Among Us Arena/Impostor: Difference between revisions
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|description=Rather slow start up but it's a nice neutral tool, an hitscan projectile that ground bounces up close and knocks down full screen. Whiffs if you're too close to the corner. It has an hitbox on the gun during start up. | |description=Rather slow start up but it's a nice neutral tool, an hitscan projectile that ground bounces up close and knocks down full screen. Whiffs if you're too close to the corner. It has an hitbox on the gun during start up. Damage is not effected by Proration (Always does 160). | ||
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|description= Good anti-air, starts rather fast and covers a straight line, it also works as a launcher / combo tool. | |description= Good anti-air, starts rather fast and covers a straight line, it also works as a launcher / combo tool. Damage is not effected by Proration (Always does 160). | ||
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|description= Rather fast, shoots down and forward, has slight pushback on whiff and a bit more on block or hit, can be used for neutral. Ground bounces and can link into j.K | |description= Rather fast, shoots down and forward, has slight pushback on whiff and a bit more on block or hit, can be used for neutral. Ground bounces and can link into j.K. Damage is not effected by Proration (Always does 190). | ||
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Revision as of 09:12, 12 September 2021
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Warning
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Profile
The Impostor from Innersloth's online multiplayer deduction game Among Us is the main (and only) character in Among Us Arena.
Basics
Strengths | Weaknesses |
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Unique: Only character in the game. Buttons: Impostor has many fast buttons. |
Match-up Spread: Impostor has no winning match ups. Mobility: Movement is slow. |
Important Moves
5K: Super-Armored, delayable, standing overhead that grants you a full combo on hit.
j.K: a great but slightly risky neutral tool. Also an important move for many combos, due to the ability to link a j.L after this.
2H: long range poke that wallbounces anywhere if it hits. Excellent abuser of the unblockable tipper bug, and also great for extending combos once gravity has started to kick in.
Move List
Standing Normals
5L
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5H
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5K
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5G Gunslinger ! Gunslinger !
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Crouching Normals
2L
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2H
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2K
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2G RIP 2G loops 9/10/21-9/10/21 RIP 2G loops 9/10/21-9/10/21
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Jumping Normals
j.5L Mixup Machine Mixup Machine
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j.5H
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j.5K Anime swordsman slash Anime swordsman slash
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j.5G Back to the ground. Back to the ground.
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Universal Mechanics
Throw
L+H |
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Gatling Table
L | H | K | G | |
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5L | - | 5H[-], 2H[-] | 5K[-], 2K[-] | - |
2L | - | 5H[-], 2H[-] | 5K[-] | - |
5H | - | 2H | 5K, 2K | 5G, 2G |
2H | - | 5H | 5K, 2K | 5G, 2G |
5K | - | - | 2K | 5G |
2K | - | - | - | 5G[-], 2G[-] |
5G | - | - | - | 2G[1] |
2G | - | - | - | - |
L | H | K | G | |
---|---|---|---|---|
j.L | - | j.H[-] | j.K[-] | j.G[-] |
j.H | - | - | j.K[-] | j.G[-] |
j.K | - | - | - | - |
j.G | - | - | - | j.K[-] |
- X = X is available on hit or block
- X[-] = X is available only on hit
- X[+] = X is available on whiff
- X[#] = X can only be cancelled into on or before hit # (for multi-hit moves)