M2Dave
Zoning Master
Like most of you fools, when Injustice: GAU was first released, I used to despise fighting Aquaman. In fact, I suffered many losses at the hands of Tom “You Anger Me” Brady. Zoning was tedious, doing combos was difficult, and jumping forward was impossible. But I finally understand that Aquaman is a necessity to this game for the following reasons.
Anti-Jumping Attacks – even with the improved hit boxes on all uppercuts, some jumping attacks are still inexplicably hard to anti air. Scrubs love to jump, and Batman’s j.2, Deathstroke’s j.3, and Doomsday’s j.3, to name a few, present problems for the vast majority of characters. The so-called “scrubby jump technique” has even been adopted by a few high level players (no offense, DarthArma and FOREVER KING), but Aquaman’s d+2 says “No, stay on the ground, you jumping fools”.
Anti-Mix Ups and Anti-Gimmicks – the most powerful aspect of Injustice: GAU is the mix up. Ultimately, all fighting games revolve around mix ups, but few revolve around constant 50/50 mix ups. The 50/50 mix up is the scrubbiest aspect of Injustice: GAU, yet Aquaman is the only character who has the ability to limit its random nature. If you use Aquaman, you do not have to worry about fighting SonicFox5000 ‘s Batgirl and second guessing yourself because you are unsure whether the fool is going for the overhead for the 5th consecutive time. Likewise, if you use Aquaman against deg222 ‘s or Mr. Mileena ‘s Zatanna, you do not have to worry about not knowing the 1000 gimmicks that they use because you never fight Zatanna. Just tap 4 on your pad and enjoy yourself.
Anti-Zoning – Despite what the Chicago propagandists claim, zoning is irrelevant in Injustice: GAU. Nonetheless, it does maintain a light presence in some match ups. For example, Sinestro can zone some characters efficiently. But just not Aquaman. If you are tired of WoundCowboy ‘s overrated zoning, select Aquaman on the character select screen, perform a couple of FTDs here and there, and the “Aquaman is Kenshi” comparisons will soon follow.
Anti-Teleport – well, I honestly mean anti-Martian Manhunter teleport, which must have been developed with scrubs in mind. Never before has such a scrubby teleport special move been designed in the history of fighting games. The game’s scrubbiest special move is countered by Aquaman’s FTD which starts from the ground just like Martian Manhunter’s teleport. The scrubby teleport spam technique, initiated and perfected by Rebelo and dribirut, is well-countered by Aquaman. You will know you did your job right when the Martian Manhunter players switch to Green Lantern.
Tom Brady
EMPEROR_THEO
Syknis
GGA Dizzy
Anti-Jumping Attacks – even with the improved hit boxes on all uppercuts, some jumping attacks are still inexplicably hard to anti air. Scrubs love to jump, and Batman’s j.2, Deathstroke’s j.3, and Doomsday’s j.3, to name a few, present problems for the vast majority of characters. The so-called “scrubby jump technique” has even been adopted by a few high level players (no offense, DarthArma and FOREVER KING), but Aquaman’s d+2 says “No, stay on the ground, you jumping fools”.
Anti-Mix Ups and Anti-Gimmicks – the most powerful aspect of Injustice: GAU is the mix up. Ultimately, all fighting games revolve around mix ups, but few revolve around constant 50/50 mix ups. The 50/50 mix up is the scrubbiest aspect of Injustice: GAU, yet Aquaman is the only character who has the ability to limit its random nature. If you use Aquaman, you do not have to worry about fighting SonicFox5000 ‘s Batgirl and second guessing yourself because you are unsure whether the fool is going for the overhead for the 5th consecutive time. Likewise, if you use Aquaman against deg222 ‘s or Mr. Mileena ‘s Zatanna, you do not have to worry about not knowing the 1000 gimmicks that they use because you never fight Zatanna. Just tap 4 on your pad and enjoy yourself.
Anti-Zoning – Despite what the Chicago propagandists claim, zoning is irrelevant in Injustice: GAU. Nonetheless, it does maintain a light presence in some match ups. For example, Sinestro can zone some characters efficiently. But just not Aquaman. If you are tired of WoundCowboy ‘s overrated zoning, select Aquaman on the character select screen, perform a couple of FTDs here and there, and the “Aquaman is Kenshi” comparisons will soon follow.
Anti-Teleport – well, I honestly mean anti-Martian Manhunter teleport, which must have been developed with scrubs in mind. Never before has such a scrubby teleport special move been designed in the history of fighting games. The game’s scrubbiest special move is countered by Aquaman’s FTD which starts from the ground just like Martian Manhunter’s teleport. The scrubby teleport spam technique, initiated and perfected by Rebelo and dribirut, is well-countered by Aquaman. You will know you did your job right when the Martian Manhunter players switch to Green Lantern.
Tom Brady
EMPEROR_THEO
Syknis
GGA Dizzy