Among Us Arena/System: Difference between revisions

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(→‎Throws: small typo)
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==Throws==
==Throws==
Throws are LH, you can't change directions and they don't combo, they have enough start up to jump out of if the opponent sees this / your timing is off in oki. Throws can be etched by inputting a throw of your own within X frames of getting thrown.
Throws are LH, you can't change directions and they don't combo, they have enough start up to jump out of if the opponent sees this / your timing is off in oki. Throws can be teched by inputting a throw of your own within X frames of getting thrown.


==Knockdowns==
==Knockdowns==

Revision as of 07:12, 12 September 2021

Movement

Movement in AUA is incredibly simple. You only have 2 basic methods of movement: Walking and Jumping.

Walking is your main form of movement in AUA. Walking is preformed by pressing 6/4, and there are no dashes. Walkspeed is quite slow, and hitboxes are generally very large and fast, making walking a rather innefective way of getting around. Of course, walking isn't the only way to get around. You can jump by pressing 7/8/9, which will all yield different directions of jump. Jumps generally don't tend to move you very far horizontally, but they are still a useful tool for neutral.

Since both walking and jumping aren't very effective for horizontal movement in AUA, your primary form of movement is going to be through normals. Normals such as j.K and 5H move you large distances across the screen, making Normals your most import form of movement. Be warned, however, as if you become too predictable with these movement tools, you can leave yourself open to a large punish.

Canceling

Ground Gatling Table
L H K G
5L - 5H, 2H 5K, 2K -
2L 5L 5H, 2H 5K -
5H - 2H 5K, 2K 5G, 2G
2H - 5H 5K, 2K 5G, 2G
5K - - 2K 5G
2K - - - 5G, 2G
5G - - - 2G
2G - - - -
Air Gatling Table
L H K G
j.L - j.H j.K j.G
j.H - - j.K j.G
j.K - - - -
j.G - - j.K -

Throws

Throws are LH, you can't change directions and they don't combo, they have enough start up to jump out of if the opponent sees this / your timing is off in oki. Throws can be teched by inputting a throw of your own within X frames of getting thrown.

Knockdowns

Damage Scaling

The more hits you do in a combo, the lower the damage of each hit is. The formula for this is (INSERT FORMULA.) Gun moves are not effected by damage scaling, but do still add to it.

Miscellaneous Info