Do not use those 2meter burning cancels in a combo...if u want to do high dmg combo when u dont have sword use the 3d2 MBGS starter. And also dont forget to look for the interactables, there are plenty of them
The problem with this is that you don't always get to choose what you're going to start a combo with. Sometimes the 112 or 22 or whatever is what you can or did land, and in that case it's worth knowing what to do with what you've got. Knowing how to convert in any situation is part of high level play.
I agree that you probably shouldn't be thinking 'I don't have sword, so I'll just land 112~MB f3', but this is the combo thread so we're going to be discussing a bunch of different combos for different situations.
22 and 112 have too much push-back and not enough cancel advantage for B3 bounce-cancel to hit; its physical--albeit virtual--causality, i.e. cause and effect. If you're still having trouble understanding then I suggest "buffing" your knowledge rather than sulking about it.
That's a little harsh, man. I don't like the complaints about buffs and nerfs(and I think we can just work around Ares b3, no reason to focus on that move's misfortune) but we're all just trying to work on the character. Let's try to be a little friendly to each other
I think your 33~dd4 set up is pretty legit. They can tech roll out, but it'll catch a bunch of wake ups and you can't jump out and dashing out is hard or impossible. The way the axe pops them up and the camera moves is sick, it's hard to see and react to what Ares is doing. I'd say the biggest problem is that a tech roll gets them out every time. Even if you far GS and they roll it'll whiff. Maybe in corner...