4x4lo8o
Noob
Ares has some dirty stuff in the corner.
Some of this is new, a lot of it isn't. I just wanted to record and dump a bunch of this stuff in one place since there's no easy place for newer Ares players to find it right now.
This is a pretty basic Godsmack reset after f23 in the corner. I like it because it's simple. You don't have to learn any special set up - f23 comes up on its own in all of Ares corner combos. And because there's no set up, it just goes straight into the reset from your normal combo it can catch your opponent snoozing.
If timed right the opponent can't dash or jump out. Like most corner GS resets you can cross up your opponents controls by using mid or far Godsmack or you can leave their controls alone with a close Godsmack. This is essentially a 50/50 against characters without option select invincibile wake ups because only way out is to guess the correct inputs for their wake up
After b13 in the corner you cross them up by taking a small step forward and then neutral jumping(this also reverse their wake up inputs). Stay on the same side by taking longer step forward or delaying the step forward. Because b13 can be used as a combo ender(it's actually Ares highest damaging ender for most combos), this set up can be looped.
This doesn't work if the opponent tech rolls
The combo for putting them back in the corner if you cross them up is
j2, b23, 1, f23, f23, b13 - 40%
Another Godsmack reset using the d2, d2 quickstand. Can't be jumped out of, as shown, and you can choose whether or not to reverse their inputs with close/mid Godsmack.
3d2, f23, f23, d2~d4, d2~GS - 42%
f3, f23, f23, d2~d4, d2~GS - 36%
The quickstand combo off of the MB GS doesn't require trait, so you can loop it until you run out of meter or they wake up correctly
MB GS, f3, d2, d2~GS - 24%
The quickstand can be done without the sword, simplying ending combos in d2, d2. In larger combos this won't work well for a Godsmack reset because it allows them to recover fast enough to jump out, but it can be useful for other mix ups using b2, d1, f3, or teleport
A bunch of miscellaneous combos and set ups you can use for when you use cross up Godsmacks putting your back into the corner.
If you do a normal Godsmack, no meter, they bounce over you back into the corner.
MB GS, b3, dash forward(change sides), f23, f23, b13 - 40%
MB GS, b3, dash forward(change sides), f23, f23, d2~d4, d2~GS - 40% Quickstand reset
MB GS, b3, walk forward, f3 - 25% Unclashable, hkd ,ambiguous cross up,
MB GS, b3, j2, b23, 112~tele - 34% Ambiguous tele set up that puts opponent in the corner
MB GS, b3, j2, b23, 3d2~tele -35% Ambiguous tele set up that put Ares in the corner
MB GS, b3, j2, b23, 112~d4, j3, 112 - 44%
Ares can end combos in 112~tele, leaving him standing on the opponent in an ambiguous manner.
Which side Ares ends up on is controlled by gravity and the height of the opponent when Ares teleports. Higher gravity makes Ares more likely to end up in the corner. In some combos Ares can control which side he ends up on by changing the timing of the 112, some set ups will leave him on the same side every time.
3d2, f23, f23~mb invis, 112 - 41%
Some more invis stuff by InFlames
Ending combos in f3, f3 or b3, f3 results in a hard knockdown that can be used to set up a Godsmack reset. Because Godsmack, b3, and f3 are unclashable this allows you set up unclashable loops that the opponent has to wake up out of. Combined with the ability to reverse their inputs in the corner this can be a devastating way to end matches.
MB f3 stuffs wake ups that Ares otherwise can't punish. It's also +16 on block, which gives Ares a free f23 that can't be jumped or reversaled out of. After a blocked f3 Ares can also step forward and use 22 or 3d2 and he can't be interrupted.
The second hits of f23 and 3d2 are overheads so Ares can mix up with f2~d4 and 3~d4.
If d4 is blocked Ares is left at +15 and a b13 is guaranteed. You're also spaced well for another f3.
f3, 3d2~d4, b13 is a frame trap that does 4.6% chip
f3, f23, f23, 112~d4, j2, b13 - 47%
f3, f23, f23, 112~fireball - 39%
f23, f23, f23, 112 - 41%
f23, f23, f23~d4, j2, b13 - 49%
d4, j2, f23, f23, b13 - 35%
(f2)3, f23, f23, 112~d4, j2, b13 - 51% (for when opponent blocks first hit of f23 then gets hit by the overhead)
f3, f23, f23, 112~d4, f3 - 44%, Godsmack reset
Some of this is new, a lot of it isn't. I just wanted to record and dump a bunch of this stuff in one place since there's no easy place for newer Ares players to find it right now.
If timed right the opponent can't dash or jump out. Like most corner GS resets you can cross up your opponents controls by using mid or far Godsmack or you can leave their controls alone with a close Godsmack. This is essentially a 50/50 against characters without option select invincibile wake ups because only way out is to guess the correct inputs for their wake up
This doesn't work if the opponent tech rolls
The combo for putting them back in the corner if you cross them up is
j2, b23, 1, f23, f23, b13 - 40%
3d2, f23, f23, d2~d4, d2~GS - 42%
f3, f23, f23, d2~d4, d2~GS - 36%
The quickstand combo off of the MB GS doesn't require trait, so you can loop it until you run out of meter or they wake up correctly
MB GS, f3, d2, d2~GS - 24%
The quickstand can be done without the sword, simplying ending combos in d2, d2. In larger combos this won't work well for a Godsmack reset because it allows them to recover fast enough to jump out, but it can be useful for other mix ups using b2, d1, f3, or teleport
If you do a normal Godsmack, no meter, they bounce over you back into the corner.
MB GS, b3, dash forward(change sides), f23, f23, b13 - 40%
MB GS, b3, dash forward(change sides), f23, f23, d2~d4, d2~GS - 40% Quickstand reset
MB GS, b3, walk forward, f3 - 25% Unclashable, hkd ,ambiguous cross up,
MB GS, b3, j2, b23, 112~tele - 34% Ambiguous tele set up that puts opponent in the corner
MB GS, b3, j2, b23, 3d2~tele -35% Ambiguous tele set up that put Ares in the corner
MB GS, b3, j2, b23, 112~d4, j3, 112 - 44%
Which side Ares ends up on is controlled by gravity and the height of the opponent when Ares teleports. Higher gravity makes Ares more likely to end up in the corner. In some combos Ares can control which side he ends up on by changing the timing of the 112, some set ups will leave him on the same side every time.
Some more invis stuff by InFlames
Combo shown:
3,D2~MB Invisibility-3,D2,D4-F3-D3
As D3 is a hard knockdown, the opponent cannot tech-roll therefore a wake-up attack is their only way out. MB Invisibility gives numerous options to trick your opponent in this situation.
Options after D3 in video order:
-Godsmack (Close) - MB for armor and full combo
-Godsmack (Normal) - MB for armor and full combo
-NJ1 into combo/blockstring
-Cross-up J2 into combo/blockstring
-Low Mix-up (any choice)
-Overhead Mix-up (any choice)
-MB B3/F3 to continue pressure
-Throw (forgot to add in video)
The second hits of f23 and 3d2 are overheads so Ares can mix up with f2~d4 and 3~d4.
If d4 is blocked Ares is left at +15 and a b13 is guaranteed. You're also spaced well for another f3.
f3, 3d2~d4, b13 is a frame trap that does 4.6% chip
f3, f23, f23, 112~d4, j2, b13 - 47%
f3, f23, f23, 112~fireball - 39%
f23, f23, f23, 112 - 41%
f23, f23, f23~d4, j2, b13 - 49%
d4, j2, f23, f23, b13 - 35%
(f2)3, f23, f23, 112~d4, j2, b13 - 51% (for when opponent blocks first hit of f23 then gets hit by the overhead)
f3, f23, f23, 112~d4, f3 - 44%, Godsmack reset
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