Among Us Arena/Impostor/Combos
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. |
Introduction
The goal of these combos are to consistently hit around 50% (~1500) off of a good confirm, ensuring that you can end the game on two good hits.
Become familiar with your Gatling Routes, and understand how floor & wall bounces work as tools to convert and extend combos.
Every combo you do will change depending on minute factors such as proximity at the start of the combo, How close you are to the wall and even things as small and precise as button timing. While the combos listed are reliable, they are mainly showcases of what is possible and should be taken in only as guidelines to build upon for future improvisation, as combos are ultimately very freeform.
These are UNIVERSAL combos, possible with any color. for color specific combos, head to the Colors section.
Combo List
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5L > 5H > 5K > 2K > j.L > j.K, j.L, [5H > 2K > j.L > j.H]*2, 5H > 2K > 2H > Dash 5H > 2K > 2H > Dash 5H > 2K > j.G > (whiff j.K) | Anywhere | 1576 | Medium | Link | Basic Bnb with some corner carry. j.4K to keep the corner. |
5L > 5H > 5K > 2K > 2G, 5H > 2K > 2G > Dash 5H > 2K > 2G > j.L > j.H, 5H > 2K > j.L > j.H, 5H > 2K > 2G > 2H, 5L > 2K > 2H > 5L > 2K > 2G(1) > 2K | Corner | 1874 | Hard | Link | Corner combo example. Stick a 2H near the end for additional damage at the cost of consistency. |
AA j.L > j.G > (j.K) | Anywhere | 265-435 | Very Easy | Link | Low air to air conversion. j.K is solely for positioning, it doesn't have to hit. |
[j.L > j.4K, j.L, [5H > 2K > j.L > j.H]*2, 5H > 2K > 2H, 5H > 2H, j.L > j.K | Anywhere | 1554 | Medium | Link | High air to air conversion. |
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
2H > Dash*2 > [5H > 2K > j.L > j.H]*2, 5H > 2K > 2H > Dash 5H > 2K > j.L > j.K | Anywhere | 1526 | Medium | Link |
2H uses up 1 Wallbounce. |
j.H, [5H > 2K > 5G > Dash*2]*2 > 5H > 2K > j.L > j.H, 5H > 2K > j.L > j.K | Anywhere | 1501 | Hard | Link |
j.H uses up 1 Groundbounce. |
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5[K], 5L > 5H > 2K > j.L > j.H, 5H > 2K > 2H > Dash 5H > 2K > 2H > Dash 5H > 2K > j.L > j.K | Anywhere | 1823 | Medium | Link |
Charge overhead confirm. 5[K] uses up 1 Groundbounce. |
AA 2K > 2G (1) > 2K > Dash 2K > j.L > j.H, 5H > 2K > j.L > j.H, 5H > 2K > 2H > Dash 5H > 2K > 2H > Dash 2K > j.L > j.K | Anywhere | 1572 | Hard | Link |
Anti air staple. Also an ideal punish for blocked j.K. |
AA j.K > j.G > (j.K) | Anywhere | 365-535* | Easy | Link |
Like the low j.L combo, the last j.K is mainly for positioning. |
AA j.K, j.L, 5L > 5H > 2K > j.L > j.H, 5H > 2K > j.L > j.H, [Dash 5H > 2K > 2H]*2, 5L > 2K > j.L > j.K | Midscreen | 1622 | Hard | Link |
j.K must hit moderately close for this combo to work. |
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5G(1) > Dash > j.K | Anywhere | 335 | Easy | Link |
Go to for medium distance gunshot only hits, even if j.K whiffs. |
5G > Dash [5H > 2K > j.L > j.H]*2, 5H > 2K > 2H > Dash 5H > 2K > j.L > j.K | Midscreen | 1460 | Medium | Link |
Your course of action when you 5G at round start and they happen to run into it. |
AA 2G(1) > j.G > j.K | Midscreen | 1052 | Easy | Link |
Anti air 2G conversion. Must be relatively close. |
j.G > j.K | Anywhere | 365 | Very Easy | Link |
Basic air to air j.G confirm if you don't think j.K would cross up after. |
j.G (1) > j.K, j.L, 5L > [5H > 2K > j.L > j.H]*2, 5H > 2K > 2H > Dash 5H > 2K > 2H > Dash 5H > 2K > j.L > j.K | Midscreen | 1579 | Medium | Link |
Basic air to air j.G confirm if j.K crosses up. |
These combos have stayed the same over patches, but may have had their damage numbers affected by scaling changes. Damage may not perfectly line up.