Injustice: Gods Among Us – Story Walkthrough & Characters Guide
Table of Contents
Chapter 3: Aquaman
Basic Tips & Recommended Attacks
Aquaman doesn’t have an abundance of abilities, but those he does have are extremely effective. In many ways, Aquaman is a powerhouse fighter.
Water of Life (Character Power): Similar to other characters with shields, this ability allows Aquaman to take an attack without knock-back or stagger.
Trident Rush / Trident Scoop: Scoop is a nice launch, while Rush is a fast special that strings several strikes into one easy attack. Great for almost any situation, and fast.
From the Deep / Trident Toss: Aquaman’s ranged game isn’t too bad either. Throwing the trident with Toss forces opponents to either block and stand still or jump. From the Deep is a very Mortal Kombat-eque power that will launch opponents caught by the spears at their feet.
Water Shield: A unique special that will actually absorb attacks while active. It can be held, and it’s a good way to block incoming combos that you can then interrupt and follow-up with your own.
Seven Seas / Aquatic Ace (Combo): A quick (high) start puts Aquaman in a good position to lay on some damage. Beware, a crouched opponent can ruin your day here.
Deep Sea (Combo): This awesome low combo transitions into a grapple. Use it often, and after every combo or special attack.
VS The Flash
Welcome to Atlantis! This stage offers a few useful hazards. Enemies pressed to the glass can be launched with [Back+Hard], and the globes are good weapons for Aquaman to use in a pinch. Flash doesn’t have super strength, so use his disadvantage to your advantage.
Like his name suggests, Flash is fast. He’s an acrobatic opponent that will bridge the gap and try to punish you with some fast combos. Play it safe and try to use combos that use a light attack as an opener, as they’re the fastest.
Watch out for Flash’s diagonal strikes from below or above. You’ll want Aquaman to keep his feet on the ground for this fight.
If you’re feeling cheap, use Aquaman’s Trident Rush whenever Flash steps close to stick the AI in a loop.
Similar to Superman, Shazam is a powerful guy with a few mean electricity attacks at range. These can be hard to predict, but a standing block will keep you alive.
This bruiser has a hard time dealing with quick combos like From the Depths and Huzzah. Use them whenever he’s close (and isn’t ducking).
The lug loves throwing lightning bolts and zipping across the screen to grapple. Use his relatively slower speed against him, jump in and work him over with fast combos.
Learn from your doppelganger, as this battle pits you against Aquaman. He’ll want to use all those handy moves of your’s against you, and combine them with Meter Burn. That makes Aquaman one of the early challenges in the story, and you’ll want to ace those inputs to put an end to him.
Instead of letting him attack, take advantage of the AI’s relative sluggishness – at this point, it won’t likely block, duck, or counter your attacks. Go nuts – play offensively. Leap into combat with Aquaman’s shield active and hammer your opponent with combos.
If you’re going to go all out, save your Super Meter. When playing offensively, it’s much more likely that your opponent will attempt a Clash. That means he’ll try to get some health back while escaping your combo. Punish him instead, save your meter and use all of it when he tries to heal.
The AI also has trouble dealing with Trident Toss and From The Deep. Spam a few of these ranged specials for extra damage.
Ares is slow but strong – which makes him an easy target for almost all of Aquaman’s closer range combos.
Use throw often. It’ll send Ares away, and give you time to shield up if necessary. Otherwise, there’s little reason to fear him. His AI isn’t skilled enough to counter Aquaman’s specials.
Punish him with Deap Sea, Seven Seas, Huzzah, and whatever else you feel like using. Combine that with throws when he gets close, and throw in some From the Deeps to keep him at bay.