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Tech Aquaman Combo Thread

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Its a bit tight but delay the B1. The B1 hits really low so press the B1 when you see the opponent about to hit the ground.
The way I do it is press b1 as soon as I see the trident re-appear in his hand because that is pretty much the exact time he recovers.

EDIT: lol just saw this was already posted :p
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Honestly most combos should really end with 223 because of the spacing it gives you the opportunity to try to mix your opponent up with either b2 or b1 into another full combo. If you are getting blown up by wake-ups you need to make your opponent respect the water shield at the end of combos.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Pretty interesting b3 combo:
B3 B2U3 22DB1 22bf2
Its high thirties I believe, and also heres a swag version:
22bbMB B2U3 22DB2MB 22DB1 f21+3
That one is mid fourties and its pretty badass!
Off of b3 I always just do ji3 22 trident MB 22 scoop 223 or f2 1+3 if I want it to look swag. I think it is like 44%
 

Darth Mao

Your Tech is Mine! #buffRaiden
I don't know if already posted, so here is:

d+2; b+1,2~db1; f+2~1+3 - 19%
b+2; b+1,2~db+1; f+2~1+3 - 25%
AA j+2; b+1,2~db1; f+2~1+3 - 25%
j+3; b+1,2~db+1; f+2~1+3 - 29%
b+1,2~db+2; b+1,2~db+1; f+2~1+3 - 30%
b+3; j+3; b+1,2~db+1; f+2~1+3 - 33%
f+3; j+3; b+1,2~db+1; f+2~1+3 - 34%

d+2; b+1,2~db+1; 22~db+2 [MB]; f+2~1+3 - 27%
b+1,2~db+1; 22~db+2 [MB]; f+2~1+3 - 34%
b+2; b+1,2~db+1; 22~db+2 [MB]; f+2~1+3 - 37%
AA j+2; b+1,2~db+1; 22~db+2 [MB]; f+2~1+3 - 37%
b+1,2~db+2; b+1,2~db+1; 22~db+2 [MB]; f+2~1+3 - 39%
j+3; b+1,2~db+1; 22~db+2 [MB]; f+2~1+3 - 41%
b+1,2~db+2 [MB]; b+3; j+3; b+1,2~db+1; f+2~1+3 - 41%
f+3; j+3; b+1,2~db+1; 22~db+2 [MB]; f+2~1+3 - 42%
b+3; j+3; b+1,2~db+1; 22~db+2 [MB]; f+2~1+3 - 42%

d+2; b+1,2~db+1; 22~db+2 - 19%
b+1,2~db+1; 22~db+2 - 22%
b+2; b+1,2~db+1; 22~db+2 - 25%
j+3; b+1,2~db+1; 22~db+2 - 30%
b+3; j+3; b+1,2~db+1; 22~db+2 - 33%
f+3; j+3; b+1,2~db+1; 22~db+2 - 33%

d+2; b+1,2~db+1; 22~db+2 [MB]; 22~db+2 - 27%
b+1,2~db+1; b+1,2~db+2 [MB]; f+2~1+3 - 34%
b+2; b+1,2~db+1; 22~db+2 [MB]; 22~db+2 - 37%
b+1,2~db+2; b+1,2~db+2 [MB]; f+2~1+3 - 39%
j+3; b+1,2~db+1; 22~db+2 [MB]; 22~db+2 - 41%
f+3; j+3; b+1,2~db+1; 22~db+2 [MB]; 22~db+2 - 42%
b+3; j+3; b+1,2~db+1; 22~db+2 [MB]; 22~db+2 - 42%

d+2; b+1,2~db1; 22~SM - 30%
b+1,2~db+1; 22~SM - 39%
b+2; b+1,2~db+1; 22~SM - 42%
AA j+2; b+1,2~db1; 22~SM - 42%
b+1,2~db+2; b+1,2~db+1; 22~SM - 43%
b+3; j+3; b+1,2~db+1; 22~SM - 45%
f+3; j+3; b+1,2~db+1; 22~SM - 45%
j+3; b+1,2~db+1; 22~SM - 46%

d+2; b+1,2~db1; 22~SM - 30%

b+1,2~db+1; 22~SM - 39%
b+2; b+1,2~db+1; 22~SM - 42%
b+1,2~db+2; b+1,2~db+1; 22~SM - 44%
b+3; j+3; b+1,2~db+1; 22~SM - 45%
f+3; j+3; b+1,2~db+1; 22~SM - 45%
j+3; b+1,2~db+1; 22~SM - 46%

Edit¹: in all combos you have 3 finishing options:
* f+2~1+3 for damage [normal damage]
* 223 for pressure [-1% of the damage listed]
* 22~bf+2 to keep a little distance [+1% of the damage listed]

Edit²: jump ins adds 1% to total damage
 
any one know some good combos with the water shield or how to punish characters that jump all the time.
D+2 is a very effective anti air, even if they are directly above you going for cross up. You can then juggle with b1,2; db1; 3; db 2 for some nice damage on AA. A couple of these and you will see them limit their jump ins for the rest of the match. That combo is just an example, you can use whichever ender after b1,2 suits best according to the situation. The point is, make sure you punish them as hard as you can for jumping in recklessly.
 

Smarrgasm

What's a Smarrgasm?
Darth Mao thank you for compiling all that. I was looking around for piece by piece combos lol. I really wanna finally settle on a secondary and since i was a rain player in MK9 aquaman seems to be an obvious choice to back up my Black Adam.
 

Darth Mao

Your Tech is Mine! #buffRaiden
Darth Mao thank you for compiling all that. I was looking around for piece by piece combos lol. I really wanna finally settle on a secondary and since i was a rain player in MK9 aquaman seems to be an obvious choice to back up my Black Adam.
Thank you a lot, great choice of character. Welcome to our kingdom :p
I'm now working to find something around 50% without interactables. Some combos are repeated, but all have been tested to see if the damage varied according to the situation.

Edit: just edit the post with a note about finishing options.
 
i got a trash corner combo out of it but its a 25 f 132 f1 db1 d2 db2ex i found it work alot easier with the d1 instead of the f1 but its more damge with the f1 but harder to catch f1 also i got really fursated with the low damage output but i found out u can do a f 132 into a b12 and this is were i stoped but im 80 percent sure u can imput a db1 into a db2 ex trident throw should be like a 32 35 but i have not connected the db1 yet let me know what u think i know im not a pro but try lol
 

rev0lver

Come On Die Young
I got a swaggy interactable combo that does less damage than the one posted above but looks cooler so it's worth it

b2u3, 22~interact, b3, b2~db1, 2~db2 mb, f2 1+3 - i think 45%

I've also noticed inconsistency after using the interactable kick after a meter burned ground trident, so I think if you want a bnb there go for something like 22~interact, b3, j3, 22~db2 mb, 22~db1, f2 1+3
 

rev0lver

Come On Die Young
I don't think I've seen anyone post this, but I found a way to get a decent combo off f13

f13, db2 mb, dash up, b12~db1, f2 1+3 or 223 - 30%

interestingly enough, the scaling makes this do more damage if the f1 doesn't connect but the 3 does.
 
I don't think I've seen anyone post this, but I found a way to get a decent combo off f13

f13, db2 mb, dash up, b12~db1, f2 1+3 or 223 - 30%

interestingly enough, the scaling makes this do more damage if the f1 doesn't connect but the 3 does.
Heh yeah found this and the raw db2 mb confirm some days ago. I've added a lot of BnBs to a video I'll be putting out tonight and that was included in the video :)