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Guide Ares combo thread

He's awesome. His zoning is really good. He can mix up zoning with teleport once I think the other player will hit buttons. Teleporting on read will net you the big whiff punishes. Going invisible and mixing up zoning with god smack is awesome. Not to mention big combo damage. He can start a combo with d1~d4.
ares gets BODIED by rush down....
 

Chaosphere

The Free Meter Police
Does anyone know if f3 works as anti air? I was just thinking it reaches pretty far forward and upwards, but I haven't tested it. It would have to be input kinda early but I dunno. Someone wanna test it? I'm at work.
 

themule

Noob
Does anyone know if f3 works as anti air? I was just thinking it reaches pretty far forward and upwards, but I haven't tested it. It would have to be input kinda early but I dunno. Someone wanna test it? I'm at work.
It's slow enough that they tend to hit the armor and be able to block before it connects. The good news it that it's +16 on block and will sometimes catch them if they're pressing buttons out of their jump, but it's not a great option.
I find ji1 the second you see them leave the ground works pretty well. It's hard to get used to, but it's work better than any ground move I've found so far.
 

Burnout

Keep et Classy
Hello. My name is Burnout and I am a member of Australia's ShadowLogic crew. We are known for our ongoing. Shadowloo Showdown tournaments.

Long story short, as a fellow Injustice player, I decided to make an Ares combo video which I was very inspired by his gameplay style and many of the sample combos I found in this thread alone. I had fun making it and was surprised of the character's potential. The video basically covers Reset setups and general combos. I also attempted to do a TDC (Trait Dash Cancel) and then some.

Funny fact is that my main character at the moment is Killer Frost (lol)

I hope you guys enjoy and I hope someone can make more creative combos with Ares in the future :D

 

themule

Noob
Alright, here's my list of combos sorted by string and whether or not they use sword and meter. I don't know if this is the best way to do it, I think there might be a lot of useless combos here and most of these will probably be obsolete and sub-optimal in a few weeks, but it's a start at a useful comprehensive list.

A ton of these have the same b23 followed by 112~DE or 3d2 ender. I went ahead and wrote out both enders for all of them so you can see damage and decide whether you want to go for the higher damage off 112~DE or go for an invis or teleport set up of 3d2. You can also go for a mb GS after any of the b23's

112
112~mb f3, ji2, b23, 1~d4, ji2, b13 – 43%

w/out meter
112~d4, ji2, f23, b4 = 38%
112~d4, ji2, b23, 112~DE – 37%
112~d4, ji2, b23, 3d2 – 35%
112~d4, ji2, b23, f12 – 35%
w/out sword
112~MBf3, ji2, b23, 112~DE – 40%
112~MBf3, ji2, b23, 3d2 – 38%
112~MBf3, ji2, f23~b4 – 41%

w/out sword or meter
112~Rising Axe, DE – 22%
112~DE – 18%

123
w/out meter
123~d4, DE – 19%
123, b1~d4, DE – 21%

w/out sword
123~mbf3, ji2, b13 – 28%
123~mbf3, f23~b4 – 30%
123~mbf3, ji2, b23, 112 – 31%

w/out meter or sword
123, b13 – 19%


22
w/out meter
22~d4, ji2, b23, 112~DE – 32%

w/out sword
22~mb f3, ji2, b23, 112~DE – 35%
22~mb f3, ji2 f23~b4 – 35%
22~mb f3, ji2, b23, 3d2 – 32%

w/out meter or sword
22~DE – 11%
223 – 11%


3
3d2~mb GS b3, j2, f23~d4, DE – 45%
33~mb GS, f3, f23~d4, DE – 39%

w/out meter
3,d4-ji1-b1,3 – 27%
3~d4, DE - 20%
3,d4-ji1-f23~DE – 30%
3,d4-ji1-f23~b4 – 32%
3d2~teleport, d1 ~ d4, dark energy – 27%
3d2~df3, 12~d4, df1 – 29%
3d2~df3, 12~d4, dash b13 – 32%
33~tele, d1~d4, fireball 25%
33~tele, d1~d4, ji3 24%
33~d4, DE 24%

w/out sword
3d2~mb GS b3, j2, f23~DE – 42%
3d2~mb GS f3, f23~b4 – 38%

3d2~tdc, 12~DE -22%




3d2~mb GS f3, f23~u4 – 37%
3d2~mb GS b3 ji2 b13 – 40%
33~mb GS, f3, f23~de – 36%

w/out meter or sword
33~GS 23%


b1
w/out meter
b1~d4, ji2, b23, 112~DE – 31%
b1~d4, ji2 f23~b4 – 32%
b1~d4 ji2, b23, 3d2 – 29%

w/out sword
b1~mb f3, ji2, b23, 112~DE – 34%
b1~mb f3, ji2 f23~b4 – 35%
b1~mb f3 ji2, b23, 3d2 – 32%

w/out meter or sword
b13 – 13%
b1~DE -10%
b1~b4 – 13%

b2
w/out meter
b2~d4, ji2, b23, 3d2 – 31%

b2~d4, ji2, f23, b4 – 33%
b23, 22~d4, ji2, b13 – 30%
b23, 1, b23, 3~d4, DE – 31%
b23, 3d2~d4, DE – 30%

w/out sword

w/out meter or sword
b21~DE – 18%
b23, 3d2~DE -26%

b3
w/out meter
w/out sword
w/out meter or sword
b3, ji2, f23, b4 – 32%
b3, ji2, b23, 3d2 – 30%

f3
w/outmeter
f3, j2, b23, 3~d4, DE – 34%

w/out sword
w/out meter or sword
f3, j2, b23, 3d2 – 30%

d1
d1~d4, ji2, f23~b4 – 30%
d1~d4, ji2, b23, 3d2 – 28%


Mb GS
w/sword
mb GS, f3, b23, 22~d4, DE – 34%
w/out sword
mb GS, b3, j2, f23~b4 – 35%
mb GS, b3, ji2, b23, 3d2 – 35%
mb GS, f3, b23, 3d2 – 32%
mb GS, b3, j3, b23, 112~d4, DE - 42%


Corner:

f23,f23,f23,112, super – 61%
f23,f23,f23,112 – 41%
f23, f23, f23~d4 ,b3, b13 - 50%

3d2, f23, f23,112~DE – 45%
3d2, f23, f23,112~d4, f23 – 52%
3d2, f23, f23, 112~d4, f3, 112 –
3d2, f23, f23, 112~d4, f23~super – 60%
3d2, f23, f23, 112~d4, b3, b13
33, f23, f23, 112~DE 45%

123, d2~d4, f23, 112~DarkEnergy – 27%
123, d2~d4, f23, 3d2 – 25%
123~d4, f23, 112~DarkEnergy – 30%
112~d4, j2, f23, f23, f12
112, d4, f23, f23, 112~DE 45%

b21, 112~d4, 112~DE - 39%

d1~d4, f23, f23, 112~DE 45%

GS mb, f23, f23, 112~DE 40%

Resets
ji2, 3d2, f23, f23, 112~d4, b3, mb GS close 53% - f3, f23~b4 32%
ji2, 3d2, f23, f23, 112~d4, b3, mb GS mid 53% - f3, f23, 22(?) 40%

Hybrid
ji2, 3d2~mb GS, b3, ji3, f23~d4, ji3,b13 – 54%
ji2, 3d2~df3, 112~d4, mb GS, 3d2 – 44%
ji2, 3d2~df3, 112~d4, mb GS, f23, de – 46%


Other stuff I'd like to explore and at least get some combo's written out for are:
d2
d4
air to air 1
air to air 2
other aa's?
mosp reset set ups
standing resets using u4
trait cancel set ups/combos
combos using the bounce interactables and various other stage stuff

I'll probably keep updating and organizing this post with new stuff I find and that people post, for my own use if nothing else, depending on what Juggs does in the op.
 

The Gabriel

Mean Man
Alright, here's my list of combos sorted by string and whether or not they use sword and meter. I don't know if this is the best way to do it, I think there might be a lot of useless combos here and most of these will probably be obsolete and sub-optimal in a few weeks, but it's a start at a useful comprehensive list.
I'm not understanding how you are linking MBf3 after any of those initial chains.

edit: Do you mean bounce cancel f3? That would be crazy wasteful.
 

themule

Noob
I'm not understanding how you are linking MBf3 after any of those initial chains.

edit: Do you mean bounce cancel f3? That would be crazy wasteful.
Yeah, it's the bounce cancels. So 112~mb f3 for example would be 112, ff mb or 112 df mb. I agree it's pretty expensive in most cases, but if you're halfway through the opponents second lifebar and you just landed 112 while you don't have your sword it's hardly a waste to use two bars of meter to put the opponent down to near nothing. How much damage do you need to justify spending a bar meter?

Those combos likely won't get used much, but they're there if you need them. Learning them was part of exploring the game mechanics for me. I'm sure in a few months we'll have dozens of new combos, a better feel for the flow of the game, and a stronger idea of what we should be getting out of our meter. If nothing else these give you the opportunity to get moderate to large damage off some strings you otherwise might not have been able to convert much off of.

Thanks for pointing out that there was some lack clarity in my notation, btw. I'll fix it or add a note explaining in the post so no one else gets confused
 

Trekiros

Probably a lunatic
On stages with a throwable IO, we can use it the same way we use the MB godsmack on their getup. The timing is as tight as can be and the damage isn't always better than a GS reset combo, though.
Setting Supes to do his antiair grab on getup is a good way to check if your timing is right.
 

themule

Noob
The other thing about f3 cancels is that it can create mix ups. If you're constantly doing 112~d4 or 22~d4 or whatever and they've gotten in the habit of blocking low after your strings and you throw a f3 cancel on there there's a good chance it'll launch them. And if it's blocked it's plus 16 which gives you a chance to run your Chaosphere 50/50 for one more chance at a combo.
A little desperate maybe, but maybe worth trying if it's the end of a match and you and your opponent have both clashed and one more combo will finish them off.


Linking a mb close GS at the end of your strings is a similar option. It's sort of like an auto reset if they're trying to poke or not ready to react quickly
 

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
Corner 100%+ Mosp reset set-up:

3d2, f23, f23, 112~d4, d3 -> mb gs~b3, j2, b23 -> mb gs

This does over 100% if you're able to successfully land two resets. The reason this works initially is because the d3 is the sweep which is an untechable knockdown. Don't do the close or far godsmack just to the regular one, you end up in the corner allowing you to do the b3 to another reset set-up.

You can get 100% on certain stages with only one reset, meaning a 1 bar 100%. Like on Atlantis, instead of going for a second reset after the j2, go for f23 into the interactable. I have it recorded in training mode, if I can I will try and find my camera to record it.
 

themule

Noob
how easy are these to pull off online?

the ones like 35% 112, d4, j2, b23, 3d2. or ex dd2, f3, b23, 3d2 = 33%
Both of those should be doable online. The timing can be a little tricky on the 3d2, but it has less to do with the timing being strict than it does with just knowing when hit it. I would think if you can get it down in practice mode that you should be able to land it with some consistency online
 

Lex Luthor II

Lord of Lightning
Both of those should be doable online. The timing can be a little tricky on the 3d2, but it has less to do with the timing being strict than it does with just knowing when hit it. I would think if you can get it down in practice mode that you should be able to land it with some consistency online
good to know, trying em out in practice right now till it becomes muscle memory.
 

Phillip

Noob
What about jia2,3d2MBGS,b23MBGS,b23MBGS,b23MBGS,b23,112f4 it takes 4 bars and there is the armor wake up thing but if have none then you got yourself a 33,17,17,31=98% combo.by round 2 you would have had 4 bars by then if you save them.online i have done its funny when they not sure what to do but the always leave after that :(.I also have problems with the timing of the Tele combos timing.
 

Hellbringer

1 2 3 drink
What about jia2,3d2MBGS,b23MBGS,b23MBGS,b23MBGS,b23,112f4 it takes 4 bars and there is the armor wake up thing but if have none then you got yourself a 33,17,17,31=98% combo.by round 2 you would have had 4 bars by then if you save them.online i have done its funny when they not sure what to do but the always leave after that :(.I also have problems with the timing of the Tele combos timing.
thats a waste of meter for 4 bars.with 1 meter u can already do 80%
 

xInfra Deadx

Gimmick stolen by Jordan Peele
i think i missed what combo gives you 80+ for less could you please fill me in cause that would be alot better then using 4 bars.:)
I'll throw a couple of examples:

1,1,2(or other combo starter i.e. 2,2 or D1)/D4-JI2-B2,3-EX GS-B3-JI3(JI2 if you're having trouble w/3)-F2,3/DE_B4(if you have it which more than likely you'll have).

3,D2/EX GS-B3-JI2-B2,3-EX GS-B3-JI3-F2,3/DE_B4

You're probably doing 70+ percent with one reset and with two it's a full life bar. Hope this helps!