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Guide Ares combo thread

InFlames

dead
3,d2~Invisibility-3,d2,d4-f3-d3

This combo can lead to various mind games in the corner. You can also end with F1,2 but I prefer D3 as it leads to Godsmack setups. Options are close/normal Godsmack, NJ2/cross-up, high/low mix-up, armored F3 for pressure/40% combo, or throw. I compared cross-ups with NJ2's and they have minimal differences in camera angles, so you're opponent has to guess which side you're jumping-in if you used a MB Invisibility. With Godsmack however they can still see the red "dark energy" effect on his palm when invisible, so with quick reads they can wake-up punish. Also, if you land a normal Godsmack(behind them) they will still be cornered.
 
A few background interactable combos

3d2~tele, (d)1~interact, b3, ji3, f23~d4, m/f GS - 47% meterless

3d2~m/f mb GS, f23~interact, b3, ji3, f12 - 50% one bar + hard knockdown

3d2~m/f mb GS, f23~interact, b3, f23~d4, m/f GS - 52% one bar + hella corner carry

3d2~m/f mb GS, f23~interact, b3, f23~d4, f mb GS, d3 - 53% two bar + hard knockdown (end w/ f12 in corner)

3d2~m/f mb GS, f23~interact, b3, f23~d4, f mb GS, b13 - 54% two bar + max corner push

--
Midscreen combos useful in arenas such as Wayne Manor's Great Room or the Lab in Fortress of Solitude. Any arena where the background interactable has multiple points-of-impact or some other factor that allows for reliably linking b3.

( )=optional
m/f=Medium/Far
interact=Right Bumper (R1)
Combo notation is better in monospace
 

4x4lo8o

Noob
3,d2~Invisibility-3,d2,d4-f3-d3

This combo can lead to various mind games in the corner. You can also end with F1,2 but I prefer D3 as it leads to Godsmack setups. Options are close/normal Godsmack, NJ2/cross-up, high/low mix-up, armored F3 for pressure/40% combo, or throw. I compared cross-ups with NJ2's and they have minimal differences in camera angles, so you're opponent has to guess which side you're jumping-in if you used a MB Invisibility. With Godsmack however they can still see the red "dark energy" effect on his palm when invisible, so with quick reads they can wake-up punish. Also, if you land a normal Godsmack(behind them) they will still be cornered.
I've been messing with invis in the corner for awhile. There's this set up you can use while you're invisible with teleport, where it teleports you into the corner but they bounce back into the corner. The teleport animation makes it pretty clear you teleported into the corner, but if you're invisible they have no way of knowing they ended up back in the corner.

So something like
F23~mb invis, d1~d4, j2, f23~teleport
leaves you invisible and the opponent thinks you're on wrong side.
 

InFlames

dead
3d2~m/f mb GS, f23~interact, b3, ji3, f12 - 50% one bar + hard knockdown

3d2~m/f mb GS, f23~interact, b3, f23~d4, m/f GS - 52% one bar + hella corner carry

3d2~m/f mb GS, f23~interact, b3, f23~d4, f mb GS, d3 - 53% two bar + hard knockdown (end w/ f12 in corner)

3d2~m/f mb GS, f23~interact, b3, f23~d4, f mb GS, b13 - 54% two bar + max corner push
Replace f23 with f2,3(f2 then a standing 3), it will increase the damage. Nice combos.
 

Hellbringer

1 2 3 drink
I've been messing with invis in the corner for awhile. There's this set up you can use while you're invisible with teleport, where it teleports you into the corner but they bounce back into the corner. The teleport animation makes it pretty clear you teleported into the corner, but if you're invisible they have no way of knowing they ended up back in the corner.

So something like
F23~mb invis, d1~d4, j2, f23~teleport
leaves you invisible and the opponent thinks you're on wrong side.
In the corner im experimenting with f23-f23-112 mb invisibilty. If you dont have meter you still can use invisibility and it works well so far.
 

The Gabriel

Mean Man
you still lose the invis on block (which is dumb)...so i could see canceling into regular for the hell of it, but I'd rather save mb invis for midscreen
 

Hellbringer

1 2 3 drink
I dont really care much about losing it on block, if im able to make them wakeup and punish them for it( if able), then thats pretty good.
And most wakeups can be punished with mb F3, into a +50% combo.

Doing a normal invisible has about the same effect tough, so you could save meter for that and use mb invisibility when they are blocking for frametrap. Altough i need to experiment with the latter.
 
Invis will remain active if you successfully overule a wake-up attack with mb f3.

I think ending corner combos with 112~invis, b21~invis, etc are all solid setups for armoring through single-hit wake-up attacks. Plus, once you've established that you'll armor through your opponents shit, you can then initiate invisible high/low mixups.

From time to time I've been ending combos with f1d3 in the corner and then linking a medium God Smack. It crosses-up opponents inputs and hits damn near everytime. Same setup will work midscreen but you can't end combos that way; it'll only work against grounded opponents midscreen.
 
Also, FYI, on block Ares can perform b21~invis before being hit by Lex's Corps Charge. I'm pretty sure that string has more cancel advantage than than any of his normal attacks, even standing 3.
 

4x4lo8o

Noob
but if they're just going to do a wake-up attack then what's the point of invis?
Either with a set up that cross them up so they can't wake up, armor through the wake up, or just bait the wake up. Almost every wake up is punishable on block or whiff if you know it's coming and losing the invisibility isn't exactly a big deal if you're getting a punish off of whatever you blocked. It's match up specific obviously, not something you're going to go for every time or base your corner game around but I think it's viable.


From time to time I've been ending combos with f1d3 in the corner and then linking a medium God Smack. It crosses-up opponents inputs and hits damn near everytime. Same setup will work midscreen but you can't end combos that way; it'll only work against grounded opponents midscreen.
I like that one. It's dirty.

Also, FYI, on block Ares can perform b21~invis before being hit by Lex's Corps Charge. I'm pretty sure that string has more cancel advantage than than any of his normal attacks, even standing 3.
Flash's Flying Uppercut and Batgirl's Flying Bat don't punish either(they hit slightly faster than Corps Charge if there's space). Superman can punish though, so we're looking at -3 to -6 probably

3d2~invis works as well.

Both strings have a cancel advantage of 30ish. They also both jail into d4 and can't be interrupted(except by Superman) before u4 hits




The biggest problem I have with invisibility is that people act weird when they can't see you. You can't make reads like normal. Stuff that should work ends up failing because the opponent is prone to throwing out random shit. There's probably a way to capitalize on that, but I haven't got the hang of it yet.

I use non MB invisibility all the time, though. Builds meter and annoys the opponent. I basically try to always have it on
 

k1nG_Qu1nN

The King
Do you players have any 100+ % combos to share? I will post it in my thread. Traits/Transitions/Interactables/Guaranteed Resets are allowed.
 

xInfra Deadx

Gimmick stolen by Jordan Peele
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
Dark Energy = DF1 (Projectile)
God Smack = DD2 (Close, Medium, and Far versions, Unblockable, MB version launches)
Warp Transmission = Teleport. DF3 for Behind version and DB3 for Front version

*Combos with a Straight Axe ender may be different due to hitbox sizes, timing, or a combination of both, with 1% difference.

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

1,1,2:
1,1,2/D4-JI2-F2,3/Dark Energy - 34%
1,1,2/D4-JI2-B2,3-1,1,2/Dark Energy - 37%
1,1,2/D4-JI2-F2,3/B4 - 37% Sword + Axe required

D1:
D1/D4-JI2-F2,3/Dark Energy - 26%
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-B2,3-1,1,2/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-B2,3-1,1,2/Dark Energy - 32%
B1/D4-JI2-F2,3/B4 - 32% Axe required

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

3: (These are very hitbox specific so they are very situational and not practical on most of the cast.)
3/D4-JI1-B1,3 - 27%* Sword required
3/D4-JI1-F2,3/Dark Energy - 30%* Sword required
3/D4-JI1-F2,3/B4 - 32%* Sword + Axe required

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

B2,3-1-F2,3/Dark Energy - 25%
B2,3-3,D2/Dark Energy - 26%
B2,3-2,2,-1,1,2/Dark Energy - 27% (InFlames)
B2,3-1-B2,3-1,1,2/Dark Energy - 30%
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

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,D2/Behind Warp Transmission-1,1,2/Dark Energy - 29%
3,D2/Behind Warp Transmission-1,1,2/D4-Dark Energy - 34% Sword required

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

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% JI2=27% JI3=34% Sword required
JI2-B2,3-3/D4-JI2-B1,3 - 36% JI1=34% JI3=40% Sword required

D2-B2,3-1,1,2/Dark Energy - 21%
D2-B2,3-3/D4-JI2-B1,3 - 27% Sword required

MB God Smack-F3-JI2-F2,3/Dark Energy - 34%
3,3/MB (Close or Mid) God Smack-F3-F2,3/Dark Energy - 36%
MB God Smack-B3-JI3-F2,3/Dark Energy - 36%
3,D2/MB God Smack-B3-JI3-F2,3/Dark Energy - 44%
MB God Smack-F3-JI2-F2,3/D4-Dark Energy - 37% Sword required
3,3/MB (Close or Mid) God Smack-F3-F2,3/D4-Dark Energy - 39% Sword required
MB God Smack-B3-JI3-F2,3/D4-Dark Energy - 39% Sword required
3,D2/MB God Smack-B3-JI3-F2,3/D4-Dark Energy - 47% Sword required

1,1,2/D4-NJ2-F2,3-F2,3-B1,3 - 42% Sword required
D1/D4-NJ2-F2,3-F2,3-B1,3 - 36% Sword required
2,2/D4-NJ2-F2,3-F2,3-B1,3 - 37% Sword required
B1/D4-NJ2-F2,3-F2,3-B1,3 - 37% Sword required
B2/D4-NJ2-F2,3-F2,3-B1,3 - 39% Sword required
3/D4-NJ2-F2,3-F2,3-1,1,2 - 41% Sword required

3,D2-F2,3-F2,3-1,1,2/Dark Energy - 45%
3,D2-F2,3-F2,3-1,1,2/D4-F3-B1,3 - 55% 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-B1,3 - 45% Sword required

B2,1/D4-F2,3-F2,3-1,1,2 - 40% Sword required
[Cornered] B2,3-1-F2,3-F2,3-1,1,2 - 36%
[Cornered] B2,3-1-F2,3-F2,3/D4-F3-B1,3 - 44% Sword required

F2,3-F2,3-F2,3-1,1,2 - 41%
F2,3-F2,3-F2,3/D4-F3-B1,3 - 50% Sword required

3,3-1-F2,3-F2,3-1,1,2 - 38%
3,3-1-F2,3-F2,3/D4-F3-B1,3 - 45% Sword required

F3-NJ3-F2,3-F2,3-1,1,2 - 41%
F3-NJ3-F2,3-F2,3/D4-F3-B1,3 - 47% Sword required

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-B1,3 - 51% 1 Bar + Sword required
MB God Smack(lands on the other side)-B3-JI2-B2,3-2,2,3 - 34% (Mr Aquaman special)

If there are any errors, questions, suggestions, let me know. I will keep this post updated if necessary.
 

4x4lo8o

Noob
Very good. This was needed since the first post of the combo thread has been neglected. Hopefully this helps out some new people.


Question: does anyone actually use the 33 starter?
I can't think of any reason to use that over 3d2.
 

4x4lo8o

Noob
Ares Midscreen 51% with 1 Bar:


Good corner carry and high damage, I recommend doing a normal Godsmack at the end though, just to keep them at full-screen. Don't know if this was known already, just wanted to show it.
I'm having a lot of trouble landing this combo. Both hitting the f23 after the j3 and with landing the godsmack after the sword. Any tips?
Should I be doing the ji3 as late as possible or do you do it earlier? And if I miss the godsmack is that just because I did it too late or is it dependent on early parts of the combo(i.e. if I timed my f23 slightly wrong or something like that it makes the godsmack impossible to land even if you input it as early as possible)?
 

Hellbringer

1 2 3 drink
I'm having a lot of trouble landing this combo. Both hitting the f23 after the j3 and with landing the godsmack after the sword. Any tips?
Should I be doing the ji3 as late as possible or do you do it earlier? And if I miss the godsmack is that just because I did it too late or is it dependent on early parts of the combo(i.e. if I timed my f23 slightly wrong or something like that it makes the godsmack impossible to land even if you input it as early as possible)?
The best tip i can say is you need to do the b3 as fast as possible, cause if your timing is off, its harder to connect the j3, and if you do hit your not able to get the f23 hit or neither your GS when you do hit f23.
So just do your B3 as early as possible
 

4x4lo8o

Noob
The best tip i can say is you need to do the b3 as fast as possible, cause if your timing is off, its harder to connect the j3, and if you do hit your not able to get the f23 hit or neither your GS when you do hit f23.
So just do your B3 as early as possible
So the b3 is probably the variable that's messing me up? Ick, I already have trouble with that, especially on the PS3 where the framerate tends to slow down after Godsmacks. This probably won't ever be a tourney BnB for me.
 

Hellbringer

1 2 3 drink
So the b3 is probably the variable that's messing me up? Ick, I already have trouble with that, especially on the PS3 where the framerate tends to slow down after Godsmacks. This probably won't ever be a tourney BnB for me.
You can change j3 with j2 tough for 2% less damage. I havent tried much myself but i know its also possible with j2 and its easier to hit the j2 even when b3 isnt timed right.
 
You can walk forward a step after mis-timed b3 and still end with j3, f23~d4, GS. You must hit the j3 at the lowest possible moment and hit f23 as early as possible after your feet hit the ground.

You can also walk forward a step and end with j3, f12 in this scenario and it is far more reliable.
 

xInfra Deadx

Gimmick stolen by Jordan Peele
Very good. This was needed since the first post of the combo thread has been neglected. Hopefully this helps out some new people.


Question: does anyone actually use the 33 starter?
I can't think of any reason to use that over 3d2.
3,3/Close God Smack connects on hit while 3,D2/Close God Smack doesn't...it's a mixup. I'll have to experiment a bit with this though...