Welcome back, Injustice fans!
Last week I introduced the concept of the neutral game and raised a few questions about it including:
How important is neutral to Aquaman?
and:
Does Aquaman have an advantage in neutral, and if not can he get one?
This line of thought lead me to attempt to create a neutral game flowchart for Aquaman, in hopes that being selective with my actions in neutral will allow me to take advantage of risks by opponents.
I’m hoping that knowledge of Aquaman’s (best) options in various neutral situations will encourage better decision-making on my part.
Neutral game for Aquaman can be broken down into two main situations: those in which you can From the Deep without getting punished, and those in which you cannot.
Note: I am defining “safe” From the Deep range as at least 3/4 screen away. Anything closer puts you at risk of giving the opponent a free dash or jump in and that never ends well. This rule does not apply to teleport characters. From the Deep is not a good option against them.
Okay, so the opponent is inside of safe From the Deep range. Now what?
It depends. Are they point-blank? At sweep range? At jump in range?
I’ll address Aquaman’s best options at each range based on three categories: startup frames, how negative a move is on block, and how far from the opponent I can be without the move whiffing.
The moves I’m limiting myself to are the Normals listed here. This is because Aquaman’s specials take too long on startup to be used outside of a combo (or in From the Deep’s case, from 3/4+ screen). Let’s look the safe (-6 or less on block) Normals.
Our choices are: 1, 2, 3, D1, F1, F3, B1, B3
Of these, the only ones with above average range are F3, B3, B1, and 3. Unfortunately, F3 and B3 have 20+ frames startup, meaning that can easily be blocked on reaction. The ones with the startup under 10 frames are D1, F1, 1, and B1. Note B1 is the only move in both groups.
This divide creates a split in Aquaman’s flowchart. The slower, far-reaching moves can be used against dashes and jump-ins, and the faster moves used for sweep range or closer.
So the options for each are:
Sweep: D1, F1, B1, 1, D2*
Dash/Jump: B3, F3, 3, B1, D2*
Note: I’ve added D2 despite it being unsafe on block. D2 is a critical anti-air and if it is only used against jump-ins there is no fear of it being blocked.
So through this breakdown I’ve limited Aquaman’s neutral game to ten moves (and their corresponding strings). Can it be trimmed further? I think so.
Let’s drop D2, F3, and B3. They are situational specific moves (and I use MB B3 too much).
We can cut 3 because of its awkward hitbox and lack of combo potential. Same with 1.
So we have, for the most boiled-down neutral game, only three moves: D1, B1, and F1.
F1 sets up the only thing close to a 50-50 that Aquaman has. B1 is a primary footsies tool. D1 is the fastest move Aquaman has and is used in situations where the frame difference between it and B1 or F1 matters (such as against The Flash’s Flying Uppercut).
Okay, so what does that leave us with?
Tom Brady.

And so I’m back where I started…
Huh? Yes, Tom Brady. It seems like he was right (gee, what a surprise). As he said in his video, “Aquaman is an unsafe character who relies on guessing. Pure guessing.”
“You cannot play that way (footsies) against those [certain] characters.”
“You have to simultaneously stop them from doing a wake up attack, a backdash, or jumping in or out.”
It was all there in the videos, and I missed it! In the words of Sherlock Holmes, I saw, but did not understand. However, I think I am beginning to grasp the concept. The important factor now, it seems, is my execution. The strategy is all there for me, but I must make it happen.
Phew. I’m glad that’s over. Join me next week as I explore the concept of Okizeme.
Thanks for reading!