Among Us Arena/System

From Mizuumi Wiki
Jump to navigation Jump to search

Movement Details

NOTE: Among Us Arena does not have complicated universal movement options.

Hold 6 or 4 to walk forwards or backwards. Walking is slow, and you'll often not use it in favour of...

Double-tap 6 or 4 quickly (or press the Dash button) to quickly dash. Forward dashes travel further and faster than backdashes, but you can cancel out of dashes with most attacks and jumps.

NOTE: Backdashes have a brief invulnerable period on startup.

Press 7/8/9 to jump. Tapping 7/8/9 briefly will cause a shorthop with decreased height and range. There are no double jumps or air dashes. You cannot be grabbed during jumpsquat.

Hold 1/2/3 to crouch. This is not a movement, but it does shrink your hitbox.

Attack/Combo Details

Juggle scaling increases at a rate of 0.03 per hit and only starts when the victim begins being juggled.

Damage scaling starts increasing at a rate of 0.03 per hit, but increases exponentially as the combo continues. It maxes out at a value of 2.00, where moves hit at their minimum damage values.

Grounded infinite prevention launches the opponent at ten hits.

At 99 hits, universal infinite prevention kicks in, ma any further hits impossible until the opponent enters a knocked-down state.

Bounces

Doing a wall bounce after all wall bounces have been used up will still pop up the opponent but at a much lower height and distance. In many cases, you can still continue the combo.

Using a ground bounce after all ground bounces have been used up will cause an immediate hard knockdown. You CANNOT combo from it when it occurs.

Cancelling

  • Among Us Arena uses the Gatling system.
  • Many moves can only be Gatling'd on hit creating very fast fluid combos and constant pressure.
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] -
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)
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!


Throws

  • Throws can't change directions, and they can't be combo'd into or out of.
  • Throws can be teched by inputting a throw of your own before the active frames of the opponent's throw. (~8 frames after opponent input)


Super Meter

The following actions cause meter gain:

  • Attacking (dependent on move)
  • Being attacked (dependent on move)
    • Hitting someone will yield much more meter than getting hit.
  • Throws (25 meter)
  • Counters (25 meter + Move countered)

During combos, meter gain on both the person comboing and the person getting combo'd scale as the combo goes on.

Uses for meter as are follows:

  • RHM Laser - 100 meter
  • Sabotage Install - 100 meter
  • Report Cancel - 50 meter
  • EX Specials - Varies between 25/50/75 meter
  • Emergency Burst - 75 meter


General
FAQ
System
Controls
Strategy
Links
Characters
Impostor