Among Us Arena/Impostor

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Impostor
Among-Us-Red-Crewmate.png
Health 3000


Profile

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

While there is only one playable character, you can select 20 different colors, each with their own dedicated special move and unique taunt, performed using the Sus button and quickly tapping down three times in a row respectively.

AUA-IMP-COLORS.png

Basics

Strengths Weaknesses
  • Pressure: It's easy for the Impostor to lock down their opponent. Make them block enough jabs, and you're free to force devastating mixups.
  • Versatility: Combined with oppressive close range pressure, Guns and j.5k allow the Impostor to claim dominion over any range with proper spacing and timing.
  • Conversions: Fast moves and a plethora of gatlings create opportunities for 50% damage combos off of most hits.
  • Movement: The impostor has grown quite agile over time, threatening even mid-screen ranges with dash punishes and pokes.
  • 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: Making the most of your hits will require demanding execution and pinpoint reactions, getting exponentially harder as combos get longer.

Move List

Standing Normals

5L
AUA-IMP-5L.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
50 3 4 12 +3 ±0 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.

Gatling Options: 5L, 5H, 2H, 5K, 2K, 5G, 2G


5H
AUA-IMP-5H.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
115 11 5 9 +7 -4 Mid 0 N/A -
  • Slides forward a lot.

Advancing punch, occasionally used to close the gap in extended pressure strings. Spammable, but potentially risky if used too often. Great for cancels into Sus button moves.

Gatling Options: 2H, 5K, 2K, 5G, 2G


5K
AUA-IMP-5K.png
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
5K 175 9~22 2 16 Launch -7 Mid 50 Launch -
5{K} 250 23~47 2 16 Launch -7 Overhead 50 Launch -
5[K] 500 40 2 23 Launch -9 Overhead 200 - -
  • Has one hit of armor.
  • Overhead if partially or fully charged.
  • K input in the table above represents uncharged version; {K} input corresponds to partial charge and [K] to full charge

Super-armored, holdable knife stab that becomes an overhead if you charge it. (It doesn't need to be fully charged to become overhead.) Fully charged, this does hefty damage but is slow.

  • If any version of the move hits a midair enemy, they will be grounded.

If your armor is hit once, you can cancel the startup of the move by dashing, allowing for the KADC technique.


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 -12 [-16] 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 1.

Crouching Normals

2L
AUA-IMP-2L.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
75 5 6 9 +3 ±0 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.

Gatling Options: 5L, 5H, 2H, 5K, 2K, 5G, 2G


2H
AUA-IMP-2H.png
Second scariest move in the entire game
Second scariest move in the entire game
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.
  • Pops opponent up if wall bounces have already been used.

Long range low. Used to clip an unaware opponent's toes, or force them to sit still through preemptive crouch blocking at mid range. Will be heavily punished by those wary enough to block lows at a distance.


2K
AUA-IMP-2K.png
Scariest move in the entire game
Scariest move in the entire game
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
135 9 5 27 Launch -20 Mid 40 Launch 2-9
  • Invincible during start-up.
  • Launches opponent on hit.
  • Slides forward.

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. Slides forward moderately, allowing dangerous range for punishes with dashes or extended combo routes when cancelled in and out of repeatedly.


2G
AUA-IMP-2G.png
Poor Man's DP
Poor Man's DP
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. it is not recommended to use this move against a grounded opponent close up, even as part of a pressure/chip string. The 2nd hit whiffs on many occasions and a variety of invincible options blow it up completely.

Jumping Normals

j.L
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 quick overheads on crouching opponents. Combos incredibly easy, as well.


j.H
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 groundbounces. Can be a very tricky quick overhead with shorthops.


j.K
AUA-IMP-JK.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
150 8 4 44 Launch -38 Mid 50 Launch -
  • Strong approach 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. Can cross up at very precise distances and heights, and also sets up j.L oki/pressure.


j.G
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. Power falls off drastically at distances, but is the only option at ranges that far.

Universal Mechanics

Throw
4S
AUA-IMP-GRAB.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
500~ 8 5 15 - - - - N/A -
  • Instant knockdown
  • 25 meter gain on successful throw

Large hitbox allows for tick throw setups from everything except Gun and Knife normals. Chunks a good portion of the health bar, instantly getting opponents antsy and hesitant.


Counter
2S
AUA-IMP-COUNTER.png
Spam 5L tickthrow :)
Spam 5L tickthrow :)
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
600 11 2 42 - - - - N/A 1-11
  • Instant knockdown
  • Frame 1 counter
  • Counter window lasts 13 frames
  • ~25 Meter gain on successful counter

True reversal alongside super. Risky and easy to play around, but destroys meaty setups, lousy crossups, Supers and even works against far 5G/j.G, up to the tip of the muzzle flash.


Burst
Any attack + S (While getting hit)
AUA-IMP-BURST.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
100 7 5 19 Launch -19 Mid 0 N/A -
  • Requires at least 50 meter
  • Consumes all meter on activation
  • Can be done only while being hit

Your get out of combo button. Can be baited out at a distance, or blocked on jump cancellable moves, so be very careful with your timing.

Supers

Super 1: RHM Laser
Any other attack button + S
AUA-IMP-SUPER.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
25, 75x5, 550 13 19 49 Launch -38 Mid 25x6,150 N/A -
  • Requires full meter
  • Infinite armor on startup (no damage)

The default super move. Eats up attacks, hits full screen and does good damage as a combo ender. Very unsafe if blocked, but not from a distance. Works as a reversal, but is best reserved for far 5G hitconfirms or combo damage. Generally not as interesting or as freeform when compared to the other two supers.


Super 2: Sabotage Install
Any other attack button + S
AUA-IMP-SUPER2.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
- 32 0 0 - - - - N/A -
  • Requires full meter, 8 second duration
  • Increases Damage by 35%
  • Increases Juggle height of all moves
  • Decreases Juggle decay gain
  • Increases walk speed
  • Opponent cannot Burst as long as the install is active.

An Install super, greatly buffing the Impostor's offensive capabilities. Activation can be cancelled into and out of mid combo, creating huge damage opportunities from openings with proper setup.


Super 3: Report Cancel (Megaphone)
Any other attack button + S
AUA-IMP-SUPER3.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
250 6 16 9 Launch -10 Mid - N/A -
  • Requires 50% Meter.
  • Larger hitbox if the opponent is in hitstun or performing a move (dashes are considered moves.)
  • Whiffs entirely on blocking opponents. No chip.
  • Air OK

A shockwave emanates around the impostor, hitting enemies in a moderate radius. Strong anti air, consistent combo extension tool, especially on several color specific combos. The low price of just 50% meter allows you to retain a burst if desired. The move will go straight through blocking opponents if used raw, not even doing chip damage, and will have horrible range if the opponent isn't in a vulnerable state.

Gatling Table

Ground Gatling Table
L H K G Cancel
5L 5L 5H, 2H 5K, 2K 5G, 2G Sus
2L 5L 5H, 2H 5K, 2K 5G, 2G Sus
5H - 2H 5K, 2K 5G, 2G Sus
2H - - 5K[-], 2K[-] 5G[-], 2G[-] Jump[-], Dash[-], Sus[-]
5K - - 2K[-] 5G[-], 2G[-] Sus[-]
5[K] - 2H[-] 2K[-] 5G[-], 2G[-] Sus[-]
2K - - - 5G[-], 2G[-] Jump[-], Dash[-],Sus[-]
5G - - 5K[1~2], 2K[1~2] 2G[2] Sus[1~2]
2G - - 5K[1~2], 2K[1~2] 5G[2] Jump[2],Dash[2],Sus[1~2]
Air Gatling Table
L H K G Cancel
j.L - j.H[-] j.K[-] j.G[-] Sus
j.H - - j.K[-] j.G[-] Sus
j.K - - - - Sus[-]
j.G - j.H[-] j.K[-] - Sus
X = X is available on hit or block
X[-] = X is available only on hit
X[#~#] = X is available only on hit between # hit and # hit (for multi-hit moves)


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Impostor