Among Us Arena/Impostor: Difference between revisions
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*'''Versatility''': Combined with powerful close range buttons, Gun and Jumping knife allow Impostor to claim dominion over any range with proper spacing and timing. | *'''Versatility''': Combined with powerful close range buttons, Gun and Jumping knife allow Impostor to claim dominion over any range with proper spacing and timing. | ||
*'''Conversions''': High hitstun and gatlings create opportunities for HALF HEALTH combos off of any | *'''Conversions''': High hitstun and gatlings create opportunities for HALF HEALTH combos off of any hit, except for j.G and far 5G | ||
|cons= | |cons= | ||
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{{Navigation-AUA}} | {{Navigation-AUA}} | ||
==Move List== | ==Move List== | ||
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|description= | |description= | ||
* Proration: 95% | * Proration: 95% | ||
Devastating Fast poke. Can cancel into anything on hit, locks your opponent in place allowing for mixups, lengthy pressure and tick throws. | |||
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* Overhead if charged. | * Overhead if charged. | ||
* Charged values in [brackets.] | * Charged values in [brackets.] | ||
Super-armored, holdable, knife stab that becomes an overhead if you charge it (doesn't need to be fully charged to become overhead). Fully charged, this does | Super-armored, holdable, knife stab that becomes an overhead if you charge it (doesn't need to be fully charged to become overhead). Fully charged, this does good damage and groundbounces. | ||
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* Knocks down from distance. | * Knocks down from distance. | ||
* Slow start up. | * Slow start up. | ||
Zoning and combo tool with heavy damage. Long startup makes it very reactable, so only use it when you feel absolutely safe. | Zoning and combo tool with heavy damage. Long startup makes it very reactable, so only use it at range, or when you feel absolutely safe. [https://www.youtube.com/watch?v=KKMcUjGKoX8 also has a gap for some reason] | ||
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* Standard fast Low. | * Standard fast Low. | ||
* Moves forward. | * Moves forward. | ||
Key mixup tool. Deceptively long. | Key mixup tool. Deceptively long, and can be cancelled back into 5L to continue pressure. | ||
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|description= | |description= | ||
* Wall bounces on hit. | * Wall bounces on hit. | ||
Long range low. | Long range low. Used to clip an unaware opponent's toes, or force them to sit still through preemptive crouch blocking at footsies range. | ||
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* Invincible during start-up. | * Invincible during start-up. | ||
* Launches opponent on hit. | * Launches opponent on hit. | ||
Key whiff punisher and primary combo tool. Can be used as a reversal on | Key whiff punisher and primary combo tool. Can be used as a reversal on a variety of situations due to an invulnerable startup. | ||
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|description= | |description= | ||
* Ground bounces on hit. | * Ground bounces on hit. | ||
Vital combo tool for easy floor bounces. Not much use outside of combos, except for a select few scenarios like beating out j.G(1) | |||
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* Highly punishable. | * Highly punishable. | ||
* Pressing j.4K will cause a shorter dash. | * Pressing j.4K will cause a shorter dash. | ||
Burst movement and offense with crossup potential, with the risk of eating huge combo damage if blocked. | Burst movement and offense with crossup potential, with the risk of eating huge combo damage if blocked. j.4K is usually preferred over j.K in combos. | ||
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* Recoils backward on shot. | * Recoils backward on shot. | ||
* Good air to air with gun hitbox. | * Good air to air with gun hitbox. | ||
One of your most important zoning tools. Allows you to chip and wall your opponent out while keeping you in relatively safe distance with the backwards recoil. | One of your most important zoning tools. Allows you to chip and wall your opponent out while keeping you in relatively safe distance with the backwards recoil. Along with 5G, this move creates lengthy zoning wars that are difficult and tiring to come out on top of. Not unbeatable, though. Refer to the [https://wiki.gbl.gg/w/Among_Us_Arena/Impostor/Combos#Zoning_Play "zoning play"] list for examples. | ||
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|property= | |property= | ||
|description= | |description= | ||
* Instant knockdown | |||
* Frame 1 counter. | * Frame 1 counter. | ||
True reversal alongside 2K. Risky and easy to play around, but destroys meaty setups, lousy crossups and even works against far 5G/j.G, up to the tip of the muzzle flash. | |||
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Revision as of 22:41, 10 February 2022
Impostor | |
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Health | 2000 |
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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Move List
Standing Normals
5L
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5H
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5K
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5G the G stands for gat the G stands for gat
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Crouching Normals
2L
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2H
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2K
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2G
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Jumping Normals
j.5L the dumpy hit you the dumpy hit you
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j.5H
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j.5K
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j.5G
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Universal Mechanics
Throw
L+H |
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Counter
K+G |
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Gatling Table
L | H | K | G | Cancel | |
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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 | Jump, Dash |
5K | - | - | 2K | 5G | |
5[K] | - | 2H | 2K | 5G | |
2K | - | - | - | 5G[-], 2G[-] | Jump, Dash |
5G | - | - | 5K[1], 2K[1~2] | 2G[1] | |
2G | - | - | 2K[1] | - |
L | H | K | G | |
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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 is available between # hit and # hit (for multi-hit moves)
2K must be inputted AFTER 5G has landed(hit or block) in order to cancel into it!