What have you guys found to be his best aa options? My list isn't in order of best to worst, just options I've found to be useful.
Grounded anti-air options
1.) d1 - I've been testing and against some characters, a simple d1 lowers your hit box enough to where you don't get hit by a jump in attack. Again this is character and situations specific. It also works for cross-up attempts, lowering your hit box enough to where their cross-up whifs.
2.) b1 - This is actually a pretty decent option. b1 moves you forward, so you essentially dodge the jump-in attack. If timed right, you can actually hit them out of the air, and then finish an air juggle combo. But if you mistime it and do it too early, you'll at least avoid their jump-in and maybe even have time to punish them with a throw. The only downside is doing it too late, which results in you being hit. b1 also is good for cross-up defense.
3.) d2 - This is his obvious aa option, but the start-up is rather slow. However it's not completely useless. If you do it early enough, you'll be able to knock them out of the air just fine.
4.) f2 - This acts similar to b1, it's just slower. A lot of Ares's anti-air options seem to be avoiding the jump-ins as oppose to beating them. However, at the right distance and timed correctly, f2 can also aa some opponents outright.
5.) d3 - d3 does what d1 does but a little better. d3 moves the hitbox forward a bit, which usually makes most cross-ups whifs. The problem is the recovery is rather slow, and they'll end up right next to you.
6.) b4 - b4 is Ares's trait which he tosses an axe across the screen. This catches jumpers from full screen as the hit box is really big. It's good to stop opponents from trying to advance on your zoning. It's not that good close range because the start-up is slow and the recovery is slower.
7, d4 - This is also Ares's trait, but it goes from bottom up vertically for an actual anti-air motion. The problem is the start-up is really slow, so doing this on reaction is near impossible.
8.) MB b3/f3 - This seems to be most characters best anti-air option. It eats the the jump-in attack, and scores you a combo attempt.
9.) Dash - A simple dash beats a lot of jump-ins since the dashes go far and the jumps take awhile.
Air-to-air anti-air options
1.) j1 - Jumping 1 has the most range out of all Ares's jumping attacks. However, it doesn't seem to have much priority. In fact, most of Ares's jumping attacks seem to never have priority to other jumping attacks.
2.) j2 - Jumping 2 seems to be his best air-to-air option. It has good range and decent priority.
3.) j3 - Jumping 3 is decent, but the range is really short. It does seem to have the most priority though.
Any other anti-airs you've been using, please post up!
Grounded anti-air options
1.) d1 - I've been testing and against some characters, a simple d1 lowers your hit box enough to where you don't get hit by a jump in attack. Again this is character and situations specific. It also works for cross-up attempts, lowering your hit box enough to where their cross-up whifs.
2.) b1 - This is actually a pretty decent option. b1 moves you forward, so you essentially dodge the jump-in attack. If timed right, you can actually hit them out of the air, and then finish an air juggle combo. But if you mistime it and do it too early, you'll at least avoid their jump-in and maybe even have time to punish them with a throw. The only downside is doing it too late, which results in you being hit. b1 also is good for cross-up defense.
3.) d2 - This is his obvious aa option, but the start-up is rather slow. However it's not completely useless. If you do it early enough, you'll be able to knock them out of the air just fine.
4.) f2 - This acts similar to b1, it's just slower. A lot of Ares's anti-air options seem to be avoiding the jump-ins as oppose to beating them. However, at the right distance and timed correctly, f2 can also aa some opponents outright.
5.) d3 - d3 does what d1 does but a little better. d3 moves the hitbox forward a bit, which usually makes most cross-ups whifs. The problem is the recovery is rather slow, and they'll end up right next to you.
6.) b4 - b4 is Ares's trait which he tosses an axe across the screen. This catches jumpers from full screen as the hit box is really big. It's good to stop opponents from trying to advance on your zoning. It's not that good close range because the start-up is slow and the recovery is slower.
7, d4 - This is also Ares's trait, but it goes from bottom up vertically for an actual anti-air motion. The problem is the start-up is really slow, so doing this on reaction is near impossible.
8.) MB b3/f3 - This seems to be most characters best anti-air option. It eats the the jump-in attack, and scores you a combo attempt.
9.) Dash - A simple dash beats a lot of jump-ins since the dashes go far and the jumps take awhile.
Air-to-air anti-air options
1.) j1 - Jumping 1 has the most range out of all Ares's jumping attacks. However, it doesn't seem to have much priority. In fact, most of Ares's jumping attacks seem to never have priority to other jumping attacks.
2.) j2 - Jumping 2 seems to be his best air-to-air option. It has good range and decent priority.
3.) j3 - Jumping 3 is decent, but the range is really short. It does seem to have the most priority though.
Any other anti-airs you've been using, please post up!