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General/Other Behold mine spikes of villainy! - Ares General Discussion

4x4lo8o

Noob
Well luckily enough the regular dive kick is more punishable on block so we don't have to worry about that part anymore
guess how I noticed it still whiffs?

attempting to figure out how to punish dive kick. 1 and d1 still don't reach, 22 doesn't always work. Nothing else is really fast enough
 

ryublaze

Noob
idk if I'm playing Ares right but here is what I'm doing so tell me what I'm doing wrong:

After I hit with d1 I go into 224 pressure but should I go into the 3d2/d4 mix-up instead?
If 224 is blocked I try to d1 real quick cuz 224 is 0 on block. Is this a good idea? cuz if they do anything slower than 6 frames the d1 will get them and the worst that can happen is they poke back or armor I think
I'm doing the b21 overhead very rarely but idk if I'm getting away with it cuz of online or if it can be guarded easily
I'm also ending combos with 3d2 teleport...not sure if this is the right ender
Then in the corner I end combos with f23 then MB Godsmack close or mid for the reverse inputs mix-up
And I like to teleport behind far a lot but then after that I don't know what to do cuz I'm too far to do b13. I've been trying jump-ins or a regular behind teleport but I think those can get blown up.

My Ares is lame I know
 

ryublaze

Noob
and I'm also doing the 3d4 dash cancels which I think is really good mixed up with 3d4 and 3d2 but then again the dash cancel seems like it can be reacted to offline so idk
 

InFlames

dead
idk if I'm playing Ares right but here is what I'm doing so tell me what I'm doing wrong:

After I hit with d1 I go into 224 pressure but should I go into the 3d2/d4 mix-up instead?
If 224 is blocked I try to d1 real quick cuz 224 is 0 on block. Is this a good idea? cuz if they do anything slower than 6 frames the d1 will get them and the worst that can happen is they poke back or armor I think
I'm doing the b21 overhead very rarely but idk if I'm getting away with it cuz of online or if it can be guarded easily
I'm also ending combos with 3d2 teleport...not sure if this is the right ender
Then in the corner I end combos with f23 then MB Godsmack close or mid for the reverse inputs mix-up
And I like to teleport behind far a lot but then after that I don't know what to do cuz I'm too far to do b13. I've been trying jump-ins or a regular behind teleport but I think those can get blown up.

My Ares is lame I know
22 is better than 223 for 2 reasons. it's +1 on block, and on hit you can continue pressure with 3d2 and B2.

In the corner try to mix up your enders instead of doing the same setup over again.

I use his Teleport Behind Far in the beginning of the match to see if they'll punish his normal Teleports. Otherwise I only use it if I'm getting cornered.
 

ryublaze

Noob
22 is better than 223 for 2 reasons. it's +1 on block, and on hit you can continue pressure with 3d2 and B2.

In the corner try to mix up your enders instead of doing the same setup over again.

I use his Teleport Behind Far in the beginning of the match to see if they'll punish his normal Teleports. Otherwise I only use it if I'm getting cornered.
oops I meant 223 not 224 but thanks I'll start doing ending it at 22. I don't like how 223 on hit pushes them away.
 

4x4lo8o

Noob
idk if I'm playing Ares right but here is what I'm doing so tell me what I'm doing wrong:

After I hit with d1 I go into 224 pressure but should I go into the 3d2/d4 mix-up instead?
If 224 is blocked I try to d1 real quick cuz 224 is 0 on block. Is this a good idea? cuz if they do anything slower than 6 frames the d1 will get them and the worst that can happen is they poke back or armor I think
I'm doing the b21 overhead very rarely but idk if I'm getting away with it cuz of online or if it can be guarded easily
I'm also ending combos with 3d2 teleport...not sure if this is the right ender
Then in the corner I end combos with f23 then MB Godsmack close or mid for the reverse inputs mix-up
And I like to teleport behind far a lot but then after that I don't know what to do cuz I'm too far to do b13. I've been trying jump-ins or a regular behind teleport but I think those can get blown up.

My Ares is lame I know
InFlames covered most of it, but just to throw my 2 cents in:
Since the patch 22 is +1 on block, which makes it very good for pressure since it's also hit confirmable into 22~d4 for full combo. Generally after d1 hits I go for 22. After they're respecting 22 a lot I'll start mixing in 3d2/3d4 to try to open them up. 3d2 is hard to hit confirm into(see that the d1 hit and decide to use 3 before they can mash out) and it can sorta easy to back dash or mash d1 out of so usually I make sure they're respecting the 22 before I start throwing 3d2 in there. If they're back dashing a lot you can throw out another d1 to catch that.
After 22 you should initially always take that d1 check. Once they're respecting that I usually start occasionally going for 22 again or b2. Rarely is the correct amount to do b2. You can get away with it at times, it's not completely worth, but it is something they can see an block if they're watching for it.

3d2 teleport is a good ender. It's very match up and situation specific though. You might not want to teleport every time. You can use invis(mb or regular) or not cancel into anything and throw a meaty fireball or an axe. Enders like 112 or f12 also do similar damage and give you different spacings(which may be desirable based on the match up)

Like InFlames said, mix up your corner set ups. Go for full damage then use mb f3 to stuff their wake up and set up frame traps on block, end in mb invisibility, or use ambiguous teleport enders. Ares has lots of good options in the corner.

I use teleport far behind all the time. Some characters can punish, so that's an issue and will become more of one in the future as people figure it out, but for now most people go for their normal teleport punish. You usually can't punish their whiffed punish attempt, but you can throw a fireball or dash in or whatever and it builds meter and fucks with their head. It can mess with their future attempts to punish normal teleport(they second guess whether they should try to punish or not) and it can be disorienting and frustrating having to deal with the opponent changing sides constantly and not knowing where they're going to end up. It can also be really good if they're trying to dash in or close space because it ends up leaving them at full screen again.

It sounds like you've mostly got the idea though
 

ryublaze

Noob
InFlames 4x4lo8o

Can you explain to me his other corner stuff? I know about ending with teleport but which ender is best? I'm guessing 3 xx teleport? (I'm doing 112 d4 f23 f23 3 teleport 37%).

I'm not exactly sure how to set up MB invis without doing d2 xx MB invis but that scales the damage. I'm doing 112 d4 d2 MB invis d3 26% which does less damage than his other corner combos.
 

P3irce

Noob
InFlames 4x4lo8o

Can you explain to me his other corner stuff? I know about ending with teleport but which ender is best? I'm guessing 3 xx teleport? (I'm doing 112 d4 f23 f23 3 teleport 37%).

I'm not exactly sure how to set up MB invis without doing d2 xx MB invis but that scales the damage. I'm doing 112 d4 d2 MB invis d3 26% which does less damage than his other corner combos.
Basic things like 1,1,2 invis then behind tele will push you in front of the opponent,
1,1,2 mb invis can be used to either crossup jump in or not moving for another 50/50.
What I've been doing is d2,d2 into mb godsmack for reset, if you do far godsmack it reverses wakeups too
 

InFlames

dead
InFlames 4x4lo8o

Can you explain to me his other corner stuff? I know about ending with teleport but which ender is best? I'm guessing 3 xx teleport? (I'm doing 112 d4 f23 f23 3 teleport 37%).

I'm not exactly sure how to set up MB invis without doing d2 xx MB invis but that scales the damage. I'm doing 112 d4 d2 MB invis d3 26% which does less damage than his other corner combos.
The general setups/enders I use are:

-112~Tele behind mix up
-112~Invis into MB F3, f23 for pressure
-B13 for cross up setup if they don't tech roll
-d2 into Godsmack mix up during high gravity
-d3 while Invis into Godsmack mix up
-F3 hard knockdown into Godsmack mix up
-F3 hard knockdown, tele behind into interactable
-F23 into Godsmack mix up
 

4x4lo8o

Noob
InFlames pretty much covered all the corner set ups.

Your corner combo should probably look something like 112~d4, nj2, f23, f23, 112~special though. I'm not sure that ending in 3 gives any particular advantage and 112 does more damage and leaves enough advantage to cancel into invis or teleport and still perform meaty attacks on their wake up. Other than that the only other combo ender you should probably be using(unless you're going for something like a GS reset0 is b13, which does 1% more in most combos and has an ambiguous cross up set up.
 

ryublaze

Noob
InFlames pretty much covered all the corner set ups.

Your corner combo should probably look something like 112~d4, nj2, f23, f23, 112~special though. I'm not sure that ending in 3 gives any particular advantage and 112 does more damage and leaves enough advantage to cancel into invis or teleport and still perform meaty attacks on their wake up. Other than that the only other combo ender you should probably be using(unless you're going for something like a GS reset0 is b13, which does 1% more in most combos and has an ambiguous cross up set up.
I end in 3 tele because that'll let me switch sides in the corner whereas 112 tele only puts me on one side or isn't consistent. I like the b13 ender but I always assume that opponent will tech roll so the ambiguous crossup isnt always guaranteed.
 

ryublaze

Noob
Actually, just playing around with it in the lab it seems hard for any ender into tele for me to choose which side I want to be on. I think it might have something to do with the height. I want to know how to make it consistent so if I'm going to put myself in the corner I'll do b21 or something, or if I'm going to appear outside of the corner I'll do d1 axe.
 

4x4lo8o

Noob
Actually, just playing around with it in the lab it seems hard for any ender into tele for me to choose which side I want to be on. I think it might have something to do with the height. I want to know how to make it consistent so if I'm going to put myself in the corner I'll do b21 or something, or if I'm going to appear outside of the corner I'll do d1 axe.
It has to do with gravity and how low they are to the ground when you teleport. High gravity and low to the ground puts you in the corner. Most of the time you can put yourself in the corner by delaying the the 112~teleport. You can also put yourself in the corner every time by using 123~teleport. It does slightly less damage and leaves you with a bit less advantage and it's less ambiguous if the opponent can recognize the string and knows how it works, but in most cases it works fine
 

Hellbringer

1 2 3 drink
In the corner reset starting from b21, so you can go for overhead as mixup:

b21 d2d4 nj2 f23 d2 far gs/close gs.

So it gives quick wake up and you can go for crossup with far godsmack.
 

InFlames

dead
Midscreen cross up Godsmack setup


I try to do Scorpion's Backflip but instead I get Hellfire which has no invincibility frames(look at my inputs).
Can be mixed up by mid Godsmack without the step forward or close Godsmack making it a 50/50 on characters without option select wake ups.
 

Breakin Wordzz

Best Rengar NA, also ares of world
Midscreen cross up Godsmack setup


I try to do Scorpion's Backflip but instead I get Hellfire which has no invincibility frames(look at my inputs).
Can be mixed up by mid Godsmack without the step forward or close Godsmack making it a 50/50 on characters without option select wake ups.
this is almost the exact same thing i did that everyone thought was stupid.
 

Breakin Wordzz

Best Rengar NA, also ares of world
Your setup could be tech rolled and required a sword. This setup requires none of that, can be mixed up, and is unclashable.
yes and no. mine could be tech rolled but if u know they will tech roll u dash before the godsmack and it cross up again. yours does less damage i think but is a more safe option so nice job :). i stopped playing the game. i just check up now and again :)
 

Jaku2011

Filled with determination
Starting Ares after reading a bit. I think I have the idea quick question though is there much use for overhead axe/sword I couldn't think of much while messing with him in training.

He seems kinda fun I love the mb godsmack set ups.