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Warning
- This page is a work in progress.
- Until someone figures out how to split the rows in two we're stuck with one massive one. too bad!
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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
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Unique: Only character in the game.
Buttons: Impostor has many fast buttons.
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Match-up Spread: Impostor has no winning match ups.
Mobility: Movement is slow.
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Important Moves
5K: Super-Armored, delayable, standing overhead that grants you a full combo on hit.
j.K: a great but slightly risky neutral tool. Also an important move for many combos, due to the ability to link a j.L afterwards with good positioning.
2H: long range poke that wallbounces anywhere if it hits. Excellent abuser of the unblockable tipper bug, and also great for extending combos once gravity has started to kick in.
Move List
Standing Normals
5L
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
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40
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5
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2
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13
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-
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-
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Mid
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10
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N/A
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-
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Basic fast poke. Nothing special, but it does what it's supposed to. Prorate: 95%.
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5H
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
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80
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11
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5
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10
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-
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-
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Mid
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20
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N/A
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-
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moves you forward a lot, making it great for whiff punishes. Will get stuffed by savvy opponents if you try it in neutral, be careful.
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5K
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
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120[270]
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9[41]
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2
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11[15]
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-
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-
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Mid[Overhead]
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40[50]
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Launch[Groundbounce]
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-
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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 a crap ton of damage and groundbounces. You can combo 2H into a full charge 5K in the corner to do a lot of damage.
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5G Gunslinger ! Gunslinger !
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
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40, 120 (160)
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28,10
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2,2
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11,13
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-
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-
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Mid
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20,30
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N/A,Wallbounce
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-
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Rather slow start up but it's a nice neutral tool, an hitscan projectile that ground bounces up close and knocks down full screen. Whiffs if you're too close to the corner. It has an hitbox on the gun during start up. Damage is not effected by Proration (Always does 160).
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Crouching Normals
2L
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
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40
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5
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2
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13
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-
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-
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Low
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15
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N/A
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-
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2H
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
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80
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8
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4
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19
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-
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-
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Low
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20
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Wallbounce
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-
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Wall bounces on hit. Can combo into a full charged 5K in the corner with correct spacing.
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2K
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
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80
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-
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-
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-
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-
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-
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-
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-
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-
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-
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2G RIP 2G loops 9/10/21-9/10/21 RIP 2G loops 9/10/21-9/10/21
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
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40, 120 (160)
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Good anti-air, starts rather fast and covers a straight line, it also works as a launcher / combo tool. 1st hit is not effected by proration (always does 40). Prorate 95%.
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Jumping Normals
j.5L Mixup Machine Mixup Machine
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
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40
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-
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-
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-
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-
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-
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-
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-
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-
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-
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stupidly huge back hitbox makes this an insane crossup
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j.5H
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
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80
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-
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-
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-
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-
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-
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-
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-
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-
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-
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j.5K Anime swordsman slash Anime swordsman slash
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
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174
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-
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-
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-
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-
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-
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-
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-
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-
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-
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One of your main approach and combo tools, allowing you to burst movement and offense with the possibility of crossing up. You can use it more than once in a jump through cancelling another attack in the air, for example j.K > j.L > j.K. Be wary of using this too often, however. A keen opponent will catch on and punish you hard for misusing it.
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j.5G Back to the ground. Back to the ground.
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
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40, 150 (190)
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Rather fast, shoots down and forward, has slight pushback on whiff and a bit more on block or hit, can be used for neutral. Ground bounces and can link into j.K. Damage is not effected by Proration (Always does 190).
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Universal Mechanics
Throw L+H
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Guard
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Chip
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Property
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Invuln
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250~
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Instant knockdown, no combos. The hitbox on this is massive, making tick throws very easy.
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Gatling Table
Ground Gatling Table
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L |
H |
K |
G |
Cancel
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5L
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- |
5H[-], 2H[-] |
5K[-], 2K[-] |
-
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2L
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- |
5H[-], 2H[-] |
5K[-] |
-
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5H
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- |
2H |
5K, 2K |
5G, 2G
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2H
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- |
5H |
5K, 2K |
5G, 2G |
Jump
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5K
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- |
- |
2K |
5G
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5[K]
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- |
2H |
2K |
5G
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2K
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- |
- |
- |
5G[-], 2G[-] |
Jump
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5G
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- |
- |
5K[1], 2K[1~2] |
2G[1]
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2G
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- |
- |
2K[1] |
-
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Air Gatling Table
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L |
H |
K |
G
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j.L
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- |
j.H[-] |
j.K[-] |
j.G[-]
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j.H
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- |
- |
j.K[-] |
j.G[-]
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j.K
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- |
- |
- |
-
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j.G
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- |
- |
- |
j.K[-]
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- 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!