | |active=4 | ||
|recovery=10 | |||
|onhit=Ground Bounce | |||
|onblock=-8 | |||
|guard=High | |||
|chip= | |||
|property=Ground Bounce | |||
|invuln= | |||
|description= | |||
Lime swings the sprout on its head downwards as it lunges. | |||
* Costs 50% meter | |||
* Does not use up a Ground Bounce on hit. | |||
<big>'''RECOMMENDED SUPER:'''</big> Report Cancel (Super 3) | |||
|- | |- | ||
|} | |} | ||
}} | |||
}} | }} | ||
====Taunt==== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-LIME-TAUNT.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 1,110: | Line 1,236: | ||
!! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | !! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | ||
|- | |- | ||
| | | || 5L > 5H > 5K > 2K > 2G > dl.j.K > j.S, Walk 5H > 2K > 2G > j.K > j.S, (Dash) [5L > 2K > 2G > 5S > Dash]*2 > 5L*N || Midscreen || ~1664 || {{clr|2|Easy}} || [https://youtu.be/_____ Link] || | ||
Corner-to-corner combo that does decent damage. The dash on the second 5L depends on whather or not you're reached the corner. Damage will be fully scaled after the grounded loop, so mashing 5L is optimal in this scenario (all hits will be doing 10 damage). | |||
|- | |- | ||
Line 1,157: | Line 1,283: | ||
* Slows down opponents on hit | * Slows down opponents on hit | ||
* Can be dash cancelled on the ground | * Can be dash cancelled on the ground | ||
* Stuns enemies if this move hits 3 times, doesn't have to be in a row | |||
Line 1,171: | Line 1,298: | ||
}} | }} | ||
<big>'''RECOMMENDED SUPER:'''</big> Report Cancel (Super 3) | |||
|- | |- | ||
|} | |} | ||
Line 1,178: | Line 1,308: | ||
====Taunt==== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-TAN-TAUNT.png | ||
|caption= | |caption=Blacker than a moonless night, hotter and more bitter than Hell itself... That is coffee. | ||
|name= | |name= | ||
|input= | |input= | ||
Line 1,195: | Line 1,325: | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
Tan sips a cup of coffee. One of the worst healing moves in fighting | Tan sips a cup of coffee. One of the worst healing moves in fighting game history, since it only gives back 50HP on use (which is less than a 5L's worth of damage), while having an extremely long animation | ||
}} | }} | ||
}} | }} | ||
Line 1,216: | Line 1,346: | ||
===Rose=== | ===Rose=== | ||
====Sus==== | |||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S-ROSE.png | |image=AUA-IMP-S-ROSE.png | ||
Line 1,281: | Line 1,411: | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
Rose hops a medium distance butt-first, causing a heart explosion that keeps Rose airborne and can distance Rose and the opponent up to fullscreen. | Rose hops a medium distance butt-first, causing a heart explosion that keeps Rose airborne and can distance Rose and the opponent up to fullscreen. | ||
*Rose Bomber behaves differently depending on whether the moves whiffs or not | *Rose Bomber behaves differently depending on whether the moves whiffs or not | ||
Line 1,292: | Line 1,421: | ||
*'''Great Neutral''': Due to the constant threat of this move, the opponent has to be wary of you at a much larger range than other characters. This is supplemented with the move's pushback, allowing you to threaten at ranges far greater than usual with relative ease. | *'''Great Neutral''': Due to the constant threat of this move, the opponent has to be wary of you at a much larger range than other characters. This is supplemented with the move's pushback, allowing you to threaten at ranges far greater than usual with relative ease. | ||
|cons= | |cons= | ||
*'''No Comboing''': | *'''No Comboing''': Unless you spend meter on EX or Report Cancel, the most you can do is end off your combo with a single rose bomber, leaving you full screen. You can't even get any sort of okizeme unless you're in the corner. | ||
*'''Prone to KADC''': Rose's normally safe pushback is made irrelevant if the opponent can react fast enough to Knife Armor Dash Cancel the move, turning a safe move into a launch punishable one. | *'''Prone to KADC''': Rose's normally safe pushback is made irrelevant if the opponent can react fast enough to Knife Armor Dash Cancel the move, turning a safe move into a launch punishable one. | ||
}} | }} | ||
<big>'''RECOMMENDED SUPER:'''</big> Report Cancel (Super 3) | |||
|- | |- | ||
|} | |} | ||
Line 1,304: | Line 1,436: | ||
====Taunt==== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-ROSE-TAUNT.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 1,343: | Line 1,475: | ||
|image=AUA-IMP-S-BANANA.png | |image=AUA-IMP-S-BANANA.png | ||
|image2=AUA-IMP-JS-BANANA.png | |image2=AUA-IMP-JS-BANANA.png | ||
|image3=AUA-IMP-EX-BANANA.png | |||
|caption= | |caption= | ||
|caption2= | |caption2= | ||
|caption3= | |||
|name=Zweites Kaltes Hinterhalt | |name=Zweites Kaltes Hinterhalt | ||
|name2= | |||
|name3=Dritter Kaltschlag | |||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|version=5S | |version=5S | ||
|subtitle=Zweites Kaltes Hinterhalt | |||
|damage=90 | |damage=90 | ||
|startup=19 | |startup=19 | ||
Line 1,376: | Line 1,513: | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
Banana slides forward. Another press of the button makes him punch backwards. In the air, this move turns into a fast airdash, allowing for fast movements | |||
* Ground dash is cancellable into any button | |||
Banana slides forward | }} | ||
{{AttackData-AUA | |||
|version=EX | |||
{{ProConTable | |subtitle=Dritter Kaltschlag | ||
|damage=500 | |||
|startup=6 | |||
|active=6 | |||
|recovery=14 | |||
|onhit=Launch | |||
|onblock=0 | |||
|guard=Mid | |||
|chip=10 | |||
|property= | |||
|invuln= | |||
|description= | |||
Banana does a strong punch while moving forwards at a very fast speed. | |||
* Can be used in the air. | |||
* Costs 50% meter. | |||
* Fully invincible. | |||
{{ProConTable | |||
|pros= | |pros= | ||
*''' | *'''Mobility''': Banana's airdash allows him to quickly move around the screen and confuse opponents | ||
*''' | *'''Mix Machine''': In the air, Banana gains access to a very powerful 4-way mixup on block. In the ground, they still get good left/right mixups | ||
|cons= | |cons= | ||
*'''Meh Combos''': This move doesn't really add much to your characters combo game, other than the fact you can start a combo with it and may have some extra hits you get sneak in with the air sus | *'''Meh Combos''': This move doesn't really add much to your characters combo game, other than the fact you can start a combo with it and may have some extra hits you get sneak in with the air sus | ||
*''' | *'''Prone to Getting Anti-Aired''': Banana can't block during airdashes, meaning that telegraphed (or poorly placed) airdashes will let the opponent get a free 2K combo on Banana | ||
}} | }} | ||
<big>'''RECOMMENDED SUPER:'''</big> Report Cancel (Super 3) | |||
|- | |- | ||
|} | |} | ||
Line 1,399: | Line 1,557: | ||
====Taunt==== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-BANANA-TAUNT.png | ||
|caption=Don't. | |caption=Don't. | ||
|name= | |name= | ||
Line 1,440: | Line 1,598: | ||
|image2=AUA-IMP-JS-MAROON.png | |image2=AUA-IMP-JS-MAROON.png | ||
|caption=<small>Ground version</small><br>Prohibido jugar con Maroon | |caption=<small>Ground version</small><br>Prohibido jugar con Maroon | ||
|caption2=<small> | |caption2=<small>Air version</small><br>Combo de rebote cero en el suelo ender of Maroon | ||
|name=Genocide Susser | |name=Genocide Susser | ||
|name2=Axe Kick | |name2=Axe Kick | ||
Line 1,460: | Line 1,618: | ||
|description= | |description= | ||
*Invincible on Startup. | *Invincible on Startup. | ||
*Can only be comboed out of with meter. | *Can only be comboed out of with meter via EX j.S, which you can cancel into through this move, or by using either Super 1 or Super 3. | ||
Maroon kicks upwards in a circular crescent motion, accompanied with a curved outline following it. Kicks again if the move hits. | Maroon kicks upwards in a circular crescent motion, accompanied with a curved outline following it. Kicks again if the move hits. | ||
}} | }} | ||
Line 1,483: | Line 1,641: | ||
*'''Omega Chunk''': 500 Damage is among the highest single moves in the game on top of being a comboable move, vastly increasing Maroon's damage potential, and providing a reversal on par with Counter's damage. | *'''Omega Chunk''': 500 Damage is among the highest single moves in the game on top of being a comboable move, vastly increasing Maroon's damage potential, and providing a reversal on par with Counter's damage. | ||
*'''Privilege''': Maroon posesses monstrous priority with 5S, combining a large vertical hitbox with startup invincibility to allow for some [https://www.youtube.com/watch?v=93SntLaEkpY&feature=youtu.be truly heinous occurences] on anti airs. | *'''Privilege''': Maroon posesses monstrous priority with 5S, combining a large vertical hitbox with startup invincibility to allow for some [https://www.youtube.com/watch?v=93SntLaEkpY&feature=youtu.be truly heinous occurences] on anti airs. | ||
*'''Simply Disregards Armor | *'''Simply Disregards Armor''': YOU CANNOT COUNTER THIS MOVE. The single best high risk wakeup option in the game, it also blasts out supers and KADC attempts. | ||
|cons= | |cons= | ||
Line 1,492: | Line 1,650: | ||
}} | }} | ||
<big>'''RECOMMENDED SUPER:'''</big> Report Cancel (Super 3) | |||
|- | |- | ||
|} | |} | ||
Line 1,499: | Line 1,660: | ||
====Taunt==== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-MAROON-TAUNT.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 1,556: | Line 1,717: | ||
*Jump Cancellable | *Jump Cancellable | ||
*Invincible on frame 1 | *Invincible on frame 1 | ||
*Reflects gun normals | *Reflects gun normals, Rose taunt and Mint Sus | ||
*Air Sus | *Air Sus spikes the opponent onto the ground. | ||
Line 1,571: | Line 1,732: | ||
}} | }} | ||
<big>'''RECOMMENDED SUPER:'''</big> RHM Laser (Super 1) | |||
|- | |- | ||
|} | |} | ||
Line 1,578: | Line 1,742: | ||
====Taunt==== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-GRAY-TAUNT.png | ||
|caption=COME ON! | |caption=COME ON! | ||
|name= | |name= | ||
Line 1,669: | Line 1,833: | ||
}} | }} | ||
<big>'''RECOMMENDED SUPER:'''</big> RHM Laser (super 1) | |||
|- | |- | ||
|} | |} | ||
Line 1,676: | Line 1,843: | ||
====Taunt==== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-CORAL-TAUNT.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 1,694: | Line 1,861: | ||
|description= | |description= | ||
Coral performs Ryu's taunt in Street Fighter 3. Outside of guard points (which starts at the stomp), Coral can use their taunt for mindgames at full screen, since their Sus and their taunt have similar animation. They also use the same sound effect | Coral performs Ryu's taunt in Street Fighter 3. Outside of guard points (which starts at the stomp), Coral can use their taunt for mindgames at full screen, since their Sus and their taunt have similar animation. They also use the same sound effect | ||
* Tanks | * Tanks up to around 10 hits | ||
** Cyan's taunt can bypass this due to a glitch | ** Cyan's taunt can bypass this due to a glitch | ||
}} | }} | ||
Line 1,716: | Line 1,883: | ||
|image=AUA-IMP-S-OLIVE.png | |image=AUA-IMP-S-OLIVE.png | ||
|image2=AUA-IMP-JS-OLIVE.png | |image2=AUA-IMP-JS-OLIVE.png | ||
|caption=<small>Ground version</small><br> | |||
|caption2=<small>Air version</small><br> | |caption=<small>Ground version</small><br>Potemk’im…POSTER! | ||
|caption2=<small>Air version</small><br>Android 16 in DBFZ would be proud | |||
|name=Olive Buster | |name=Olive Buster | ||
|name2=Dunk | |name2=Dunk | ||
Line 1,760: | Line 1,929: | ||
*'''Insane damage''': Olive's air grab gives them a reliable way to end air combos with high damage. If Olive has meter, you can expect to take well beyond 2/3 health off a single hit. | *'''Insane damage''': Olive's air grab gives them a reliable way to end air combos with high damage. If Olive has meter, you can expect to take well beyond 2/3 health off a single hit. | ||
*'''Great oki''': Both of Olive's Sus moves leave the opponent knocked down and point blank, fully vulnerable to whatever gross mix you have planned for them. | *'''Great oki''': Both of Olive's Sus moves leave the opponent knocked down and point blank, fully vulnerable to whatever gross mix you have planned for them. | ||
|cons= | |cons= | ||
Line 1,768: | Line 1,936: | ||
}} | }} | ||
<big>'''RECOMMENDED SUPER:'''</big> Report Cancel (Super 3) | |||
|- | |- | ||
|} | |} | ||
Line 1,775: | Line 1,946: | ||
====Taunt==== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-OLIVE-TAUNT.png | ||
|caption=Press F to | |caption=Press F to pay respects | ||
|name= | |name= | ||
|input= | |input= | ||
Line 1,787: | Line 1,958: | ||
|onhit=-15 | |onhit=-15 | ||
|onblock=N/A | |onblock=N/A | ||
|guard= | |guard=Mid | ||
|chip= | |chip=0 | ||
|property= | |property= | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
Olive performs a salute | Olive performs a salute. Actually a pretty good preemptive anti-air. However, it's the only thing it can really do, as it is unsafe both on block '''AND''' hit on grounded opponents | ||
* Cancellable into any other normal on hit | * Cancellable into any other normal on hit | ||
}} | }} | ||
Line 1,811: | Line 1,982: | ||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S-MINT.png | |image=AUA-IMP-S-MINT.png | ||
|image2=AUA-IMP-EX-MINT.png | |||
|caption=TIGER! | |caption=TIGER! | ||
|caption2=Shinkuu... HADOUSUS! | |||
|name=Hadousus | |name=Hadousus | ||
|input= | |input= | ||
Line 1,817: | Line 1,990: | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|version=S | |version=S | ||
|damage= | |damage=225 | ||
|startup=18 | |startup=18 | ||
|active=Until hit | |active=Until hit | ||
|recovery= Total 17 | |recovery= Total 17 | ||
|onhit=Launch | |onhit=Launch | ||
|onblock= | |onblock=-11 | ||
|guard=Mid | |guard=Mid | ||
|chip=60 | |chip=60 | ||
Line 1,831: | Line 2,004: | ||
|header=no | |header=no | ||
|version=j.S | |version=j.S | ||
|damage= | |damage=165 | ||
|startup=18 | |startup=18 | ||
|active=Until hit | |active=Until hit | ||
Line 1,844: | Line 2,017: | ||
Mint throws out a projectile that travels forward fullscreen. The projectile stays on screen until either Mint uses a super, hits an opponent or simply goes off screen. The frame advantage on block corresponds to the move being used point blank | Mint throws out a projectile that travels forward fullscreen. The projectile stays on screen until either Mint uses a super, hits an opponent or simply goes off screen. The frame advantage on block corresponds to the move being used point blank | ||
* Cannot interact with other hitboxes. This includes 5G. | * Cannot interact with other hitboxes. This includes 5G. | ||
* Can be used by inputting 236L or 236H. There are no known differences between these and the regular S version. | |||
}} | |||
{{AttackData-AUA | |||
|version=EX | |||
|damage=200x3 | |||
|startup=1 (?) | |||
|active=Until hit | |||
|recovery=Total 22 | |||
|onhit=Launch | |||
|onblock=+5 | |||
|guard=Mid | |||
|chip=60 | |||
|property=Launch | |||
|invuln= | |||
}} | |||
{{AttackData-AUA | |||
|header=no | |||
|version=Air EX | |||
|damage=200x3 | |||
|startup=1 (?) | |||
|active=Until hit | |||
|recovery=Total 22 | |||
|onhit=Launch | |||
|onblock= | |||
|guard=Mid | |||
|chip=60 | |||
|property=Launch | |||
|invuln= | |||
|description= | |||
Mint throws out a large projectile that travels forward fullscreen and hits multiple times. The projectile stays on screen until either Mint uses a super, hits an opponent or simply goes off screen. | |||
The frame advantage on block corresponds to the move being used point blank. | |||
* Costs 50% meter | |||
* Can be used by inputting 236L+S or 236H+S. There are no known differences between these and the regular EX version. | |||
{{ProConTable | {{ProConTable | ||
Line 1,854: | Line 2,060: | ||
*'''Poor Counter Zoning''': Mint's projectile cannot interact with other hitboxes, and thus loses to options such as 5G or Coral's 5S. | *'''Poor Counter Zoning''': Mint's projectile cannot interact with other hitboxes, and thus loses to options such as 5G or Coral's 5S. | ||
*'''Extensive Counterplay''': Getting the most out of mint's fireballs will require staying on top of exhausting mindgames, knowing solutions to many situations, and getting proper reads on your opponent. | *'''Extensive Counterplay''': Getting the most out of mint's fireballs will require staying on top of exhausting mindgames, knowing solutions to many situations, and getting proper reads on your opponent. | ||
}} | }} | ||
<big>'''RECOMMENDED SUPER:'''</big> RHM Laser (Super 1) | |||
|- | |- | ||
|} | |} | ||
Line 1,864: | Line 2,073: | ||
====Taunt==== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-MINT-TAUNT.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 1,912: | Line 2,121: | ||
|} | |} | ||
=== | ===Chocolate=== | ||
====Sus==== | =====Sus===== | ||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S- | |image=AUA-IMP-S-CHOCOLATE.png | ||
|caption= | |caption= | ||
|name= | |name=Home Run | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |version=S | ||
|startup= | |damage=100 [600] | ||
|active= | |startup=37 | ||
|recovery= | |active=4 | ||
|onhit= | |recovery=14 | ||
|onblock= | |onhit=Knockdown [Wallbounce] | ||
|guard= | |onblock=-16 [+5] | ||
|chip= | |guard=Mid | ||
|property= | |chip=75 | ||
|invuln= | |property=Knockdown [Wallbounce] | ||
|invuln= | |||
|description= | |description= | ||
}} | |||
* | {{AttackData-AUA | ||
|header=no | |||
|version=j.S | |||
|damage=100 [600] | |||
|startup=37 | |||
|active=4 | |||
|recovery=14 | |||
|onhit=Knockdown [Wallbounce] | |||
|onblock=- | |||
|guard=Mid | |||
|chip=75 | |||
|property=Knockdown [Wallbounce] | |||
|invuln= | |||
|description= | |||
Chocolate pulls out a baseball bat and swings it at the opponent. | |||
* Data in brackets represents values on Clean Hit | |||
* Grounded version can be dash-cancelled on hit | |||
* Has super armor against weaker attacks | |||
}} | |||
{{AttackData-AUA | |||
|version=EX | |||
|damage=800 | |||
|startup=3+34 | |||
|active=4 | |||
|recovery=24 | |||
|onhit=Wallbounce | |||
|onblock=-17 | |||
|guard=Mid | |||
|chip=75 | |||
|property=Wallbounce | |||
|invuln= | |||
|description= | |||
}} | |||
{{AttackData-AUA | |||
|header=no | |||
|version=Air EX | |||
|damage=800 | |||
|startup=3+34 | |||
|active=4 | |||
|recovery=24 | |||
|onhit=Wallbounce | |||
|onblock= | |||
|guard=Mid | |||
|chip=75 | |||
|property=Wallbounce | |||
|invuln= | |||
|description= | |||
Stronger bat swing that always results in a wallbounce, but cannot be dash-cancelled. | |||
* Costs 50% meter | |||
* Does not use a Wall Bounce on hit | |||
<big>'''RECOMMENDED SUPER:'''</big> RHM Laser (Super 1) | |||
}} | }} | ||
}} | }} | ||
====Taunt==== | =====Taunt===== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-CHOCOLATE-TAUNT.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 1,963: | Line 2,210: | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery=Total | |recovery=Total 61 | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
Line 1,969: | Line 2,216: | ||
|chip= | |chip= | ||
|property= | |property= | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
Chocolate takes a sick pose, and doesn't do anything else | |||
* Cancellable into other attacks on whiff | |||
* | |||
}} | }} | ||
}} | }} | ||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | {| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | ||
|+ | |+Chocolate Sequences/Combos | ||
|- | |- | ||
!! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | !! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | ||
|- | |- | ||
| | - || | | | 5L > 5H > K > 2K > DELAYED 2H > SUS > walk forward > 5L > 5H > 2K > 2G > 5G(2nd Hit) > (Dash 5L > 5H > 2K > 2G > 5G)*2/3 || Midscreen || 1765-1873 || {{clr|3|Medium}} || [https://youtu.be/_____ Link] || | ||
Your main midscreen Bnb. | |||
|- | |||
| | 5L > 5H > K > 2K > DELAYED 2H > SUS > walk forward > 5L > 5H > 2K > 2G > 5G(2nd Hit) > (Dash 5L > 5H > 2K > 2G > 5G)*2/3 > Super1 || Midscreen || 2.235-2343 || {{clr|3|Medium}} || [https://youtu.be/_____ Link] || | |||
Your main midscreen Bnb when you have meter. | |||
|- | |- | ||
|} | |} | ||
===Teal=== | |||
=====Sus===== | |||
{{MoveData | |||
|image=AUA-IMP-S-TEAL.png | |||
|caption= | |||
|name=Giant Punch | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage=700 | |||
|startup=9 | |||
|active=2 | |||
|recovery=15 | |||
|onhit=Launch | |||
|onblock=-2 | |||
|guard=Mid | |||
|chip=150 | |||
|property=Wallbounce | |||
|invuln= | |||
|description= | |||
Teal charges something until it glows. Pressing the button again makes them throw out a giant punch, which causes a wallbounce | |||
* When charging, you'll hear a series of dings. You need 5 of these to fully charge your hit. You can store these and continue charging from that point onwards. | |||
{{ProConTable | |||
|pros= | |||
* '''Gigantic Chunk''': Teal's release is the single hardest hit in the entire game. When charged, everyone is terrified of you. | |||
* '''Reversal''': The release is invincible for the entirety of its startup, along with being safe on block. You'll have an out on any wakeup unless you get countered. | |||
|cons= | |||
* '''Chargeup''': A monstrous charge time means that you'll need 2 or 3 knockdowns to get a charge in, if you're given any breathing room. | |||
}} | |||
<big>'''RECOMMENDED SUPER:'''</big> Sabotage Install (Super 2) | |||
}} | |||
}} | |||
=====Taunt===== | |||
{{MoveData | |||
|image=AUA-TEAL-TAUNT.png | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage=80 | |||
|startup=11 | |||
|active=8 | |||
|recovery=12 | |||
|onhit=Launch | |||
|onblock=-20 | |||
|guard=Mid, Unblockable | |||
|chip=0 | |||
|property=Launch | |||
|invuln=None | |||
|description= | |||
Teal takes a leak and makes it spin in front of them. | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Teal Sequences/Combos | |||
|- | |||
!! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | |||
|- | |||
| | - || Anywhere || 1200 || {{clr|3|Medium}} || [https://youtu.be/_____ Link] || | |||
flavortext | |||
|- | |||
|} | |||
===Flame=== | |||
=====Sus===== | |||
{{MoveData | |||
|image=AUA-IMP-S-FLAME.png | |||
|image2=AUA-IMP-JS-FLAME.png | |||
|image3=AUA-IMP-EX-FLAME.png | |||
|image4=AUA-IMP-JEX-FLAME.png | |||
|caption=<small>Ground version</small><br>Gatlings on top of gatlings; why not? | |||
|caption2=<small>Air version</small><br>Yes, you can Dustloop with it. | |||
|caption3=<small>Ground EX version</small><br>No Dragon Install needed here. | |||
|caption4=<small>Air EX version</small><br>Yes, you can do Sidewinder loops with it, too. | |||
|name=Volcanic Polus | |||
|name2=Sus Attack | |||
|name3=Sus Flame | |||
|name4=Suswinder | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|version=S | |||
|subtitle=Volcanic Polus | |||
|damage=130 | |||
|startup=8 | |||
|active=3 | |||
|recovery=40 | |||
|onhit=Launch | |||
|onblock= | |||
|guard=Mid | |||
|chip=35 | |||
|property= | |||
|invuln= | |||
|description= | |||
Flame performs a flaming uppercut with a knife, moving forward slightly. This can be cancelled into other buttons on hit, including air sus, letting him combo afterwards. | |||
}} | |||
{{AttackData-AUA | |||
|version=j.S | |||
|subtitle=Sus Attack | |||
|damage=130 | |||
|startup=10 | |||
|active=3 | |||
|recovery=18 | |||
|onhit= | |||
|onblock= | |||
|guard=Mid | |||
|chip=20 | |||
|property= | |||
|invuln= | |||
|description= | |||
Flame takes a jab at you with the hilt of his knife. Like ground sus, this can be cancelled into literally any button, and chained into itself for what is essentially a "susloop". | |||
}} | |||
{{AttackData-AUA | |||
|version=EX S | |||
|subtitle=Sus Flame | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property= | |||
|invuln= | |||
|description= | |||
Flame stabs the ground with his knife, sending up some fire with it. Can be used as a combo tool as well. (Movedata hasn't been filled in yet, sorry!) | |||
* Costs 25% meter. | |||
}} | |||
{{AttackData-AUA | |||
|version=EX j.S | |||
|subtitle=Suswinder | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property= | |||
|invuln= | |||
|description= | |||
Flame does a punch infused with fire, containing two hitboxes. The weaker hitbox is anywhere before the tip, and the stronger hitbox is near the end of Flame's fist. The stronger hitbox also does a wallbounce. (Movedata hasn't been filled in yet, sorry!) | |||
* Costs 25% meter. | |||
* Does not use up a Wall Bounce on a Clean Hit | |||
{{ProConTable | |||
|pros= | |||
*'''Gatlings''': Flame is able to cancel both sus attacks into any other button, allowing for new combos and good corner carry. | |||
*'''Dustloop''': Flame's j.s is a great one-button combo tool in the corner, providing strong damage as long as you can keep the loops going. | |||
|cons= | |||
*'''Whiff bait''': Volcanic Polus is about as safe as any DP can be in whiff or block, meaning it's simply not. Throw it out too much, and you're giving your opponent a free combo. | |||
*'''Skill issue''': Dustloops can be difficult to do if you're not used to the timing; despite the freedom the cancels give you, Flame's combo/damage potential can be limited by how well you can do dustloops in general. | |||
}} | |||
<big>'''RECOMMENDED SUPER:'''</big> Sabotage Install (Super 2) | |||
|- | |||
|} | |||
}} | |||
}} | |||
=====Taunt===== | |||
{{MoveData | |||
|image=AUA-FLAME-TAUNT.png | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property= | |||
|invuln= | |||
|description= | |||
Flame advances forward then points his thumb downwards. This does absolutely nothing | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Flame Sequences/Combos | |||
|- | |||
!! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | |||
|- | |||
| | 5L/2L > 5H > 5K > 2K > 5S > j.H > j.5S > j.5K > j.5S > land > 5L > 5H > 2K > 5S > j.5L > j.5H > land > 2K > 5S > j.4K > j.5S > 5S > 5L > 5H > 2K > 5S > j.4K > j.5S > 5L > 5H > 2K > 5S - || Midscreen || 1658 || {{clr|3|Medium}} || [https://youtu.be/_____ Link] || | |||
5L starter combo that grants great corner carry. The last couple reps have a tight timing between landing j.5S and 5L. | |||
|- | |||
| | short hop (j.S, j.S land)*5 || Anywhere || 837 || {{clr|5|Very Hard}} || - || | |||
Dustloop; works on grounded opponents. The issue is not starting it, but the strict timing on doing another rep and continuing the infinite. You only need to jump forward if your opponent is not in the corner, otherwise a neutral jump is just as good. There is no hitstun decay on grounded opponents, however, on the 10th hit of a grounded combo, the opponent will automatically enter a juggle state with the gravity scaling still at 0. This combo is great as a starting point for a juggle combo, as you can get in 837 damage before even using a ground/wallbounce or any gravity scaling. | |||
|- | |||
|} | |||
===Navy=== | |||
=====Sus===== | |||
{{MoveData | |||
|image=AUA-IMP-S-NAVY.png | |||
|image2=AUA-IMP-OVERHEAD-NAVY.png | |||
|image3=AUA-IMP-SWEEP-NAVY.png | |||
|image4=AUA-IMP-FAKE-NAVY.png | |||
|caption=Sushi! | |||
|caption2=<small>Overhead followup</small><br>Sukiyaki! | |||
|caption3=<small>Low followup, ground only</small><br>Banzai! | |||
|caption4=<small>Fake followup, ground only</small><br> | |||
|name=Rekka | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|version=S | |||
|subtitle=Rekka | |||
|damage=90 | |||
|startup=10 | |||
|active=6 | |||
|recovery=25 | |||
|onhit=4 | |||
|onblock=-26 | |||
|guard=Mid | |||
|chip=10 | |||
|property= | |||
|invuln= | |||
|description= | |||
* Placeholder | |||
}} | |||
{{AttackData-AUA | |||
|version=S~S | |||
|subtitle=Overhead | |||
|damage=90 | |||
|startup=21 | |||
|active=5 | |||
|recovery=10 | |||
|onhit=11 | |||
|onblock= | |||
|guard=High | |||
|chip=10 | |||
|property=Knockdown (air hit) | |||
|invuln= | |||
|description= | |||
Overhead followup | |||
* Can be cancelled into EX followups on hit or block | |||
}} | |||
{{AttackData-AUA | |||
|version=S~2S | |||
|subtitle=Sweep | |||
|damage=90 | |||
|startup=11 | |||
|active=15 | |||
|recovery=0 | |||
|onhit=5 | |||
|onblock=-5 | |||
|guard=Low | |||
|chip=10 | |||
|property=Knockdown | |||
|invuln= | |||
|description= | |||
Low followup. | |||
* Can be cancelled into EX followups on hit or block | |||
}} | |||
{{AttackData-AUA | |||
|version=S~4S | |||
|subtitle=Fake | |||
|damage= | |||
|startup=17 | |||
|active= | |||
|recovery= | |||
|onhit=9 | |||
|onblock=-11 | |||
|guard= | |||
|chip= | |||
|property | |||
|invuln= | |||
|description= | |||
Overhead feint. | |||
* Cannot be cancelled into EX followups | |||
{{ProConTable | |||
|pros= | |||
* Placeholder | |||
|cons= | |||
* Placeholder | |||
}} | |||
<big>'''RECOMMENDED SUPER:'''</big> Report Cancel (Super 3) | |||
|- | |||
|} | |||
}} | |||
}} | |||
=====Taunt===== | |||
{{MoveData | |||
|image=AUA-NAVY-TAUNT.png | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property= | |||
|invuln=Guard Point | |||
|description= | |||
Navy does the Club Penguin dance. Does absolutely nothing, but sick reference! | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Navy Sequences/Combos | |||
|- | |||
!! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | |||
|- | |||
| | - || Anywhere || 1200 || {{clr|3|Medium}} || [https://youtu.be/_____ Link] || | |||
flavortext | |||
|- | |||
|} | |||
===Gold=== | |||
====Sus==== | |||
{{MoveData | |||
|name=Gold Puddle | |||
|image=AUA-IMP-S-GOLD.png | |||
|image2=AUA-IMP-S-GOLD-PUDDLE.png | |||
|caption= | |||
|caption2=Sometimes lunch comes back up to bite you | |||
|data= | |||
{{AttackData-AUA | |||
|damage=100 | |||
|startup=12 | |||
|active=? | |||
|recovery=12 | |||
|onhit=+22 | |||
|onblock=+3 | |||
|guard=Mid | |||
|chip= | |||
|property= | |||
|invuln= | |||
|description= | |||
Gold coughs up a small blob of liquid gold. A puddle appears wherever the blob lands. | |||
* Listed on-hit and on-block values are at point blank. | |||
* Puddle appears on hit and block | |||
}} | |||
}} | |||
====Follow-ups==== | |||
{{MoveData | |||
|name=Attack | |||
|name2=Teleport | |||
|input=S with Puddle active | |||
|input2=L+S or H+S with Puddle active | |||
|image=AUA-IMP-S2-GOLD.png | |||
|image2=AUA-IMP-EX-GOLD.png | |||
|data= | |||
{{AttackData-AUA | |||
|version=S/j.S | |||
|damage=300 | |||
|startup=12 | |||
|active=? | |||
|recovery=21 | |||
|onhit=Launch | |||
|onblock=-10 | |||
|guard=Mid | |||
|chip= | |||
|property=Launch | |||
|invuln= | |||
|description= | |||
The puddle turns into a statue that damages the opponent, then disappears. | |||
* Air OK | |||
* Listed on-block values are at point blank. | |||
}} | |||
{{AttackData-AUA | |||
|version=EX/Air EX | |||
|damage=450 | |||
|startup=18 | |||
|active=10 | |||
|recovery=0 | |||
|onhit=Launch | |||
|onblock=-4 | |||
|guard=Low | |||
|chip= | |||
|property=Launch | |||
|invuln= | |||
|description= | |||
Gold disappears, then emerges from the puddle, rising upwards. The puddle disappears after use. | |||
* Air OK | |||
* Costs 25% meter | |||
}} | |||
}} | |||
====Taunt==== | |||
{{MoveData | |||
|image=AUA-GOLD-TAUNT.png | |||
|data= | |||
}} | |||
===Sky=== | |||
====Sus==== | |||
{{MoveData | |||
|name=Snow Clone | |||
|image=AUA-IMP-S-SKY.png | |||
|image2=AUA-IMP-EX-SKY.png | |||
|data= | |||
}} | |||
====Taunt==== | |||
{{MoveData | |||
|image=AUA-SKY-TAUNT.png | |||
|data= | |||
}} | |||
===Apricot=== | |||
====Sus==== | |||
{{MoveData | |||
|name=Item Toss | |||
|image=AUA-IMP-S-APRICOT.png | |||
|caption=何が出るかな? | |||
|data= | |||
{{AttackData-AUA | |||
|version=S/j.S | |||
|startup=10 | |||
|recovery=16 | |||
|onhit= | |||
|onblock= | |||
|property= | |||
|invuln= | |||
|description= | |||
Apricot tosses a random item at the opponent. Effects vary depending on the item thrown. | |||
}} | |||
{{AttackData-AUA | |||
|version=EX/Air EX | |||
|startup=0+10 | |||
|recovery=16 | |||
|onhit= | |||
|onblock= | |||
|property= | |||
|invuln= | |||
|description= | |||
Apricot tosses the Gasoline at the opponent. | |||
* Costs 50% meter | |||
}} | |||
}} | |||
====Items==== | |||
=====Cherry===== | |||
{{MoveData | |||
|name=Cherry | |||
|image=AUA-IMP-S-APRICOT-CHERRY.png | |||
|data= | |||
{{AttackData-AUA}} | |||
}} | |||
=====Cheese===== | |||
{{MoveData | |||
|name=Cheese | |||
|image=AUA-IMP-S-APRICOT-CHEESE.png | |||
|data= | |||
{{AttackData-AUA}} | |||
}} | |||
=====Toilet Paper===== | |||
{{MoveData | |||
|name=Toilet Paper | |||
|image=AUA-IMP-S-APRICOT-TP.png | |||
|data= | |||
{{AttackData-AUA}} | |||
}} | |||
=====Balloon===== | |||
{{MoveData | |||
|name=Balloon | |||
|image=AUA-IMP-S-APRICOT-BALLOON.png | |||
|data= | |||
{{AttackData-AUA}} | |||
}} | |||
=====Crown===== | |||
{{MoveData | |||
|name=Crown | |||
|image=AUA-IMP-S-APRICOT-CROWN.png | |||
|data= | |||
{{AttackData-AUA}} | |||
}} | |||
=====Gasoline===== | |||
{{MoveData | |||
|name=Gasoline | |||
|image=AUA-IMP-S-APRICOT-GASOLINE.png | |||
|data= | |||
{{AttackData-AUA}} | |||
}} | |||
====Taunt==== | |||
{{MoveData | |||
|name=Taunt | |||
|image=AUA-APRICOT-TAUNT.png | |||
|caption=You will be a great asset to the company | |||
|data= | |||
{{AttackData-AUA | |||
|recovery=Total 154 | |||
|description= | |||
Apricot dances for a bit. Certainly a cute reference, but it doesn't actually do anything. | |||
* Loops until you press any button. | |||
}} | |||
}} | |||
===Lavender=== | |||
====Sus==== | |||
===Fortegreen=== | |||
====Sus==== | |||
{{MoveData | |||
|image=AUA-IMP-S-FORTEGREEN.png | |||
|image2=AUA-IMP-EX-FORTEGREEN.png | |||
|caption= | |||
|name=Vanish | |||
|name2=Randomizer | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|version=S | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery=50 | |||
|onhit= | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property= | |||
|invuln=Invincible | |||
|description= | |||
Fortegreen flashes invincible for a moment, allowing him to cancel any attack and chain it into another one, on hit and on block. In the air, it freezes his position briefly. The unorthodox cancels allow for some unique combos & blockstings, especially on aerial moves, and can be utilized in very tricky ways to steal turns or even get out of certain situations. | |||
*Air OK | |||
*Invincible, except against armor breaker moves. | |||
*Halts aerial momentum when used in the air. | |||
}} | |||
{{AttackData-AUA | |||
|version=EX | |||
|damage=Varies | |||
|startup=Varies | |||
|active=Varies | |||
|recovery=Varies | |||
|onhit=Varies | |||
|onblock=Varies | |||
|guard=Varies | |||
|chip=Varies | |||
|property=Varies | |||
|invuln=Varies | |||
|description= | |||
Fortegreen uses a random EX move, selected from the pre-existing cast. The move that will be used is indicated by an icon on the HUD next to your Burst icon. | |||
* Air OK depending on the move | |||
* Meter cost varies depending on the move | |||
* Can't use Purple, Teal, Gold, Lavender, or Charcoal EX moves. | |||
<big>'''RECOMMENDED SUPER:'''</big> Report Cancel (Super 3) | |||
}} | |||
}} | |||
====Taunt==== | |||
{{MoveData | |||
|image=AUA-FORTEGREEN-TAUNT.png | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery=Total 65 | |||
|onhit= | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property= | |||
|invuln=Armor | |||
|description= | |||
Fortegreen flashes white for a moment. During this time, Fortegreen '''ISN'T INVINCIBLE''', despite the animation (that is similar to his Sus). | |||
* Fortegree is armored for the entire duration | |||
* Tanks up to two hits | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Fortegreen Sequences/Combos | |||
|- | |||
!! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | |||
|- | |||
| | - || Anywhere || 1200 || {{clr|3|Medium}} || [https://youtu.be/_____ Link] || | |||
flavortext | |||
|- | |||
|} | |||
===Undefined=== | |||
====Sus==== | |||
{{MoveData | |||
|image=AUA-IMP-S-UNDEFINED.png | |||
|caption=<small>Go get em</small><br> | |||
|name=Crewmite | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|version=S/j.S | |||
|damage=150 | |||
|startup=7 | |||
|active= | |||
|recovery=36 | |||
|onhit=Launch | |||
|onblock= -15 | |||
|guard=Mid | |||
|chip=75 | |||
|property=Launch | |||
|invuln= | |||
|description= | |||
Send out a little crewmate, who will walk in a straight line in the direction your opponent is from you when activated. During the entire animation, the impostor will carry all momentum, without friction, from normals and dashes, even while in the air. | |||
* Can be used to combo off normal throw. | |||
* The crewmite disappears on hit or block. | |||
}} | |||
{{AttackData-AUA | |||
|version=EX | |||
|damage=125xN | |||
|startup= | |||
|active= | |||
|recovery=29 | |||
|onhit=Launch | |||
|onblock=+12 | |||
|guard=Mid | |||
|chip=75 | |||
|property=Launch | |||
|invuln= | |||
|description= | |||
Send out a little crewmate that walks in a straight line in the direction your opponent is from you when activated. The crewmate remains active until it walks offscreen or reaches the corner. During the entire animation, the imposter will carry all momentum from normals and dashes. | |||
* Costs 50% meter | |||
* Can't be used in the air | |||
* Deals up to 16 hits if allowed to travel from corner to corner | |||
{{ProConTable | |||
|pros= | |||
*'''Set-up God''': This move allows incredible set-up pressure to be applied, especially with how freeform it can be. | |||
*'''Safe Pressure''': Due to how pushback affects this move, various blockstrings can be made completely safe with fullscreen pushback, and a crewmite that will catch any 5G attempts. | |||
|cons= | |||
*'''Telegraphed''': The startup on this move is lengthy. | |||
*'''Momentum Dependant''': This move carries the impostor's momentum upon activation, this can lead to situations where a distanced imposter ends up at point-blank, while being -15. | |||
}} | |||
<big>'''RECOMMENDED SUPER:'''</big> Sabotage Install (Super 2) | |||
|- | |||
|} | |||
}} | |||
}} | |||
====Taunt==== | |||
{{MoveData | |||
|image=AUA-UNDEFINED-TAUNT.png | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property= | |||
|invuln=Guard Point | |||
|description= | |||
Undefined performs various frames from every single pre-existing taunt. Doesn't do anything else besides that. | |||
}} | |||
}} | |||
===Charcoal=== | |||
====Sus==== | |||
{{MoveData | |||
|image=AUA-IMP-S-CHARCOAL.png | |||
|image2=AUA-IMP-JS-CHARCOAL.png | |||
|image3=AUA-IMP-J2S-CHARCOAL.png | |||
|name=Gosusryuken | |||
|name2=Zankuu Hadousus | |||
|name3=Hyakki Gosus | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|version=S | |||
|subtitle=Gosusryuken | |||
|damage=200 | |||
|startup=8 | |||
|active=6 | |||
|recovery=36? | |||
|onhit=Launch | |||
|onblock=-35 | |||
|guard=Mid | |||
|chip=35 | |||
|property=Launch | |||
|invuln=Invincible | |||
}} | |||
{{AttackData-AUA | |||
|version=j.S | |||
|subtitle=Zankuu Hadosus | |||
|damage=140 | |||
|startup=10 | |||
|active=Until hit | |||
|recovery=28 | |||
|onhit=Launch | |||
|onblock= | |||
|guard=Mid | |||
|chip=75 | |||
|property= | |||
|invuln= | |||
|description= | |||
}} | |||
{{AttackData-AUA | |||
|version=j.2S | |||
|subtitle=Hyakki Gosus | |||
|damage=200 | |||
|startup=11 | |||
|active=Until Landing | |||
|recovery=13 (after landing) | |||
|onhit=Unknown | |||
|onblock=Unknown | |||
|guard=High | |||
|chip=0 | |||
|property= | |||
|invuln= | |||
|description= | |||
}} | |||
}} | |||
====Specials==== | |||
{{MoveData | |||
|image=AUA-IMP-EX-CHARCOAL.png | |||
|caption=Die one thousand deaths! | |||
|name=Sus Goku Satsu | |||
|input=5LL65L5H / EX | |||
|data= | |||
{{AttackData-AUA | |||
|damage=1500 | |||
|startup=1+? | |||
|active=29 | |||
|recovery=10 | |||
|onhit=Knockdown | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property=Unblockable | |||
|invuln= | |||
|description= | |||
}} | |||
}} | |||
====Taunt==== | |||
{{MoveData | |||
|image=AUA-CHARCOAL-TAUNT.png | |||
|data= | |||
|caption=Messatsu! | |||
}} | |||
{{Navbox-AUA}} | {{Navbox-AUA}} | ||
[[Category:Among Us Arena]] | [[Category:Among Us Arena]] |
Latest revision as of 12:40, 7 June 2024
Overview
Each one of the 30 different colored Impostors have their own unique Signature Color Attacks, accessed by pressing the Sus button. These can range from combo tools to options that could fundamentally change how one would want to approach playing, both to the player and their opponent. In addition, all of them have EX variants accessed by pressing Light or Heavy Attack and the Sus button simultaneously. Learn what each one does, the playstyles that they bolster and learn/prepare against any potential strategies that may arise from them.
Taunts will also be documented here. Each color have their own taunt, and they all do something for the most part. Although they are way more niche than Sus, they are still usable.
Combo Terminology Table
Symbol | Meaning |
---|---|
> | Cancel from the previous move to the following move. |
land | The player must land. |
, | Link from the previous move to the following move. |
dl./delay | Delay before using the following move. |
X(w)/whiff | Whiff the following move (do not hit). |
jc | Jump Cancel. |
AA | Anti-Air, must hit an airborne opponent |
[X] | Hold the input. |
(X) | Optional input. |
[X]*N | Repeat (sequence) N number of times. |
Signature Color Attacks
Red
Sus
Vent
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L/2L/j.L > 5H > 5K > 2K > 5G > dl.5S, 5H > 2K > 5G > dl.5S, Dash 5L > 2K > j.L > j.H, dl.5H > 2K > j.L > j.H, 2K > j.G > j.K(w)/j.S | Midscreen | 1808 | Medium | - |
Meterless BnB that puts the opponent in the corner from almost anywhere on the screen. Dash 5L can be replaced by 5H, but this makes the combo way harder. Likewise, dl.5H can be replaced by 5L for an easier combo. Only use j.S if you reach the corner, otherwise you'll be minus. Does not work when started close to the corner |
5S, (Dash) [5H > 2K > j.L > j.H]*2, 5H > 2K > dl.2H > 5S, Dash 5L > 2K > 5G > dl.5S > (Super1) | Anywhere | - | Medium | - |
Basic combo off of 5S' low hit. Replace 2H with 5G to prevent a side switch |
Blue
Sus
Spin Slash
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L > 5H > 5K > S, dash 5L > 5H > S, dash 5L > 5H > S, dash 5L > 5H > S > Super1 | Anywhere | 1762 | Easy | Link |
Easy sample combo that shows off the combo potential of this move. Since this combo doesn't use any bounces, it is quite easy to extend this however you want by sneaking in a 2H/j.H after 3 or 4 reps. |
5L > 5H > 5K > 2K > [j.G > 5S(2) > jc > j.G(1) > j.S]*2 > Dash 5L > 2K > 2G > 5G > jc > j.L > j.G(1) > j.S | Midscreen | 1976 | Medium | - |
Corner-to-corner combo that can be some from most position at midscreen. Delay the first j.S a little bit, otherwith both hits will connect and the combo won't work. Can be optimized further to include a last wallbounce, but it isn't really necessary, as it already does almost 2000 damage |
Green
Sus
Swipe Card
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Pink
Sus
Canister Air
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Orange
Sus
Vote Kicks
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L > 5H > 5K > 2K > 2G > jc, [j.K > j.S]*4 > [j.G(1) > j.S]*5 | Midscreen | ~2000 | Easy | Link |
The first j.K must be delayed. The second j.S might have to be slightly delayed, depending on the opponent's height. Switch to j.G(1) loops as soon as you come dangerously close to the ground |
Yellow
Sus
Ass Blaster
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L/2L/j.L > Taunt > 5L > 5K > 5S, Taunt > 5L > 2K > 5S, Taunt > 5L > 2K > 2G(1) > 2K > 2G > Super1 | Corner | - | Hard | Link |
A combo that is as unoptimal as it is funny to watch. Difficult to perform due to how taunts are performed (222) |
- | Anywhere | 1200 | Medium | Link |
flavortext |
Black
Sus
Wiring Grip Fist Hyakki Gosus (Divekick)
|
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Specials
Electric Wiring Grip Fist
623+S |
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
High crush demonstration video | - | - | - | Link |
EWGF evasion examples and applications. |
5L/2L > 5H > 5K > 2K > 5S, dl.5H > 2K > 5S, dl.2K > 5S, [2K > 5S]*3 | Anywhere | 1583 | Medium | - |
Delay on second 5H is important to make it and the following 5S not whiff. Delay on third 2K is abit tight. Delay too late and you might not be able to get 3 reps of 2K > 5S. |
5L/2L > 5H > 5K > 2K > 5S, 5S, [2L > 2K > 5S]*2, 2L > 2H, dash 2K > 5G, dash 5L/2L > 5H > 5K | Anywhere | 1574 | Medium | - |
Alternative BnB. Might need to adjust dashes or other spacing to make moves connect after wallbounce. Otherwise easy to perform. |
White
Sus
Shoryusus
|
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Super
Shin Susryuken
23623S |
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L > 5H > 5K > 2K > 5S > Dash, [5H, 2K > j.L > j.H]*2 [5H, 2K > 5S > Dash]*3, 5H > 2K > 2G(1) > 2K > 5S > Dash [5L > 2K > 2H]*2, Dash 5S | Cornered | 2209 | Hard | Link |
100 meter dump combo example. Note the corner to corner wall carry. |
Purple
Sus
Sus Platinum
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Brown
Sus
Lasso
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Cyan
Sus
Spin to Wind
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Lime
Sus
Sprout Rocket
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L > 5H > 5K > 2K > 2G > dl.j.K > j.S, Walk 5H > 2K > 2G > j.K > j.S, (Dash) [5L > 2K > 2G > 5S > Dash]*2 > 5L*N | Midscreen | ~1664 | Easy | Link |
Corner-to-corner combo that does decent damage. The dash on the second 5L depends on whather or not you're reached the corner. Damage will be fully scaled after the grounded loop, so mashing 5L is optimal in this scenario (all hits will be doing 10 damage). |
Tan
Sus
SUS!
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
L/S > 5H > 5K > 2K > j.L > j.H > j.S, 5H > 2K > j.L > j.H > j.S, [5H > 2K > dl.2H > Dash j.L > j.S]*2, 5H > 5K | Midscreen | 1565 | Medium | Link |
Midscreen meterless Tan BnB that goes almost corner-to-corner. Depending on your execution, you might not have to delay the second 2H. Sometimes j.S can whiff, ending the combo early, but you'll still be in position to apply pressure. Can be extended after the second-to-last j.S with super 2 |
5L/2L/5S/j.L/j.S > [5H > 2K > 5S > (Dash)]*3 [5H > 2H > 2K > 5S]*2, 5L > 2K > 2G(1) > 2K > 2G | Corner | - | Medium | Link |
Corner meterless Tan BnB. Every 5S used in the combo can be dash cancelled, if that makes the combo easier for you. The first 2H of the combo might have to be delayed, depending on your timing. Can be optimised further, as it doesn't use any ground bounces |
[j.G(1) > j.S]*4 > Combo | Anywhere | - | Very Hard | Link (starts at 0:08) |
A loop that can be placed at the beginning of most Tan combos and punishes. Trades damage for corner carry and meter build (this loop alone gives 31% meter). Doing another rep of the loop will trigger the infinite prevention system |
Rose
Sus
Rose Bomber
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Banana
Sus
Zweites Kaltes Hinterhalt Dritter Kaltschlag
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Maroon
Sus
Genocide Susser Axe Kick
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L > 5H > 5K > 2K > Dash 5S > Super3, Dash 5S > Super3, 2K > Dash 2K > j.L > j.H, 5H > 2K > j.L > j.H, [5H > 2K > 2H]*2, 5L > 2K > 2H > 5S | Midscreen | 2380 | Very Hard | Link |
Requires 100 meter. Note that this is extraordinary damage for the Megaphone super. |
Gray
Sus
Deflector
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Coral
Sus
Battering Slam Sussing Fist
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Olive
Sus
Olive Buster Dunk
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Mint
Hadousus
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
Zoning game explanation | - | - | - | Link |
Video detailing how to use and deal with fireballs |
Chocolate
Sus
Home Run
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L > 5H > K > 2K > DELAYED 2H > SUS > walk forward > 5L > 5H > 2K > 2G > 5G(2nd Hit) > (Dash 5L > 5H > 2K > 2G > 5G)*2/3 | Midscreen | 1765-1873 | Medium | Link |
Your main midscreen Bnb. |
5L > 5H > K > 2K > DELAYED 2H > SUS > walk forward > 5L > 5H > 2K > 2G > 5G(2nd Hit) > (Dash 5L > 5H > 2K > 2G > 5G)*2/3 > Super1 | Midscreen | 2.235-2343 | Medium | Link |
Your main midscreen Bnb when you have meter. |
Teal
Sus
Giant Punch
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Flame
Sus
Volcanic Polus Sus Attack Sus Flame Suswinder
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L/2L > 5H > 5K > 2K > 5S > j.H > j.5S > j.5K > j.5S > land > 5L > 5H > 2K > 5S > j.5L > j.5H > land > 2K > 5S > j.4K > j.5S > 5S > 5L > 5H > 2K > 5S > j.4K > j.5S > 5L > 5H > 2K > 5S - | Midscreen | 1658 | Medium | Link |
5L starter combo that grants great corner carry. The last couple reps have a tight timing between landing j.5S and 5L. |
short hop (j.S, j.S land)*5 | Anywhere | 837 | Very Hard | - |
Dustloop; works on grounded opponents. The issue is not starting it, but the strict timing on doing another rep and continuing the infinite. You only need to jump forward if your opponent is not in the corner, otherwise a neutral jump is just as good. There is no hitstun decay on grounded opponents, however, on the 10th hit of a grounded combo, the opponent will automatically enter a juggle state with the gravity scaling still at 0. This combo is great as a starting point for a juggle combo, as you can get in 837 damage before even using a ground/wallbounce or any gravity scaling. |
Sus
Rekka
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Gold
Sus
Gold Puddle
|
---|
Follow-ups
Attack S with Puddle active Teleport
L+S or H+S with Puddle active |
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Taunt
Sky
Sus
Snow Clone
|
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Taunt
Apricot
Sus
Item Toss
|
---|
Items
Cherry
Cherry
|
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Cheese
Cheese
|
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Toilet Paper
Toilet Paper
|
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Balloon
Balloon
|
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Crown
Crown
|
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Gasoline
Gasoline
|
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Taunt
Taunt
|
---|
Lavender
Sus
Fortegreen
Sus
Vanish Randomizer
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Undefined
Sus
Crewmite
|
---|
Taunt
Charcoal
Sus
Gosusryuken Zankuu Hadousus Hyakki Gosus
|
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Specials
Sus Goku Satsu
5LL65L5H / EX |
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Taunt