Do you guys think the +7% damage from adding the 112mbtele at the beginning to the 112d4 j2 b23 3d2 combo is worth it?
Or do you Ares players thing its probably best to save that bar to GET IN to start your combos? its early, but what do you guys think?
edit: I should mention that im getting that 112mbte112d4 j2 b23 3d2 = 42% combo almost every time now. What made it even easier was to stop mashing the meterburn button on my teleport like im used to [from Aquaman] and just hit it once then into the 112.
I think at times it's useful. It's at least a good option to have that you can use situationally depending on the match up and where you're at in the game. 7% midscreen isn't an insignificant amount of damage, there are definitely time when it's worth using. I'd agree that it's probably not worth spending the bar every single time you land a 112 though.
Thats pretty tricky, but I don't think you can really pull it off in a match. Good stuff...took me a while to get it
I don't think it's that bad. I don't know if it's a lot worse online, but I did it a couple times in match last night during offline casuals and it's still day 1 and I'm not execution master. It think it'll be pretty reasonable after some practice.
Anyone elese find the new Teleports kind of unreliable? It seems an odd motion to have to do so fast to get away.
I don't think it's unreliable, I think it's just a matter of getting used to the new inputs. I've been having some problems, especially on wake up, but I feel like it's mostly a matter of me not inputting it right and it'll get better as I develop the muscle memory.
Personally probably not going to use MB tele in combos, 3,d2 is the safer started just being a mid and leads to more damage off the same bar of meter. Still experimenting though, found some nice stuff but other combos are just more optimal. I don't really share my explorations anymore but I'll start trying to post up more.
Thing is, you don't get to chose what starter most of your damage comes from. If I could land 3d2 whenever I wanted I'd agree that mb teleport shouldn't be used in combos, but there's a lot of different starters and punishes and various places where Ares doesn't have particularly great ways to convert and this opens that up a bit.
main use i could think of were it would be a good idea was if you landed a 112 while your sword was near done recharging to try buy yourself some time to get it to come back to use in the combo
This is the main time I was using it last night. I'd land a 22 or 112 while I didn't have trait back but still wanted to convert. It's a really nice option to have. You don't even have to loop it a ton of times. Just one bar can buy you the time for trait or at least get you a bit of damage you wouldn't have otherwise gotten