Among Us Arena/Impostor/Colors

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Overview

Each one of the 20 different colored Impostors have their own unique Signature Color Attacks, accessed by pressing the Sus button. These can range from combo tools to options that could fundamentally change how one would want to approach playing, both to the player and their opponent. Learn what each one does, the playstyles that they bolster and learn/prepare against any potential strategies that may arise from them.

Combo Terminology Table

Symbol Meaning
> Cancel from the previous move to the following move.
land The player must land.
, Link from the previous move to the following move.
dl./delay Delay before using the following move.
whiff Whiff the following move (do not hit).
jc Jump Cancel.
AA Anti-Air, must hit an airborne opponent
[X] Hold the input.
(X) Optional input.
[X]*N Repeat (sequence) N number of times.

Signature Color Attacks

Red

Vent
AUA-IMP-S-RED.png
Air OK
Air OK
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
Low Vent
S
300 38 5 14 Launch -9 Low 65 Launch -
High Vent
2 when entering vent
300 31 Until landing 0 +18 - High 65 - -

Red goes into a vent before coming out at a set distance, hitting low. By pressing 2 when entering the vent, Red comes out from above, hitting overhead. This move is mostly used in midscreen as combo filler, as well as for high/low mixups

  • Does not hit OTG, despite the animation
  • High version does knockdown on air hit
  • High version is active on frame 32 but hits a grounded opponent on frame 49
Strengths Weaknesses
  • Corner Carry: Red can convert most hits into a combo that'll most likely put his opponents into the corner. This is most effective when coupled with wallbounces from 2H and 5G
  • High Meterless Damage: While awkward to insert in combos without the help of 5G or 2H, Red gets access to high damage meterless combos
  • Telegraphed: The startup on this move is pretty high by itself (especially the overhead variant), making mixups with it not that good midscreen, especially considering it is -9 on block at best
  • Limited Combo Use: Red's Sus can only reliably be comboed into by using a wallbounce, limiting its combo opportunities
Red Sequences/Combos
Combo Position Damage Difficulty Video Notes
5L/2L/j.L > [5H > 2K > 5G > dl.5S]*2 > Dash 5L > 2K > 2G(1) > 2K > j.L > j.H, 5H > 2K > 2G(1) > 2K > j.L > j.H, 5H > 2K > 2G(1) > 2K > 2G Midscreen - Medium -

A variation of the universal midscreen jab BnB that uses his Sus. It is possible to sneak in a super during the combo for more damage (Install after a 5S, laser after the last 2G). Does not work in the corner for obvious reasons

5S~2, 5L > [5H > 2K > 5G > Dash]*2, Dash 5L > 2K > 2G(1) > 2K > j.L > j.H, 5H > 2K > 2G(1) > 2K > j.L > j.H, 5H > 2K > j.L > j.4K/j.H Anywhere - Medium -

Basic combo off of 5S' overhead

5S, (Dash) 5H > 2H > 5S, 5H > 2K > 5G, [5H > 2K > 2G(1) > 2K > j.L > j.H]*2, 5H > 2K > j.L > j.H Anywhere - Medium -

Basic combo off of 5S' low hit. If you don't want to change sides, replace 2H with 2K > 5G


Blue

Spin Slash
Air OK
Air OK
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
110, 125 11 21 24 Launch -12 Mid 20,20 Launch -

A duo of two sluggish, but powerful spin slashes. Can be cancelled into from any normal on hit, most notably j.K and j.G, but falls down quickly if done in the air. You can link after this move by dashing forwards after the 2nd hit, enabling consistent, high damage loops

Strengths Weaknesses
  • Falling conversions: The falling hitboxes and momentum from cancelling into S from moves like j.G and low j.K allow for cool combos not normally possible from strong aerial positions.
  • High meterless damage: The ability to link after this move gives blue high damage corner carry routes that don't require any meter.
  • Limiting: Blue’s ability to convert off normally impossible pickups is much more specific and trickier than the other colors that share this niche, trading off some of that utility for extra damage that must be utilized to perfection to make a difference.
  • Air version is inconsistent: Unlike it's grounded brother, the air version of Blue's sus can be very inconsistent, with opponents frequently getting hit by the first hit but falling out before the 2nd.
Blue Sequences/Combos
Combo Position Damage Difficulty Video Notes
5L > 5H > 5K > S, dash 5L > 5H > S, dash 5L > 5H > S, dash 5L > 5H > S > Super1 Anywhere 1762 Easy Link

Easy sample combo that shows off the combo potential of this move. Since this combo doesn't use any bounces, it is quite easy to extend this however you want by sneaking in a 2H/j.H after 3 or 4 reps.


Green

Swipe Card
AUA-IMP-S-GREEN.png
Air OK
Air OK
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
S 90 15 6 14 0 -10 High 10 - -
Air S 115 10 7 27 - - High 10 - -

Green takes out his card and quickly swipes it down, hitting as an overhead. The aerial version has Green doing a flip in mid-air, swiping the card all around him.

  • On hit, can cancel into 5K, 2K, or dash
Strengths Weaknesses
  • Meter gain: On hit, Green's Sus grants him around 14% of meter per hit. This lets him build meter better than everyone else
  • test: test
Green Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

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Pink

Canister Air
AUA-IMP-S-PINK.png
Air OK
Air OK
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
110 8 2 21 Launch -18 Mid 35 Launch -

Pink takes out an oxygen bottle and uses it to go into the air. The aerial version shoots Pink downwards at a similar speed.

Strengths Weaknesses
  • Loopable: The grounded version of this attack can be directly chained into the aerial version of this attack, and can be followed up on after either hit, making this an amazing combo extender.
  • Mobility: Both versions of the move will quickly move you vertically in the air, allowing you to be tricky and utilize aerial gun poking in neutral off of the grounded version and get out of the air with the aerial version.
  • Horizontal Range: You will need to get a confirm off a close range hit to be able to utilize this in combos.
Pink Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

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Orange

Vote Kicks
AUA-IMP-S-ORANGE.png
Air OK
CHESTO!
Air OK
CHESTO!
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
80, 90 8 10 31 Launch -28 Mid 20, 20 Launch -

Orange does two kicks while advancing forward. Travels great distances, cancels from just about anything on hit and allows for new conversions from incredible distances while also opening up new branches in existing combo routes.

Strengths Weaknesses
  • test: test
  • test: test
Orange Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

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Yellow

Ass Blaster
AUA-IMP-S-YELLOW.png
Air OK
Air OK
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
250 20 41 -21 Launch - Mid 55 Launch -

Yellow hops a short distance butt-first, causing an explosion that flings the opponent away on hit.

  • Can break armor
Strengths Weaknesses
  • Armor Breaker: Yellow beats all armor. 5[K] mindgames may be invalidated, olive will struggle to command grab, and wakeup super loses out entirely.
  • Cannon Ball: Interrupting certain aerial moves by cancelling into S may catch opponents off guard on timing and trajectory.
  • Abysmal Range: Yellow's S hops such a short distance that most hits have to be assisted by the corner or the pull of gravity.
  • Rare opportunities: The best situations to use this move are uncommon, and may not come at all during rounds.
Yellow Sequences/Combos
Combo Position Damage Difficulty Video Notes
5L/2L/j.L > Taunt > 5L > 5K > 5S, Taunt > 5L > 2K > 5S, Taunt > 5L > 2K > 2G(1) > 2K > 2G > Super1 Corner - Hard Link

A combo that is as unoptimal as it is funny to watch. Difficult to perform due to how taunts are performed (222)

- Anywhere 1200 Medium Link

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Black

Electrical Wiring Grip Fist
AUA-IMP-S-BLACK.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
120 17 1 21 Launch -17 Mid 60 Launch -

Black performs an electrical uppercut with a notoriously low hitbox, launching opponents on hit and sending them flying away if blocked in air. Amazing combo tool, has devastating pushback on air block, but deceptively risky on the ground despite how easy it feels to throw out

Strengths Weaknesses
  • Nasty High Crush: In a similar nature to the inspiration of this move, a super short hurtbox allows this attack to low profile many high attacks, beating out many jump normals, j.K, 5H, and even 5K.
  • Aerial Keepout: Although risky on the floor, the EWGF causes such severe pushback on air block that the opponent will be flung to the opposite end of the screen, enabling some strong keepout.
  • Simple, Strong Combos: A single button electric launching really high allows for high damaging combos that are far from demanding. There's simply no way to sugarcoat it.
  • Difficult Utility: A long startup means using this move outside of combos is unreliable if you aren't already experienced with the exact situations to preemptively throw this out. Either your reactions must be absurdly fast, or you'll need to develop a sense of timing for when your opponent wants to approach in the air.
  • Risky Commitment: This move is very punishable on whiff and on block. If you're not perfectly on top of the situation or have any sense of good reads on your opponent, you're just praying to the Devil Gene every time you throw an electric out.
Black Sequences/Combos
Combo Position Damage Difficulty Video Notes
5L/2L > 5H > 5K > 2K > 5S, dl.5H > 2K > 5S, dl.2K > 5S, [2K > 5S]*3 Anywhere 1583 Medium -

Delay on second 5H is important to make it and the following 5S not whiff. Delay on third 2K is abit tight. Delay too late and you might not be able to get 3 reps of 2K > 5S.

5L/2L > 5H > 5K > 2K > 5S, 5S, 2L > 2K > 5S, 2L > 2K > 5S, 2L > 2H, dash 2K > 5G, dash 5L/2L > 5H > 5K Anywhere 1574 Medium -

Alternative BnB. Might need to adjust dashes or other spacing to make moves connect after wallbounce. Otherwise easy to perform.

White

Shoryusus
AUA-IMP-S-WHITE.png
Air OK
Shittyuken!
Air OK
Shittyuken!
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
250 8 2 111 Launch -100 Mid 35 Launch invincible

Shoryuken! Despite being an absolute banger of a refrence, this move sadly sucks, as it is just an objectively worse version of Maroon's Sus. It does less damage, has worse frame data, and has a worse hitbox. Atleast it's air OK, so you can regret your shitty move choice in midair too!

Strengths Weaknesses
  • Fully invincible: Being fully invincible makes this move great as a reversal, be it on wakeup or while being pressured
  • One hit: 250 damage in one hit makes this move work quite well in combos, where it will add significant chunks of damage while adding very little scaling
  • Completely outclassed: Maroon's Sus does everything this move does, but better, making this move rather pointless and redundant
  • Death on block: This move is MINUS ONE HUNDRED on block. If your opponent blocks this, you can kiss your ass goodbye
White Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

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Purple

Sus Platinum
AUA-IMP-S-PURPLE.png
Air OK
You lost for one reason, and only one reason... "iframes."
Air OK
You lost for one reason, and only one reason... "iframes."
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
30x5, 150 24 32 35 Launch -28 Mid 5x5, 40 Wallbounce invincible

Purple summons a Ghost which performs a series of punches, used in combos or to iframe through things such as 5G or Supers.

Strengths Weaknesses
  • Invincibility: Purple is invincible from the moment he presses his Sus up until he can act again. This allows Purple to avoid a lot of moves, including supers.
  • Combos: This move is fantastic for combos due to the high damage and wall bounce. It's combo use can also be further increased by utilizing setups that only connect the first half of the move, which can maneuver the opponent in interesting ways.
  • Super 2 Synergy: The way damage is calculated when in Sabotage makes this move's minimum damage exceptionally high while the super is in effect.
  • Long animation: Despite the invincibility, whiffing this means that the opponent gets in for free on Purple. There's even enough of a gap to counter the last hit if the move is blocked.
  • Mid Range only: There is a very large blindspot in front of Purple when up close, making it a very bad reversal.
Purple Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

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Brown

Lasso
AUA-IMP-S-BROWN.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
50, 192 28 2 21 Launch -18 - - Launch -

Brown pulls out a lasso then tosses it upwards, slightly moving forward. An anti-air grab which works as a combo extender.

Strengths Weaknesses
  • Screen Control: The Lasso provides as a good threat to aerial approaches in it's target area, making it dangerous to jump at a distance.
  • Limited Use: There being only one version of Lasso makes it only usable after specific hits and set-ups, making it hard to use at close range, or optimally in a combo.
  • Slow: Lasso has one of the longest start-ups in the game, being active on frame 28 and having 51 total frames, making it easily punishable when used incorrectly.
Brown Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

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Cyan/Teal

Spin to Wind
AUA-IMP-S-TEAL.png
Air OK
flurry
Air OK
flurry
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - 50 - - - - - -

Cyan twirls, pulling the opponent towards them from anywhere except on the ground.

Strengths Weaknesses
  • test: test
  • test: test
Cyan/Teal Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

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Lime

Sprout Lash
AUA-IMP-S-LIME.png
Air OK
Air OK
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
160 13 6 13 Launch -9 Mid 35 Wallbounce -
  • Placeholder
Strengths Weaknesses
  • test: test
  • test: test
Lime Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

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Tan

SUS!
AUA-IMP-S-TAN.png
Air OK
"Almost vented" means he didn't vent!
Air OK
"Almost vented" means he didn't vent!
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
115 25 11 15 +29 -16 Mid/High 10 Slowdown -

Tan screams so hard an Ace Attorney speech bubble appears in front of him. In the air, he shouts downwards. The ground version can be used as a strong preemptive anti-air which can start combos. The aerial version is one of the best jump-ins in the entire game, given the very deep, disjointed hitbox. It can also be used as a quick overhead with a short hop, which can lead to whatever combo you felt like doing today.

  • Slows down opponents on hit
  • Can be dash cancelled on the ground
Strengths Weaknesses
  • Disjointed: The speech bubble does not have a hurtbox, making it a very strong anti-air, as well as an incredible jump-in.
  • Corner Carry: The slowdown properties of his Sus means he can cover greater distances while comboing before having to use a wall bounce.
  • test: test
Tan Sequences/Combos
Combo Position Damage Difficulty Video Notes
5L > 5H > 2K > 5S, Dash [5H > 2K > 5S]*2, (Dash) 5H > [2K > 5G > Dash j.S, Dash 5L]*2 > 5K Midscreen 1670 Medium Link

Meterless combo with high corner carry. The dash inputs can be done after whichever 5S you want (before the first 5G). Can be optimised further, as it doesn't use any ground bounces

Rose

Rose Bomber
AUA-IMP-S-ROSE.png
Air OK
Air OK
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
400 20 11 30 Launch -31 Mid 15 - -
  • Rose hops a medium distance butt-first, causing a heart explosion that keeps Rose airborne and can distance Rose and the opponent up to fullscreen.
Strengths Weaknesses
  • test: test
  • test: test
Rose Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

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Banana

Zweites Verdächtiger Hochstapler
AUA-IMP-S-BANANA.png
Air OK
Air OK
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
90 19 2 11 Launch -3 Mid 10 Launch -

Banana slides forward then punches backwards. In the air, Banana only dashes forward, acting as an airdash.

Strengths Weaknesses
  • test: test
  • test: test
Banana Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

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Maroon

Genocide Susser
AUA-IMP-S-MAROON.png
Prohibido jugar con Maroon
Prohibido jugar con Maroon
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
150x2, 207 11 5 45 Launch -45 Mid 35, 35 Launch -
  • Invincible on Startup.
  • Can be comboed out of it set up properly.

Maroon kicks upwards in a circular crescent motion, accompanied with a curved outline following it. Kicks again if the move hits.

Strengths Weaknesses
  • Omega Chunk: 500 Damage is among the highest single moves in the game on top of being a comboable move, vastly increasing Maroon's damage potential.
  • Privilege: Maroon posesses monstrous priority with 5S, combining a large vertical hitbox with startup invincibility to allow for some truly heinous occurences on anti airs.
  • Super 2 Synergy: Touch of deaths are possible with the help of the install super's boosted juggles and heightened damage on 5S's already absurd numbers. Super 2's activation also lets you get away and even continue pressure if your dp attempt is blocked.
  • Stubby DP: Maroon's 5S isn't any less risky than conventional reversal options leading to heavy punishment on block and whiff, furthered by the move's deceptively short horizontal range.
Maroon Sequences/Combos
Combo Position Damage Difficulty Video Notes
5L > 5H > 5K > 2K > j.L > j.H, 5L > 5H > 2K > 2G(1) > 5S(1) > Super2 > 5L > 2K > 2G(1) > 2K > j.L > j.H, 5L > 5H > 2H > Dash > 5L > 2K > 2.G(1) > 5S, 5L > 2H > 5S, 5L > 5S Anywhere 3036 (KO) Very Hard Link

Midscreen TOD with super install.

5L > 5H > 5K > 2K > 2G(1) > 5S, 5L > 5H > 2K > 2G(1) > Super2 > 5L > 5H > 2K > 2G(1) > 5S, 5L > 5H > 2K > 5S, 5L*2 > 5S Corner 3206 (KO) Hard Link

Corner TOD with super install. Move choice is lax as long as you're able to pick up again after 5S.

5[K] > 2H > 5S, 5L > 2G > 5S, 5L > 2K > 2G > slight delay 2H > 2K > 5S, 5L > 2K > 2H > slight delay 2K > 5S, 5L > 2K > 5S Corner 3047 (KO) Very Hard Link

Meterless corner TOD. Spacing must be exactly as shown in the video, which is not fully in the corner.


Gray

Deflector
AUA-IMP-S-GRAY.png
Air OK
No items, Gray only, final destination.
Air OK
No items, Gray only, final destination.
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
50 4 1 74 Launch -55 Mid 10 Launch -
  • Jump Cancellable
Strengths Weaknesses
  • test: test
  • test: test
Gray Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

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Coral

Battering Slam
AUA-IMP-S-CORAL.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
250 20 2 29 Launch -21 Low 35 Launch, OTG -
  • Hits OTG
  • Full screen hitbox
Strengths Weaknesses
  • test: test
  • test: test
Coral Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

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Olive

Olive Buster
AUA-IMP-S-OLIVE.png
Air OK
Air OK
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
1200,50 25 3 23 - - - - grab armor

The famed Olive Buster command grab. Doing 1250 damage on hit, this move is the single highest damage attack in the game, on top of being a command grab with quite large range. Combined with the hit of armor this move posesses, Olive is easily one of the scariest characters on the roster, as it only takes landing this once to completely turn the tide of a round.

  • 1 hit of armor
Strengths Weaknesses
  • Terrifying: The highest damage single attack in the game combines with also being an armored grab to make sure the opponent fears for their life whenever Olive gets in.
  • Devastating oki: Leaves the opponent knocked down and point blank, fully vulnerable to whatever gross mix you have planned for them.
  • Mindgames: Olive's mix and pressure is 10x scarier when you have to constantly worry about the threat of a sneaky tick throw.
  • Death on whiff: If you whiff this, your are almost guaranteed eating a full punish. Be very selective about where and when you use this.
  • No combos: Due to this move's status as a grab, it is impossible to combo into it, leaving you with only Impostor's base moveset for combos.
  • Potenitally slow: This move has a notably long startup. If you haven't put the work in to disguise the startup or really throw off your opponent, the startup may be reactable, or easy to predict and dodge.
Olive Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

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Fortegreen

Vanish
AUA-IMP-S-FORTEGREEN.png
Air OK
Air OK
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- - - 50 - - - - - invincible

Fortegreen flashes for a moment. Allowing him to cancel any attack and chain it into another one, on hit and on block. In the air, it freezes his position briefly.

  • Invincible
Strengths Weaknesses
  • test: test
  • test: test
Fortegreen Sequences/Combos
Combo Position Damage Difficulty Video Notes
- Anywhere 1200 Medium Link

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