GamerBlake90
Blue Blurs for Life!
UPDATE: As per a contribution from rev0lver, an option for Lex Luthor has been added, although it differentiates from what is mainly discussed. Nevertheless, I am including it at the bottom of the post.
This is no joke. After extensive testing, I have come to a realization that, of the thirty characters in the game, only five can actually duck - yes, duck - the last hit of a blocked Trident Rush from Aquaman and whiff-punish him if he doesn't move himself forward or backward during the attack. Want to know what those characters are?
- Cyborg
- Hawkgirl
- Green Arrow
- Lobo
- Zod
Against the other twenty-five characters that I did not list, all four hits of a blocked Trident Rush from Aquaman will connect without him moving forward or backward. But against the five I listed...oooooh, that's a different story. Regardless of what stance your character is in or what side of the screen they're on, when Aquaman performs a point-blank Trident Rush while the opponent is crouching, the last hit will whiff and he is very vulnerable to a whiff-punish. Note that I said specifically, "point-blank Trident Rush." This was tested without performing any blockstrings before going into the rush.
You might think that a solution to this is to have Aquaman move forward while performing his Trident Rush against the characters listed above. Well, while it will ensure that all four hits will be blocked, he'll still be at -11 and will be put within closer proximity to the opponent. If this happens, you can get a consistent d1 punish that leads to a combo, among...other options depending on your character. The situation doesn't change if Aquaman chooses to meter-burn the Trident Rush and move forward to make sure all of his hits connect...the block disadvantage remains at -11.
Now, allow me to list the punishment options available to you when you duck the last hit of the rush. I will not actually provide combos, as my usage of the five characters I'll be targeting is nonexistent...but I will list the basic options for one to go with. You're free to build upon these as you see fit.
Note: any strings that have a number in parentheses are defined as this: the first hit of those strings will not connect with Aquaman, but the follow-ups certainly will. You will notice this with Zod's options. I also put inputs for each special move in parentheses alongside their names.
Cyborg:
- s. 2 (you will have to walk forward slightly and then input the move)
- d1
- f2 2
- b3
- f3
- d3
- Super Move
- Power Fist (db1)
- Nova Blaster (bf1)
- Sonic Disruptor (df2)
- Techno Tackle (dbf3)
Green Arrow:
- d1
- d2
- d3
- Hurricane Bow (df1)
- b2
- b3
- f3
- Stinger (bf3)
Hawkgirl:
- d1
- d2
- d3
- f1 1
- Super Move
- Mace Charge (bf2)
- b1 3
- b2 (unfortunately, any strings that follow off the b2 will not be able to connect. This means b2 2 and b2 2 b3 cannot be completed for a whiff-punish, BUT you can cancel into specials off of b2)
Lobo:
- s. 2
- 2 1
- 2 1 3
- s. 3
- b1
- b2
- b2 u1
- b1 2
- f2
- f2 1 3
- f2 3
- b3
- f3
- Super Move
- Pump Shot (df1)
- Czarnian Toss (dbf2)
- Space Hook (db2)
- Low Space Hook (df3)
- Hook Charge (bf3)
(none of Lobo's crouch attacks will connect for a whiff-punish)
Zod:
- d3
- b2
- b2 3
- s. 3
- (1) 2
- (1) 2 3
- (b1) 2
- (b1) 2 3
- f2
- f2 1
- f2 1 u2
- f2 1 u2 3
- f2 1 3
- Side Arm (bf1)
- Zod Charge (bf2)
- Ground Blast (db2)
- Phantom Strike (bf3)
- Super Move
Now, there also exist unique options in countering the Trident Rush that don't necessarily require ducking the last hit of the move. Here is one such option from Lex Luthor. Although he cannot duck the Trident Rush, what he can do is, while his trait is active, let go of block before the last hit strikes him. While this will negate his armor, Lex will not go into a state of hit-stun and is therefore in a position to apply a strong punish to Aquaman. This note is credited to rev0lver.
That should be all of them. Give 'em a try and see what happens!
I will edit this post with any discoveries I come across in further testing. You're free to contribute with additions and or/corrections if you can. I may add in a video guide to assist with those who need a demonstration...an idea I was considering since I began testing this out.
This is no joke. After extensive testing, I have come to a realization that, of the thirty characters in the game, only five can actually duck - yes, duck - the last hit of a blocked Trident Rush from Aquaman and whiff-punish him if he doesn't move himself forward or backward during the attack. Want to know what those characters are?
- Cyborg
- Hawkgirl
- Green Arrow
- Lobo
- Zod
Against the other twenty-five characters that I did not list, all four hits of a blocked Trident Rush from Aquaman will connect without him moving forward or backward. But against the five I listed...oooooh, that's a different story. Regardless of what stance your character is in or what side of the screen they're on, when Aquaman performs a point-blank Trident Rush while the opponent is crouching, the last hit will whiff and he is very vulnerable to a whiff-punish. Note that I said specifically, "point-blank Trident Rush." This was tested without performing any blockstrings before going into the rush.
You might think that a solution to this is to have Aquaman move forward while performing his Trident Rush against the characters listed above. Well, while it will ensure that all four hits will be blocked, he'll still be at -11 and will be put within closer proximity to the opponent. If this happens, you can get a consistent d1 punish that leads to a combo, among...other options depending on your character. The situation doesn't change if Aquaman chooses to meter-burn the Trident Rush and move forward to make sure all of his hits connect...the block disadvantage remains at -11.
Now, allow me to list the punishment options available to you when you duck the last hit of the rush. I will not actually provide combos, as my usage of the five characters I'll be targeting is nonexistent...but I will list the basic options for one to go with. You're free to build upon these as you see fit.
Note: any strings that have a number in parentheses are defined as this: the first hit of those strings will not connect with Aquaman, but the follow-ups certainly will. You will notice this with Zod's options. I also put inputs for each special move in parentheses alongside their names.
Cyborg:
- s. 2 (you will have to walk forward slightly and then input the move)
- d1
- f2 2
- b3
- f3
- d3
- Super Move
- Power Fist (db1)
- Nova Blaster (bf1)
- Sonic Disruptor (df2)
- Techno Tackle (dbf3)
Green Arrow:
- d1
- d2
- d3
- Hurricane Bow (df1)
- b2
- b3
- f3
- Stinger (bf3)
Hawkgirl:
- d1
- d2
- d3
- f1 1
- Super Move
- Mace Charge (bf2)
- b1 3
- b2 (unfortunately, any strings that follow off the b2 will not be able to connect. This means b2 2 and b2 2 b3 cannot be completed for a whiff-punish, BUT you can cancel into specials off of b2)
Lobo:
- s. 2
- 2 1
- 2 1 3
- s. 3
- b1
- b2
- b2 u1
- b1 2
- f2
- f2 1 3
- f2 3
- b3
- f3
- Super Move
- Pump Shot (df1)
- Czarnian Toss (dbf2)
- Space Hook (db2)
- Low Space Hook (df3)
- Hook Charge (bf3)
(none of Lobo's crouch attacks will connect for a whiff-punish)
Zod:
- d3
- b2
- b2 3
- s. 3
- (1) 2
- (1) 2 3
- (b1) 2
- (b1) 2 3
- f2
- f2 1
- f2 1 u2
- f2 1 u2 3
- f2 1 3
- Side Arm (bf1)
- Zod Charge (bf2)
- Ground Blast (db2)
- Phantom Strike (bf3)
- Super Move
Now, there also exist unique options in countering the Trident Rush that don't necessarily require ducking the last hit of the move. Here is one such option from Lex Luthor. Although he cannot duck the Trident Rush, what he can do is, while his trait is active, let go of block before the last hit strikes him. While this will negate his armor, Lex will not go into a state of hit-stun and is therefore in a position to apply a strong punish to Aquaman. This note is credited to rev0lver.
That should be all of them. Give 'em a try and see what happens!
I will edit this post with any discoveries I come across in further testing. You're free to contribute with additions and or/corrections if you can. I may add in a video guide to assist with those who need a demonstration...an idea I was considering since I began testing this out.
Last edited: