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Aquaman

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Normals

* Flounder Fist = 1

> High

* Trident Push = 2

> Mid

* Trident Spin = 3

> Mid

* Mera's Fury = b + 1

> Low

* Trident Slam = b + 2

> Overhead

* Whirl Pool = b + 3

> Mid

> Wall Bounce

* Surface Dwellers = f + 1

> Mid

* Stingray Sweep = f + 2

> Low

* For Neptune = f + 3

> Overhead

* Shark Strike = d + 1

> Mid

* Rising Trident = d + 2

> Mid

* Sea Sweep = d + 3

> Low

* Urchin Kick = IN AIR, 1

> Overhead

* Air Stab = IN AIR, 2

> Overhead

* Trident Jab = IN AIR, 3

> Overhead

Specials

* Trident Rush = d, f + 1

> Mid

> MB Ok

* From the Deep = d, b + 2

> Mid

> MB Ok

* Water Shield = d, d + 3

> Provides super armor

> MB Ok

* Trident Scoop = d, b + 1

> Mid

> Launcher

* Trident Toss = b, f + 2

> High

Character Power

* Water of Life = 4

> Provides quick recovery when you are getting hit

> Allows you to be able to block while being hit during mid-combo

Super Move

* Atlantean Rage = SS + MB

> Overhead

Combo Attacks

* Seven Seas = 1, 1

> Mid

* Aquatic Ace = 1, 1, 2, 3

> Mid

* Marine Marvel = f + 1, 3

> Overhead

* Tidal Wave = f + 1, 3, 2

> Mid

* From the Depths = b + 1, 2

> Mid

* Huzzah = b + 1, 2, 3

> Mid

* Tsunami Slam = 2, 2

> Mid

* Atlantean Strength = 2, 2, 3

> Overhead

* Orin Origin = b + 2, u + 3

> Mid

* Deep Sea = f + 2, 1 + 3

> Mid

Strategies

* Use d + 2 as anti-air, then follow it up with 2, 2. From here, you have the option to combo the 2, 2 into more damaging combos.

* b + 1, 2 is your main string. If the enemy blocks it, cancel it into Trident Rush to be safe. If the enemy is hit, cancel it into From The Deep.

* His Character Power can serve as a combo breaker. While you are getting hit as long as you're not getting juggled, activate Character Power to have a free block.

* Use 2, 2, 3 to setup your mixups. This is a knockdown combo that is very easy and efficient.

* Use j + 3 as your main cross-up after a 2, 2, 3 knockdown.

 
Verdict:
Very Helpful
OK
Not Useful
 

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