TakeAChance
TYM White Knight
Until a patch comes out to fix OTGs ending combos with d3 instead of 223 or f2 1+3 is the best option (unless its a corner combo to put them back in the corner)
There is a potential patch to fix OTG's?
Until a patch comes out to fix OTGs ending combos with d3 instead of 223 or f2 1+3 is the best option (unless its a corner combo to put them back in the corner)
Yes, I mentioned it here: http://testyourmight.com/threads/aquaman-otg-after-ending-combos-in-sweep.33310/There is a potential patch to fix OTG's?
Yea I can't do it consistently either. Just do b12 in stead after the scoop!Hey, I have a small question and was wondering if anyone else has experienced this: When I do F13 xx Trident scoop when I try to follow up with 22 aquaman will not be facing the opponent. Like.. It hasn't registered that the opponent is on the opposite side of Aquaman or something.
It's really weird. Is it my execution? A bug? Cause it feels really odd and random.
I have that same problem too. so I go for b 1 2 follow up instead..or I wait a bit then follow with 2 2Hey, I have a small question and was wondering if anyone else has experienced this: When I do F13 xx Trident scoop when I try to follow up with 22 aquaman will not be facing the opponent. Like.. It hasn't registered that the opponent is on the opposite side of Aquaman or something.
It's really weird. Is it my execution? A bug? Cause it feels really odd and random.
It's a similar issue to what is being discussed in this threadI have that same problem too. so I go for b 1 2 follow up instead..or I wait a bit then follow with 2 2
It's a similar issue to what is being discussed in this thread
http://testyourmight.com/threads/character-specific-stance-changes-effect-environmental-bounces-ridiculous.33486/page-2#post-906437
If you change his stance before you do the combo, the combo won't be dropped. It's something that will have to be patched.
lol yeah i get this quite alot,its really annoying.i think its a timing thing more than anything though.Hey, I have a small question and was wondering if anyone else has experienced this: When I do F13 xx Trident scoop when I try to follow up with 22 aquaman will not be facing the opponent. Like.. It hasn't registered that the opponent is on the opposite side of Aquaman or something.
It's really weird. Is it my execution? A bug? Cause it feels really odd and random.
So after a d2 AA is it worth to burn the 1 bar for db2 if it wont kill? The scaling seems so severe that I feel i should just be doing
d2, b12 xx db1, 223 or f2 1+3 depending on where I am on the screen.
is it really 30%? I only got 25%. Might need to revisit it.
Yeah after f13 scoop you can do 1 221 or f2 1+3 its slightly more damage, easier to land (for me at least) and if you wiff the 1 its not nearly as bad as wiffing a 22Hey, I have a small question and was wondering if anyone else has experienced this: When I do F13 xx Trident scoop when I try to follow up with 22 aquaman will not be facing the opponent. Like.. It hasn't registered that the opponent is on the opposite side of Aquaman or something.
It's really weird. Is it my execution? A bug? Cause it feels really odd and random.
what's the most consistent way to convert off a D2? you have to be pretty close to use 22, and only the first hit of scoop lands if it's too far. B12 seems like the best option, but it still won't hit off a max range D2, and you don't have time to dash afterwards.
oh i see what you're saying: you can do that when D2 is used as an anti air, but i often use it against batman players who send out bats from full screen and then dash dash dash up to me. one thing i didn't realize until now is bats don't put you in a lot of blockstun so you can just block and attack. i use D2 in case he jumps, but obviously, it also gets him if he tries a ground string. so a grounded opponent is probably the hardest situation to convert off a d2.In all but the most extreme max-range situations, you can usually walk forward about half a step (best accomplished by just holding forward while waiting for the opponent to fall to the right height), and this will get you into range for the 22 pickup. It's usually not that hard unless you traded with the opponent at a long range, in which case you may have to do something non-optimal just to get some kind of conversion from the hit.
in reading your post, i realized that i shouldn't be going for D2 when my opponent's on the ground anyways because it's unsafe, so i shouldn't be worried about comboing from it after hitting a grounded opponent. perhaps only against aquaman, but i'd probably use another character against him anyways. what combo do you do after connecting a d2? i figured spending a bar is stupid because it scales so much, unless you need it to win or something.testyourpatience
22 will work after a ground hit d2, but it's kinda tight compared to an anti-air hit. Definitely worth practicing, though, it's nowhere near impossible and actually very practical in certain matchups, particularly the Aquaman mirror, because it's 7f and launches on 1st hit so that he can't protect himself with trait. d2 combo damage is low, but it sure beats the damage on b1 into nothing because the other Aquaman popped trait.
Trident Rush is -10 on block, but very difficult for most characters to punish on block. In order to ensure you have minimal disadvantage on block, you want to dash way into the opponent when you do it so that the last hit gets blocked. As long as the last hit gets blocked, most 6-frame moves can't punish you on block, even as reversals, due to awkward spacing. Don't try this against Superman with full meter, obviously.
If you have surplus bar that you don't need for defense (don't do this vs. Doomsday or Nightwing unless you are winning HANDILY), you can do Trident Rush MB, which is the same disadvantage on block. The move doesn't do a GIGANTIC amount of chip anymore, but it still REFUNDS 20% meter on block (4/5 of a stock), so it usually forces the opponent to pushblock to deny you meter gain and chip. This is a 1-to-1 meter exchange, and can be useful if you have the meter lead, and you want to intentionally drain your opponent's meter by forcing them to pushblock.
Trait takes the most getting used to, but is extremely rewarding when you get better at using it. it's not just for protecting yourself after a blocked move that's really unsafe, it can also save your life if you WHIFF a move, as well as severely limit the damage you can receive from certain standing resets (read: Killer Frost). Tom Brady is an excellent player to watch for his use of trait; he has an excellent ability to use the trait to save himself from whiff punishment if he makes a bad guess. Watch the ECT top 8 stream archive for good examples of when to use trait.
This trait is absolutely crucial to getting the most out of Aquaman because he's not a particularly safe character, nor is he a particularly deceptive one. If your opponent isn't killing themselves jumping into his d2 or getting hit by b1/b2 all the time, you need to take calculated offensive risks to confuse and/or condition your opponent, and trait helps keep you safe (or less unsafe) while you try stuff out.
Trait is a hard thing to TELL people how to use. Learning how to use it is mostly about trying it out in casuals and seeing what works, what doesn't, and paying careful attention to what it ruins.