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.
  • 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 normal (Excluding J.G)
  • Match-up Spread: Impostor has no winning match ups.
  • Defense: Capable of losing rounds off of one opening and one mixup.

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 -
  • Proration: 95%

Basic fast poke. Can lead into tick throws.


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 forward a lot.
  • Key whiff punisher.


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] -
  • 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 massive damage and groundbounces.


5G
AUA-IMP-5G.png
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 when you feel absolutely safe.

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 fast Low.
  • Moves forward.

Key mixup tool. Deceptively long.


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.

Long range low. 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 - - - - - - - - -
  • Invincible during start-up.
  • Launches opponent on hit.

Key whiff punisher and primary combo tool. Can be used as a reversal on wakeup.


2G
AUA-IMP-2G.png
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
AUA-IMP-JL.png
the dumpy hit you
the dumpy hit you
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40 - - - - - - - - -
  • Large rear hitbox.

Key mixup tool. Allows for ambiguous setups on okizeme.


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 - - - - - - - - -
  • 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.5G
AUA-IMP-JG.png
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. May be beaten by dashing

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

Large hitbox allows for tick throw setups from everything except Gun and Knife normals.


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