Just spent some time on this match up, it is not 10-0, but it def could be 3-7.
1st things first, you throw her trait out the window, don't even think about using it unless there is some shit you can combo into in the corner and juggle with.
2nd thing, don't jump, this is pretty fuckin obvious because it's aqua fuck
This match will have to basically be played like most characters play him, defensively, you can't really initiate anything because of the way Aquaman is.
Her forward dash is what saves her in this match I believe,
this will be a match where if he comes at you you have to know your options vs everything he can do, the nice thing is while he does have great options he doesn't have a whole bunch of them, you have to know what you are going to do vs all of them. She can check him or punish him on most things from what I've been testing,
F21 because of the advancing wierd hit box seems to be the go to string here for me so far, also her Card move for the times he can mash a d1 to stop your F21 if the distance is as such.
From the deep can not be punished from far but you do get a free forward dash in.
It can however be punished and or checked from about jump distance for a free check with Cards or F21 will hit if they do it from about sweep, AM should not be doing it that close, but with AM players you just never know what they are gonna do.
If they like to mash D1 and D2- D2 can be punished with F21 and D1 can be checked with F21 as well, if they are not blocking and mashing a second D1 you will blow them up.
F13 on block gives AM a free D1 check which you have to respect but you can always MB b3 on a read or a jedi pimp moment.
Scoop is punished by F21 at sweep and in, and if it only hits you with the low and not the second hit then you can hit him with Cards on reversal, you have to now the distance of coarse.
One really nice thing I found is her D2 will blow up his J3, and seems very viable on reaction. you see him jump at you and hit d2 and it will hit him outta J3 99% of the time in my testing, so this will force him to stay grounded and have to advance on you or run himself into the corner.
This will be a patients match up where you can't be in a hurry to initiate offence and your defense will have to be awesome. I've just started exploring this match up today for like an hour, I haven't even tried any frame traps or even seen if instant air dive kick is viable.
I mean, there is still wake up options to look at, frame trap and vortex set ups, trait bait set ups.
Work at the match up people, please don't listen to "Pros" who talk in skype for 15mins and say you are boned. Level up, don't give up if you want to play the character.
If I can find stuff after such a short time, a month of grinding the match up and working on options will open it up a bit.
Obviously AM has the advantage in this, but it is not unwinnable.