Among Us Arena/Impostor: Difference between revisions
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Kalin Zero (talk | contribs) No edit summary |
Kalin Zero (talk | contribs) (redid move descriptions) |
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|chip=10 | |chip=10 | ||
|property=N/A | |property=N/A | ||
|description= Basic fast poke. | |description= | ||
* Proration: 95% | |||
Basic fast poke. Can lead into tick throws. | |||
}} | }} | ||
}} | }} | ||
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|chip=20 | |chip=20 | ||
|property=N/A | |property=N/A | ||
|description= | |description= | ||
* Moves forward a lot. | |||
* Key whiff punisher. | |||
}} | }} | ||
}} | }} | ||
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|chip=40[50] | |chip=40[50] | ||
|property=Launch[Groundbounce] | |property=Launch[Groundbounce] | ||
|description=Charged values in [brackets] | |description= | ||
* Has one hit of armor. | |||
* Overhead if charged. | |||
* 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 massive damage and groundbounces. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AUA-IMP-5G.png | |image=AUA-IMP-5G.png | ||
|caption= | |caption=the G stands for gat | ||
|name= | |name= | ||
|input= 5G | |input= 5G | ||
Line 122: | Line 130: | ||
|chip=20,30 | |chip=20,30 | ||
|property=N/A,Wallbounce | |property=N/A,Wallbounce | ||
|description= | |description= | ||
* Full screen projectile. | |||
* Wall bounces up close. | |||
* Knocks down from distance. | |||
* 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. | |||
}} | }} | ||
}} | }} | ||
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|chip=15 | |chip=15 | ||
|property=N/A | |property=N/A | ||
|description=Standard | |description= | ||
* Standard fast Low. | |||
* Moves forward. | |||
Key mixup tool. Deceptively long. | |||
}} | }} | ||
}} | }} | ||
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|chip=20 | |chip=20 | ||
|property=Wallbounce | |property=Wallbounce | ||
|description= Wall bounces on hit. Can combo into a full charged 5K in the corner with correct spacing. | |description= | ||
* Wall bounces on hit. | |||
Long range low. Can combo into a full charged 5K in the corner with correct spacing. | |||
}} | }} | ||
}} | }} | ||
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|property= | |property= | ||
|description= | |description= | ||
* Invincible during start-up. | |||
* Launches opponent on hit. | |||
Key whiff punisher and primary combo tool. Can be used as a reversal on wakeup. | |||
}} | }} | ||
}} | }} | ||
Line 195: | Line 219: | ||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-2G.png | |image=AUA-IMP-2G.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input= 2G | |input= 2G | ||
Line 209: | Line 233: | ||
|chip= | |chip= | ||
|property= | |property= | ||
|description= | |description= | ||
* Large, fast anti air. | |||
* Launcher/combo tool in corner. | |||
* Proration: 95% | |||
}} | }} | ||
}} | }} | ||
Line 216: | Line 243: | ||
{{MoveData | {{MoveData | ||
|image=AUA-IMP-JL.png | |image=AUA-IMP-JL.png | ||
|caption= | |caption=the dumpy hit you | ||
|name= | |name= | ||
|input= j.5L | |input= j.5L | ||
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|chip= | |chip= | ||
|property= | |property= | ||
|description= | |description= | ||
* Large rear hitbox. | |||
Key mixup tool. Allows for ambiguous setups on okizeme. | |||
}} | }} | ||
}} | }} | ||
Line 252: | Line 281: | ||
|chip= | |chip= | ||
|property= | |property= | ||
|description= Ground bounces on hit. | |description= | ||
* Ground bounces on hit. | |||
}} | }} | ||
}} | }} | ||
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|chip= | |chip= | ||
|property= | |property= | ||
|description= | |description= | ||
* Strong approach tool | |||
* Primary combo tool | |||
* Highly punishable. | |||
* 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. | |||
}} | }} | ||
}} | }} | ||
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|chip= | |chip= | ||
|property= | |property= | ||
|description= | |description= | ||
* Dominant Neutral tool. | |||
* Recoils backward on shot. | |||
* 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. May be beaten by dashing | |||
}} | }} | ||
}} | }} | ||
Line 317: | Line 356: | ||
|chip= | |chip= | ||
|property= | |property= | ||
|description=Instant knockdown | |description= | ||
* Instant knockdown | |||
Large hitbox allows for tick throw setups from everything except Gun and Knife normals. | |||
}} | }} | ||
}} | }} | ||
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|chip= | |chip= | ||
|property= | |property= | ||
|description=Frame 1 counter. | |description= | ||
* Frame 1 counter. | |||
}} | }} | ||
}} | }} |
Revision as of 16:39, 26 January 2022
Impostor | |
---|---|
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 |
---|---|
|
|
Important Moves
5K: Super-Armored, delayable, standing overhead that grants you a full combo on hit.
j.K: A risky but good neutral tool, closes the gap but leaves you open to punish. Also an important move for many combos, due to the ability to link a j.L afterwards with good positioning.
j.G: Overpowering spacing tool. Controls massive ground space, can beat jump ins and lead into massive damage without much commitment. Can be beaten by dashing.
Move List
Standing Normals
5L
|
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5H
|
---|
5K
|
---|
5G
|
---|
Crouching Normals
2L
|
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2H
|
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2K
|
---|
2G
|
---|
Jumping Normals
j.5L
|
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j.5H
|
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j.5K
|
---|
j.5G
|
---|
Universal Mechanics
Throw
L+H |
---|
Counter
K+G |
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Gatling Table
L | H | K | G | Cancel | |
---|---|---|---|---|---|
5L | - | 5H[-], 2H[-] | 5K[-], 2K[-] | - | |
2L | - | 5H[-], 2H[-] | 5K[-] | - | |
5H | - | 2H | 5K, 2K | 5G, 2G | |
2H | - | 5H | 5K, 2K | 5G, 2G | Jump |
5K | - | - | 2K | 5G | |
5[K] | - | 2H | 2K | 5G | |
2K | - | - | - | 5G[-], 2G[-] | Jump |
5G | - | - | 5K[1], 2K[1~2] | 2G[1] | |
2G | - | - | 2K[1] | - |
L | H | K | G | |
---|---|---|---|---|
j.L | - | j.H[-] | j.K[-] | j.G[-] |
j.H | - | - | j.K[-] | j.G[-] |
j.K | - | - | - | - |
j.G | - | - | - | j.K[-] |
- X = X is available on hit or block
- X[-] = X is available only on hit
- X[+] = X is available on whiff
- X[#~#] = X 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!