Among Us Arena/Impostor

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Impostor
Among-Us-Red-Crewmate.png
Health 2000


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.
  • Buttons: Impostor has many fast buttons.
  • Match-up Spread: Impostor has no winning match ups.
  • Mobility: Slow movement.

Important Moves

5K: Super-Armored, delayable, standing overhead that grants you a full combo on hit.

j.K: A risky but good neutral tool, closes the gap but leaves you open to punish. Also an important move for many combos, due to the ability to link a j.L afterwards with good positioning.

j.G: Overpowering spacing tool. Controls massive ground space, can beat jump ins and lead into massive damage without much commitment. Can be beaten by dashing.

Move List

Standing Normals

5L
AUA-IMP-5L.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40 5 2 13 - - Mid 10 N/A -

Basic fast poke. Nothing special, but it does what it's supposed to. Prorate: 95%.


5H
AUA-IMP-5H.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
80 11 5 10 - - Mid 20 N/A -

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.


5K
AUA-IMP-5K.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
120[270] 9[41] 2 11[15] - - Mid[Overhead] 40[50] Launch[Groundbounce] -

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.


5G
AUA-IMP-5G.png
Gunslinger !
Gunslinger !
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 -

Rather slow start up but it's a nice neutral tool, an hitscan projectile that wall 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).

Crouching Normals

2L
AUA-IMP-2L.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40 5 2 13 - - Low 15 N/A -

Standard low


2H
AUA-IMP-2H.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
80 8 4 19 - - Low 20 Wallbounce -

Wall bounces on hit. Can combo into a full charged 5K in the corner with correct spacing.


2K
AUA-IMP-2K.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
80 - - - - - - - - -


2G
AUA-IMP-2G.png
RIP 2G loops 9/10/21-9/10/21
RIP 2G loops 9/10/21-9/10/21
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40, 120 (160) - - - - - - - - -

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%.

Jumping Normals

j.5L
AUA-IMP-JL.png
Mixup Machine
Mixup Machine
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40 - - - - - - - - -

stupidly huge back hitbox makes this an insane crossup, got nerfed recently, still is good.


j.5H
AUA-IMP-JH.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
80 - - - - - - - - -

Ground bounces on hit.


j.5K
AUA-IMP-JK.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
174 - - - - - - - - -

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.


j.5G
AUA-IMP-JG.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40, 150 (190) - - - - - - - - -

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).

Universal Mechanics

Throw
L+H
AUA-IMP-GRAB.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
250~ 6(?) - - - - - - - -

Instant knockdown, no combos. The hitbox on this is massive, making tick throws very easy.


Counter
K+G
AUA-IMP-COUNTER.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - - - - - - - -

Frame 1 counter.

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
5K - - 2K 5G
5[K] - 2H 2K 5G
2K - - - 5G[-], 2G[-] Jump
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!


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Impostor