Among Us Arena/Impostor: Difference between revisions
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Kalin Zero (talk | contribs) mNo edit summary |
Kalin Zero (talk | contribs) (re-organized for multiple supers, added sabotage install) |
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|invuln= | |invuln= | ||
|description= | |description= | ||
* | * 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. | |||
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}} | }} | ||
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* Overhead if partially or fully charged. | * Overhead if partially or fully charged. | ||
* Charged values in [brackets.] | * Charged values in [brackets.] | ||
Super-armored, holdable | 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. | ||
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* 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 | 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. | ||
}} | }} | ||
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* 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. | 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. | ||
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* 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. | ||
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* 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. | ||
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. | |||
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* 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. | |||
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* 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. | ||
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* 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. | 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. | ||
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|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |damage= 500~ | ||
|startup=8 | |startup=8 | ||
|active=5 | |active=5 | ||
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* 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. | |||
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{{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= | ||
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* Requires full meter | * Requires full meter | ||
* Infinite armor on startup (no damage) | * 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. | 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- | |image=AUA-IMP-SUPER2.png | ||
|caption= | |caption= | ||
|name= | |name= Super 2: Sabotage Install | ||
|input= Any attack + S | |input= Any other attack button + S | ||
|data= | |data= | ||
{{AttackData-AUA | {{AttackData-AUA | ||
|damage= | |damage= | ||
|startup= | |startup=32 | ||
|active= | |active=0 | ||
|recovery= | |recovery=0 | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|guard= | |guard= | ||
|chip= | |chip= | ||
|property=N/A | |property=N/A | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
* Requires | * 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. | |||
}} | }} | ||
}} | }} |
Revision as of 03:13, 12 September 2022
Impostor | |
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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.
Basics
Strengths | Weaknesses |
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Move List
Standing Normals
5L
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5H
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5K
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5G
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Crouching Normals
2L
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2H
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2K
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2G
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Jumping Normals
j.5L
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j.5H
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j.5K
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j.5G
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Universal Mechanics
Throw
4S |
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Counter
2S |
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Burst
Any attack + S (While getting hit) |
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Supers
Super 1: RHM Laser
Any other attack button + S |
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Super 2: Sabotage Install
Any other attack button + S |
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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 | - | - | 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] | - |
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!