Among Us Arena/Impostor/Colors: Difference between revisions
Kalin Zero (talk | contribs) No edit summary |
Kalin Zero (talk | contribs) No edit summary |
||
Line 465: | Line 465: | ||
*'''Nasty High Crush''': In a similar nature to the inspiration of this move, a super short hurtbox allows electrics to low profile many high attacks, beating out many jump normals, j.K, 5H, and even 5K. | *'''Nasty High Crush''': In a similar nature to the inspiration of this move, a super short hurtbox allows electrics to low profile many high attacks, beating out many jump normals, j.K, 5H, and even 5K. | ||
*'''Aerial Keepout''': Although risky on the floor, the EWGF causes such severe pushback on air block that the opponent will be flung to the opposite end of the screen, enabling some strong keepout. | *'''Aerial Keepout''': Although risky on the floor, the EWGF causes such severe pushback on air block that the opponent will be flung to the opposite end of the screen, enabling some strong keepout. | ||
*'''Divekick Pressure''': Even as a mid, the divekick allows for incredible pressure off of aerial normals, and falls at an incredible speed to open up punishes and other miscellaneous catches to throw your opponent off guard and convert into full combos. | |||
|cons= | |cons= | ||
*'''Difficult Utility''': A long startup means using the EWGF outside of combos is unreliable if you aren't already experienced with the exact situations to '''preemptively''' throw this out. Either your reactions must be absurdly fast, or you'll need to develop a sense of timing for when your opponent wants to approach in the air. | *'''Difficult Utility''': A long startup means using the EWGF outside of combos is unreliable if you aren't already experienced with the exact situations to '''preemptively''' throw this out. Either your reactions must be absurdly fast, or you'll need to develop a sense of timing for when your opponent wants to approach in the air. | ||
*'''Risky Commitment''': The EWGF is very punishable on whiff and on block. If you're not perfectly on top of the situation or have any sense of good reads on your opponent, you're just praying to the Devil Gene every time you throw an electric out. | *'''Risky Commitment''': The EWGF is very punishable on whiff and on block. If you're not perfectly on top of the situation or have any sense of good reads on your opponent, you're just praying to the Devil Gene every time you throw an electric out. | ||
*'''Anti Air prone''': Divekicks are far from being uncontestable. If predictable, expect to get anti aired, especially against colors with reversal Sus moves (such as maroon and white.) | |||
Line 537: | Line 539: | ||
*'''One Hit''': 250 damage in one hit makes this move work quite well in combos, where it will add significant chunks of damage while adding very little scaling. | *'''One Hit''': 250 damage in one hit makes this move work quite well in combos, where it will add significant chunks of damage while adding very little scaling. | ||
*'''Dp Conversions''': Dash cancelling this move on hit | *'''Dp Conversions''': Dash cancelling this move on hit makes it consistently the most damaging true reversal in the game, leading to 1600+ damage off a DP for just 23 meter. | ||
|cons= | |cons= | ||
Line 588: | Line 590: | ||
*'''Pressure''': The ghost stays out even if you are hit out of it, allowing you to easily win interactions by using this move to clash. | *'''Pressure''': The ghost stays out even if you are hit out of it, allowing you to easily win interactions by using this move to clash. | ||
*'''Combos''': This move is fantastic for combos due to the high damage and wall bounce, creating disgusting extensions off of farther hits. | *'''Combos''': This move is fantastic for combos due to the high damage and wall bounce, creating disgusting extensions off of farther hits. | ||
*'''Safe''': If you summon the ghost on your opponent during their wakeup, they can only block and not counter, as the ghost will punish them afterwards. Additionally, the opponent can only burst towards the end of the attack's animation, as using a burst too early will also get them punished by the ghost. | *'''Safe Okizeme''': If you summon the ghost on your opponent during their wakeup, they can only block and not counter, as the ghost will punish them afterwards. Additionally, the opponent can only burst towards the end of the attack's animation, as using a burst too early will also get them punished by the ghost. | ||
*'''Super 2 Synergy''': The way damage is calculated when in Sabotage makes this move's minimum damage exceptionally high while the super is in effect. | *'''Super 2 Synergy''': The way damage is calculated when in Sabotage makes this move's minimum damage exceptionally high while the super is in effect. | ||
Line 919: | Line 921: | ||
*Rose Bomber behaves differently depending on whether the moves whiffs or not | *Rose Bomber behaves differently depending on whether the moves whiffs or not | ||
*If Rose Bomber hits or gets blocked, Rose will be pushed back quite far away from the opponent. | *If Rose Bomber hits or gets blocked, Rose will be pushed back quite far away from the opponent. | ||
*Projectile invincible. | |||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*''' | *'''Zoning callout''': The large lunge of this move combined with projectile invincible properties gives you a tool to demolish zoning tools if they let you get just a little too close. | ||
*'''Great Neutral''': Due to the constant threat of this move, the opponent has to be wary of you at a much larger range than other characters. This is supplemented with the move's pushback, allowing you to threaten at ranges far greater than usual | *'''Great Neutral''': Due to the constant threat of this move, the opponent has to be wary of you at a much larger range than other characters. This is supplemented with the move's pushback, allowing you to threaten at ranges far greater than usual with relative ease. | ||
|cons= | |cons= | ||
*'''No Comboing''': The most you can do is end off your combo with a single rose bomber, | *'''No Comboing''': The most you can do is end off your combo with a single rose bomber, leaving you full screen. You can't even get any sort of okizeme unless you're in the corner. | ||
*'''Prone to KADC''': Rose's normally safe pushback is made irrelevant if the opponent can react fast enough to Knife Armor Dash Cancel the move, turning a safe move into a launch punishable one. | *'''Prone to KADC''': Rose's normally safe pushback is made irrelevant if the opponent can react fast enough to Knife Armor Dash Cancel the move, turning a safe move into a launch punishable one. | ||
Line 1,190: | Line 1,192: | ||
|cons= | |cons= | ||
*'''Punishable''': If you do this too close to your opponent, or if they just jump over it, you are left fairly punishable. | *'''Punishable''': If you do this too close to your opponent, or if they just jump over it, you are left fairly punishable. | ||
*'''Committal''': A fairly long endlag after both versions of the move means that you likely don't want your shots to miss when zoning out your opponent. One whiff is enough cause for a scramble. | |||
Line 1,253: | Line 1,256: | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*''' | *'''Fear''': Olive's mix and pressure is 10x scarier when you have to constantly worry about the threat of a sneaky tick throw with the highest single hit damage in the entire game, which may cause unprepared opponents to panic into a plethora of panic decisions. | ||
*'''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 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. | ||
|cons= | |cons= | ||
Line 1,319: | Line 1,321: | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*''' | *'''Versatile''': Mint's projectile stays on the screen for a long period of time, and can be used in the air. You can use this to cover your approach, zone your opponent especially hard, and apply pressure on wakeup. | ||
*'''Approaching tool''': Mint can act while the projectile is active, | *'''Approaching tool''': Mint can act while the projectile is active, cutting off options to stop your aggression if utilized to its fullest extent. | ||
|cons= | |cons= | ||
Line 1,361: | Line 1,363: | ||
|description= | |description= | ||
Fortegreen flashes invincible for a moment, allowing him to cancel any attack and chain it into another one, on hit and on block. In the air, it freezes his position briefly. The unorthodox cancels allow for some unique combos & blockstings, especially on aerial moves, and can be utilized in very tricky ways to steal turns or even get out of certain situations. | Fortegreen flashes invincible for a moment, allowing him to cancel any attack and chain it into another one, on hit and on block. In the air, it freezes his position briefly. The unorthodox cancels allow for some unique combos & blockstings, especially on aerial moves, and can be utilized in very tricky ways to steal turns or even get out of certain situations. | ||
*Invincible | *Invincible, except against armor breaker moves. | ||
Line 1,367: | Line 1,369: | ||
|pros= | |pros= | ||
*'''Insane Combos & Pressure''': Fortegreen being able to cancel its moves allows many combo options that other character just don't have. Utilizing this cancel in blockstrings can make you wildly unpredictable, and adds windows of invulnerability in your pressure. | *'''Insane Combos & Pressure''': Fortegreen being able to cancel its moves allows many combo options that other character just don't have. Utilizing this cancel in blockstrings can make you wildly unpredictable, and adds windows of invulnerability in your pressure. | ||
*'''Invincibility''': There are | *'''Invincibility''': There are a plethora of applications for Fortegreen's invinciblity. Ignore projectiles, Call out buttons with less defensive commitment, Get away on wakeup, you name it. | ||
*'''Anti Abare''': Wanted to press a button to get out of pressure? too bad. Fortegreen ended up pressing S mid-blockstring, and you've just whiffed a move in open air despite being right next to them, eating a fat punish. | *'''Anti Abare''': Wanted to press a button to get out of pressure? too bad. Fortegreen ended up pressing S mid-blockstring, and you've just whiffed a move in open air despite being right next to them, eating a fat punish. | ||
|cons= | |cons= | ||
*''' | *'''Not 100% invincible''': Any moves with armor breaking properties can break through the vanish, which means you'll still have to be restrained during your pressure at times due to the threat of counter. | ||
Revision as of 12:53, 7 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.
Combo Terminology Table
Symbol | Meaning |
---|---|
> | 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. |
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
Vent
|
---|
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L/2L/j.L > 5H > 5K > 2K > 5G > dl.5S, 5H > 2K > 5G > dl.5S, [5H > 2K > j.L > j.H]*2, 5H > 2K > 2G(1) > 2K > 2G > (RHM) | Midscreen | 2015 | Medium | - |
Meterless BnB that goes almost corner-to-corner. The first 2K > j.L can be somewhat tight depending on the delays on both 5S |
5S~2, 5H > 5K > 2K > j.L > j.H, 5H > 2K > j.L > j.H, [5H > 2K > dl.2H > Dash]*2, j.K | Anywhere | - | Medium | - |
Basic combo off of 5S' overhead |
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
Spin Slash
|
---|
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
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. |
Green
Swipe Card
|
---|
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Pink
Canister Air
|
---|
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Orange
Vote Kicks
|
---|
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Yellow
Ass Blaster
|
---|
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
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
Electrical Wiring Grip Fist Hyakki Gosus (Divekick)
|
---|
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
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
Shoryusus
|
---|
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 Platinum
|
---|
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Brown
Lasso
|
---|
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Cyan/Teal
Spin to Wind
|
---|
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Lime
Sprout Lash
|
---|
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Tan
SUS!
|
---|
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
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
Rose Bomber
|
---|
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Banana
Zweites Kaltes Hinterhalt
|
---|
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Maroon
Genocide Susser Axe Kick
|
---|
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
Deflector
|
---|
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Coral
Battering Slam Sussing Fist
|
---|
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Olive
Olive Buster Dunk
|
---|
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |
Mint
Hadousus
|
---|
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
Zoning game explanation | - | - | - | Link |
Video detailing how to use and deal with fireballs |
Fortegreen
Vanish
|
---|
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
- | Anywhere | 1200 | Medium | Link |
flavortext |