The Imposter

> *The Imposter infiltrated the Crewmate’s ship one day, in an attempt to kill the entire crew and take control of the ship. However, plans quickly fell through when the ship the Imposter and the crew were on were suddenly sucked in by a large portal, bigger than the Imposter has ever seen in its life. It just so happened that the ship and everything within it was a victim of The Cross, with the entire crew, alongside the Imposter and the ship itself being separated. After the impact, the Imposter found itself on another ship, but this one far more colorful, and with only one crewmate, which resembled a little girl in an oversized hat. After sabotaging the ship, its fuel source, odd, hourglass-shaped lights, flew out of the ship as the two crash landed. The Imposter attempted to take down the girl, but was so impressed (and quite frankly, afraid) of her surprising power that he surrendered, agreeing to team up with her to locate her missing Timepieces and find a way back home, but who’s to say the Imposter still doesn’t have a few tricks up its sleeve?.*
>
> The Imposter’s description

***The Imposter*** is a playable character in ‘’IndieVisible’’, being the sole representative of the Among Us series. In *IndieVisible,* the Imposter utilizes the various tools and tricks at its disposal within its moveset, as well as various attacks involving the Crewmate’s tasks.

## Playstyle

The Imposter is a fairly unique fighter when one takes its rushdown-like playstyle into consideration. Many of its attacks are fairly quick, have decent range, and many of them are disjointed, which can make it difficult to approach the Imposter. Additionally, the Imposter possesses some good air speed, making its aerials, especially out of short hops, fairly powerful for juggling and launching power. Despite its average run speed, the Imposter’s key attribute is its stage controlling abilities, with many of its special attacks allowing it to quickly move across the stage in ways that may be hard to read or counter for opponents.

Such an example of this is the Imposter’s neutral special, Crewmate Summon, in which a crewmate is summoned directly in front of the Imposter. Initially, the crewmate serves little purpose, simply wandering the stage left and right. If the Imposter player were to use neutral special again while in a certain radius of the crewmate, however, it will perform Kill, in which the Imposter quickly slashes through and kills the crewmate, with it soon disappearing afterwards. Depending on the angle, this can be a very good mix-up option, zoning option, combo breaker, and even recovery move if the crewmate was near the ledge. The Imposter slashing the crewmate can also deal some major damage, which can apply pressure to opponents that are nearby, as well. It is important to note that the Imposter can not only use Kill in order to kill the crewmate, as any strong attack that deals around 10% of damage can instantly kill the crewmate, launching them away. Opponents can also kill crewmates in the same way as well, but when the crewmate is killed, a windbox is put around the dead crewmate, launching any opponents away. This can make for an excellent zoning or edgeguarding option, as well as a sort of makeshift counter attack.

Notably, when the Imposter kills a crewmate using a strong attack, it is launched forwards, damaging opponents in its way. This can make for a decent zoning option, given how the Imposter doesn’t really have a projectile of any kind. The dead crewmate being launched also does not count as a projectile, meaning it is safe against nearly any opponent with a reflect ability.

The Imposter’s side special, Vent Hop, sees the Imposter hop into a vent, then reappearing in an area on the ground, acting as a sort of teleport. This can be a very useful move for positioning, zoning, and mind games, as the Imposter is essentially invisible while traveling through the vents, it can be almost impossible to tell where the Imposter will show up. On top of this, the Imposter can attack forwards, backwards, or directly upwards after leaving the vent, further adding to its mind game potential. The backwards attack specifically can add to the Imposter’s great edgeguarding abilities due to its angle and launching power, and the upwards attack can poke through platforms above the Imposter, which can somewhat make up for its inability to go up to higher platforms when inside the vent. The Imposter can only be inside a vent for 2 seconds, but it can be more than enough time for the Imposter player to gather their thoughts and plan out their strategy.

In conjunction with the Imposter’s neutral special, coming out of a vent directly below a crewmate without attacking it will make it hop upwards. This is very useful for positioning and set ups, as this is the only way to give a crewmate vertical height, as they cannot jump up to platforms. By making a crewmate bounce, it can also act as a decent anti-air, making any aerial attack hit the crewmate and potentially kill it, knocking the opponent back and allowing the Imposter to follow up.

In comparison, the Imposter’s up special, Shift Launch, is far more simplistic, being a simple recovery move that launches the Imposter upwards. Despite its simplistic nature, it still has some quirks to it. The Imposter’s entire body is a hitbox, allowing for a decent recovery option if the crewmate is not close enough to the Imposter for recovery. Additionally, in the first few frames of the attack, the Imposter has armor thanks to the shell surrounding it, making it harder to launch for the first few frames of the move. This can be quite useful for breaking combos, as well as mixing up opponents.

Finally, the Imposter’s down special, EMERGENCY MEETING, allows the Imposter to pull all nearby opponents, as well as the Imposter’s summoned crewmate, towards it. Notably, while being pulled by the attack, the opponent loses all control, which can be used to set up combos, stage control, or to cancel out an opponent's attack, as the emergency meeting takes priority over most attacks in the game. Its ability to automatically call any crewmates near the Imposter is also quite useful, and the fact that unlike the opponents, it has unlimited range makes it all the more useful. It can be helpful for helping in recovery if the crewmate is far from the ledge, as well as mixing up opponents by making them hit the walking crewmate, allowing the Imposter to follow up with a combo.

Notably, this special can also give the Imposter some vertical height, and only has a 2 second cooldown. This means that it is quite useful for recovery, as well as dragging an opponent off stage.

However, the Imposter is still quite held back by numerous weaknesses, most notably being its survivability. The Imposter is lightweight, meaning that it can be launched fairly easily, and with it’s up special having not a ton of range and neutral special only really working when the crewmate is near the ledge, it can be difficult for the Imposter to recover from off stage. Additionally, the Imposter’s crewmate can also be killed by opponents, and while the knockback caused by it can be a bit of a deterrent, projectiles or large hitboxes can bypass it. It is especially glaring if an opponent manages to kill an Imposter’s crewmate while it is offstage, meaning its only reliable recovery move is its up special, which can be fairly predictable and doesn’t have a ton of range.

Additionally, the Imposter’s special attacks each have some notable flaws. As mentioned above, the crewmate can be killed quite easily by opponents, which can hinder set-ups and recovery. Side special is useless off-stage, due to there being no floor for vents to appear. Additionally, the attack can be quite easily punished if the opponent reads where the Imposter will pop out from. Up special is fairly predictable and easily punishable, and it’s range isn’t exactly anything to write home about, either. It is fairly vulnerable to edgeguarding and gimping as well, despite the first few frames of super armor. Finally, down special has small range for pulling in opponents, and it is very punishable if it doesn’t manage to pull in opponents.

Overall, however, the Imposter possesses several strong options of mix-ups, stage control, and spacing without compensating for good damage output and speed. Its specials allow it to essentially control the pace of the battle and get out of tight situations fast, making it quite a threat even when considering its flaws.

## Moveset

### On-screen Appearance

* The Imposter teleports onstage with a seat as it hushes the camera.

### Taunts

* **Up Taunt** - The Imposter hushes the camera.
* **Side Taunt** - The Imposter creates a shapeshifting aura around itself.
* **Down Taunt** - The Imposter twerks in front of the camera.

### Block Animation

* Hexigonal shapes surround the Imposter, similar to the Prime Shields task in *Among Us*

### Idle Poses

* A red glare briefly appears on the Imposter's visor.
* The Imposter quickly looks behind itself.

### Victory Pose

* The Imposter appears in front of a dark, red void as the words 'DEFEAT' appears above it.

## Arcade Mode Route

The Imposter's Arcade Mode route is titled ***7 IMPOSTERS AMONG US***.

Like all other Arcade Mode routes for other characters, there is unique pre-fight banter before each fight.

## Trivia

* The Imposter’s codename is ‘’’Fool’’’, referring to how the Imposter is meant to fool the Crewmates into believing it is one of them. It can also be a reference to the various internet memes spread about Among Us.
* While the majority of characters in *IndieVisible* take inspiration from official sources, the Imposter notably has several references to unofficial products and memes, including both of its costumes being both the infamous 'Among Drip' designs and the various unofficial pop-it toys resembling Among Us characters. The Imposter's down taunt is also a reference to the infamous Among Us twerk gif.