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
|
- Unique: Only character in the game.
- Match-up Spread: Impostor has no losing match ups.
- Offense: Capable of winning rounds off of one opening and one mixup.
- Versatility: Combined with powerful close range buttons, Gun and Jumping knife allow Impostor to claim dominion over any range with proper spacing and timing.
- Conversions: High hitstun and gatlings create opportunities for HALF HEALTH combos off of any hit, except for j.G and far 5G
|
- Match-up Spread: Impostor has no winning match ups.
- Defense: Capable of losing rounds off of one opening and one mixup.
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Move List
Standing Normals
5L
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
40
|
5
|
2
|
13
|
-
|
-
|
Mid
|
10
|
N/A
|
-
|
Devastating Fast poke. Can cancel into anything on hit, locks your opponent in place allowing for mixups, lengthy pressure and tick throws.
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|
5H
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
80
|
11
|
5
|
10
|
-
|
-
|
Mid
|
20
|
N/A
|
-
|
- Moves forward a lot.
- Key whiff punisher.
|
|
5K
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
120[270]
|
9[41]
|
2
|
11[15]
|
-
|
-
|
Mid[Overhead]
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40[50]
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Launch[Groundbounce]
|
-
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- 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 good damage and groundbounces.
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|
5G the G stands for gat the G stands for gat
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
40, 120 (160)
|
28,10
|
2,2
|
11,13
|
-
|
-
|
Mid
|
20,30
|
N/A,Wallbounce
|
-
|
- 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 at range, or when you feel absolutely safe. also has a gap for some reason
|
|
Crouching Normals
2L
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
40
|
5
|
2
|
13
|
-
|
-
|
Low
|
15
|
N/A
|
-
|
- Standard fast Low.
- Moves forward.
Key mixup tool. Deceptively long, and can be cancelled back into 5L to continue pressure.
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|
2H
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
80
|
8
|
4
|
19
|
-
|
-
|
Low
|
20
|
Wallbounce
|
-
|
Long range low. Used to clip an unaware opponent's toes, or force them to sit still through preemptive crouch blocking at footsies range.
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|
2K
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
80
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Invincible during start-up.
- Launches opponent on hit.
Key whiff punisher and primary combo tool. Can be used as a reversal on a variety of situations due to an invulnerable startup.
|
|
2G
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
40, 120 (160)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Large, fast anti air.
- Launcher/combo tool in corner.
- Proration: 95%
|
|
Jumping Normals
j.5L the dumpy hit you the dumpy hit you
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
40
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Key mixup tool. Allows for ambiguous setups on okizeme.
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|
j.5H
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
80
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Vital combo tool for easy floor bounces. Not much use outside of combos, except for a select few scenarios like beating out j.G(1)
|
|
j.5K
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
174
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- 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. j.4K is usually preferred over j.K in combos.
|
|
j.5G
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
40, 150 (190)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- 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. Along with 5G, this move creates lengthy zoning wars that are difficult and tiring to come out on top of. Not unbeatable, though. Refer to the "zoning play" list for examples.
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|
Universal Mechanics
Throw L+H
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
250~
|
6(?)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Large hitbox allows for tick throw setups from everything except Gun and Knife normals.
|
|
Counter K+G
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Instant knockdown
- Frame 1 counter.
True reversal alongside 2K. Risky and easy to play around, but destroys meaty setups, lousy crossups and even works against far 5G/j.G, up to the tip of the muzzle flash.
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|
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
|
- |
5H |
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!