HGTV Soapboxfan
Keep in mind, I'm a total beginner with Aquaman, but I thought I'd share a few ideas. Hadn't watched the video yet, will catch up on it later. If you covered what I'm about to say in the video already, then excuse my ignorance.
Trident Rush on block, according to the in-game frame data, is -11. Same for the meter-burn version. So this can open the door for a full combo punish off of a d1 or anything else fast enough to counter it on block (I think). Knowing this, I wanted to think of a way to lessen the risk with Trident Rush...and I came up with the idea to move myself backwards while using the move, whether I meter-burn it or not. This doesn't
eliminate the risk of being punished, but lessens it somewhat, and as the rush comes with an impressive hitbox you'll still get your desired chip damage and meter-building all while giving you some space to work with.
I also abuse Trident Rush off of d1 a lot when wanting to get out of pressure, when I don't have the trait available. I can't hit-confirm with my d1, so hoping to go for Low Scoop off of d1 is out of the question unless I have my trait on hand to cover for the risk...or Hell, I could probably Bounce Cancel into the overhead for two bars and hope it hits, but even if it gets blocked, I'm at advantage.
What do you think of this?