Ben Reed
Marine Biologist
This is all based on my own labwork, using both CPU reversal presets and manual testing vs. programmed dummy. If I am off on anything, PLEASE don't hesitate to correct me.
DF+1 / DF+1 MB:
Game says: -92 on block. That's...incredibly wrong, obviously.
My estimate: -8 on block, for both versions. Slowest reversals I've found that will punish (if Aquaman dashes ALL the way into the opponent's face) are Deathstroke's Sword Spin and Sword Flip (7f and 8f respectively). I tried reversal Aquaman DF+1 as a 9f punish and it didn't seem to work, so I think -8 is the upper limit on this move.
DF+1 startup:
Game says: 9 frames to start up.
My estimate: 15 frames to start up. Most disadvantageous move I could find to punish with this move was -15. No way this move's 9 frames, lol.
b+12:
Game says: -6 on block. This also appears to be wrong, but dramatically less so than DF+1.
My estimate: -5 on block? Not sure about this one because Superman super will punish, but Flash and Lex can't. I don't think there are any reversals that fall between those speed ranges (3f and 6f), so I guess I'd have to test versus frame traps. And I don't trust my basic math, lol, so I leave that to smarter people than myself.
b+2:
Game says: -10 on block. Doesn't seem quite right, because Trident Rush is 9f and it can't reversal punish.
My estimate: -8 on block. Deathstroke Sword Flip was the slowest reversal I could find that would punish it on block point-blank.
DB+1:
Game says: -22 on block.
My estimate: UPDATE: After the nerf to blockstun on Trident Scoop, this number now appears to be accurate. Reversal Aquaman DB2 (18f) will now punish where it wouldn't before.
d+2:
Game says: -17 on block. There may be some error with this, but not by much. 1 frame at most.
My estimate: Either -16 or -17 on block. Batman's 16f slide will reversal punish, but Aquaman and Wonder Woman's 17f projectiles won't. However, I consider this calculation pretty close to the truth simply because those 17f moves were both projectiles, and the (minimal) pushback from d+2 may have increased their travel time JUST enough that they wouldn't hit in time to punish (unless it hits on the very same frame it spawns). So a 17f non-projectile move may actually punish this move.
1123:
Game says: -41 on block. If true, why the hell would you ever use this move?
My estimate: +2 or so, lol. Definitely plus, at any rate. There is a big gap between the 2 and the 3 in this move, but the 3 inflicts MASSIVE blockstun. Setting the 2P Aquaman dummy to do this move and hold up, then blocking it and holding up myself as 1P Aquaman, the dummy was able to jump noticeably before I could.
Super startup:
Game says: 131 or however many frames to startup. This is almost certainly accurate, but not very useful because it reports the whole length of the flash as well.
GGA Dizzy reports: Super impacts in 19 frames.
DF+1 / DF+1 MB:
Game says: -92 on block. That's...incredibly wrong, obviously.
My estimate: -8 on block, for both versions. Slowest reversals I've found that will punish (if Aquaman dashes ALL the way into the opponent's face) are Deathstroke's Sword Spin and Sword Flip (7f and 8f respectively). I tried reversal Aquaman DF+1 as a 9f punish and it didn't seem to work, so I think -8 is the upper limit on this move.
DF+1 startup:
Game says: 9 frames to start up.
My estimate: 15 frames to start up. Most disadvantageous move I could find to punish with this move was -15. No way this move's 9 frames, lol.
b+12:
Game says: -6 on block. This also appears to be wrong, but dramatically less so than DF+1.
My estimate: -5 on block? Not sure about this one because Superman super will punish, but Flash and Lex can't. I don't think there are any reversals that fall between those speed ranges (3f and 6f), so I guess I'd have to test versus frame traps. And I don't trust my basic math, lol, so I leave that to smarter people than myself.
b+2:
Game says: -10 on block. Doesn't seem quite right, because Trident Rush is 9f and it can't reversal punish.
My estimate: -8 on block. Deathstroke Sword Flip was the slowest reversal I could find that would punish it on block point-blank.
DB+1:
Game says: -22 on block.
My estimate: UPDATE: After the nerf to blockstun on Trident Scoop, this number now appears to be accurate. Reversal Aquaman DB2 (18f) will now punish where it wouldn't before.
d+2:
Game says: -17 on block. There may be some error with this, but not by much. 1 frame at most.
My estimate: Either -16 or -17 on block. Batman's 16f slide will reversal punish, but Aquaman and Wonder Woman's 17f projectiles won't. However, I consider this calculation pretty close to the truth simply because those 17f moves were both projectiles, and the (minimal) pushback from d+2 may have increased their travel time JUST enough that they wouldn't hit in time to punish (unless it hits on the very same frame it spawns). So a 17f non-projectile move may actually punish this move.
1123:
Game says: -41 on block. If true, why the hell would you ever use this move?
My estimate: +2 or so, lol. Definitely plus, at any rate. There is a big gap between the 2 and the 3 in this move, but the 3 inflicts MASSIVE blockstun. Setting the 2P Aquaman dummy to do this move and hold up, then blocking it and holding up myself as 1P Aquaman, the dummy was able to jump noticeably before I could.
Super startup:
Game says: 131 or however many frames to startup. This is almost certainly accurate, but not very useful because it reports the whole length of the flash as well.
GGA Dizzy reports: Super impacts in 19 frames.