Phillip
Noob
smh lol i really would have never guessed that thanks i though i need to do it fasterdelay the 112 longer than you'd think
smh lol i really would have never guessed that thanks i though i need to do it fasterdelay the 112 longer than you'd think
I agree about the interactable combos. I always see them there and wonder what damage potential I'm missing. Problem is they can be so situational, so I feel like I need to get my midscreen and corner BnB's fleshed out and down into muscle memory before it's worth it for me to spend a bunch of time in practice fiddling with interactables. If anybody else found some I'd learn them and be super greatful, but right now I've got so much other fundamental stuff to learn.we need some interactable combos...
and better high damage combos in general...anyone tried to make the most damaging anywhere combo possible using bounce cancel? Like 65% or more?
That does 48%What's his best midscreen, 1 bar combo right now?
Anything better than 3d2~mb GS, b3, ji2 f23~d4, DE for 45%?
What he listed does 45%. The 48% is when you start it with a J2.That does 48%
What exactly is coming out? Straight sword or nothing or something else? I haven't noticed anything particularly difficult about that string, do you have problems with 112~d4 or d1~d4 or anything similar?So I have been trying to get 22~D4 to come out and am having issues. It doesn't even seem like it works.
I can get it a couple times....timing is strange..
So, i was playing with ares when i first picked up the game, but im mostly just casualy jumping from character to character now.... One thing i thought I had found that was nifty w ares (tht i havent realy seen anywhere on the forums) is 3 d2 dd2 (i believe thats the input, ending with god smack) What so awsome about it, is you can extend godsmack far forward, and ares just pushes them (mid air) accross the map and ends with godsmack landing as a hit..... Which makes me imagine he can get some awsome wall combos from far away from the wall if he meter burns..... annnnnnnd disscuss
On Atlantis, I have a 1 bar 100% reset + interactable combo, requires corner though. And the reset is done off of d3 so it's going to be viable post patch.we need some interactable combos...
I dunno if you see them blocking but you already confirmed the god smack wouldnt the best course to be to switch it to close gs so you actually hit them anyway?That is actually a pretty nifty find. Besides the extra corner carry on hit, it also makes it a bit safer on block. I dunno if you can actually hitconfirm the godsmack(I can't do it reliably) but a far godsmack puts you full screen and should be quite a bit harder to punish so that's probably the one you'd want if you think they're gonna block and don't want to risk getting blown up.
You can, but they're not jailed in. They can jump and blow you up really hard. If you're trying to minimize risk it's better to go fullscreenI dunno if you see them blocking but you already confirmed the god smack wouldnt the best course to be to switch it to close gs so you actually hit them anyway?
This is a really cool set up, but I'm curious how much of your damage comes from set ups like these and how much focus you put on finding these?On Atlantis, I have a 1 bar 100% reset + interactable combo, requires corner though. And the reset is done off of d3 so it's going to be viable post patch.
[corner] ji2, 3d2, f23, f23, 112~d4, d3 -> MB Godsmack (reset), b3, ji2, f23~interactable = 102%
I actually only tested it on the right side with the tablet interactable, not the snow globe. The reset puts you in the corner so the b3 hits them towards midscreen, just an fyi. And you obviously have to time the d3 so it hits. Been working on d3 resets and found this combo. Also, the interactable is a reset as well, they can avoid it with a well timed invincible wake-up attack.
I have some d3 reset combos actually, but afraid to post them in fear of more nerfs, lol. (I'm serious).
I've played both Detroitballn and PerfectLegend along with THTB, Smarrgasm, and Arturo and I was doing these set-ups. But yeah, they're gimmicky, but no reset should ever be guaranteed, the advantage is good damage the risk is it's beatable with the right read/move.This is a really cool set up, but I'm curious how much of your damage comes from set ups like these and how much focus you put on finding these?
I use the reset when I can, and I'm stealing these huge damage set ups as you post them, but I feel like in the end these are sort of gimmicky and a few months down the road opponents who fall for these are going to be few and far between. It's easier for some characters than others of course, but if you've ever recorded these in training and tried them on yourself you know that they really are escapable if you know how. At the very highest level especially I just don't see these being viable. Can you imagine watching a stream, top 8 at a major, and seeing Detroitballn or Reo getting hit by one of these?
To be fair most of use aren't often or ever playing against opponents like that, but as time goes on it'll be more and more likely that any given opponent you face has at somepoint in his Injustice career gotten blow up by some bullshit Ares reset, dragged himself to practice mode, and cleared his salty tears with the realization that he can get out of the reset every time.
Not to criticize your playstyle or anything(please keep the set ups coming), I'm just curious about your thoughts on the matter and what kind of success you're having.
b23 won't land very often so don't worry too much about that combo, here are the most optimal.Is the original post of this thread updated with the best BnBs? I don't feel like going through 9 pages. Also did Ares' combo damage get nerfed? cuz someone posted a 39% overhead combo starter on the 1st page
If this hasn't been posted before, I came up with this:
b2,3, 2,d4, j2, F2,3, df1 (32%)
Ok thanks that got me started on learning his combos. Is there any reason to not end with f1,2 for a reset? It's untechable too so I was thinking:b23 won't land very often so don't worry too much about that combo, here are the most optimal.
112x d4, j2, b23
from here there are several combo enders that you can do so do whichever you prefer; 112 special, 3d2 teleport, MB GS (this is his reset option), b13 for space
I'd say those are the most common but there may be a few more. You can also change the beginning of the combo from 112 to 22 which hits mid and has more range and is a pretty good string.
Other random combos
3d2x MB GS, b3, j2, b23
Corner
f23, f23, f23, 112 special
Ya b23 gives the best chance for the reset because of how fast you recover but they'll be changing that soon so you can try ending combos in other untechable knockdowns like d3, f12, or just go for the b23 guessing game.Ok thanks that got me started on learning his combos. Is there any reason to not end with f1,2 for a reset? It's untechable too so I was thinking:
112, d4, j2, b23, f12 MB GS (35%)
it adds i think 6% more damage. and if you do close GS then follow up with f3, j2, f12. Should do about the same damage as his b3 follow-up combo. If regular GS then it'll hit them from behind. This might be already known though.
EDIT: Okay I feel stupid. They can just jump back before the GS hits so nevermind. What combo do you do after the MB GS?
Haha, I suggested the f12 ender a few pages back and people didn't say much about it then. I still think it's good and use it, but it's not as tight if the reset is all you're going for. They can jump out, but I like the spacing in certain match ups and you can blow people up if they don't know it's untechable and they try to tech roll or if they just don't react fast enough to jump. More of a way to just mix things up. It leaves them in jump in range so if you know they're going to jump you can ji2 and blow them upOk thanks that got me started on learning his combos. Is there any reason to not end with f1,2 for a reset? It's untechable too so I was thinking:
112, d4, j2, b23, f12 MB GS (35%)
it adds i think 6% more damage. and if you do close GS then follow up with f3, j2, f12. Should do about the same damage as his b3 follow-up combo. If regular GS then it'll hit them from behind. This might be already known though.
EDIT: Okay I feel stupid. They can just jump back before the GS hits so nevermind. What combo do you do after the MB GS?
I should have an updated list today.When the mule updates his post can we get it posted in the OP so new Ares players don't have to sift through 6 pages of posts to find the combo list?
d1~d4 should be easy. Just hold down and hit 1 and then 4. If it's not coming out you're probably just not hitting 4 fast enough.I have problems to put the "d4" consistently in the combo: d1~d4, ji2, b23, 3d2
and i can´t put the "b4" at all in the combo: 112, d4, ji2, f23, b4.
any advice??.
Please.