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Aquaman Guide Scorpion990 Aquamans Trait Highly defensive trait that will allow Aquaman to block hits mid-combo

o (when not in a juggle state). The trait can be initiated at any time, even during a combo. Can be used after an unsafe move to minimize the damage. This trait requires a thorough knowledge of your opponents moveset. Super Overhead super that deals 33% damage when unscaled. Can be linked into from B12, 22, B2, or B2 U3. Any of the combo starters listed below, on hit, can be used to initiate a super combo. A list of optimized super-combos is provided below. Combo Starters b+2 (relatively) fast overhead d+2 uppercut with good range. This makes jumping in on Aquaman very dangerous b+1,2 low 22 Slow mid starter ATA j2 Air to air j+3 overhead jump-in starter b+3 universal mid wall-bounce (can be MB for one hit of armor) f+3 universal overhead ground-bounce (can be MB for one hit of armor) Bread and Butter Combos Introduction Most of Aquamans combos are highly formulaic. His bread and butter open-space combos start with one of the combo starters listed above, a follow-up hit or two, and then one of these two options: b+1,2~db+1; 22~db+2 if you are in the corner and b+1,2~db1; f+2~1+3 otherwise. His super combos are just as formulaic: use one of the combo starters listed above followed by b+1,2~db+1; 22~Super. Similar patterns are found in his meter-burn combos. Theyre all highly intuitive and damaging. The timing on most isnt too difficult with practice. Combos Open-Space Combo d+2; b+1,2~db1; f+2~1+3 b+1,2~db+1; f+2~1+3 b+2; b+1,2~db+1; f+2~1+3 ATA j+2; b+1,2~db1; f+2~1+3 j+3; b+1,2~db+1; f+2~1+3 b+1,2~db+2; b+1,2~db+1; f+2~1+3 b+3; j+3; b+1,2~db+1; f+2~1+3 f+3; j+3; b+1,2~db+1; f+2~1+3 Damage 19 22 25 25 29 29 33 33 Starter Mid Low Overhead ATA Overhead JI Low Mid Overhead Hits 9 9 9 9 9 11 10 11

Back to Corner Combos d+2; b+1,2~db+1; 22~db+2 b+1,2~db+1; 22~db+2 b+2; b+1,2~db+1; 22~db+2 j+3; b+1,2~db+1; 22~db+2 b+3; j+3; b+1,2~db+1; 22~db+2 f+3; j+3; b+1,2~db+1; 22~db+2

Damage 19 22 25 30 33 33

Starter Mid Low Overhead Overhead JI Mid Overhead

Hits 7 7 7 7 8 8

Open-Space Meter Burn Combos d+2; b+1,2~db+1; 22~db+2 [MB]; f+2~1+3 b+1,2~db+1; 22~db+2 [MB]; f+2~1+3 b+2; b+1,2~db+1; 22~db+2 [MB]; f+2~1+3 ATA j+2; b+1,2~db+1; 22~db+2 [MB]; f+2~1+3 b+1,2~db+2; b+1,2~db+1; 22~db+2 [MB]; f+2~1+3 j+3; b+1,2~db+1; 22~db+2 [MB]; f+2~1+3 b+1,2~db+2 [MB]; b+3; j+3; b+1,2~db+1; f+2~1+3 f+3; j+3; b+1,2~db+1; 22~db+2 [MB]; f+2~1+3 b+3; j+3; b+1,2~db+1; 22~db+2 [MB]; f+2~1+3

Damage 27 34 37 37 39 41 41 42 42

Starter Mid Low Overhead ATA Low Overhead JI Low Overhead Mid

Hits 13 13 13 13 14 13 14 14

Back to Corner Meter Burn Combos d+2; b+1,2~db+1; 22~db+2 [MB]; 22~db+2 b+1,2~db+1; b+1,2~db+2 [MB]; f+2~1+3 b+2; b+1,2~db+1; 22~db+2 [MB]; 22~db+ 2 b+1,2~db+2; b+1,2~db+2 [MB]; f+2~1+3 j+3; b+1,2~db+1; 22~db+2 [MB]; 22~db+2 f+3; j+3; b+1,2~db+1; 22~db+2 [MB]; 22~db+2 b+3; j+3; b+1,2~db+1; 22~db+2 [MB]; 22~db+2

Damage 27 34 37 39 41 42 42

Starter Mid Low Overhead Low Overhead JI Overhead Mid

Hits

Super Combos d+2; b+1,2~db1; 22~SM b+1,2~db+1; 22~SM b+2; b+1,2~db+1; 22~SM ATA j+2; b+1,2~db1; 22~SM b+1,2~db+2; b+1,2~db+1; 22~SM b+3; j+3; b+1,2~db+1; 22~SM f+3; j+3; b+1,2~db+1; 22~SM j+3; b+1,2~db+1; 22~SM

Damage 30 39 42 42 43 45 45 46

Starter Mid Low Overhead ATA Low Mid Overhead Overhead JI

Hits 13 13 13 13 15 14 14 13

Full-screen MB Combo db+2 [MB]; db+2

Damage 20

Starter Mid

Hits 3

MBDC Combos

Damage

Starter

Hits

Hit Levels Stand Hit Hit Hit Hit Stand Block Chip Chip Hit Chip Crouch Whiff Chip Chip Hit

High Mid Low Overhead

External Links 1. Beginners Guide http://forums.shoryuken.com/discussion/178049/injustice-general-guide 2. High-level Aquaman gameplay - EMP Tom Brady (Aquaman) - Civil War V Finals http://www.youtube.com/watch?v=_vk66M7SOF4#t=1m55s 3. Interactive Object Guide http://forums.shoryuken.com/discussion/178001/pigs-tvs-and-freeze-pipes-who-needsfireballs-injustice-interactive-object-thread

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