idk if I'm playing Ares right but here is what I'm doing so tell me what I'm doing wrong:
After I hit with d1 I go into 224 pressure but should I go into the 3d2/d4 mix-up instead?
If 224 is blocked I try to d1 real quick cuz 224 is 0 on block. Is this a good idea? cuz if they do anything slower than 6 frames the d1 will get them and the worst that can happen is they poke back or armor I think
I'm doing the b21 overhead very rarely but idk if I'm getting away with it cuz of online or if it can be guarded easily
I'm also ending combos with 3d2 teleport...not sure if this is the right ender
Then in the corner I end combos with f23 then MB Godsmack close or mid for the reverse inputs mix-up
And I like to teleport behind far a lot but then after that I don't know what to do cuz I'm too far to do b13. I've been trying jump-ins or a regular behind teleport but I think those can get blown up.
My Ares is lame I know
InFlames covered most of it, but just to throw my 2 cents in:
Since the patch 22 is +1 on block, which makes it very good for pressure since it's also hit confirmable into 22~d4 for full combo. Generally after d1 hits I go for 22. After they're respecting 22 a lot I'll start mixing in 3d2/3d4 to try to open them up. 3d2 is hard to hit confirm into(see that the d1 hit and decide to use 3 before they can mash out) and it can sorta easy to back dash or mash d1 out of so usually I make sure they're respecting the 22 before I start throwing 3d2 in there. If they're back dashing a lot you can throw out another d1 to catch that.
After 22 you should initially always take that d1 check. Once they're respecting that I usually start occasionally going for 22 again or b2. Rarely is the correct amount to do b2. You can get away with it at times, it's not completely worth, but it is something they can see an block if they're watching for it.
3d2 teleport is a good ender. It's very match up and situation specific though. You might not want to teleport every time. You can use invis(mb or regular) or not cancel into anything and throw a meaty fireball or an axe. Enders like 112 or f12 also do similar damage and give you different spacings(which may be desirable based on the match up)
Like InFlames said, mix up your corner set ups. Go for full damage then use mb f3 to stuff their wake up and set up frame traps on block, end in mb invisibility, or use ambiguous teleport enders. Ares has lots of good options in the corner.
I use teleport far behind all the time. Some characters can punish, so that's an issue and will become more of one in the future as people figure it out, but for now most people go for their normal teleport punish. You usually can't punish their whiffed punish attempt, but you can throw a fireball or dash in or whatever and it builds meter and fucks with their head. It can mess with their future attempts to punish normal teleport(they second guess whether they should try to punish or not) and it can be disorienting and frustrating having to deal with the opponent changing sides constantly and not knowing where they're going to end up. It can also be really good if they're trying to dash in or close space because it ends up leaving them at full screen again.
It sounds like you've mostly got the idea though