This probably doesnt need its own thread but i havent seen Aquaman's 112 string discovered/ brought up yet
Basically Aquaman has a 11 string and a 1123 string but no 112... However... If you imput 1123 then imput any special move after the 1123 it buffers into 112special (so whenever i say 112 db2 or w.e the imputs are 1123 db2)
So 112 special on hit leads to same combo options as 22 or b12 and is just slightly more damaging then 22 (22 db2 does 15% while 112 db2 does 16%) but more the most part 112 combos lead to the same damage as 22
Now what makes this string better then 22 is there seems there seems to not be as tight of a window to land 112 db2 MB b3 as there is to do with 22 db2 MB b3 (its not a magical easy mode link now but after a short amount of time in pratice mode i can land it pretty consistantly)
Now it wouldnt be youre best option to use 112 in the neurtral game bc 1 hits high but as it great for punishing becuase 1 is 9 frames compared to 2 which is 13 frames making 112 a great string to punish youre opponent with (as long as the opponents hurtbox isnt lowered)
So other then a punish 112 and 1123 is a very good block string after a jip because it leads to sort of 50/50
1223 is plus 5 on block giving you a pressure after but theres a gap in the 112(3) and 112 into specials have a gap too but i test it and only armor can interupt anything bc 6 frame pokes and specials dont
So for most chars (not including xray) the only way to interupt 1123 is with a MB b3 or f3
But both 112 db1 and 112 df1 blows this up so as long as they dont have xray its a 50/50 against most chars
Now the only character that i know who can blow up this 50/50 set up (without xray) is grundy with his walking corpse but if you do 112 watershield grundy hits the watershield and then you can full combo punish him for that so Aquaman still have the option to punish him for trying to escape the set up
Hopes this helps anyone and post here if find anything else useful about 112
Basically Aquaman has a 11 string and a 1123 string but no 112... However... If you imput 1123 then imput any special move after the 1123 it buffers into 112special (so whenever i say 112 db2 or w.e the imputs are 1123 db2)
So 112 special on hit leads to same combo options as 22 or b12 and is just slightly more damaging then 22 (22 db2 does 15% while 112 db2 does 16%) but more the most part 112 combos lead to the same damage as 22
Now what makes this string better then 22 is there seems there seems to not be as tight of a window to land 112 db2 MB b3 as there is to do with 22 db2 MB b3 (its not a magical easy mode link now but after a short amount of time in pratice mode i can land it pretty consistantly)
Now it wouldnt be youre best option to use 112 in the neurtral game bc 1 hits high but as it great for punishing becuase 1 is 9 frames compared to 2 which is 13 frames making 112 a great string to punish youre opponent with (as long as the opponents hurtbox isnt lowered)
So other then a punish 112 and 1123 is a very good block string after a jip because it leads to sort of 50/50
1223 is plus 5 on block giving you a pressure after but theres a gap in the 112(3) and 112 into specials have a gap too but i test it and only armor can interupt anything bc 6 frame pokes and specials dont
So for most chars (not including xray) the only way to interupt 1123 is with a MB b3 or f3
But both 112 db1 and 112 df1 blows this up so as long as they dont have xray its a 50/50 against most chars
Now the only character that i know who can blow up this 50/50 set up (without xray) is grundy with his walking corpse but if you do 112 watershield grundy hits the watershield and then you can full combo punish him for that so Aquaman still have the option to punish him for trying to escape the set up
Hopes this helps anyone and post here if find anything else useful about 112