Lucas Rasera Miranda
TheLambSoup
Thats weird, sometimes I can't meterburn GL's lift on wakeup as well.its active and i cant meter burn. i was just in water shield holding and pushing mb but nothing.
Thats weird, sometimes I can't meterburn GL's lift on wakeup as well.its active and i cant meter burn. i was just in water shield holding and pushing mb but nothing.
I mean.... you have your back dash which is pretty good.So Aquaman, how do you deal with strong pressure from characters like Nightwing and Flash? I've been using to D1, D2, or F2 generally (I don't see a reason to pushblock and use bar outside of the corner) and it works but I feel like there has to be a better way for AM to escape pressure since those methods are high risk low reward.
Does BD have invincibility on startup?I mean.... you have your back dash which is pretty good.
Yes it has invincibility...... If you aren;t abusing that you honestly aren't playing injustice.... its like the basis of the spacing game and all its fundamentals in general. I have no idea on it's actual frame data, its duration is probably in between 20 and 30 frames, since we can check back dashes fairly easily with FTD and they are all somewhat similar.Does BD have invincibility on startup?
Also, is there anywhere that says how many frames BD is? (Particularly startup)
I use it for spacing and avoiding interactables, just not to escape pressure (isn't really the first option I think of since I like finding openings).Yes it has invincibility...... If you aren;t abusing that you honestly aren't playing injustice.... its like the basis of the spacing game and all its fundamentals in general. I have no idea on it's actual frame data, its duration is probably in between 20 and 30 frames, since we can check back dashes fairly easily with FTD and they are all somewhat similar.
If you mix it up between back dashing an dpoking, you can get out of so much. For example.... flash has his d1 which is uniteruptable after his plus strings... but you can back dash. But if he goes for something slow with range to stop the back dash, you can poke him. That way, you never really have to just block, you always have an escape.I use it for spacing and avoiding interactables, just not to escape pressure (isn't really the first option I think of since I like finding openings).
Ah, and then I also get something like a free Trident Scoop or B2 confirm after back dashing, or even B12.If you mix it up between back dashing an dpoking, you can get out of so much. For example.... flash has his d1 which is uniteruptable after his plus strings... but you can back dash. But if he goes for something slow with range to stop the back dash, you can poke him. That way, you never really have to just block, you always have an escape.
Depending on what they do, yup.Ah, and then I also get something like a free Trident Scoop or B2 confirm after back dashing, or even B12.
Just stagger the b123 string for pressure (his short d1 makes this possible) use your trait to get out of his mixups and walk away forever while out spacing him with b1... he literally can't get any damage. This is actually a really tough match for flash imoIn general, Flash is kind of an annoying MU, you can't check him with FTD from anywhere but near full screen because he gets a free...idk what it's called, but where does the air charge and trident rush isn't safe so it feels like EVERYTHING is an unsafe 50-50, in spacing, high lows, crossups, and wakeup, ect. However once AM has a decent life lead he can just Water Shield forever.
I'm not sure what you're asking. If you are punishing, why wouldn't you use something into db2? What does it have to do with frame data?Quick frame data question for HGTV Soapboxfan or any other active Aquaman mains on the forum. I've really been working on limiting my use of attacks that put me in a bad frame situation.
When punishing up close after blocking an special move or string I've been using D1, B12, and F1.
Ex. D1, Trident Scoop, 22, From the Deep, F2 ~ 1+3
Ex. F1~3, Trident Scoop, 22, From the Deep, F2 ~ 1+3
Ex. B12, Trident Scoop, 22, From the Deep, F2 ~ 1+3
I wanted to know everyone's opinion on this and if there are any other more efficient ways to punish and still be in the ideal position from a frame perspective.
If u are punishing you should do b12 db2 into your combo.Quick frame data question for HGTV Soapboxfan or any other active Aquaman mains on the forum. I've really been working on limiting my use of attacks that put me in a bad frame situation.
When punishing up close after blocking an special move or string I've been using D1, B12, and F1.
Ex. D1, Trident Scoop, 22, From the Deep, F2 ~ 1+3
Ex. F1~3, Trident Scoop, 22, From the Deep, F2 ~ 1+3
Ex. B12, Trident Scoop, 22, From the Deep, F2 ~ 1+3
I wanted to know everyone's opinion on this and if there are any other more efficient ways to punish and still be in the ideal position from a frame perspective.
I'm asking your opinion on Aquaman's frame advantage when punishing or attacking with F1, D1, or B12 because I prefer to combo off of those attacks when they connect.I'm not sure what you're asking. If you are punishing, why wouldn't you use something into db2? What does it have to do with frame data?
If my B12 connect it's easier online for me to follow up and combo with the trident scoopIf u are punishing you should do b12 db2 into your combo.
F1 is 7 frames and is plus 3 on block, so it's fast and great on block. Fwd13 is neutral. B12 is nine frame and it's negative on block. D1 is 6 frames but is negative. Your question is situation and opponent dependant. At neutral, the fastest move will win. There is a thread on this site about understanding frame data, I'll try to find it for you.Treadmill
HGTV Soapboxfan
A more direct way to ask the question would be:
Is the probability of F1, B12, and D1 connecting very high if I attack at the same time as an opponent? Do F1, B12, and D1 leave me at a block advantage if blocked by an opponent.
Hopefully those are the right terms (I'm new to breaking down frame data but I cannot get to where I want to go without understanding it).
It sounds like you have release check turned on, turn it off and you should be able to consistently get D1 -> FTD.Okay does anyone know how to get a d1 into FTD to actually come out instead of scoop? 9/10 times a d1, db2 gives you d1 scoop
For w.e reason the game lets you cancel into specials without actually having to imput the right button for that speical so for example even tho trident toss is bf2 you can do something like b12, bf3 and trident toss comes out
But yeah bc scoop and FTD share db. This werid mechanic of the game happens when you try a single 1 imput (so 1, d1, f1 and b1) i constantly get scoop when i imput FTD
So say i wanted to punish scorpion's MB telle the best option would be a d1 punish but i cant covert it into as much damage as i should be able too
So anyone know a way around this or is d1 FTD just not an option? (And does this problem even happen to anyone else?)
Turn release check off... do d1b2 and it comes out consistentlyOkay does anyone know how to get a d1 into FTD to actually come out instead of scoop? 9/10 times a d1, db2 gives you d1 scoop
For w.e reason the game lets you cancel into specials without actually having to imput the right button for that speical so for example even tho trident toss is bf2 you can do something like b12, bf3 and trident toss comes out
But yeah bc scoop and FTD share db. This werid mechanic of the game happens when you try a single 1 imput (so 1, d1, f1 and b1) i constantly get scoop when i imput FTD
So say i wanted to punish scorpion's MB telle the best option would be a d1 punish but i cant covert it into as much damage as i should be able too
So anyone know a way around this or is d1 FTD just not an option? (And does this problem even happen to anyone else?)
Sounds good. Unfortunately the in-game frame data isn't accurate. I'm sure it will take time to understand what is the best attack to you in certain situations against certain opponent. But that is what will needed to become a better player.F1 is 7 frames and is plus 3 on block, so it's fast and great on block. Fwd13 is neutral. B12 is nine frame and it's negative on block. D1 is 6 frames but is negative. Your question is situation and opponent dependant. At neutral, the fastest move will win. There is a thread on this site about understanding frame data, I'll try to find it for you.
All of the stuff i just listed is accurate. You said you are being tagged by d1s? D1s are usually very fast, but negative. So instead of attacking, block it, and then attack with your own move (b1 would be perfect here, or fwd1).Sounds good. Unfortunately the in-game frame data isn't accurate. I'm sure it will take time to understand what is the best attack to you in certain situations against certain opponent. But that is what will needed to become a better player.
Thanks for tracking that down for me. Thanks for your responses and staying active on the Aquaman forums.Reptile Orion - here is the thread from mk9 on frame data, it has good info on how to understand it.
http://testyourmight.com/threads/general-mk9-frame-data-info.15988/