Dive deep into Aquaman's move list for Injustice: Gods Among Us! Learn his special moves, super moves, and character powers with detailed stats and frame data.
Alright, let's break down Aquaman's moveset in Injustice! This isn't just about knowing what buttons to press; it's about understanding how each move works, its strengths, and its weaknesses. We'll focus on his special moves, super moves, and unique character powers, leaving out the basic combos for now. If you're just looking for a quick rundown, there's another section for that, but here, we're getting into the nitty-gritty.
This section also dives into the frame data for each move. Think of frame data as the technical specs for your attacks – how fast they start up, how long they take to recover, and what advantage you have if they hit or get blocked. It's super useful for advanced play, but if you're new to it, don't sweat it! There are some great YouTube videos linked in the source that can help you get the hang of it.
Aquaman's Basic Attacks
Even the basic attacks have some cool properties. Let's look at them:
Flounder Fist - Light Attack (L)
| Properties | Damage | Startup | Recovery | Advantage on Hit | Advantage if Guarded |
| High | 2.00 | 9 | 11 | 9 | 0 |
This is your quick, high-hitting jab. It's fast to start up and recovers quickly, giving you a small advantage if it connects.
Trident Push - Medium Attack (M)
| Properties | Damage | Startup | Recovery | Advantage on Hit | Advantage if Guarded |
| Mid | 3.00 | 13 | 14 | 22 | 0 |
A bit slower than Flounder Fist, but it hits mid and gives you a much bigger advantage on hit, letting you follow up more easily.
Trident Spin - Heavy Attack (H)
| Properties | Damage | Startup | Recovery | Advantage on Hit | Advantage if Guarded |
| Mid | 9.00 | 12 | 28 | 35 | 4 |
This heavy attack is quite damaging and has a decent startup. It leaves you with a good advantage, even if the opponent blocks it, making it a solid poke.
Mera's Fury - Back + Light Attack (b + L)
| Properties | Damage | Startup | Recovery | Advantage on Hit | Advantage if Guarded |
| Low | 2.00 | 9 | 19 | 16 | -4 |
A quick low attack. It's good for mixing up your offense, but be careful, as it puts you at a disadvantage if the opponent blocks it.
Trident Slam - Back + Medium Attack (b + M)
| Properties | Damage | Startup | Recovery | Advantage on Hit | Advantage if Guarded |
| Overhead | 5.00 | 25 | 29 | 44 | -10 |
This overhead attack is slow to start but hits hard and gives you a massive advantage on hit. However, it's quite punishable if blocked.
Whirl Pool - Back + Heavy Attack (b + H)
| Properties | Damage | Startup | Recovery | Advantage on Hit | Advantage if Guarded |
| Mid | 11.00 | 29 | 27 | 75 | 6 |
A powerful mid-hitting attack with a long reach. It has a significant startup but offers a huge reward on hit and a slight advantage on block.
Surface Dwellers - Forward + Light Attack (f + L)
| Properties | Damage | Startup | Recovery | Advantage on Hit | Advantage if Guarded |
| Mid | 3.00 | 7 | 22 | 13 | 3 |
This is one of Aquaman's fastest moves, a quick mid-hitting poke that gives you a small advantage on hit or block.
Stingray Sweep - Forward + Medium Attack (f + M)
| Properties | Damage | Startup | Recovery | Advantage on Hit | Advantage if Guarded |
| Low | 6.75 | 10 | 27 | 53 | -13 |
A sweeping low attack that deals decent damage and gives a good advantage on hit. Be mindful of its recovery if it's blocked.
For Neptune - Forward + Heavy Attack (f + H)
| Properties | Damage | Startup | Recovery | Advantage on Hit | Advantage if Guarded |
| Overhead | 11.00 | 29 | 27 | 77 | 6 |
A strong overhead attack that hits hard and provides a great advantage on hit, with a small bonus even on block. It's a bit slow to start, so timing is key.
Shark Strike - Down + Light Attack (d + L)
| Properties | Damage | Startup | Recovery | Advantage on Hit | Advantage if Guarded |
| Mid | 3.00 | 7 | 22 | 13 | 3 |
This is a quick, low-profile mid attack. It's fast and gives you a slight advantage, making it useful for pressure.
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