Among Us Arena/Impostor

From Mizuumi Wiki
Jump to navigation Jump to search
Impostor
Among-Us-Red-Crewmate.png
Health 2500


Profile

The Impostor from Innersloth's online multiplayer deduction game Among Us is the main (and only) character in Among Us Arena.

There is only one playable character, but you can select 15 (+1) different colors, each with their own unique taunt.

AUA-IMP-COLORS.png

Basics

Strengths Weaknesses
  • Unique: Only character in the game.
  • Match-up Spread: Impostor has no losing match ups.
  • Versatility: Combined with oppressive close range pressure, Guns and j.5k allow Impostor to claim dominion over any range with proper spacing and timing.
  • Conversions: High hitstun and gatlings create opportunities for 70% damage combos off of any hit, except for j.G and far 5G
  • Super: Full screen beam creates absurd damage opportunities from any hit. Long enough combos can even build 100% meter, bumping up damage all over the place.
  • Match-up Spread: Impostor has no winning match ups.
  • Defense/Volatlity: Very committal defensive options. Losing rounds off of one opening and one mixup means you'll be guessing for game very often off a single mistake.
  • Unforgiving Execution: Opportunities for near-100% combos are common, but will require very lengthy and precise sequences, with mistakes being just as fatal.

Move List

Standing Normals

5L
AUA-IMP-5L.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
75 5 2 13 +3 +1 Mid 0 N/A -
  • Cancels into itself.

Devastating fast poke. Can cancel into anything on hit, locks your opponent in place allowing for mixups, lengthy pressure and tick throws.


5H
AUA-IMP-5H.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
170 11 5 10 +5 ±0 Mid 0 N/A -
  • Moves forward a lot.
  • Combo filler.


5K
AUA-IMP-5K.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
150[350] 9[41] 2 11[15] Launch -9[-8] Mid[Overhead] 40[70] Launch[Groundbounce] -
  • Has one hit of armor.
  • Overhead if partially or fully 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 but causes a groundbounce.


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
30, 160 [200] 28,10 2,2 20 Launch -11 Mid 20,40 [20] Launch,Wallbounce -
  • Full screen projectile.
  • Wall bounces up close.
  • Knocks down from distance. Far damage in [brackets.]

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. Dangerous with super.

Crouching Normals

2L
AUA-IMP-2L.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
75 5 6 9 ±0 +3 Low 0 N/A -
  • Standard fast Low.
  • Moves forward.

Key mixup tool. Deceptively long, and can be cancelled back into 5L to continue pressure. When chaining between 2L and 5L, there is a slight cooldown on 2L.


2H
AUA-IMP-2H.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
125 8 4 19 Launch -13 Low 0 Wallbounce -
  • Wall bounces on hit.

Long range low. Used to clip an unaware opponent's toes, or force them to sit still through preemptive crouch blocking at mid range.


2K
AUA-IMP-2K.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
145 9 5 27 Launch -20 Mid 40 Launch 2-9
  • 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, but not on frame 1.


2G
AUA-IMP-2G.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
30, 160 7,13 2,2 23 Launch -13 Mid 20,20 Launch,Launch -
  • Large, fast anti air.
  • Launcher/combo tool in corner.

Your safest anti air, but not as rewarding as other options. Be very careful doing this move close up as part of a chip kill. The defender can mash super before the 2nd hit.

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
75 7 54 Until landing - - High 0 N/A -
  • Large rear hitbox.

Key mixup tool and main jump in button. Allows for left/right mixups on okizeme and standing opponents.


j.5H
AUA-IMP-JH.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
125 9 6 Until landing Launch - High 0 Groundbounce -
  • Ground bounces on hit.

Vital combo tool for easy floor bounces. Can be a very tricky quick overhead with shorthops.


j.5K
AUA-IMP-JK.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
200 8 4 44 Launch -38 Mid 50 Launch -
  • 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
AUA-IMP-JG.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
30, 160 7,21 2,2 22 Launch -13 Mid,High 5,40 Launch(Groundbounce) -
  • Dominant Neutral tool.
  • Recoils backward on shot.
  • Groundbounces if opponent is airborne
  • Good air to air with gun hitbox.

Important zoning tool. 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 tiring to come out on top of. Not unbeatable, though.

Universal Mechanics

Throw
L+H
AUA-IMP-GRAB.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
250~ 8 5 15 - - - - - -
  • Instant knockdown.
  • 25 meter gain on successful throw

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


Counter
2L+H
AUA-IMP-COUNTER.png
Spam 5L tickthrow :)
Spam 5L tickthrow :)
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
500 11 2 15 - - - - - 1-11
  • Instant knockdown
  • Frame 1 counter.
  • ~25 Meter gain on successful counter.

True reversal alongside super. 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.


Super
K+G
AUA-IMP-SUPER.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
100x5, 600 13 23 45 Launch -39 Mid 25x5,125 - 1-13
  • Requires full meter
  • Invincible startup.

Your super move. Beats counter, hits full screen and does insane damage as a combo ender. Very unsafe if blocked, but not from a distance. Works as a reversal, but the risk relegates the move's use to a damage nuke at the end of every combo.


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 - - 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!


General
FAQ
System
Controls
Strategy
Links
Characters
Impostor