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Guide Ares combo thread

lmao 22 does not link it smh why?thats the thing i went to the lab before this and you cant like 112 nope not going to work why does it have to be 11 for it to work. well i just wish they did not leave the buffs so lacking in this patch.and omg on batgirls tool belt of tricks you mean to tell me we got nerf for what.
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.
 

Hellbringer

1 2 3 drink
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 :p
 

Hellbringer

1 2 3 drink
I haven't found too many uses for it either, yet. Here's a few though:
  • Rising Axe hits low. Ergo 3d2 and 3~dd4 is a true high/low mixup.
  • 33~dd4 sends the opponent way up in the air, giving Ares just enough time for a God Smack. I haven't tested this and worked out exactly how the mind games are most useful. It is damn effective online though.
  • Lastly, Rising Axe often puts Ares at frame disadvantage on hit and block. When the numbers add up properly, these supposedly disadvantageous scenarios can actually be designated setups, wherein the opponent tries to punish Ares and is met with face full of MB f3.
Looking forward to your guide man.

with 33~DD4, do you mean you can connect the GS with this or just that the spacing is right to setup for a godsmack? Im just asking cause it seems that im not able to connect the GS.
 

Phillip

Noob
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.
ok dont take me for a fool i know why its just should every move have so mush push back?i would like to see more tweeks here and there to bring out some more combos is that a crime?
 
with 33~DD4, do you mean you can connect the GS with this or just that the spacing is right to setup for a godsmack? Im just asking cause it seems that im not able to connect the GS.
I haven't been able to make it connect in a combo either. So yeah, I'm talking setups. Like I said, I haven't fleshed it out against top-class opponents. Works at the moment though.
 

4x4lo8o

Noob
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 :p
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 :D

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...
 
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 :D
If being remotely confrontational is harsh then I will fess up to it. I would explain myself but do not want to diverge any further.

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...
Touche on testing this. Once opponents figure out they can safely roll after 33~dd4, maybe the mind game is to delay GS--or not. Indeed, the camera angle is truly deceptive. Also, mb mid-GS against a rolling opponent is safe (in theory) so it can be used for positioning at the very least. It can only be employed against opponents without wake-up attacks that hit multiple times though.

I've been mixing in the teleport instead of the mid-GS, followed by a throw or d1~d4 or a mbf3 depending on the opponent. Between the GS and the teleport, all but the best opponents clam up when they see 33~dd4.

I'll keep testing, hope you will too.
 

The Gabriel

Mean Man
It's official...I need better/more Ares combos.


If being remotely confrontational is harsh then I will fess up to it. I would explain myself but do not want to diverge any further.


Touche on testing this. Once opponents figure out they can safely roll after 33~dd4, maybe the mind game is to delay GS--or not. Indeed, the camera angle is truly deceptive. Also, mb mid-GS against a rolling opponent is safe (in theory) so it can be used for positioning at the very least. It can only be employed against opponents without wake-up attacks that hit multiple times though.

I've been mixing in the teleport instead of the mid-GS, followed by a throw or d1~d4 or a mbf3 depending on the opponent. Between the GS and the teleport, all but the best opponents clam up when they see 33~dd4.

I'll keep testing, hope you will too.
Who are you landing these 33's against?? I rarely see an opportunity to land a raw 3 in a match, and when I do I'm sure as heck going to do the 3d2 combo (aka the only damaging true combo Ares has left) instead of betting it on a reset.
 
Who are you landing these 33's against?? I rarely see an opportunity to land a raw 3 in a match, and when I do I'm sure as heck going to do the 3d2 combo (aka the only damaging true combo Ares has left) instead of betting it on a reset.
Scrubs and/or good players who don't yet know how to deal with Ares. The kind of match where I have a life lead and can afford to get creative after numerous jump-in attacks.

Against an equal or better opponent I use either 3d2~teleport, d1~d4 or 3d2~mbGS almost always.
 

The Gabriel

Mean Man
I wish d1dd4 lead to combos...I can only get a j1 after it consistently but nothing else...anyone play around with it find something?
 

xInfra Deadx

Gimmick stolen by Jordan Peele
Here's an overhead combo starter i've been messing around with:

B2,3-3/D4-JI1-B1,3 - 32% for 1 sword trait.

So far it isn't hitbox dependant...it's timing isn't the most lenient either...but it can be practical.
 
check out my ares tutorial
This helps a ton. Small question, is the 3d2 teleport combo character specific? My brother mains joker so i'm practicing on him, but i can't seem to land the 112 followup(does it matter if it's front or back teleport?) Also can you meter burn the slam at the end and keep going?
 

The Gabriel

Mean Man
3d2 teleport combo is useless considering it does less damage than the regular 3d2 combo which doesnt waste sword and is much easier to time.
 

The Gabriel

Mean Man
Ares' big combo problem for me is that you can't seem to put a b3 into any of his sword combos aka his practical combo starter. Are there other characters in the game who can't b3 in their bnb?
 

Mosp

Noob
Ares' big combo problem for me is that you can't seem to put a b3 into any of his sword combos aka his practical combo starter. Are there other characters in the game who can't b3 in their bnb?
I don't think Bane can, Flash (unless he uses trait), Cyborg (not really sure about this one), Aquaman, Doomsday, Killer Frost, and some that can only do it off certain strings like Hawkgirl who doesn't really use it that much. Damn there's a lot more characters than I thought lol.
 

The Gabriel

Mean Man
it does a lot less damage, doesnt carry as far towards the corner, wastes sword, has much stricter timing/execution, and doesn't set up the reset at the end of the combo
 

PaintWeed

I'm THAT guy.
is it just me or does the ares forum seem super messy? can we get a place where we just have combos and not a bunch of opinions? im not even tryin to sound like an ass but for real...doesnt there seem to be a lack of info on ares in comparison to the other forums? and btw i tried to watch the tutorial posted above but the video doesn't work for me for some reason
 
The Gabriel I don't think 3d2~teleport is useless.

This is my midscreen bnb for full-combo punishes (replace f23 with b23 for reset setup):
(ji2) 3d2~mb GS, b3, ji2, f23~d4, de

On the rare occasion I don't have meter, the modified full-combo punish is as such:
(ji2) 3d2~teleport, 112~d4, mb GS


What is your modified meterless 3d2 combo?
 

The Gabriel

Mean Man
The Gabriel I don't think 3d2~teleport is useless.

This is my midscreen bnb for full-combo punishes (replace f23 with b23 for reset setup):
(ji2) 3d2~mb GS, b3, ji2, f23~d4, de

On the rare occasion I don't have meter, the modified full-combo punish is as such:
(ji2) 3d2~teleport, 112~d4, mb GS


What is your modified meterless 3d2 combo?
There has never been a time when *both* the very rare instances of a) landing a 3d2 and b) having no meter has occured. If it did I'd probably still do the combo but just do regular far GS to carry them towards the wall, then do a wake-up mixup into a real combo now that I have meter