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Guide Ares BnB Combos

xInfra Deadx

The laws of the universe mean nothing.
Annotations:
1 - Light attack
2 - Medium attack
3 - Heavy attack
D4 - Rising Sword
B4 - Straight Axe
B - Back
F - Forward
U - Up
D - Down
JI - Jump in
NJ - Neutral jump
/ - Cancel into special/trait
MB - Meter Burn
BGB - Background Bounce
Dark Energy - DF1 (High Projectile, MB Projectile turns into an Overhead)
God Smack - DD2 (Close, Medium, Far versions, Unblockable. MB version launches)
Warp Transmission - Teleport. DF3 for behind version and DB3 for front. **As of version 1.06, Ares has gained 2 new versions of warps in Warp away DF3B and Warp behind DB3F. on top of this, all warps can now be meter burned to lessen the recovery time significantly.**

*Combos ending in Straight Axe may do 1% more or less depending on the size of opponent's hitbox.

Rising Sword combos (D4)
D4-JI2-F2,3/Dark Energy - 26%
D4-JI2-B2,3-D2-B1,3 - 27%
D4-JI2-B2,3-1,1,2/Dark Energy - 30%
D4-JI2-F2,3/B4 - 30% Sword + Axe required

1,1,2
1,1,2/D4-JI2-F2,3/Dark Energy - 34%
1,1,2/D4-JI2-B2,3-D2-B1,3 - 36%
1,1,2/D4-JI2-B2,3-1,1,2/Dark Energy - 37%
1,1,2/D4-JI2-F2,3/B4 - 37% Axe required
1 Bar:
1,1,2/MB Close Warp-1,1,2/D4-JI2-F2,3/B4 - 44% Axe required **Ver. 1.06**
1,1,2/MB Close Warp-1,1,2/D4-JI2-F2,3/Dark Energy - 41% **Ver. 1.06**[/Spoiler]

D1
D1/D4-JI2-F2,3/Dark Energy - 26%
D1/D4-JI2-B2,3-D2-B1,3 - 28%
D1/D4-JI2-B2,3-1,1,2/Dark Energy - 30%
D1/D4-JI2-F2,3/B4 - 30% Axe required

2,2
2,2/D4-JI2-F2,3/Dark Energy - 28%
2,2/D4-JI2-B2,3-D2-B1,3 - 30%
2,2/D4-JI2-B2,3-1,1,2/Dark Energy - 30%
2,2/D4-JI2-F2,3/B4 - 30% Axe required

B1
B1/D4-JI2-F2,3/Dark Energy - 27%
B1/D4-JI2-B2,3-D2-B1,3 - 29%
B1/D4-JI2-B2,3-1,1,2/Dark Energy - 32%
B1/D4-JI2-F2,3/B4 - 32% Axe required
1 Bar:
B1/MB Close Warp-1,1,2/D4-JI2-F2,3/B4 - 38% Axe required **Ver. 1.06**
B1/MB Close Warp-1,1,2/D4-JI2-F2,3/Dark Energy - 35% **Ver. 1.06**

B2
B2/D4-JI2-F2,3/Dark Energy - 29%
B2/D4-JI2-B2,3-D2-B1,3 - 31%
B2/D4-JI2-B2,3-1,1,2/Dark Energy - 31%
B2/D4-JI2-F2,3/B4 - 31% Axe required

1,2,3
1,2,3-F2,3/Dark Energy - 22%
1,2,3-F2,3/B4 - 26% Axe required
1,2,3-F2,3/D4-Dark Energy - 27% Sword Required

B2,3
B2,3-1-F2,3/Dark Energy - 25%
B2,3-3,D2/Dark Energy - 26%
B2,3-2,2-1,1,2/Dark Energy - 27%
B2,3-1-B2,3-1,1,2/Dark Energy - 30% {HARD}
B2,3-1-F2,3/D4-Dark Energy - 30% Sword required
B2,3-3,D2/D4-Dark Energy - 30% Sword required
B2,3-1-F2,3/B4 - 31% Axe required
B2,3-3/D4-JI1-B1,3 - 32% Sword required {HARD}


3/D4 (requires a Sword)
3/D4>>JI2-D2-B1,3 - 29%

3,3
3,3/Trait dash cancel-1,1,2/Dark Energy - 27% Sword or Axe required
3,3/Trait dash cancel-1,1,2/D4-Dark Energy - 32% Sword required
3,3/MB (Close) God Smack-F3-F2,3/Dark Energy - 36%
3,3/MB (Close) God Smack-F3-F2,3/D4-Dark Energy - 39% Sword required

3, D2
3,D2/Trait Dash Cancel-2,2/Dark Energy - 22% Sword or Axe required
3,D2/Trait Dash Cancel-2,2/D4-Dark Energy - 29% Sword required
3,D2/Behind Warp-1,1,2/Dark Energy - 29%
3,D2/Behind Warp-1,1,2/D4-Dark Energy - 34% Sword required
3,D2/Behind Warp-1,1,2/D4-Far God Smack - 37% Sword required
3,D2/MB God Smack-B3-JI3-F2,3/Dark Energy - 44%
3,D2/MB God Smack-B3-JI3-F2,3/D4-Dark Energy - 47% Sword required

Air to Air
JI1-1,1,2/Dark Energy - 21%
JI1-1,1,2/B4 - 26% Axe required
JI1-1,1,2/D4-Dark Energy - 27% (29% if God Smack is used) Sword required
JI2-B2,3-1,1,2/Dark Energy - 29% JI1=27% JI3=33%
JI2-F2,3/D4-Dark Energy - 29% JI1=27% JI3=34% Sword required
JI2-B2,3-3/D4-JI2-B1,3 - 36% JI1=34% JI3=40% Sword required

B3/F3
F3-JI2-F2,3/Dark Energy - 31%
B3_F3-JI3-F2,3/Dark Energy - 33%
F3-JI2-F2,3/D4-Dark Energy - 34% Sword required
B3_F3-JI3-F2,3/D4-Dark Energy - 36% Sword required
B3-JI3-B2,3-3/D4-JI2-B1,3 - 41% Sword required

MB God Smack
MB God Smack-F3-JI2-F2,3/Dark Energy - 34%
MB God Smack-B3-JI3-F2,3/Dark Energy - 36%
MB God Smack-F3-JI2-F2,3/D4-Dark Energy - 37% Sword required
MB God Smack-B3-JI3-F2,3/D4-Dark Energy - 39% Sword required

Background Bounce Combos
* These combos do not work on Themyscira or Gotham Rooftop :(

BGB-B3-JI3-F2,3/D4-Dark Energy - 37%/34% Sword required
D1/BGB-B3-JI3-F2,3/D4-Dark Energy - 37%/34% Sword required
B1/BGB-B3-JI3-F2,3/D4-Dark Energy - 38%/35% Sword required
2,2/BGB-B3-JI3-F2,3/D4-Dark Energy - 39%/35% Sword required
B2/BGB-B3-JI3-F2,3/D4-Dark Energy - 40%/37% Sword required
3/BGB-B3-JI3-F2,3/D4-Dark Energy - 42%/39% Sword required
1,1,2/BGB-B3-JI3-F2,3/D4-Dark Energy - 44%/41% Sword required

B2,3-3/BGB-B3-JI3-B1,3 - 39%
B2,3-3/BGB-B3-JI2-F2,3/D4-Dark Energy - 42% Sword required

F2,3/BGB-B3-JI3-B1,3 - 40%
F2,3/BGB-B3-JI3-F2,3/D4-Dark Energy - 45% Sword required

MB God Smack-3/BGB-B3-JI3-B1,3 - 40% 1 Bar
MB God Smack-3/BGB-B3-JI3-F2,3/D4-Dark Energy - 45% 1 Bar/Sword required

D4-JI2-F2,3/BGB-B3-JI2-B1,3 - 40% Sword required
D1/D4-JI2-F2,3/BGB-B3-JI2-B1,3 - 40% Sword required
B1_2,2/D4-JI2-F2,3/BGB-B3-JI2-B1,3 - 41% Sword required
B2/D4-JI2-F2,3/BGB-B3-JI2-B1,3 - 43% Sword required
1,1,2/D4-JI2-F2,3/BGB-B3-JI2-B1,3 - 46% Sword required
D4-JI2-B2,3-3/BGB-B3-JI2-B1,3 - 38% Sword required
D1/D4-JI2-B2,3-3/BGB-B3-JI2-B1,3 - 38% Sword required
B1_2,2/D4-JI2-B2,3-3/BGB-B3-JI2-B1,3 - 39% Sword required
B2/D4-JI2-B2,3-3/BGB-B3-JI2-B1,3 - 41% Sword required
1,1,2/D4-JI2-B2,3-3/BGB-B3-JI2-B1,3 - 45% Sword required

Anti Air combos
D2-B2,3-1,1,2/Dark Energy - 21%
D2-B2,3-3/D4-JI2-B1,3 - 27% Sword required
[Superman DP Punish] 3,D2/Dark Energy - 20%
[Superman DP Punish] 3/D4-JI2-F2,3/Dark Energy - 31%
[Superman DP Punish] 3/D4-JI2-B2,3-2,2,3 - 32%

Corner combos
1,1,2/D4-NJ2-F2,3-F2,3-1,1,2 - 42% Sword required
D1/D4-NJ2-F2,3-F2,3-1,1,2 - 35% Sword required
2,2/D4-NJ2-F2,3-F2,3-1,1,2 - 36% Sword required
B1/D4-NJ2-F2,3-F2,3-1,1,2 - 36% Sword required
B2/D4-NJ2-F2,3-F2,3-1,1,2 - 38% Sword required
1,1,2/MB Close Warp-1,2,3-F2,3-F2,3-1,1,2/Dark Energy - 43% Sword required **Ver. 1.06**
1,1,2/MB Close Warp-1,2,3-F2,3-F2,3-1,1,2/D4-F3-1,1,2 - 50% Sword required **Ver. 1.06**
B1/MB Close Warp-1,2,3-F2,3-F2,3-1,1,2/Dark Energy - 37% Sword required **Ver. 1.06**
B1/MB Close Warp-1,2,3-F2,3-F2,3-1,1,2/D4-F3-1,1,2 - 45% Sword required **Ver. 1.06**
MB God Smack-F2,3-F2,3-1,1,2/Dark Energy - 40%
MB God Smack-F2,3-F2,3-1,1,2/D4-F3-1,1,2 - 50% 1 Bar + Sword required
1,2,3-F2,3-F2,3-1,1,2/Dark Energy - 36%
1,2,3-F2,3-F2,3-1,1,2/D4-F3-1,1,2 - 45% Sword required
B2,1/D4-F2,3-F2,3-1,1,2 - 40% Sword required
B2,1-1-1,1,2-1,1,2 - 32%
B2,1-1,1,2-1,1,2/D4-F3-1,1,2 - 47% Sword required
[Cornered] B2,3-1-F2,3-F2,3-1,1,2 - 36%
[Cornered] B2,3-1-F2,3-F2,3/D4-F3-1,1,2 - 43% Sword required
3,D2-F2,3-F2,3-1,1,2/Dark Energy - 45%
3,D2-F2,3-F2,3-1,1,2/D4-B3_F3-1,1,2 - 55% Sword required
3/D4-NJ2-F2,3-F2,3-1,1,2 - 41% Sword required
F2,3-F2,3-F2,3/D4-F3-1,1,2 - 50% Sword required
3,3-1-F2,3-F2,3-1,1,2 - 38%
3,3-1-F2,3-F2,3/D4-F3-1,1,2 - 45% Sword required
F3-NJ3-F2,3-F2,3-1,1,2 - 41%
F3-NJ3-F2,3-F2,3/D4-NJ2-1,1,2 - 46% Sword required


I went ahead and remade this thread again. There are some new combos I put in here and still organizing them as best as I can.

Last edited: 03-25-14
 
Last edited:

InFlames

dead
It's nice to have this back. Might as well post this:

3D2/trait dash cancel-2,2~Dark Energy

Since 3D2 into trait dash cancel is safe(outside of Supe's super) I use this to easily hit-confirm if the overhead hits. You can do 223 as well but the last 3 seems to whiff on some character so I just do 22 into Dark Energy for guaranteed damage.
 
For someone trying to learn Ares, can you make a separate spoiler tag with the BNB's most commonly used that should be learned first? It's hard to discern which combos to implement and use since there are so many. Where do I start?
 

4x4lo8o

Noob
For someone trying to learn Ares, can you make a separate spoiler tag with the BNB's most commonly used that should be learned first? It's hard to discern which combos to implement and use since there are so many. Where do I start?
Ares has a bunch of combo variations depending on trait and meter, but these are a decent place to start
3d2~GS, b3, j2, f23~d4, DE
112/22/b1/d1 ~d4, j2, f23~b4

Corner:
3d2, f23, f23, 112~d4, j2, 112
d1~d4, j2, f23, f23, b13
 
Thanks 4x,

Question: this corner combo: 3d2, f23, f23, 112~d4, j2, 112

When I go to do d4, half the time it places the sword in the wall and doesn't hit. It ends up flying too far outward, while other times it's at the opponents feet. What determines whether this happens and how can I avoid it?
 

4x4lo8o

Noob
The timing on it is sorta hard. If they're too high when you do 112 the 2 advanced you sort of forward and through them, which makes the sword whiff. So you have to pause for a second, but if you pause for too long they'll hit the ground before d4 hits.

The timing on f23 also affects their height. f23 actually launches them a bit higher if they're closer to the ground when f2 hits, so mess with the timing on that if you're having problems
 

P3irce

Noob
Thanks 4x,

Question: this corner combo: 3d2, f23, f23, 112~d4, j2, 112

When I go to do d4, half the time it places the sword in the wall and doesn't hit. It ends up flying to far outward, while other times it's at the opponents feet. What determines whether this happens and how can I avoid it?
Personally I wouldnt use sword mid combo unless its going to kill the opponent, its better to use it as a combo starter, Ex d1,d4 / 2,2,d4 / etc
 

DownfouralitY

Premium
Premium Supporter
trevorwilliamK I would recommend going with 3d2, f23, f23, 112 and mix it up with a teleport set up or into invisibility. The timing on the d4 after 112 is kind of strict, and not a very viable combo imo.
 

4x4lo8o

Noob
trevorwilliamK I would recommend going with 3d2, f23, f23, 112 and mix it up with a teleport set up or into invisibility. The timing on the d4 after 112 is kind of strict, and not a very viable combo imo.
I'd disagree with this. The timing is kind of strict, but I wouldn't at all say it isn't viable. It's something that can definitely be pulled off consistently and the 14% or so of guaranteed damage that it adds to the end of your combo is often worth it.

I don't always go for it, I sometime use other set ups or opt to save my sword but I'd say it's worth knowing and having the option to use. Especially since in the corner you don't need sword to start your combos and in a lot of situations you even can't use it the way you would midscreen.
With practice you can tell during the 112 whether or not the d4 will connect or not and decide last second what to use. It's worth learning how to use even if it takes awhile.
 

Hellbringer

On your knees!
Premium Supporter
I'd disagree with this. The timing is kind of strict, but I wouldn't at all say it isn't viable. It's something that can definitely be pulled off consistently and the 14% or so of guaranteed damage that it adds to the end of your combo is often worth it.

I don't always go for it, I sometime use other set ups or opt to save my sword but I'd say it's worth knowing and having the option to use. Especially since in the corner you don't need sword to start your combos and in a lot of situations you even can't use it the way you would midscreen.
With practice you can tell during the 112 whether or not the d4 will connect or not and decide last second what to use. It's worth learning how to use even if it takes awhile.
Agreed. Its just a matter of practise. The timing is strict but once you get it down you will land it more consistently.
 

4x4lo8o

Noob
Uh.... what? I'm testing that now and you can't combo after 112~MB Teleport. They can block after that. You're -2.
You're missing the link. I promise you can combo. You have to do it really fast, just mash the 112 after you mb.

The -2 isn't block advantage, and even if it were you need cancel advantage not the data the game gives you
 

4x4lo8o

Noob
I have no idea how to interpret the -2 recovery frames. They might have bend the frame data rules somehow just so that 112~mb tele, 112 can combo.


Also, now that Z-bounce is fixed we really need some good combos for that. d1~z bounce is viable now, as well as 22, 112, and f23
 

Immortal Reaver

Team Sub-Zero
I have no idea how to interpret the -2 recovery frames. They might have bend the frame data rules somehow just so that 112~mb tele, 112 can combo.


Also, now that Z-bounce is fixed we really need some good combos for that. d1~z bounce is viable now, as well as 22, 112, and f23
What is Z Bounce?
 

Immortal Reaver

Team Sub-Zero
That thing where you bounce them off the interactables in the background(like the fountain on Wayne Manor). I might be the only one who call it that
Ohhh okay. Yeah I agree. I did them here and there but hated whiffing it based on stance, especially with Green Arrow.
 

4x4lo8o

Noob
midscreen f23~mb tele gives you options for more damage than was possible before. I don't know the best combo yet, though. 112~d4 doesn't work, nor does 22~d4. I'm sure you can break 30%, but I don't know how yet