Here is my updated combo list. Any corrections/optimizations, feel free to reply to me or PM and I'll fix it.
0 bars, midscreen:
d1~BF2 ==
134.13
NOTE: If you have no meter, just do d1~DF1 instead for the hit advantage (+10). Do not cancel unless d1 is sure to hit (punish), since DF1 is unsafe on block.
b123~BF2 ==
206.71
f13~BF2 ==
171.93
NOTE: If you have no meter, you may be better served doing the full f132 string for less damage, but massive corner carry.
d2 (ground hit), walk, 2, f2 1+3 ==
184.79
d2 (ground hit), (walk), b123~BF2 ==
193.09
NOTE: Walking may be optional, depending on how far away you hit d2 from, and how high in the air they are.
d2 (air hit, high), b3, j3, f2 1+3 ==
280.70
b2, b123~BF2 ==
253.86
b2u3, walk, b123~DB2 ==
292.39
b3, b2u3, 22~BF2 ==
368.73
f3, b2u3, 22~BF2 ==
368.73
j2 (air hit, high), b2u3, 22~BF2 ==
337.86
j2 (air hit, high), b3, j3, walk, 22~BF2 ==
374.91
j3 (ground hit, crossup), b123~BF2 ==
302.19
0 bars, corner:
f13, 2, b123~BF2 ==
259.98
d2 (ground hit), 2, 2, b123~BF2 ==
225.02
d2 (air hit), b2u3, b123~BF2 ==
264.02
f3, walk, b2u3, walk, b123~BF2 ==
376.83
j2 (air hit, high), b2u3, b123~BF2 ==
346.48
j2 (air hit, high), f3, b2u3, f2 1+3~f ==
382.38
NOTE: Very hard, must hit j2 at absolute peak of opponent's jump. Cannot buffer f3 during the j2; the game will interpret it as neutral 3.
j3 (ground hit), 2, b123~BF2 ==
322.73
1 bar, midscreen:
DB2~MB (full screen), BF2 ==
229.06
DB2~MB (just outside b3 range), dash, 223 == ???
DB2~MB (just outside b3 range), dash, 2, f2 1+3 == ???
DB2~MB (inside b3 range), b3, j3, f2 1+3 ==
399.41
d1~DB2 MB, b3, j3, f2 1+3 ==
402.44
b12~DB2~MB, b3, j3, f2 1+3 ==
409.69
b123~DB2~MB, b3, j3, f2 1+3 ==
450.12
NOTE: You may sometimes be out of range to hit with b3 when you start this combo. At the cost of damage, you may save the combo by doing (dash, 223 or dash, 2, f2 1+3) after the DB2~MB.
f13~DB2~MB, b3, j3, f2 1+3 ==
388.93
d2 (ground hit), 22~DB2~MB, b3, j2, f2 1+3 ==
337.46
d2 (air hit, high), b3, j3, 22~DB2~MB, 22~BF2 ==
356.84
b2, b12~DB2~MB, b3, j2, f2 1+3 ==
426.25
b2u3, 22~DB2~MB, b3, 22~BF2 ==
467.61
b3, b2u3, 22~DB2~MB, 22~BF2 ==
463.72
f3, b2u3, 22~DB2~MB, 22~BF2 ==
463.72
j2 (air hit, high), b2u3, 22~DB2~MB, b3, f2 1+3 ==
470.00
j3 (crossup), b12~DB2~MB, b3, j2, f2 1+3 ==
452.15
j3 (crossup), 22~DB2~MB, b3, j2, f2 1+3 ==
483.82
NOTE: Not as confirmable as the other j3 combo, but you will be safe on block if you chain to 223 (-1).
1 bar, corner:
d1~DB2~MB, f3, vertical j3, 22~BF2 ==
412.93
b123~DB2~MB, j3, 2, 22~BF2 ==
432.41
f13, 2, b123~DB2~MB, f3, 2, f2 1+3~f ==
411.10
d2 (ground hit), 2, b123~DB2~MB, f3, 2, f2 1+3~f ==
340.24
d2 (air hit), b2u3, 22~DB2~MB, f3, 22~BF2 ==
366.12
b2, b123~DB2~MB, f3, 2, f2 1+3~f ==
451.40
b2u3, 22~DB2~MB, f3, 2, f2 1+3~f ==
469.13
f2, d1~DB2~MB, f3, 2, f2 1+3~f ==
405.34
NOTE: Difficult to hit the d1 consistently, but may be worth learning since it comes from such a fast, unexpected low.
f3, b2u3, 22~DB2~MB, 2, f2 1+3~f ==
465.24
j2 (air hit, high), 22~DB2~MB, f3, 2, f2 1+3~f ==
479.26
j3 (ground hit), 2, b123~DB2~MB, f3, 2, f2 1+3~f ==
490.64
Execution tips for new players and old scrubs like me:
- If completing a combo involving (b3, j3) is difficult, you may often substitute j2 for less damage, but more time to combo afterwards on the ground.
- In most juggles involving (b3, <j2 or j3>), you want to hit the opponent with the jump normal as Aquaman begins to fall from the peak of this jump. However, juggle scaling doesn't always permit this. See below for more tips:
- In combos involving multiple knockdowns/launches (such as b123, f13, etc.), the height and fall speed of b3 will scale dramatically downward, making juggles much harder. To ensure completion, you can substitute j2 for j3 as above, and you may also have to hit j2 earlier in your jump, while Aquaman is still rising.
- In juggles where you have to use early j2/j3, and it's hard to complete with f2 on the ground, practice buffering the f2 while Aquaman is still in the air (time the button press for about halfway down to the ground). Remember that the buffer for ground attacks after jump attacks is absurdly huge compared to Japanese 2D fighters.