Street Fighter 6 · Tutorial · 2017
Learn Aquaman's fundamental combo toolkit with this beginner-focused breakdown. The guide walks through his essential ground combos, including low-hitting B12 cancels, overhead sequences starting with B2U3, and mid-range F3 setups that transition into his core B123 strings. Each combo is demonstrated with input notation, showing how to chain his attacks and when to use cancels effectively. The video covers both basic and meter-burn enhanced versions, letting you understand which combos work in specific situations—whether you're landing hits from close range, applying blockstring pressure, or setting up overhead mixups. One-bar ground combos receive detailed treatment, showing damage-scaling routes and how to extend combos with jump-ins and final knockdown sequences. The guide also includes his ground super combos for finishing rounds decisively. By isolating each combo separately and repeating the inputs clearly, the tutorial emphasizes consistency over speed, making execution approachable for players still building muscle memory. This foundation in his standard pressure tools and damage routes gives beginners the confidence to apply Aquaman in actual matches without overwhelming them with advanced cancel timing or meter management theory.
Aquaman beginner combo guide for Injustice 2. Easy tutorial for all his best combos and how to do them. Light Attack = 1 | PS4 = Square | Xbox = X | Medium Attack = 2 | PS4 = Triangle | Xbox = Y | Heavy Attack = 3 | PS4 = Cross | Xbox = A | Power Trait = 4 | PS4 = Circle | Xbox = B | XX = Cancel MB = Meter Burn | PS4 = R2 | Xbox = RT | F = Forward B = Back U = Up D =…
Show more →Aquaman beginner combo guide for Injustice 2. Easy tutorial for all his best combos and how to do them. Light Attack = 1 | PS4 = Square | Xbox = X | Medium Attack = 2 | PS4 = Triangle | Xbox = Y | Heavy Attack = 3 | PS4 = Cross | Xbox = A | Power Trait = 4 | PS4 = Circle | Xbox = B | XX = Cancel MB = Meter Burn | PS4 = R2 | Xbox = RT | F = Forward B = Back U = Up D = Down J = Jump Forward NJ = Neutral Jump GROUND COMBOS B12 XX DF1 (LOW) B123 XX DF1 MB (BLOCKSTRING) B2, B123 XX DB2/BF2 (OVERHEAD) D2, B123 XX DB2/BF2 B2U3, B123 XX DB2 (OVERHEAD) B3, B2U3, B123 XX DB2 F3 (FAR), WALK, B123 X
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