Line 20: | Line 20: | ||
{{InjusticeMoveListHeader}} | {{InjusticeMoveListHeader}} | ||
{{ MoveListRow | Flounder Fist | l | 2.00 | High}} | {{ MoveListRow | Flounder Fist | l | 2.00 | High}} | ||
{{ MoveListRow | Trident Push | m | 3.00 | | {{ MoveListRow | Trident Push | m | 3.00 | Med}} | ||
{{ MoveListRow | Trident Spin | h | 9.00 | | {{ MoveListRow | Trident Spin | h | 9.00 | Med knocks opponent half screen away}} | ||
{{ MoveListRow | Mera's Fury | b + l | 2.00 | Low}} | {{ MoveListRow | Mera's Fury | b + l | 2.00 | Low}} | ||
{{ MoveListRow | Trident Slam | b + m | 5.00 | Overhead small bounce to combo into specials}} | {{ MoveListRow | Trident Slam | b + m | 5.00 | Overhead small bounce to combo into specials}} | ||
{{ MoveListRow | Whirl Pool | b + h | 11.00 | | {{ MoveListRow | Whirl Pool | b + h | 11.00 | Med wallbounce hold h to charge attack, pressing Meter Burn during charge will add armor to attack (1 bar,) cancel by dashing forward or backwards}} | ||
{{ MoveListRow | Surface Dwellers | f + l | 3.00 | | {{ MoveListRow | Surface Dwellers | f + l | 3.00 | Med}} | ||
{{ MoveListRow | Stingray Sweep | f + m | 6.75 | Low , launches opponent into air on hit}} | {{ MoveListRow | Stingray Sweep | f + m | 6.75 | Low , launches opponent into air on hit}} | ||
{{ MoveListRow | For Neptune | f + h | 11.00 | Overhead groundbounce hold h to charge attack, pressing Meter Burn during charge will add armor to attack (1 bar,) cancel by dashing forward or backwards}} | {{ MoveListRow | For Neptune | f + h | 11.00 | Overhead groundbounce hold h to charge attack, pressing Meter Burn during charge will add armor to attack (1 bar,) cancel by dashing forward or backwards}} | ||
{{ MoveListRow | Shark Strike | d + l | 2.00 | | {{ MoveListRow | Shark Strike | d + l | 2.00 | Med}} | ||
{{ MoveListRow | Rising Trident | d + m | 5.00 | | {{ MoveListRow | Rising Trident | d + m | 5.00 | Med , launches opponent into air on hit}} | ||
{{ MoveListRow | Sea Sweep | d + h | 7.00 | Low knockdown}} | {{ MoveListRow | Sea Sweep | d + h | 7.00 | Low knockdown}} | ||
{{ MoveListRow | Urchin Kick | l aironly | 5.00 | Overhead}} | {{ MoveListRow | Urchin Kick | l aironly | 5.00 | Overhead}} |
Revision as of 13:17, 4 May 2013

Aquaman
Cast out from Atlantis as a baby, Arthur Curry grew up on land, thinking himself a normal human. But when he matured, Atlantis returned, claiming him as their rightful king. Caught between a surface world constantly ravaging the sea and Atlanteans looking to lash out in revolt, he’s committed to protecting the entire globe.
Aquaman can breathe underwater, swim at tremendous speeds, and telepathically communicate with sea life. Being able to withstand ocean depths has given him on land superhuman strength, enhanced senses, and nearly impenetrable skin. And although his courage and decisive nature have proven him a true heir to Atlantis’s throne, the continual conflict between land and sea makes him a citizen of both—and at home in neither.
In a nutshell
Character Info
Move List
Normal Moves
Combo Attacks
knockdown 1/4th screen away
knockdown half screen away
knocks opponent full screen away
knocks opponent 1/4th screen away
launches opponent into the air
that throws opponent over Aquaman's head
Bounce Cancels
Character Power
can be activated on reaction
Throws
Special Moves
Alternate Command:
qcb + l
Can dash forward or back while Trident Rush is active
Trident Rush
Alternate Command:
qcb + m
From The Deep
Alternate Command: -
Water shield can be dash cancelled
Water Shield
triggers a short range explosion that knocks the opponent
back almost full screen
Alternate Command:
qcb + l
Alternate Command:
hcf + m
Super Move
If hit, Aquaman summons a tidal wave that engulfs his opponent
First hit: 10.00 then 3.60, 2.70, 2.70, 2.70, 2.70, 8.10
Move Analysis
TBW
S.T.A.R. Labs Mode
TBW
Strategy
Basic Strategy
TBW
Advanced Strategy
TBW
Tips and Tricks
TBW
Combos
TBW
Alternate Costumes
TBW
Match Ups
TBW
Frame Data
TBW