I didn't see that you made a thread, so I'll just re post my thoughts from the general thread:
I doubt there are any frame specifics on it, but this is what I have gathered:
-The trait lasts only a couple of seconds
-The trait can be activated at any time as long as it is ready (During neutral, while attacking and while being attacked both when you are in a combo or blocking a string)
-The ability is that the opponent who is hitting aquaman with a GROUNDED string, will get less hitstun when hitting, resulting in Aquaman "slipping" out of the combo and being able to block/do a move.
-The purpose of the trait will most likely be one of these:
1: Recognize you are being comboed and activate the trait to slip out of the combo (Maybe punish or interupt whe you "slip out")
2: Activate the trait pre emptively after unsafe strings or during neutral game to discourage people going on the offense, and use that to your advantage and start the zoning game over again.
-The counter to this trait will probably be to go straight to d+2, b+3/f+3 or just throw, but when used to "burst" in grounded combos, that won't be useful.
-The meta game might eventually change to people stopping their combos short to bait the trait and then throw or something else.