Among Us Arena/Impostor/Colors: Difference between revisions
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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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{{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 149: | 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) | <big>'''RECOMMENDED SUPER:'''</big> Sabotage Install (Super 2) | ||
|- | |- | ||
Line 623: | Line 618: | ||
|caption= <small>Ground version</small><br>Dorya! | |caption= <small>Ground version</small><br>Dorya! | ||
|caption2= <small>Air version</small><br>Death from above...! | |caption2= <small>Air version</small><br>Death from above...! | ||
|name= | |name=Wiring Grip Fist | ||
|name2=Hyakki Gosus (Divekick) | |name2=Hyakki Gosus (Divekick) | ||
|input= | |input= | ||
Line 629: | Line 624: | ||
{{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 658: | 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 | |||
{{ProConTable | |version=EX | ||
|pros= | |subtitle=Wiring Grip Fist | ||
*'''Nasty High Crush''': In a similar nature to the inspiration of this move, a super short hurtbox allows electrics to low profile many high attacks, beating out many jump normals, j.K, 5H, and even 5K. | |damage=350 | ||
*'''Aerial Keepout''': Although risky on the floor, the EWGF causes such severe pushback on air block that the opponent will be flung to the opposite end of the screen, enabling some strong keepout. | |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 | |||
|pros= | |||
*'''Nasty High Crush''': In a similar nature to the inspiration of this move, a super short hurtbox allows electrics to low profile many high attacks, beating out many jump normals, j.K, 5H, and even 5K. | |||
*'''Aerial Keepout''': Although risky on the floor, the EWGF causes such severe pushback on air block that the opponent will be flung to the opposite end of the screen, enabling some strong keepout. | |||
*'''Divekick Pressure''': Even as a mid, the divekick allows for incredible pressure off of aerial normals, and falls at an incredible speed to open up punishes and other miscellaneous catches to throw your opponent off guard and convert into full combos. | *'''Divekick Pressure''': Even as a mid, the divekick allows for incredible pressure off of aerial normals, and falls at an incredible speed to open up punishes and other miscellaneous catches to throw your opponent off guard and convert into full combos. | ||
|cons= | |cons= | ||
Line 678: | Line 706: | ||
|} | |} | ||
}} | }} | ||
}} | |||
====Specials==== | |||
{{MoveData | |||
|image=AUA-IMP-S-BLACK.png | |||
|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 | |||
}} | |||
}} | }} | ||
Line 783: | Line 835: | ||
}} | }} | ||
====Taunt==== | ====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==== | |||
{{MoveData | {{MoveData | ||
|image=AUA-WHITE-TAUNT.png | |image=AUA-WHITE-TAUNT.png | ||
Line 1,086: | 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. | |||
Line 1,121: | Line 1,203: | ||
|- | |- | ||
|} | |} | ||
}} | |||
}} | }} | ||
Line 1,201: | 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 1,338: | 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. | ||
Line 1,392: | 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 1,427: | Line 1,515: | ||
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 | 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 | * Ground dash is cancellable into any button | ||
}} | |||
{{AttackData-AUA | |||
{{ProConTable | |version=EX | ||
|pros= | |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= | |||
*'''Mobility''': Banana's airdash allows him to quickly move around the screen and confuse opponents | *'''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 | *'''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 | ||
Line 1,491: | 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>Air version</small><br> | |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 1,511: | 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 1,779: | Line 1,886: | ||
|caption=<small>Ground version</small><br>Potemk’im…POSTER! | |caption=<small>Ground version</small><br>Potemk’im…POSTER! | ||
|caption2=<small>Air version</small><br> | |caption2=<small>Air version</small><br>Android 16 in DBFZ would be proud | ||
|name=Olive Buster | |name=Olive Buster | ||
|name2=Dunk | |name2=Dunk | ||
Line 1,875: | 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 1,881: | 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 1,895: | 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 1,908: | 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 1,985: | Line 2,127: | ||
|image=AUA-IMP-S-CHOCOLATE.png | |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] | ||
|onblock=-16 [+5] | |||
|guard=Mid | |guard=Mid | ||
|chip=75 | |chip=75 | ||
|property=Wallbounce | |property=Knockdown [Wallbounce] | ||
|invuln= | |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) | <big>'''RECOMMENDED SUPER:'''</big> RHM Laser (Super 1) | ||
Line 2,141: | Line 2,317: | ||
|image=AUA-IMP-S-FLAME.png | |image=AUA-IMP-S-FLAME.png | ||
|image2=AUA-IMP-JS-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? | |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. | |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 | |name=Volcanic Polus | ||
|name2=Sus Attack | |name2=Sus Attack | ||
|name3=Sus Flame | |||
|name4=Suswinder | |||
|input= | |input= | ||
|data= | |data= | ||
Line 2,166: | Line 2,348: | ||
|version=j.S | |version=j.S | ||
|subtitle=Sus Attack | |subtitle=Sus Attack | ||
|damage= | |damage=130 | ||
|startup=10 | |startup=10 | ||
|active=3 | |active=3 | ||
Line 2,178: | Line 2,360: | ||
|description= | |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". | 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= | |damage= | ||
|startup= | |startup= | ||
Line 2,218: | Line 2,392: | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
Flame advances forward then points his thumb downwards. This does absolutely nothing | 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 | |||
}} | |||
}} | }} | ||
Line 2,230: | Line 2,446: | ||
5L starter combo that grants great corner carry. The last couple reps have a tight timing between landing j.5S and 5L. | 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)* | | | 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=== | ===Navy=== | ||
Line 2,243: | Line 2,458: | ||
|image2=AUA-IMP-OVERHEAD-NAVY.png | |image2=AUA-IMP-OVERHEAD-NAVY.png | ||
|image3=AUA-IMP-SWEEP-NAVY.png | |image3=AUA-IMP-SWEEP-NAVY.png | ||
|image4=AUA-IMP-FAKE-NAVY.png | |||
|caption=Sushi! | |caption=Sushi! | ||
|caption2=<small>Overhead followup</small><br>Sukiyaki! | |caption2=<small>Overhead followup</small><br>Sukiyaki! | ||
|caption3=<small>Low followup, ground only</small><br>Banzai! | |caption3=<small>Low followup, ground only</small><br>Banzai! | ||
|caption4=<small>Fake followup, ground only</small><br> | |||
|name=Rekka | |name=Rekka | ||
|input= | |input= | ||
Line 2,279: | Line 2,496: | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
* | Overhead followup | ||
* Can be cancelled into EX followups on hit or block | |||
}} | }} | ||
{{AttackData-AUA | {{AttackData-AUA | ||
Line 2,292: | Line 2,510: | ||
|guard=Low | |guard=Low | ||
|chip=10 | |chip=10 | ||
|property= | |property=Knockdown | ||
|invuln= | |invuln= | ||
|description= | |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 | |||
Line 2,349: | Line 2,585: | ||
|} | |} | ||
===Gold=== | |||
=== | |||
====Sus==== | ====Sus==== | ||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S- | |name=Gold Puddle | ||
|image=AUA-IMP-S-GOLD.png | |||
|image2=AUA-IMP-S-GOLD-PUDDLE.png | |||
|caption= | |caption= | ||
| | |caption2=Sometimes lunch comes back up to bite you | ||
|data= | |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 | {{MoveData | ||
|image=AUA- | |name=Item Toss | ||
|caption= | |image=AUA-IMP-S-APRICOT.png | ||
|caption=何が出るかな? | |||
|data= | |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==== | ====Sus==== | ||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S- | |image=AUA-IMP-S-FORTEGREEN.png | ||
|caption= | |image2=AUA-IMP-EX-FORTEGREEN.png | ||
|name= | |caption= | ||
|name=Vanish | |||
|name2=Randomizer | |||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |version=S | ||
|damage= | |||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=50 | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|guard= | |guard= | ||
|chip= | |chip= | ||
|property= | |property= | ||
|invuln= | |invuln=Invincible | ||
|description= | |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==== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA- | |image=AUA-CHARCOAL-TAUNT.png | ||
|data= | |data= | ||
|caption=Messatsu! | |||
}} | }} | ||
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 Low hit Low hit High hit High hit |
---|
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
|
---|
Taunt
I'm going to gut you like a Cornish game hen I'm going to gut you like a Cornish game hen
|
---|
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 Ground version Ground version Air version Air version
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Pink
Sus
Canister Air Ground version Ground version Air version Air version
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Orange
Sus
Vote Kicks CHESTO! CHESTO!
|
---|
Taunt
AUA editors coming up with these captions AUA editors coming up with these captions
|
---|
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
|
---|
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 Ground version Dorya! Ground version Dorya! Hyakki Gosus (Divekick) Air version Death from above...! Air version
Death from above...! |
---|
Specials
Electric Wiring Grip Fist 623+S I'm not gonna sugarcoat it! I'm not gonna sugarcoat it!
|
---|
Taunt
Tundra Storm Tundra Storm
|
---|
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
|
---|
Super
Shin Susryuken
23623S |
---|
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 As if millions of Lavender fans suddenly cried out in terror, and were suddenly silenced. As if millions of Lavender fans suddenly cried out in terror, and were suddenly silenced.
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
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- | Anywhere | 1200 | Medium | Link |
flavortext |
Brown
Sus
Lasso Ground version Ground version Air version Air version
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
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- | Anywhere | 1200 | Medium | Link |
flavortext |
Cyan
Sus
Spin to Wind flurry flurry
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Taunt
Even the taunt has top tier privilege Even the taunt has top tier privilege
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Combo | Position | Damage | Difficulty | Video | Notes |
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- | Anywhere | 1200 | Medium | Link |
flavortext |
Lime
Sus
Sprout Rocket Normal version Normal version EX version EX version
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
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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! Ground version "Almost vented" means he didn't vent! Ground version "Almost vented" means he didn't vent! Air version Dominant jump-in Air version
Dominant jump-in |
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Taunt
Blacker than a moonless night, hotter and more bitter than Hell itself... That is coffee. Blacker than a moonless night, hotter and more bitter than Hell itself... That is coffee.
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Combo | Position | Damage | Difficulty | Video | Notes |
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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 |
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- | Anywhere | 1200 | Medium | Link |
flavortext |
Banana
Sus
Zweites Kaltes Hinterhalt Dritter Kaltschlag
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Taunt
Don't. Don't.
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Combo | Position | Damage | Difficulty | Video | Notes |
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- | Anywhere | 1200 | Medium | Link |
flavortext |
Maroon
Sus
Genocide Susser Ground version Prohibido jugar con Maroon Ground version Prohibido jugar con Maroon Axe Kick Air version Combo de rebote cero en el suelo ender of Maroon Air version
Combo de rebote cero en el suelo ender of Maroon |
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
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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 No items, Gray only, final destination. No items, Gray only, final destination.
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Taunt
COME ON! COME ON!
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Combo | Position | Damage | Difficulty | Video | Notes |
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- | Anywhere | 1200 | Medium | Link |
flavortext |
Coral
Sus
Battering Slam Ground version Ground version Sussing Fist Air version Air version
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
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- | Anywhere | 1200 | Medium | Link |
flavortext |
Olive
Sus
Olive Buster Ground version Potemk’im…POSTER! Ground version Potemk’im…POSTER! Dunk Air version Android 16 in DBFZ would be proud Air version
Android 16 in DBFZ would be proud |
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Taunt
Press F to pay respects Press F to pay respects
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Combo | Position | Damage | Difficulty | Video | Notes |
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- | Anywhere | 1200 | Medium | Link |
flavortext |
Mint
Hadousus TIGER! TIGER! Shinkuu... HADOUSUS! Shinkuu... HADOUSUS!
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
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Zoning game explanation | - | - | - | Link |
Video detailing how to use and deal with fireballs |
Chocolate
Sus
Home Run
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
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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 |
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- | Anywhere | 1200 | Medium | Link |
flavortext |
Flame
Sus
Volcanic Polus Ground version Gatlings on top of gatlings; why not? Ground version Gatlings on top of gatlings; why not? Sus Attack Air version Yes, you can Dustloop with it. Air version Yes, you can Dustloop with it. Sus Flame Ground EX version No Dragon Install needed here. Ground EX version No Dragon Install needed here. Suswinder Air EX version Yes, you can do Sidewinder loops with it, too. Air EX version
Yes, you can do Sidewinder loops with it, too. |
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
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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 Sushi! Sushi! Overhead followup Sukiyaki! Overhead followup Sukiyaki! Low followup, ground only Banzai! Low followup, ground only Banzai! Fake followup, ground only Fake followup, ground only
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
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- | Anywhere | 1200 | Medium | Link |
flavortext |
Gold
Sus
Gold Puddle Sometimes lunch comes back up to bite you Sometimes lunch comes back up to bite you
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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 何が出るかな? 何が出るかな?
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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 You will be a great asset to the company You will be a great asset to the company
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Lavender
Sus
Fortegreen
Sus
Vanish Randomizer
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
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- | Anywhere | 1200 | Medium | Link |
flavortext |
Undefined
Sus
Crewmite Go get em Go get em
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Taunt
Charcoal
Sus
Gosusryuken Zankuu Hadousus Hyakki Gosus
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Specials
Sus Goku Satsu 5LL65L5H / EX Die one thousand deaths! Die one thousand deaths!
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Taunt
Messatsu! Messatsu!
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