Among Us Arena/Impostor/Colors: Difference between revisions
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<big>'''RECOMMENDED SUPER:'''</big> | |||
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*'''Falling conversions''': The falling hitboxes and momentum from cancelling into S from moves like j.G and low j.K allow for cool combos not normally possible from strong aerial positions. | *'''Falling conversions''': The falling hitboxes and momentum from cancelling into S from moves like j.G and low j.K allow for cool combos not normally possible from strong aerial positions. | ||
*'''High | *'''Corner Carry''': Blue's Sus allows them to carry their opponent to the corner from virtually anywhere on the screen, from any starter. | ||
*'''High Meterless Damage''': Blue is one of the only colors to be able to do borderline 2000 damage combos. | |||
*'''Anti-Abare''': Blue's ability to cancel 5S(1) into all K moves makes them the biggest KADC user in the game. This makes mashing out of pressure very scary against Blue. | |||
|cons= | |cons= | ||
*''' | *'''Purely combo filler''': Blue's Sus is too slow and unsafe on whiff to be able to be used in neutral. It is also pretty subpar against patient opponents on offense. | ||
*'''Commital pressure''': Blue's only cancel options on their sus are K moves, they can easily be punished if the opponent don't mash out of pressure. | |||
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<big>'''RECOMMENDED SUPER:'''</big> Sabotage Install (super 2) | |||
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Easy sample combo that shows off the combo potential of this move. Since this combo doesn't use any bounces, it is quite easy to extend this however you want by sneaking in a 2H/j.H after 3 or 4 reps. | Easy sample combo that shows off the combo potential of this move. Since this combo doesn't use any bounces, it is quite easy to extend this however you want by sneaking in a 2H/j.H after 3 or 4 reps. | ||
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| | 5L > 5H > 5K > 2K > [j.G > 5S(2) > jc > j.G(1) > j.S]*2 > Dash 5L > 2K > 2G > 5G > jc > j.L > j.G(1) > j.S || Midscreen || 1976 || {{clr|3|Medium}} || - || | |||
Corner-to-corner combo that can be some from most position at midscreen. Delay the first j.S a little bit, otherwith both hits will connect and the combo won't work. Can be optimized further to include a last wallbounce, but it isn't really necessary, as it already does almost 2000 damage | |||
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Orange does two kicks while advancing forward. Travels great distances, cancels from just about anything on hit and allows for new conversions from incredible distances while also opening up new branches in existing combo routes. | Orange does two kicks while advancing forward. Travels great distances, cancels from just about anything on hit and allows for new conversions from incredible distances while also opening up new branches in existing combo routes. | ||
*Projectile Invincible. | *Projectile Invincible. | ||
{{ProConTable | {{ProConTable | ||
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*Air OK | *Air OK | ||
*Grounded version is dash-cancellable on hit (but not on block) for 25 meter | *Grounded version is dash-cancellable on hit (but not on block) for 25 meter | ||
White rises into the air with a powerful punch. The grounded version of this move can be cancelled into dash for 25 meter for a short time after hitting, making for easy combo extensions | White rises into the air with a powerful punch. The grounded version of this move can be cancelled into dash for 25 meter for a short time after hitting, making for easy combo extensions | ||
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<big>'''RECOMMENDED SUPER:'''</big> Report Cancel (super 3) | |||
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|invuln= | |invuln= | ||
|description= | |description= | ||
Tan sips a cup of coffee. One of the worst healing moves in fighting | Tan sips a cup of coffee. One of the worst healing moves in fighting game history, since it only gives back 50HP on use (which is less than a 5L's worth of damage), while having an extremely long animation | ||
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|description= | |description= | ||
Rose hops a medium distance butt-first, causing a heart explosion that keeps Rose airborne and can distance Rose and the opponent up to fullscreen. | Rose hops a medium distance butt-first, causing a heart explosion that keeps Rose airborne and can distance Rose and the opponent up to fullscreen. | ||
*Rose Bomber behaves differently depending on whether the moves whiffs or not | *Rose Bomber behaves differently depending on whether the moves whiffs or not | ||
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*'''Omega Chunk''': 500 Damage is among the highest single moves in the game on top of being a comboable move, vastly increasing Maroon's damage potential, and providing a reversal on par with Counter's damage. | *'''Omega Chunk''': 500 Damage is among the highest single moves in the game on top of being a comboable move, vastly increasing Maroon's damage potential, and providing a reversal on par with Counter's damage. | ||
*'''Privilege''': Maroon posesses monstrous priority with 5S, combining a large vertical hitbox with startup invincibility to allow for some [https://www.youtube.com/watch?v=93SntLaEkpY&feature=youtu.be truly heinous occurences] on anti airs. | *'''Privilege''': Maroon posesses monstrous priority with 5S, combining a large vertical hitbox with startup invincibility to allow for some [https://www.youtube.com/watch?v=93SntLaEkpY&feature=youtu.be truly heinous occurences] on anti airs. | ||
*'''Simply Disregards Armor | *'''Simply Disregards Armor''': YOU CANNOT COUNTER THIS MOVE. The single best high risk wakeup option in the game, it also blasts out supers and KADC attempts. | ||
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<big>'''RECOMMENDED SUPER:'''</big> RHM Laser (super 1) | |||
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|description= | |description= | ||
Coral performs Ryu's taunt in Street Fighter 3. Outside of guard points (which starts at the stomp), Coral can use their taunt for mindgames at full screen, since their Sus and their taunt have similar animation. They also use the same sound effect | Coral performs Ryu's taunt in Street Fighter 3. Outside of guard points (which starts at the stomp), Coral can use their taunt for mindgames at full screen, since their Sus and their taunt have similar animation. They also use the same sound effect | ||
* Tanks | * Tanks up to around 10 hits | ||
** Cyan's taunt can bypass this due to a glitch | ** Cyan's taunt can bypass this due to a glitch | ||
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*'''Insane damage''': Olive's air grab gives them a reliable way to end air combos with high damage. If Olive has meter, you can expect to take well beyond 2/3 health off a single hit. | *'''Insane damage''': Olive's air grab gives them a reliable way to end air combos with high damage. If Olive has meter, you can expect to take well beyond 2/3 health off a single hit. | ||
*'''Great oki''': Both of Olive's Sus moves leave the opponent knocked down and point blank, fully vulnerable to whatever gross mix you have planned for them. | *'''Great oki''': Both of Olive's Sus moves leave the opponent knocked down and point blank, fully vulnerable to whatever gross mix you have planned for them. | ||
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<big>'''RECOMMENDED SUPER:'''</big> Report Cancel (super 3) | |||
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|onhit=-15 | |onhit=-15 | ||
|onblock=N/A | |onblock=N/A | ||
|guard= | |guard=Mid | ||
|chip= | |chip=0 | ||
|property= | |property= | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
Olive performs a salute | Olive performs a salute. Actually a pretty good preemptive anti-air. However, it's the only thing it can really do, as it is unsafe both on block '''AND''' hit on grounded opponents | ||
* Cancellable into any other normal on hit | * Cancellable into any other normal on hit | ||
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Revision as of 05:46, 15 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 |
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> | 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 |
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
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5L/2L/j.L > 5H > 5K > 2K > 5G > dl.5S, 5H > 2K > 5G > dl.5S, Dash 5L > 2K > j.L > j.H, dl.5H > 2K > j.L > j.H, 2K > j.G > j.K(w)/j.S | Midscreen | 1808 | Medium | - |
Meterless BnB that puts the opponent in the corner from almost anywhere on the screen. Dash 5L can be replaced by 5H, but this makes the combo way harder. Likewise, dl.5H can be replaced by 5L for an easier combo. Only use j.S if you reach the corner, otherwise you'll be minus. Does not work when started close to the corner |
5S, (Dash) [5H > 2K > j.L > j.H]*2, 5H > 2K > dl.2H > 5S, Dash 5L > 2K > 5G > dl.5S > (Super1) | Anywhere | - | Medium | - |
Basic combo off of 5S' low hit. Replace 2H with 5G to prevent a side switch |
Blue
Sus
Spin Slash
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Taunt
I'm going to gut you like a Cornish game hen I'm going to gut you like a Cornish game hen
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Combo | Position | Damage | Difficulty | Video | Notes |
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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
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
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- | Anywhere | 1200 | Medium | Link |
flavortext |
Pink
Sus
Canister Air 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 |
Orange
Sus
Vote Kicks CHESTO! CHESTO!
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Taunt
AUA editors coming up with these captions AUA editors coming up with these captions
|
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Combo | Position | Damage | Difficulty | Video | Notes |
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- | Anywhere | 1200 | Medium | Link |
flavortext |
Yellow
Sus
Ass Blaster
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
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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 Ground version Dorya! Ground version Dorya! Hyakki Gosus (Divekick) Air version Death from above...! Air version
Death from above...! |
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Taunt
Tundra Storm Tundra Storm
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Combo | Position | Damage | Difficulty | Video | Notes |
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High crush demonstration video | - | - | - | Link |
EWGF evasion examples and applications. |
5L/2L > 5H > 5K > 2K > 5S, dl.5H > 2K > 5S, dl.2K > 5S, [2K > 5S]*3 | Anywhere | 1583 | Medium | - |
Delay on second 5H is important to make it and the following 5S not whiff. Delay on third 2K is abit tight. Delay too late and you might not be able to get 3 reps of 2K > 5S. |
5L/2L > 5H > 5K > 2K > 5S, 5S, [2L > 2K > 5S]*2, 2L > 2H, dash 2K > 5G, dash 5L/2L > 5H > 5K | Anywhere | 1574 | Medium | - |
Alternative BnB. Might need to adjust dashes or other spacing to make moves connect after wallbounce. Otherwise easy to perform. |
White
Sus
Shoryusus
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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/Teal
Sus
Spin to Wind flurry flurry
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Lime
Sus
Sprout Lash
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
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- | Anywhere | 1200 | Medium | Link |
flavortext |
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
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
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Taunt
Don't. Don't.
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Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Maroon
Sus
Genocide Susser Ground version Prohibido jugar con Maroon Ground version Prohibido jugar con Maroon Axe Kick Ground version Ground version
|
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Taunt
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L > 5H > 5K > 2K > Dash 5S > Super3, Dash 5S > Super3, 2K > Dash 2K > j.L > j.H, 5H > 2K > j.L > j.H, [5H > 2K > 2H]*2, 5L > 2K > 2H > 5S | Midscreen | 2380 | Very Hard | Link |
Requires 100 meter. Note that this is extraordinary damage for the Megaphone super. |
Gray
Sus
Deflector 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 |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Olive
Sus
Olive Buster Ground version Ground version Dunk Air version Air version
|
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Taunt
Press F to win the game Press F to win the game
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Combo | Position | Damage | Difficulty | Video | Notes |
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- | Anywhere | 1200 | Medium | Link |
flavortext |
Mint
Hadousus TIGER! TIGER!
|
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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 |