Among Us Arena/Impostor: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
mNo edit summary
(re-organized for multiple supers, added sabotage install)
Line 80: Line 80:
  |invuln=
  |invuln=
  |description=
  |description=
* Moves forward a lot.
* Slides forward a lot.
* Combo filler.
Advancing punch that's ±0 on block, occasionally used to close the gap in extended pressure strings. Spammable, but potentially risky if used too often. Great for cancels into Sus button moves.
  }}
  }}
}}
}}
Line 108: Line 108:
* Overhead if partially or fully charged.
* Overhead if partially or fully charged.
* Charged values in [brackets.]
* Charged values in [brackets.]
Super-armored, holdable, knife stab that becomes an overhead if you charge it (doesn't need to be fully charged to become overhead). Fully charged, this does good damage but causes a groundbounce.
Super-armored, holdable knife stab that becomes an overhead if you charge it. (It doesn't need to be fully charged to become overhead.) Fully charged, this does hefty damage but causes a groundbounce.
  }}
  }}
}}
}}
Line 135: Line 135:
* Wall bounces up close.
* Wall bounces up close.
* Knocks down from distance. Far damage in [brackets.]
* Knocks down from distance. Far damage in [brackets.]
Zoning and combo tool with heavy damage. Long startup makes it very reactable, so only use it at range, or when you feel absolutely safe. Dangerous with super.
Zoning and combo tool with heavy damage. Long startup makes it very reactable, so only use it at range, or when you feel absolutely safe. Dangerous with Super 1.
  }}
  }}
}}
}}
Line 188: Line 188:
* Wall bounces on hit.
* Wall bounces on hit.
* Pops opponent up if wall bounces have already been used.
* Pops opponent up if wall bounces have already been used.
Long range low. Used to clip an unaware opponent's toes, or force them to sit still through preemptive crouch blocking at mid range. Can be used in conjunction with dash cancels and 5H for damaging extended loops.
Long range low. Used to clip an unaware opponent's toes, or force them to sit still through preemptive crouch blocking at mid range. Will be heavily punished by those wary enough to block lows at a distance.


  }}
  }}
Line 217: Line 217:
* Slides forward.
* Slides forward.
Key whiff punisher and primary combo tool. Can be used as a reversal on a variety of situations due to an invulnerable startup, but not on frame 1.
Key whiff punisher and primary combo tool. Can be used as a reversal on a variety of situations due to an invulnerable startup, but not on frame 1.
Slides forward moderately, allowing dangerous range for punishes or extended combo routes when cancelled in and out of repeatedly.
Slides forward moderately, allowing dangerous range for punishes with dashes or extended combo routes when cancelled in and out of repeatedly.


  }}
  }}
Line 245: Line 245:
* Launcher/combo tool in corner.
* Launcher/combo tool in corner.
Your safest anti air, but not as rewarding as other options.
Your safest anti air, but not as rewarding as other options.
Be very careful doing this move close up as part of a chip kill. The defender can mash super before the 2nd hit.
it is not recommended to use this move against a grounded opponent close up, even as part of a pressure/chip string. The 2nd hit whiffs on many occasions and a variety of invincible options blow it up completely.
  }}
  }}
}}
}}
Line 270: Line 270:
* Large rear hitbox.
* Large rear hitbox.
Key mixup tool and main jump in button. Allows for left/right mixups on okizeme and quick overheads on crouching opponents.
Key mixup tool and main jump in button. Allows for left/right mixups on okizeme and quick overheads on crouching opponents.
Combos incredibly easy, as well.
  }}
  }}
}}
}}
Line 321: Line 322:
* Highly punishable.
* Highly punishable.
* Pressing j.4K will cause a shorter dash.  
* Pressing j.4K will cause a shorter dash.  
Burst movement and offense with crossup potential, with the risk of eating huge combo damage if blocked. Can cross up at very precise distances and heights, and also sets up j.L oki.
Burst movement and offense with crossup potential, with the risk of eating huge combo damage if blocked. Can cross up at very precise distances and heights, and also sets up j.L oki/pressure.
  }}
  }}
}}
}}
Line 349: Line 350:
* Groundbounces if opponent is airborne
* Groundbounces if opponent is airborne
* Good air to air with gun hitbox.
* Good air to air with gun hitbox.
Important zoning tool. Allows you to chip and wall your opponent out while keeping you in relatively safe distance with the backwards recoil. Along with 5G, this move creates lengthy zoning wars that are tiring to come out on top of. Not unbeatable, though.
Important zoning tool. Allows you to chip and wall your opponent out while keeping you in relatively safe distance with the backwards recoil. Along with 5G, this move creates lengthy zoning wars that are tiring to come out on top of. Power falls off drastically at distances, but is the only option at ranges that far.
  }}
  }}
}}
}}
Line 361: Line 362:
|data=
|data=
  {{AttackData-AUA
  {{AttackData-AUA
  |damage= 250~
  |damage= 500~
  |startup=8
  |startup=8
  |active=5
  |active=5
Line 375: Line 376:
* 25 meter gain on successful throw
* 25 meter gain on successful throw
Large hitbox allows for tick throw setups from everything except Gun and Knife normals.
Large hitbox allows for tick throw setups from everything except Gun and Knife normals.
Chunks a good portion of the health bar, instantly getting opponents antsy and hesitant.
  }}
  }}
}}
}}
Line 406: Line 408:




{{MoveData
|image=AUA-IMP-BURST.png
|caption=
|name= Burst
|input= Any attack + S (While getting hit)
|data=
{{AttackData-AUA
|damage= 100
|startup=7
|active=5
|recovery=19
|onhit=Launch
|onblock=-19
|guard=Mid
|chip=0
|property=N/A
|invuln=
|description=
* Requires 77 meter
* Can be done only while being hit.
Your get out of combo button. Can be baited out at a distance, or blocked on jump cancellable moves, so be very careful with your timing.
}}
}}


===Supers===
{{MoveData
{{MoveData
|image=AUA-IMP-SUPER.png
|image=AUA-IMP-SUPER.png
|caption=
|caption=
|name= Super
|name= Super 1: RHM Laser
|input= Any other attack button + S
|input= Any other attack button + S
|data=
|data=
Line 427: Line 453:
* Requires full meter
* Requires full meter
* Infinite armor on startup (no damage)
* Infinite armor on startup (no damage)
Your super move. Eats up attacks, hits full screen and does good damage as a combo ender. Very unsafe if blocked, but not from a distance.
The default super move. Eats up attacks, hits full screen and does good damage as a combo ender. Very unsafe if blocked, but not from a distance.
Works as a reversal, but can be grabbed on startup or countered. Best reserved for far 5G hitconfirms or combo damage.
Works as a reversal, but can be grabbed on startup or countered. Best reserved for far 5G hitconfirms or combo damage.
  }}
  }}
}}
}}




{{MoveData
{{MoveData
|image=AUA-IMP-BURST.png
|image=AUA-IMP-SUPER2.png
|caption=
|caption=
|name= Burst
|name= Super 2: Sabotage Install
|input= Any attack + S (While getting hit)
|input= Any other attack button + S
|data=
|data=
  {{AttackData-AUA
  {{AttackData-AUA
  |damage= 100
  |damage=
  |startup=7
  |startup=32
  |active=5
  |active=0
  |recovery=19
  |recovery=0
  |onhit=Launch
  |onhit=
  |onblock=-19
  |onblock=
  |guard=Mid
  |guard=
  |chip=0
  |chip=
  |property=N/A
  |property=N/A
  |invuln=
  |invuln=
  |description=
  |description=
* Requires 77 meter
* Requires full meter, 6 second duration
* Can be done only while being hit.
* Increases Damage by 35%
Your get out of combo button. Can be baited out at a distance, or blocked on jump cancellable moves, so be very careful with your timing.
* Increases Juggle height of all moves
* Increases walk speed
An Install super, greatly buffing the Impostor's offensive capabilities. Activation can be cancelled into and out of mid combo, creating huge damage opportunities from openings with proper setup.
  }}
  }}
}}
}}

Revision as of 03:13, 12 September 2022

Impostor
Among-Us-Red-Crewmate.png
Health 3000


Profile

The Impostor from Innersloth's online multiplayer deduction game Among Us is the main (and only) character in Among Us Arena.

There is only one playable character, but you can select 20 different colors, each with their own unique taunt and dedicated color move, performed using the Sus button.

AUA-IMP-COLORS.png

Basics

Strengths Weaknesses
  • Pressure: It's easy for the Impostor to lock down their opponent. Make them block enough jabs, and you're free to force devastating mixups.
  • Versatility: Combined with oppressive close range pressure, Guns and j.5k allow the Impostor to claim dominion over any range with proper spacing and timing.
  • Conversions: Fast moves and a plethora of gatlings create opportunities for 50% damage combos off of most hits.
  • Movement: The impostor has grown quite agile over time, threatening even mid-screen ranges with dash punishes and pokes.
  • Defense/Volatlity: Very committal defensive options. Losing rounds off of one opening and one mixup means you'll be guessing for game very often off a single mistake.
  • Unforgiving: Making the most of your hits will require demanding execution and pinpoint reactions, getting exponentially harder as combos get longer.

Move List

Standing Normals

5L
AUA-IMP-5L.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
75 5 2 13 +3 +1 Mid 0 N/A -
  • Cancels into itself.

Devastating fast poke. Can cancel into anything on hit, locks your opponent in place allowing for mixups, lengthy pressure and tick throws.


5H
AUA-IMP-5H.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
170 11 5 10 +5 ±0 Mid 0 N/A -
  • Slides forward a lot.

Advancing punch that's ±0 on block, occasionally used to close the gap in extended pressure strings. Spammable, but potentially risky if used too often. Great for cancels into Sus button moves.


5K
AUA-IMP-5K.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
150[350] 9[41] 2 11[15] Launch -9[-8] Mid[Overhead] 40[70] Launch[Groundbounce] -
  • Has one hit of armor.
  • Overhead if partially or fully charged.
  • Charged values in [brackets.]

Super-armored, holdable knife stab that becomes an overhead if you charge it. (It doesn't need to be fully charged to become overhead.) Fully charged, this does hefty damage but causes a groundbounce.


5G
AUA-IMP-5G.png
the G stands for gat
the G stands for gat
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
30, 160 [200] 28,10 2,2 20 Launch -11 Mid 20,40 [20] Launch,Wallbounce -
  • Full screen projectile.
  • Wall bounces up close.
  • Knocks down from distance. Far damage in [brackets.]

Zoning and combo tool with heavy damage. Long startup makes it very reactable, so only use it at range, or when you feel absolutely safe. Dangerous with Super 1.

Crouching Normals

2L
AUA-IMP-2L.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
75 5 6 9 ±0 +3 Low 0 N/A -
  • Standard fast Low.
  • Moves forward.

Key mixup tool. Deceptively long, and can be cancelled back into 5L to continue pressure. When chaining between 2L and 5L, there is a slight cooldown on 2L.


2H
AUA-IMP-2H.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
125 8 4 19 Launch -13 Low 0 Wallbounce -
  • Wall bounces on hit.
  • Pops opponent up if wall bounces have already been used.

Long range low. Used to clip an unaware opponent's toes, or force them to sit still through preemptive crouch blocking at mid range. Will be heavily punished by those wary enough to block lows at a distance.


2K
AUA-IMP-2K.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
145 9 5 27 Launch -20 Mid 40 Launch 2-9
  • Invincible during start-up.
  • Launches opponent on hit.
  • Slides forward.

Key whiff punisher and primary combo tool. Can be used as a reversal on a variety of situations due to an invulnerable startup, but not on frame 1. Slides forward moderately, allowing dangerous range for punishes with dashes or extended combo routes when cancelled in and out of repeatedly.


2G
AUA-IMP-2G.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
30, 160 7,13 2,2 23 Launch -13 Mid 20,20 Launch,Launch -
  • Large, fast anti air.
  • Launcher/combo tool in corner.

Your safest anti air, but not as rewarding as other options. it is not recommended to use this move against a grounded opponent close up, even as part of a pressure/chip string. The 2nd hit whiffs on many occasions and a variety of invincible options blow it up completely.

Jumping Normals

j.5L
AUA-IMP-JL.png
the dumpy hit you
the dumpy hit you
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
75 7 54 Until landing - - High 0 N/A -
  • Large rear hitbox.

Key mixup tool and main jump in button. Allows for left/right mixups on okizeme and quick overheads on crouching opponents. Combos incredibly easy, as well.


j.5H
AUA-IMP-JH.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
125 9 6 Until landing Launch - High 0 Groundbounce -
  • Ground bounces on hit.

Vital combo tool for easy groundbounces. Can be a very tricky quick overhead with shorthops.


j.5K
AUA-IMP-JK.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
200 8 4 44 Launch -38 Mid 50 Launch -
  • Strong approach 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. Can cross up at very precise distances and heights, and also sets up j.L oki/pressure.


j.5G
AUA-IMP-JG.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
30, 160 7,21 2,2 22 Launch -13 Mid,High 5,40 Launch(Groundbounce) -
  • Dominant Neutral tool.
  • Recoils backward on shot.
  • Groundbounces if opponent is airborne
  • Good air to air with gun hitbox.

Important zoning tool. Allows you to chip and wall your opponent out while keeping you in relatively safe distance with the backwards recoil. Along with 5G, this move creates lengthy zoning wars that are tiring to come out on top of. Power falls off drastically at distances, but is the only option at ranges that far.

Universal Mechanics

Throw
4S
AUA-IMP-GRAB.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
500~ 8 5 15 - - - - N/A -
  • Instant knockdown.
  • 25 meter gain on successful throw

Large hitbox allows for tick throw setups from everything except Gun and Knife normals. Chunks a good portion of the health bar, instantly getting opponents antsy and hesitant.


Counter
2S
AUA-IMP-COUNTER.png
Spam 5L tickthrow :)
Spam 5L tickthrow :)
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
500 11 2 15 - - - - N/A 1-11
  • Instant knockdown
  • Frame 1 counter.
  • ~25 Meter gain on successful counter.

True reversal alongside super. Risky and easy to play around, but destroys meaty setups, lousy crossups, wakeup attacks and even works against far 5G/j.G, up to the tip of the muzzle flash.


Burst
Any attack + S (While getting hit)
AUA-IMP-BURST.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
100 7 5 19 Launch -19 Mid 0 N/A -
  • Requires 77 meter
  • Can be done only while being hit.

Your get out of combo button. Can be baited out at a distance, or blocked on jump cancellable moves, so be very careful with your timing.

Supers

Super 1: RHM Laser
Any other attack button + S
AUA-IMP-SUPER.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
75x5, 500 13 23 45 Launch -39 Mid 10x5,20 N/A -
  • Requires full meter
  • Infinite armor on startup (no damage)

The default super move. Eats up attacks, hits full screen and does good damage as a combo ender. Very unsafe if blocked, but not from a distance. Works as a reversal, but can be grabbed on startup or countered. Best reserved for far 5G hitconfirms or combo damage.


Super 2: Sabotage Install
Any other attack button + S
AUA-IMP-SUPER2.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- 32 0 0 - - - - N/A -
  • Requires full meter, 6 second duration
  • Increases Damage by 35%
  • Increases Juggle height of all moves
  • Increases walk speed

An Install super, greatly buffing the Impostor's offensive capabilities. Activation can be cancelled into and out of mid combo, creating huge damage opportunities from openings with proper setup.


Gatling Table

Ground Gatling Table
L H K G Cancel
5L - 5H[-], 2H[-] 5K[-], 2K[-] -
2L - 5H[-], 2H[-] 5K[-] -
5H - 2H 5K, 2K 5G, 2G
2H - - 5K, 2K 5G, 2G Jump, Dash
5K - - 2K 5G
5[K] - 2H 2K 5G
2K - - - 5G[-], 2G[-] Jump, Dash
5G - - 5K[1], 2K[1~2] 2G[1]
2G - - 2K[1] -
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[-]
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!


General
FAQ
System
Controls
Strategy
Links
Characters
Impostor