I guess just post combo notations and videos for Ares here!
[Credit to High0nPCP]
DISCLAIMER: ANY VIDS YOU FIND OF ARES COMBOS FOR PRE-RELEASE HAVE DIFFERENT DAMAGE THAN WHAT THEY HAVE IN FULL RELEASE. (Most likely due to patching).
Try to use these notations for any inputs you post:
1 - Light attack
2 - Medium Attack
3 - Strong Attack
4 - Character trait
MB - Meter Burn (or EX)
u - Up
b - back
d - down
f - forward
xx or XX - cancel
(input) string - this is a string/combo in the character’s movelist
Not saying we shouldn’t, but let’s try not to post “interact-able” specific combos. They are less practical considering the fact that some of them are specific to their stage.
Some tips for Ares Character Power (Sword & Axe):
-Both sword and axe abilities can be held in either up, down, or straight positions for an indefinite amount of time
-Both sword and axe abilities can be cancelled by dashing (forward or back)
-Obviously, essential for good damage in combos.
-Activated in 3 positions: High (overhead hit), Low (launcher that hits low), Mid (straight projectile)
-Can be cancelled from most if not all of his strings
-Like most cancel-able strings, can interrupt strings as well
-Hits one time, dealing 9% damage
Overhead sword = u.4
Straight sword = 4
Low Sword = d.4
-Decent damage/style for combo enders
-Great projectile, very hard to fully jump over at most distances
-Hits multiple times, dealing 10-12% damage
- Some people have been wondering about whether or not the axe can be instantly activated. If you notice, normally you have to spawn the Axe by hold back and pressing 4, then pressing the direction (up or down) that you want your axe to go. However, the axe can be instantly spawned in these positions. These are the inputs:
Overhead Axe = u/b+4 (Upback and 4 must be hit at the exact same time for this to work, or else you will just jump. Watch your inputs in training to see if the buttons are alongside each other, instead of vertically)
Straight Axe = b+4
Low Axe = d/b + 4 (Timing is much less strict, buttons do not need to be pressed at the exact same time. You can even spawn a low axe from holding a downback blocking position making for good anti-air situations).
[METERLESS COMBOS] (will be updated):
j.2, 123 string, b.1,3 string (24%)
j.2, 112 string xx d.4 (low sword), j.3, b.1,2 string (37%)
j.2, b.2,3 string, 2, b.1,3 string (27%)
j.2, 112 string xx d.4 (low sword), j.2, f.23 string xx b.4 (Straight Axe) (40-42%, depending on where the axe hits) [Angrynord]
j.2, 112 string xx d.4 (low sword), j.2, b.23 string, d.2 xx b.4 (Straight Axe) (38%-40%, depending on where axe hits)
j.2, f.23 string, 3d.2 string xx d.4, j.2, 123 string (43%) [Corner Only]
j.2, f.23 string, 3d.2 string xx d.4, b.3 into transition (47-53%) [NOTE: Transition damage depends on the actual stage you play on. The most damaging stage transitions are Strykers Island (yard to cell block), and Fortress of Solitude (Menagerie to Laboratory). The weakest is Hall of Justice (Great Hall to Plaza).]
[METER BURN COMBOS](will be updated):
j.2, 3d.2 string xx d.4, MB qcf.1 (34%) [1 Meter]
(MB dd.2 can be replaced with MB b.2) MB dd.2, b.3, j.2, f.32 string xx Straight Axe (35%) [1 Meter]
(MB dd.2 can be replaced with MB b.2) MB dd.2, b.3, j.3, f.32 string xx MB qcf.1 (39%) [2 Meter] (For the jumping 3 to land midscreen, you must delay it slightly. Works easier when opponent is closer to wall)
j.2, 112 string xx d.4 (low sword), j.2, f.23 string xx MB qcf.1 (41%)
[COMBOS INTO SUPER]
(Since there are several ways to combo into super, i figured i’m just going to use the most damaging i’ve found so far)
j.2, 112 string, d.4, j.2, f.23 string xx Super! (49%)
j.2, f.23 string, f.23 string, f.23 string xx Super! (57%) [Corner Only]
-Ares’ resets are very viable; his high damage output makes resetting a good option, and the resets that he can set up are very easy to perform
-The reset normally involves Ares’ b.23 string into a delayed Close MB Godsmack. After the Godsmack your opponent will be suspended in the air for further combo’ing, and a possible SECOND reset.
-As you may know by now, this reset was damn near unavoidable and was patched so that your opponent CAN tech roll after your b.23. This doesn’t make the reset useless, and the reset is still possible, it just turns the reset into an honest mix-up.
-If your opponent tech rolls, you do the normal distance MB Godsmack. If your opponent doesn’t tech roll, you do the CLOSE MB Godsmack. This makes the reset a bit of a guessing game between players
-Don’t be afraid to “customize” resets. This reset works by hitting your opponent with the unblockable Godsmack as they are waking-up, so you can really use this in much more situations than after landing a b.23. There are several good knock-down situations where this reset will still work.
(MIND YOU, THE ABOVE VIDEO IS 1 MONTH OLD, THIS RESET IS STILL DO-ABLE, BUT IT CAN NOW BE TECHROLLED)
[COMBO’ING AFTER RESET]
-Once your opponent is suspended in the air from your MB Godsmack, you have several options for a combo. I would suggest immediately inputting b.2 after it lands, to get the wall bounce and get max damage.
-After the wall bounce, you can either end your combo with a string xx Teleport for mixups, a traditional f.23 xx Axe/Fireball ender, or, you guessed it, another reset.
-Keep your meter in mind, you don’t want to burn it all willy nilly trying to reset the entire game, you may regret it when it comes time to Wager.
-Personally, i’m pretty liberal with meter when i play Ares, because i feel that he gains meter rather quickly with his Fireball keepaway game. His Fireball is fast, and you gain meter when it leaves your hands as well as when it connects with your opponent. The meter-gain will be even higher if your opponent BLOCKS the fireballs.
[ARES GENERAL STRATEGY]
-Ares is a hit and run, momentum based character. When Ares has his sword and his meter, he is a powerhouse upclose. Once you use up your tools for combat and you need to recharge trait as well as recharge meter, Ares has his teleports to escape pressure, and his fireball to rebuild the meter. All the while, his trait is recharging, so there really isn’t much time he needs to spend away from his opponent, although is keepaway is pretty good.
-When it comes to pressure, Ares is a nightmare on okizeme (wake up game). Most strings that knockdown can be cancelled into a teleport for frightening pressure, and his meterburn Godsmack is always a decent option when your opponent is waking up, due to the fact that it’s Unblockable, Has Armor, and Leaves your opponent in a bound or juggled state for extended damage.
-He has some safe strings, as well as a few that push the opponent out of punishable range.
-Ares can also interrupt a lot of his strings with his Traits, which can confuse and in some instances frame trap the opponent. I’ve noticed just from matches that i play that if i end a blocked 112, or 22 with d.4 (low sword), the sword interrupts my opponents punish from the blocked string, and i can finish my combo accordingly. The sword also pushes the opponent back a decent distance, and is a hearty +14 on block, making it extremely safe.
-Sometimes for block pressure, i will follow these inputs: 112/22 (blocked) xx downward sword (blocked), close MB godsmack. From there if the godsmack isn’t interrupted or avoided, i continue with the usual ender or reset.
-Keep in mind, that sometimes a landed MB Godsmack will be out of range for a combo extension. This is usually at full screen, or close to full screen.
[DEALING WITH PRESSURE]
-When it comes to Receiving pressure, Ares is fairly weak. After the first patch, his teleport became somewhat more viable as a wake-up escape move but it can still be stuffed if you time it incorrectly, and even though MB Godsmack has armor, i still wouldn’t be too comfortable doing it on wake-up, especially considering that it only has one hit of armor. Ares usually should be escaping pressure before the situation gets out of hand, with a well timed teleport, or a well placed Godsmack. When it comes to Anti-airs, again, i feel like Ares is lacking. Yes his trait weapons can be used for anti-air, but they are pretty slow and hit in front of Ares, so they can be jumped behind and Ares can still be hit. If you have a jumpy opponent, you should either be dashing backwards or forwards, performing well-placed Air-to-Air normals (I found his j.1 to be pretty good, it has good range and it’s fast). Another option that is suprisingly useful is doing ares d.1 when someone tries to cross-up jump. Obviously, the d.1 won’t hit your opponent out of the air, but what will do is lower Ares hitbox significantly, cause a lot of jump in attacks to just whiff. Once your opponent lands, you’re free to inflict major damage.
Credit for Transition damage information goes to Injustice Interactive Object Thread, started by SoVi3t