Among Us Arena/Impostor/Colors: Difference between revisions
m (→Mint: no rollback?) |
(Added taunts for each character. Labbing out frame data for all of them will be truly hellish lmao) |
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==Overview== | ==Overview== | ||
Each one of the 21 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. Learn what each one does, the playstyles that they bolster and learn/prepare against any potential strategies that may arise from them. | Each one of the 21 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. 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== | ==Combo Terminology Table== | ||
Line 36: | Line 38: | ||
===Red=== | ===Red=== | ||
====Sus==== | |||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S-RED.png | |image=AUA-IMP-S-RED.png | ||
Line 93: | Line 97: | ||
}} | }} | ||
}} | }} | ||
====Taunt==== | |||
{{MoveData | |||
|image=AUA-IMP-T-RED.png <!-- File name is tentative --> | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property= | |||
|invuln=Guard Point | |||
|description= | |||
Red does a pose similar to the one playing before the start of the game in the actual Among Us. Guard Points disappears the moment Red says "Shhh" | |||
* Tanks up to one hit | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | {| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | ||
|+Red Sequences/Combos | |+Red Sequences/Combos | ||
Line 100: | Line 130: | ||
| | 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 || {{clr|3|Medium}} || - || | | | 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 || {{clr|3|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 | 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 || - || {{clr|3|Medium}} || - || | | | 5S, (Dash) [5H > 2K > j.L > j.H]*2, 5H > 2K > dl.2H > 5S, Dash 5L > 2K > 5G > dl.5S > (Super1) || Anywhere || - || {{clr|3|Medium}} || - || | ||
Line 109: | Line 136: | ||
===Blue=== | ===Blue=== | ||
====Sus==== | |||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S-BLUE.png | |image=AUA-IMP-S-BLUE.png | ||
Line 148: | Line 177: | ||
}} | }} | ||
}} | }} | ||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Blue Sequences/Combos | ====Taunt==== | ||
{{MoveData | |||
|image=AUA-IMP-T-BLUE.png <!-- File name is tentative --> | |||
|caption=I'm going to gut you like a Cornish game hen | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit=Launch | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property=Launch | |||
|invuln= | |||
|description= | |||
Blue pulls out a knife and does three stabs, with the third one knocking down opponents. Super niche combo starter, given the slow startup and low frame advantage. It also has a blindspot when done from up close | |||
* Cancels into any other move on hit | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Blue 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 160: | Line 214: | ||
===Green=== | ===Green=== | ||
====Sus==== | |||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S-GREEN.png | |image=AUA-IMP-S-GREEN.png | ||
Line 215: | Line 271: | ||
}} | }} | ||
}} | }} | ||
|} | ====Taunt==== | ||
{{MoveData | |||
|image=AUA-IMP-T-GREEN.png <!-- File name is tentative --> | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property= | |||
|invuln= | |||
|description= | |||
Green literally just sits there and does nothing. Can be cancelled into other buttons | |||
* There is a random chance that a reverd fart sound effect to come out when performing the taunt | |||
* Yes. | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Green Sequences/Combos | |||
|- | |||
!! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | |||
|- | |||
| | - || Anywhere || 1200 || {{clr|3|Medium}} || [https://youtu.be/_____ Link] || | |||
flavortext | |||
|- | |||
|} | |||
===Pink=== | ===Pink=== | ||
====Sus==== | |||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S-PINK.png | |image=AUA-IMP-S-PINK.png | ||
Line 280: | Line 364: | ||
}} | }} | ||
}} | }} | ||
====Taunt==== | |||
{{MoveData | |||
|image=AUA-IMP-T-PINK.png <!-- File name is tentative --> | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property= | |||
|invuln=Guard Point | |||
|description= | |||
Pink sticks their tongue out. Guard Points doesn't last very long | |||
* Tanks up to one hit | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | {| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | ||
|+Pink Sequences/Combos | |+Pink Sequences/Combos | ||
Line 292: | Line 401: | ||
===Orange=== | ===Orange=== | ||
====Sus==== | |||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S-ORANGE.png | |image=AUA-IMP-S-ORANGE.png | ||
Line 342: | Line 453: | ||
}} | }} | ||
}} | }} | ||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Orange Sequences/Combos | ====Taunt==== | ||
|- | {{MoveData | ||
!! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | |image=AUA-IMP-T-ORANGE.png <!-- File name is tentative --> | ||
|- | |caption=AUA editors coming up with these captions | ||
| | - || Anywhere || 1200 || {{clr|3|Medium}} || [https://youtu.be/_____ Link] || | |name= | ||
flavortext | |input= | ||
|- | |data= | ||
{{AttackData-AUA | |||
|damage=6 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property=Meter Heal | |||
|invuln= | |||
|description= | |||
Orange charges their ki for a little while. Gives 6% meter on use | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Orange Sequences/Combos | |||
|- | |||
!! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | |||
|- | |||
| | - || Anywhere || 1200 || {{clr|3|Medium}} || [https://youtu.be/_____ Link] || | |||
flavortext | |||
|- | |||
|} | |} | ||
===Yellow=== | ===Yellow=== | ||
====Sus==== | |||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S-YELLOW.png | |image=AUA-IMP-S-YELLOW.png | ||
Line 406: | Line 543: | ||
}} | }} | ||
}} | }} | ||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Yellow Sequences/Combos | ====Taunt==== | ||
{{MoveData | |||
|image=AUA-IMP-T-YELLOW.png <!-- File name is tentative --> | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|guard=Mid | |||
|chip= | |||
|property= | |||
|invuln= | |||
|description= | |||
Yellow throws it back up to three times. Can actually be used in combos despite the fact you can't cancel into it with any other move. It's completely unoptimal to do so, but it also makes for some extremely funny-looking combos | |||
* Cancels into any other move on hit | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Yellow 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 419: | Line 581: | ||
===Black=== | ===Black=== | ||
====Sus==== | |||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S-BLACK.png | |image=AUA-IMP-S-BLACK.png | ||
Line 477: | Line 641: | ||
}} | }} | ||
}} | }} | ||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Black Sequences/Combos | ====Taunt==== | ||
|- | {{MoveData | ||
!! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | |image=AUA-IMP-T-BLACK.png <!-- File name is tentative --> | ||
|caption=Tundra Storm | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage=500 | |||
|startup=8 | |||
|active=5 | |||
|recovery=15 | |||
|onhit= | |||
|onblock=N/A | |||
|guard=Throw | |||
|chip= | |||
|property= | |||
|invuln= | |||
|description= | |||
Black sticks out a hand for a while. If Black gets hit by ''ANY'' Heavy attack (5H, 2H, j.H) while their hand is out, they will automatically perform a regular throw | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Black Sequences/Combos | |||
|- | |||
!! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | |||
|- | |- | ||
| | High crush demonstration video || - || - || - || [https://www.youtube.com/watch?v=OFeT0w6t0wE Link] || | | | High crush demonstration video || - || - || - || [https://www.youtube.com/watch?v=OFeT0w6t0wE Link] || | ||
Line 494: | Line 682: | ||
===White=== | ===White=== | ||
====Sus==== | |||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S-WHITE.png | |image=AUA-IMP-S-WHITE.png | ||
Line 551: | Line 741: | ||
}} | }} | ||
}} | }} | ||
=== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA-IMP- | |image=AUA-IMP-T-WHITE.png <!-- File name is tentative --> | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |damage= | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|onblock= | |onblock=N/A | ||
|guard= | |guard=Unblockable | ||
|chip= | |chip= | ||
|property= | |property= | ||
|invuln= | |invuln= | ||
|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 | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | {| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | ||
|+ | |+White 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 > 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 || {{clr|4|Hard}} || [https://youtu.be/n5IiK1rktSk Link] || | ||
100 meter dump combo example. Note the corner to corner wall carry. | |||
|- | |- | ||
|} | |} | ||
=== | ===Purple=== | ||
====Sus==== | |||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S- | |image=AUA-IMP-S-PURPLE.png | ||
| | |caption=As if millions of Lavender fans suddenly cried out in terror, and were suddenly silenced. | ||
|name=Sus Platinum | |||
|name= | |||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage=15x8, 100 | |||
|damage= | |startup=24 | ||
|startup= | |active=32 | ||
|active= | |recovery=35 | ||
|recovery= | |onhit=Launch | ||
|onhit= Launch | |onblock=-- | ||
|onblock=- | |guard=Mid | ||
|guard= | |chip=5x8, 30 | ||
|chip= | |property=Wallbounce | ||
|property= | |invuln=-- | ||
|invuln= | |||
|description= | |description= | ||
*Stays out if Purple is hit. | |||
*Can act before the attack ends. | |||
Purple summons a Ghost which performs a series of punches, used in combos or to clash with other attacks. | |||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*''' | *'''Pressure''': The ghost stays out even if you are hit out of it, allowing you to easily win interactions by using this move to clash. | ||
*'''Combos''': This move is fantastic for combos due to the high damage and wall bounce, creating disgusting extensions off of farther hits. | |||
*'''Safe Okizeme''': If you summon the ghost on your opponent during their wakeup, they can only block and not counter, as the ghost will punish them afterwards. Additionally, the opponent can only burst towards the end of the attack's animation, as using a burst too early will also get them punished by the ghost. | |||
*'''Super 2 Synergy''': The way damage is calculated when in Sabotage makes this move's minimum damage exceptionally high while the super is in effect. | |||
|cons= | |cons= | ||
*''' | *'''Finnicky''': Utilizing this move (and getting away with it) is a scenario that requires extensive knowledge and patience. Even using it in combos can be inconsistent and difficult at times. | ||
*'''No Rollback''': This isn't a direct negative to the gameplay, but unless Input Delay is set to 5, playing as Purple (or Mint) will disable rollback netcode. | |||
*''' | |||
Line 673: | Line 819: | ||
}} | }} | ||
}} | }} | ||
=== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA-IMP- | |image=AUA-IMP-T-PURPLE.png <!-- File name is tentative --> | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
Line 695: | Line 831: | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
Line 701: | Line 837: | ||
|chip= | |chip= | ||
|property= | |property= | ||
|invuln= | |invuln=Guard Point | ||
|description= | |description= | ||
Purple puts their hands in the air and starts dancing. Guard points happens the second time Purple's hands goes up | |||
* Tanks up to two hits | |||
}} | |||
}} | |||
* | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | {| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | ||
|+ | |+Purple 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 734: | Line 855: | ||
|} | |} | ||
=== | ===Brown=== | ||
====Sus==== | |||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S- | |image=AUA-IMP-S-BROWN.png | ||
|caption= | |image2=AUA-IMP-JS-BROWN.png | ||
|name= | |caption=<small>Ground version</small><br> | ||
|caption2=<small>Air version</small><br> | |||
|name=Lasso | |||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |version=S | ||
|startup= | |damage=50, 300 | ||
|active= | |startup=25 | ||
|recovery= | |active=7 | ||
|onhit=Launch | |recovery=19 | ||
|onblock=- | |onhit= Launch | ||
|guard= | |onblock=-18 | ||
|chip= | |guard= | ||
|property= | |chip= | ||
|property= Grab, Groundbounce | |||
|invuln= | |invuln= | ||
|description= | |description= | ||
}} | |||
{{AttackData-AUA | |||
|header=no | |||
|version=j.S | |||
|damage=50, 200 | |||
|startup=28 | |||
|active=4 | |||
|recovery=Until landing +3 | |||
|onhit= Launch | |||
|onblock= - | |||
|guard= Mid | |||
|chip= 40 | |||
|property= Launch | |||
|invuln= | |||
|description= | |||
Brown pulls out a lasso then tosses it upwards, slightly moving forward. An anti-air grab which works as a combo extender. | |||
The aerial version throws out the lasso downwards at a forward diagonal angle. A air-to-ground long range jump-in. | |||
* Ground version ground bounces on hit | |||
* Aerial versions launches on hit. | |||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*''' | *'''Screen Control''': The Lasso provides as a good threat to aerial approaches in it's target area, making it dangerous to jump at a distance. | ||
|cons= | |cons= | ||
*''' | *'''Limited Use''': There being only one version of Lasso makes it only usable after specific hits and set-ups, making it hard to use at close range, or optimally in a combo. | ||
*'''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. | |||
Line 770: | Line 916: | ||
}} | }} | ||
}} | }} | ||
====Taunt==== | |||
{{MoveData | |||
|image=AUA-IMP-T-BROWN.png <!-- File name is tentative --> | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property= | |||
|invuln= | |||
|description= | |||
Brown faces the camera and makes the V sign. Extremely niche combo filler, and subpar anti-air | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | {| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | ||
|+ | |+Brown 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 781: | Line 951: | ||
|} | |} | ||
=== | ===Cyan/Teal=== | ||
===Sus=== | |||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S- | |image=AUA-IMP-S-TEAL.png | ||
|caption=flurry | |||
|caption= | |name=Spin to Wind | ||
|name= | |||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= Total 21 | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|guard= | |guard= | ||
|chip= | |chip= | ||
|property= | |property= | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
Cyan twirls, pulling the opponent towards them. | |||
* | * The air version can recover before landing, letting you act before Cyan touches the ground. | ||
* If you don't act before landing after air version recovers in the air, Cyan has an additional 3 frames of landing recovery once you land. | |||
* If Cyan lands before the recovery of the air version ends, Cyan has an additional 21 frames of landing recovery. | |||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*''' | *'''Mix God''': Cyan is the lord of pressure. Infinite blockstrings, double overheads with a left/right mix sprinkled on top, you name it. Midscreen, It's so unpredictable and random even the cyan player won't know what mixups will happen, or when. | ||
*''' | *'''Meter Burner''': Infinite blockstrings and the immediate fear of an unseeable left/right threat will force all players to resort to pushblocking very quickly, burning chunks of meter if done repeatedly. | ||
|cons= | |cons= | ||
*''' | *'''Backfire''': Pulling opponents in when you're not in complete control of the situation may be a double edged sword, granting extra range to their moves and sometimes allowing them to mix YOU up instead. | ||
Line 838: | Line 992: | ||
}} | }} | ||
}} | }} | ||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+ | ====Taunt==== | ||
|- | {{MoveData | ||
|image=AUA-IMP-T-TEAL.png <!-- File name is tentative --> | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|onblock=-2~ | |||
|guard= | |||
|chip= | |||
|property= | |||
|invuln= | |||
|description= | |||
Cyan pets a mini crewmate in front of them 5 times. Each petting has a hitbox. Actually safe on block, making it a pretty good meaty option | |||
* Can be cancelled into other moves on hit and whiff | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Cyan/Teal 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 | ||
|- | |- | ||
| | | | | - || Anywhere || 1200 || {{clr|3|Medium}} || [https://youtu.be/_____ Link] || | ||
flavortext | |||
|- | |- | ||
|} | |} | ||
=== | ===Lime=== | ||
====Sus==== | |||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S- | |image=AUA-IMP-S-LIME.png | ||
|caption= | |caption= | ||
|name= | |name=Sprout Lash | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage=160 | |||
|damage= | |||
|startup=13 | |startup=13 | ||
|active= | |active=6 | ||
|recovery= | |recovery=13 | ||
|onhit=Launch | |onhit=Launch | ||
|onblock=- | |onblock=-9 | ||
|guard=Mid | |guard=Mid | ||
|chip= | |chip=35 | ||
|property= | |property=Wallbounce | ||
|invuln= | |invuln= | ||
}} | |description= | ||
{{ | A large grassy whip swings in front of lime, causing a wallbounce. In midair, it rockets Lime forward, adding considerable range. | ||
{{ProConTable | |||
|pros= | |||
*'''Big Button''': Lime's j.S is a walking flail. With proper spacing, you can throw yourself at the opponent repeatedly, snipe them at super long ranges, beat out a large portion of buttons outright, and win trades with ease. | |||
*'''Conversions''': Line's j.S Can be used after j.K, j.G, or any jump cancelable move to move forwards and convert off of hits that opponents would normally be way too far away for, made easier and more consistent with the wallbounce. | |||
|cons= | |||
*'''Spacing Required''': The sprout finds itself incredibly punishable if you ever find yourself in the range of a 2L or 5L. Proper planning is required if you plan on not eating full combos because you "decided" to press S just a little bit too close. | |||
}} | |||
|- | |||
|} | |||
}} | |||
}} | |||
====Taunt==== | |||
{{MoveData | |||
|image=AUA-IMP-T-LIME.png <!-- File name is tentative --> | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage= | |damage= | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit=Launch | ||
|onblock= | |onblock= | ||
|guard= | |guard= | ||
|chip= | |chip= | ||
|property | |property=Launch | ||
|invuln= | |invuln= | ||
|description= | |||
Lime makes a sprout grow on their head. Extremely tiny anti-air with limited option | |||
* Can be cancelled into other moves on hit | |||
}} | }} | ||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Lime Sequences/Combos | |||
|- | |||
!! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | |||
|- | |||
| | - || Anywhere || 1200 || {{clr|3|Medium}} || [https://youtu.be/_____ Link] || | |||
flavortext | |||
|- | |||
|} | |||
===Tan=== | |||
====Sus==== | |||
{{MoveData | |||
|image=AUA-IMP-S-TAN.png | |||
|image2=AUA-IMP-JS-TAN.png | |||
|caption=<small>Ground version</small><br>"Almost vented" means he didn't vent! | |||
|caption2=<small>Air version</small><br>Dominant jump-in | |||
|name=SUS! | |||
|input= | |||
|data= | |||
{{AttackData-AUA | {{AttackData-AUA | ||
|version=S | |||
|version= | |damage=115 | ||
|startup=25 | |||
|damage= | |||
|startup= | |||
|active=11 | |active=11 | ||
|recovery= | |recovery=15 | ||
|onhit= | |onhit=+29 | ||
|onblock= | |onblock=-16 | ||
|guard= | |guard=Mid | ||
|chip= | |chip=10 | ||
|property= | |property=Slowdown | ||
|invuln= | |||
}} | |||
{{AttackData-AUA | |||
|header=no | |||
|version=j.S | |||
|damage=115 | |||
|startup=16 | |||
|active=5 | |||
|recovery=20 | |||
|onhit= | |||
|onblock= | |||
|guard=High | |||
|chip=10 | |||
|property=Slowdown | |||
|invuln= | |invuln= | ||
|description= | |description= | ||
Tan screams so hard an Ace Attorney speech bubble appears in front of him. In the air, he shouts downwards. The ground version can be used as a strong preemptive anti-air which can start combos which can give Tan tons of meter. The aerial version is one of the best jump-ins in the entire game, given the very deep, disjointed hitbox. It can also be used as a quick overhead with a short hop, which can lead to whatever combo you felt like doing today. | |||
* Slows down opponents on hit | |||
* Can be dash cancelled on the ground | |||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*''' | *'''Disjointed''': The speech bubble does not have a hurtbox, making it a very strong anti-air, as well as an incredible jump-in. | ||
*''' | *'''Corner Carry''': The slowdown properties of his Sus means he can cover greater distances while comboing before having to use a wall bounce. | ||
|cons= | |cons= | ||
*''' | *'''High whiff recovery''': Whiffing this means the opponent can most certainly whiff punish Tan | ||
*''' | *'''Poor air-to-air''': While j.S is an amazing jump-in, it is also an extremely bad air-to-air, since the speech bubble hits super low | ||
*'''Not Spammable''': A cooldown imposed on this move that prevents you from using it in quick succession, which means you may have to get crafty to maintain your pressure at times. | |||
Line 938: | Line 1,161: | ||
}} | }} | ||
}} | }} | ||
=== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA-IMP- | |image=AUA-IMP-T-TAN.png <!-- File name is tentative --> | ||
|caption= | |||
|caption | |name= | ||
|input= | |||
|name= | |||
|input= | |||
|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |damage= | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit=Launch | ||
|onblock= | |onblock= | ||
|guard= | |guard= | ||
|chip= | |chip= | ||
|property= | |property=Heal | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
Tan sips a cup of coffee. Gives back 50HP on use | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | {| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | ||
|+ | |+Tan 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 | ||
|- | |- | ||
| | | | | 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 || {{clr|3|Medium}} || [https://youtu.be/_____ 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 || - || {{clr|3|Medium}} || [https://youtu.be/_____ 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 || - || {{clr|5|Very Hard}} || [https://medal.tv/games/among-us-arena/clips/Bj6ld6h3XTrXx/d1337wX4XfWi?invite=cr-MSxBdEMsMTIwMzUwNjgwLA 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==== | ||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S- | |image=AUA-IMP-S-ROSE.png | ||
|caption= | |||
|caption= | |name=Rose Bomber | ||
|name= | |||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|version=S | |version=S | ||
|subtitle | |subtitle | ||
|damage= | |damage=350 | ||
|startup= | |startup=13 | ||
|active= | |active=11 | ||
|recovery= | |recovery=33+3 after landing | ||
|onhit=Launch | |onhit=Launch | ||
|onblock=- | |onblock=-31 | ||
|guard=Mid | |guard=Mid | ||
|chip= | |chip=15 | ||
|property= | |property= | ||
|invuln= | |invuln= | ||
| | }} | ||
{{AttackData-AUA | |||
|header=no | |||
|version=S | |||
}} | |subtitle=Whiff | ||
{{AttackData-AUA | |damage= | ||
|version=j.S | |startup=13 | ||
|active=11 | |||
|damage= 350 | |recovery=7+3 after landing | ||
|startup= | |onhit= | ||
|active= | |onblock= | ||
|recovery= Until landing +3 | |guard= | ||
|onhit= | |chip= | ||
|onblock= - | |property= | ||
|guard= | |invuln= | ||
|chip= | }} | ||
{{AttackData-AUA | |||
|header=no | |||
|version=j.S | |||
|damage=350 | |||
|startup=13 | |||
|active=11 | |||
|recovery=Until landing +3 | |||
|onhit=Launch | |||
|onblock=- | |||
|guard=Mid | |||
|chip=15 | |||
|property= | |property= | ||
|invuln= | |invuln= | ||
}} | }} | ||
{{AttackData-AUA | |||
|header=no | |||
| | |version=j.S | ||
| | |subtitle=Whiff | ||
|damage= | |||
| | |startup=13 | ||
| | | |active=11 | ||
|recovery= Until landing +3 | |||
| | |onhit= | ||
|onblock= | |||
|guard= | |||
|chip= | |||
|property= | |||
|invuln= | |||
|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 Bomber behaves differently depending on whether the moves whiffs or not | |||
*If Rose Bomber hits or gets blocked, Rose will be pushed back quite far away from the opponent. | |||
*Projectile invincible. | |||
=== | {{ProConTable | ||
{{MoveData | |pros= | ||
|image=AUA-IMP- | *'''Zoning callout''': The large lunge of this move combined with projectile invincible properties gives you a tool to demolish zoning tools if they let you get just a little too close. | ||
|caption= | *'''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. | ||
|name= | |cons= | ||
|input= | *'''No Comboing''': 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. | |||
}} | |||
|- | |||
|} | |||
}} | |||
}} | |||
====Taunt==== | |||
{{MoveData | |||
|image=AUA-IMP-T-ROSE.png <!-- File name is tentative --> | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |damage= | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|guard= | |guard= | ||
|chip= | |chip= | ||
|property= | |property= | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
Rose kisses their hands and sends a heart that travels for a short while. Makes for a pretty good meaty option | |||
* | * The heart is considered a projectile | ||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Rose Sequences/Combos | |||
|- | |||
!! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | |||
|- | |||
| | - || Anywhere || 1200 || {{clr|3|Medium}} || [https://youtu.be/_____ Link] || | |||
flavortext | |||
|- | |||
|} | |||
| | |||
===Banana=== | |||
====Sus==== | |||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S- | |image=AUA-IMP-S-BANANA.png | ||
|image2=AUA-IMP-JS- | |image2=AUA-IMP-JS-BANANA.png | ||
|caption= | |caption= | ||
|caption2= | |caption2= | ||
|name= | |name=Zweites Kaltes Hinterhalt | ||
|input= | |||
|input= | |||
|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|version= | |version=5S | ||
|damage=90 | |||
|damage= | |startup=19 | ||
|startup= | |||
|active=2 | |active=2 | ||
|recovery= | |recovery=11 | ||
|onhit=Launch | |onhit=Launch | ||
|onblock=- | |onblock=-3 | ||
|guard= | |guard=Mid | ||
|chip= | |chip=10 | ||
|property=Launch | |property=Launch | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|header=no | |||
|version=j.S | |version=j.S | ||
|damage= | |||
|damage= | |startup= | ||
|startup= | |active= | ||
|active= | |recovery= Total 15 | ||
|recovery= | |onhit= | ||
|onhit= | |onblock= | ||
|onblock= | |guard= | ||
|guard= | |chip= | ||
|chip= | |property= | ||
|property= | |||
|invuln= | |invuln= | ||
|description= | |description= | ||
* Fast cross up. | |||
* The aerial version can be cancelled into from any move and into any move. | |||
Banana slides forward then punches backwards. In the air, Banana only dashes forward, acting as an airdash. If you are on the other side of the opponent while airborne, holding back and performing this move will make you airdash backwards. | |||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*''' | *'''Crossup''': The move is a quick crossup, allowing for better mixup game. | ||
*''' | *'''Pseudo-Airdash''': The move functions as a pseudo-airdash that you can cancel to and from just about any other move in the air, allowing for different approaches and combos than other characters. | ||
|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. | ||
*''' | *'''Lose your turn''': If this move is blocked, it is -3, and since you can only hit it close range, that means the enemy can jab you to steal a turn. | ||
Line 1,201: | Line 1,382: | ||
}} | }} | ||
}} | }} | ||
====Taunt==== | |||
{{MoveData | |||
|image=AUA-IMP-T-BANANA.png <!-- File name is tentative --> | |||
|caption=Don't. | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit=Death | |||
|onblock=Death | |||
|guard= | |||
|chip= | |||
|property= | |||
|invuln= | |||
|description= | |||
Banana pulls out a banana. Probably the worst move in the entire game: it's not cancellable on hit, it pushes the opponent out of hitstun after 2-3 hits (making it essentially minus on hit) and it's also extremely unsafe on block | |||
* Using this taunt is actively asking to lose. Just don't. | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | {| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | ||
|+ | |+Banana 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 1,212: | Line 1,418: | ||
|} | |} | ||
=== | ===Maroon=== | ||
====Sus==== | |||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-S- | |image=AUA-IMP-S-MAROON.png | ||
|image2=AUA-IMP-JS- | |image2=AUA-IMP-JS-MAROON.png | ||
|caption=<small>Ground version</small><br> | |caption=<small>Ground version</small><br>Prohibido jugar con Maroon | ||
|caption2=<small> | |caption2=<small>Ground version</small><br> | ||
|name= | |name=Genocide Susser | ||
|name2= | |name2=Axe Kick | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|version=S | |version=S | ||
|subtitle= | |subtitle=Genocide Susser | ||
|damage= | |damage=150x2, 207 | ||
|startup= | |startup=11 | ||
|active= | |active=5 | ||
|recovery= | |recovery=14+22 after landing | ||
|onhit= | |onhit=Launch | ||
|onblock= | |onblock=-30 | ||
|guard= | |guard=Mid | ||
|chip= | |chip=35, 35 | ||
|property= | |property=Launch | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
*Invincible on Startup. | |||
*Can only be comboed out of with meter. | |||
Maroon kicks upwards in a circular crescent motion, accompanied with a curved outline following it. Kicks again if the move hits. | |||
}} | }} | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|version=j.S | |version=j.S | ||
|subtitle= | |subtitle=Axe Kick | ||
|damage=350 | |damage= 350 | ||
|startup= | |startup=21 | ||
|active= | |active=5 | ||
|recovery= | |recovery= Until landing +3 | ||
|onhit= | |onhit= - | ||
|onblock= | |onblock= - | ||
|guard= | |guard= High | ||
|chip= | |chip= 10 | ||
|property= | |property= | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
Maroon slams their feet downwards. Puts the opponent into a knockdown on hit. | |||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*''' | *'''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. | ||
*''' | *'''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= | ||
*''' | *'''Stubby DP''': Maroon's 5S isn't any less risky than conventional reversal options leading to heavy punishment on block and whiff, furthered by the move's deceptively short horizontal range. | ||
*''' | *'''Unremarkable Air Sus''': Axe kick solely exists to end combos. Using it as an overhead leads to very low reward, and there's no leeway to use it in other ways. | ||
*'''Combo Difficulty''': Using Maroon's 5S in the middle of combos requires extensive execution, also demanding the use of supers to get around the move's monstrous endlag and uncooperative knockback. | |||
Line 1,271: | Line 1,481: | ||
}} | }} | ||
}} | }} | ||
=== | ====Taunt==== | ||
{{MoveData | {{MoveData | ||
|image=AUA-IMP- | |image=AUA-IMP-T-MAROON.png <!-- File name is tentative --> | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|version=S | |damage= | ||
|damage=200 | |startup= | ||
|startup=18 | |active= | ||
|active=Until hit | |recovery= | ||
|recovery= Total 17 | |onhit= | ||
|onblock= | |||
|guard= | |||
|chip= | |||
|property= | |||
|invuln= | |||
|description= | |||
Maroon crosses their arms. That's it. Cancellable on whiff | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Maroon Sequences/Combos | |||
|- | |||
!! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | 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 || {{clr|5|Very Hard}} || [https://youtu.be/v8pNGBpCW-o Link] || | |||
Requires 100 meter. Note that this is extraordinary damage for the Megaphone super. | |||
|- | |||
|} | |||
===Gray=== | |||
====Sus==== | |||
{{MoveData | |||
|image=AUA-IMP-S-GRAY.png | |||
|caption=No items, Gray only, final destination. | |||
|name=Deflector | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage=75 | |||
|startup=4 | |||
|active=1 | |||
|recovery=74 | |||
|onhit=Launch | |||
|onblock=-55 | |||
|guard=Mid | |||
|chip=10 | |||
|property=Launch | |||
|invuln= | |||
|description= | |||
A shine quickly pops up around gray, serving as a super quick launcher, reversal, and anti zoning move, as it reflects all Gun normals and is invincible on the first frame. An unparalleled defensive tool, it allows you safe escape options out of many previously inescapable situations while also demolishing zoning and enabling some clunky but powerful offensive pressure. | |||
*Jump Cancellable | |||
*Invincible on frame 1 | |||
*Reflects gun normals and Rose taunt | |||
*Air Sus Spikes the opponent onto the ground. | |||
{{ProConTable | |||
|pros= | |||
*'''Spammable reversal''': The fear of getting launched the moment you leave a gap in your pressure as small as 1 frame allows turns to be stolen constantly, even if blocked. If done consistently, players may hesitate to put pressure you at all. | |||
*'''Reflector''': Gray S demolishes any gun normals thrown at the player. Supplement your own zoning while making it uncontestable for the opponent, get knockdowns from afar to rush in with good reactions, you name it. | |||
|cons= | |||
*'''Short Ranged''': While its reversal is spammable it really only covers your character and not much else. | |||
*'''High Execution''': Gray's combos can do up to 2000 or so damage mid screen meterless, but they require very hard execution to pull off. | |||
}} | |||
|- | |||
|} | |||
}} | |||
}} | |||
====Taunt==== | |||
{{MoveData | |||
|image=AUA-IMP-T-GRAY.png <!-- File name is tentative --> | |||
|caption=COME ON! | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property= | |||
|invuln= | |||
|description= | |||
Gray performs Fox's classic taunt. Doesn't do anything | |||
* Cancellable on whiff | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Gray Sequences/Combos | |||
|- | |||
!! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | |||
|- | |||
| | - || Anywhere || 1200 || {{clr|3|Medium}} || [https://youtu.be/_____ Link] || | |||
flavortext | |||
|- | |||
|} | |||
===Coral=== | |||
====Sus==== | |||
{{MoveData | |||
|image=AUA-IMP-S-CORAL.png | |||
|image2=AUA-IMP-JS-CORAL.png | |||
|caption=<small>Ground version</small><br> | |||
|caption2=<small>Air version</small><br> | |||
|name=Battering Slam | |||
|name2=Sussing Fist | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|version=S | |||
|subtitle=Battering Slam | |||
|damage=250 | |||
|startup=20 | |||
|active=2 | |||
|recovery=29 | |||
|onhit=Launch | |||
|onblock=-21 | |||
|guard=Low | |||
|chip=35 | |||
|property=Launch, OTG | |||
|invuln= | |||
|description= | |||
*Hits OTG | |||
Coral punches the ground, creating a full screen low hitbox. Will clip unsuspecting opponents repeatedly, causing a strong zoning game where they either start jumping repeatedly or stand still crouching at full range, or make unwise decisions in general due to frustration and impatience. Heavily punishable if successfully avoided. | |||
}} | |||
{{AttackData-AUA | |||
|version=j.S | |||
|subtitle=Sussing Fist | |||
|damage=100, 100 | |||
|startup=21 | |||
|active=13 | |||
|recovery=Until landing +3 | |||
|onhit=Launch | |||
|onblock= - | |||
|guard= Mid | |||
|chip=35, 35 | |||
|property= Wallbounce | |||
|invuln= | |||
|description= | |||
Coral swings their fists into the air, creating two surges of wind one after another, each traveling fullscreen. | |||
The second hit wallbounces the opponent. This attack does not affect crouching opponents in any way, even if very low to the ground. | |||
{{ProConTable | |||
|pros= | |||
*'''OTG''': You can usually get this move as an OTG hit after any combo you do for some added damage. | |||
*'''Zoning''': Sus is a fullscreen move that starts up almost twice as fast as gun does, Allowing it to beat gun wars fairly easily. | |||
*'''Super Synergy''': Ground sus meshes well with all three supers. You can confirm into RHM laser from anywhere after 5S. You can combo off of it if you're close enough, even after the OTG hit with sabotage and report. | |||
|cons= | |||
*'''Punishable''': If you do this too close to your opponent, or if they just jump over it, you are left fairly punishable. | |||
*'''Committal''': A fairly long endlag after both versions of the move means that you likely don't want your shots to miss when zoning out your opponent. One whiff is enough cause for a scramble. | |||
}} | |||
|- | |||
|} | |||
}} | |||
}} | |||
====Taunt==== | |||
{{MoveData | |||
|image=AUA-IMP-T-CORAL.png <!-- File name is tentative --> | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property= | |||
|invuln=Guard Point | |||
|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 midgames at full screen, since their Sus and their taunt have similar animation. They also use the same sound effect | |||
* Tanks up to two hits | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Coral Sequences/Combos | |||
|- | |||
!! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | |||
|- | |||
| | - || Anywhere || 1200 || {{clr|3|Medium}} || [https://youtu.be/_____ Link] || | |||
flavortext | |||
|- | |||
|} | |||
===Olive=== | |||
====Sus==== | |||
{{MoveData | |||
|image=AUA-IMP-S-OLIVE.png | |||
|image2=AUA-IMP-JS-OLIVE.png | |||
|caption=<small>Ground version</small><br> | |||
|caption2=<small>Air version</small><br> | |||
|name=Olive Buster | |||
|name2=Dunk | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|version=S | |||
|subtitle=Olive Buster | |||
|damage=1000, 225 | |||
|startup=25 | |||
|active=3 | |||
|recovery=23 | |||
|onhit= | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property=Grab | |||
|invuln= | |||
|description= | |||
The famed Olive Buster command grab. Doing 1250 damage on hit, this move is the single highest damage attack in the game, on top of being a command grab with quite large range. Olive is easily one of the scariest characters on the roster, as it only takes landing this once to completely turn the tide of a round. | |||
}} | |||
{{AttackData-AUA | |||
|version=j.S | |||
|subtitle=Dunk | |||
|damage=350 | |||
|startup=8 | |||
|active=1 | |||
|recovery=27 | |||
|onhit= | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property=Grab | |||
|invuln= | |||
|description= | |||
An air grab. Olive can tack on massive damage to a combo as it deals high damage in one hit. This allows Olive to get strong conversions without relying on universal combos. | |||
{{ProConTable | |||
|pros= | |||
*'''Fear''': Olive's mix and pressure is 10x scarier when you have to constantly worry about the threat of a sneaky tick throw with the highest single hit damage in the entire game, which may cause unprepared opponents to panic into a plethora of panic decisions. | |||
*'''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. | |||
|cons= | |||
*'''Death on whiff''': If you whiff this, your are almost guaranteed eating a full punish. Be very selective about where and when you use this. | |||
*'''Potentially slow''': This move has a notably long startup. If you haven't put the work in to disguise the startup or really throw off your opponent, the startup may be reactable, or easy to predict and dodge. | |||
}} | |||
|- | |||
|} | |||
}} | |||
}} | |||
====Taunt==== | |||
{{MoveData | |||
|image=AUA-IMP-T-OLIVE.png <!-- File name is tentative --> | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property= | |||
|invuln= | |||
|description= | |||
Olive performs a salute. Actually a pretty good anti-air that's decently fast | |||
* Cancellable into any other move on hit | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Olive Sequences/Combos | |||
|- | |||
!! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | |||
|- | |||
| | - || Anywhere || 1200 || {{clr|3|Medium}} || [https://youtu.be/_____ Link] || | |||
flavortext | |||
|- | |||
|} | |||
===Mint=== | |||
{{MoveData | |||
|image=AUA-IMP-S-MINT.png | |||
|caption=TIGER! | |||
|name=Hadousus | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|version=S | |||
|damage=200 | |||
|startup=18 | |||
|active=Until hit | |||
|recovery= Total 17 | |||
|onhit=Launch | |onhit=Launch | ||
|onblock=0 | |onblock=0 | ||
|guard=Mid | |guard=Mid | ||
|chip=60 | |chip=60 | ||
|property=Launch | |property=Launch | ||
|invuln= | |invuln= | ||
}} | }} | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|header=no | |header=no | ||
|version=j.S | |version=j.S | ||
|damage=200 | |damage=200 | ||
|startup=18 | |startup=18 | ||
|active=Until hit | |active=Until hit | ||
|recovery= Total 17 | |recovery= Total 17 | ||
|onhit=Launch | |onhit=Launch | ||
|onblock= | |onblock= | ||
|guard=Mid | |guard=Mid | ||
|chip=60 | |chip=60 | ||
|property=Launch | |property=Launch | ||
|invuln= | |invuln= | ||
|description= | |||
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. | |||
{{ProConTable | |||
|pros= | |||
*'''Versatile''': Mint's projectile stays on the screen for a long period of time, and can be used in the air. You can use this to cover your approach, zone your opponent especially hard, and apply pressure on wakeup. | |||
*'''Approaching tool''': Mint can act while the projectile is active, cutting off options to stop your aggression if utilized to its fullest extent. | |||
|cons= | |||
*'''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. | |||
*'''No Rollback''': This isn't a direct negative to the gameplay, but unless Input Delay is set to 5, playing as Mint (or Purple) will disable rollback netcode. | |||
}} | |||
|- | |||
|} | |||
}} | |||
}} | |||
====Taunt==== | |||
{{MoveData | |||
|image=AUA-IMP-T-MINT.png <!-- File name is tentative --> | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage=150, 10 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property=QTE | |||
|invuln= | |||
|description= | |||
Mint pulls out a mint-flavored ice cream and tries to eat it. If a button is pressed at the right moment, Mint gains 150HP and 10% meter. Otherwise, it doesn't do anything | |||
}} | |||
}} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | |||
|+Mint Sequences/Combos | |||
|- | |||
!! style="width: 35em;" | Combo !! Position !! Damage !! Difficulty !! Video !! style="width: 45em;" | Notes | |||
|- | |||
| | Zoning game explanation || - || - || - || [https://youtu.be/nH3whVDF3zc Link] || | |||
Video detailing how to use and deal with fireballs | |||
|- | |||
|} | |||
===Fortegreen=== | |||
====Sus==== | |||
{{MoveData | |||
|image=AUA-IMP-S-FORTEGREEN.png | |||
|caption= | |||
|name=Vanish | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|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. | |||
*Invincible, except against armor breaker moves. | |||
{{ProConTable | |||
|pros= | |||
*'''Insane Combos & Pressure''': Fortegreen being able to cancel its moves allows many combo options that other character just don't have. Utilizing this cancel in blockstrings can make you wildly unpredictable, and adds windows of invulnerability in your pressure. | |||
*'''Invincibility''': There are a plethora of applications for Fortegreen's invinciblity. Ignore projectiles, Call out buttons with less defensive commitment, Get away on wakeup, you name it. | |||
*'''Anti Abare''': Wanted to press a button to get out of pressure? too bad. Fortegreen ended up pressing S mid-blockstring, and you've just whiffed a move in open air despite being right next to them, eating a fat punish. | |||
|cons= | |||
*'''Not 100% invincible''': Any moves with armor breaking properties can break through the vanish, which means you'll still have to be restrained during your pressure at times due to the threat of counter. | |||
}} | |||
|- | |||
|} | |||
}} | |||
}} | |||
====Taunt==== | |||
{{MoveData | |||
|image=AUA-IMP-T-FORTEGREEN.png <!-- File name is tentative --> | |||
|caption=GGML Axl iframes | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-AUA | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|guard= | |||
|chip= | |||
|property= | |||
|invuln=Invincible | |||
|description= | |description= | ||
Fortegreen flashes white for a moment. During that time, they are completely invincible... until the opponent whiffs exactly two attacks. After that, the third one will always hit | |||
}} | }} | ||
}} | }} | ||
{| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | {| class="wikitable sortable" border="1" style="min-width: 1000px; text-align: center" | ||
|+Fortegreen Sequences/Combos | |+Fortegreen Sequences/Combos |
Revision as of 06:02, 13 October 2022
Overview
Each one of the 21 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. 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
|
---|
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. |
Green
Sus
Swipe Card
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Pink
Sus
Canister Air
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Orange
Sus
Vote Kicks
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
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
Electrical Wiring Grip Fist Hyakki Gosus (Divekick)
|
---|
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
|
---|
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
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Brown
Sus
Lasso
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Cyan/Teal
Sus
Spin to Wind
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Lime
Sus
Sprout Lash
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Tan
Sus
SUS!
|
---|
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
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Banana
Sus
Zweites Kaltes Hinterhalt
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Maroon
Sus
Genocide Susser Axe Kick
|
---|
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
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Coral
Sus
Battering Slam Sussing Fist
|
---|
Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Olive
Sus
Olive Buster Dunk
|
---|
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 |
Fortegreen
Sus
Vanish
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |