Among Us Arena/Impostor/Combos

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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

AUA bouncesheet.png

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

5L / 2L / j.L Starters
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.
5H / 2H / j.H Starters
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.

5K / 2K / j.K Starters
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.

5G / 2G / j.G Starters
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.


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