What's new

They Don't Call Me The Main Man For Nothing! - The Lobo General Discussion Thread.

:O Yeah btw I have a question. Wtf do I do against GL? Everytime I play against Xen0, I get shit on trying to get in.
It's kinda hard to explain but you have to be on point with your nuclear pump shot, forward dash under strait rockets, and work your way in. Keep him honest with low space hook, and also keep him honest on his wake up. If they try a lift, you can try 21, hook charge, pump shot, low hook, etc.
 

AK Ace Universe

Yomi | RM Raoh
It's kinda hard to explain but you have to be on point with your nuclear pump shot, forward dash under strait rockets, and work your way in. Keep him honest with low space hook, and also keep him honest on his wake up. If they try a lift, you can try 21, hook charge, pump shot, low hook, etc.
I see. Getting knocked down in that matchup blows though. Or at least the way Xen0 plays it, it really sucks. I guess I just gotta actually pray and block for once lol.
 
I see. Getting knocked down in that matchup blows though. Or at least the way Xen0 plays it, it really sucks. I guess I just gotta actually pray and block for once lol.
Yea I feel you, sucks that we have to play his game first. But as soon as we get the knockdown and go into Oki town, it becomes way better for us, and way worse for Green Lantern. Kinda like when we oki batman.
 

AK Ace Universe

Yomi | RM Raoh
Yea I feel you, sucks that we have to play his game first. But as soon as we get the knockdown and go into Oki town, it becomes way better for us, and way worse for Green Lantern. Kinda like when we oki batman.
Yeah playing his game is hella annoying. Knowing the distance of pumpshot versus lift range is going to help too.
 

Rude

You will serve me in The Netherrealm
I am wanting to pick up this character seriously. I see a lot of information in these forums, but I'm not sure where I should start as I see multiple guides for the character.

Suggestions?

Also:

How does Lobo pressure?
What are his frame traps?
 
I am wanting to pick up this character seriously. I see a lot of information in these forums, but I'm not sure where I should start as I see multiple guides for the character.

Suggestions?

Also:

How does Lobo pressure?
What are his frame traps?
http://testyourmight.com/threads/cage-redfields-lobo-guide.41366/

He applies pressure by making the opponent guess between Hook Charge (overhead)/Low Shot or Hook (low)/Czar Toss (command grab) from his strings (mainly using the 21 string). As far as frame traps go, whenever you connect someone with a D1, you are at enough advantage to pressure with 21. If you ever make the opponent block 113, you're at enough advantage to pressure the opponent with B12.
 

Captain Oxygen

The end of one combo is the beginning of another
Messed around in training mode, Lobo can Cancel these strings into a MB B3 and dash forward for combos
21, 11, F21 and Stand 3.

My new favorite combo - (Corner) J2, F21, MBB3DC, 21, MBB3DC, 113, D2, B3, Dash Foward, 113, Hook Charge.
Off a whiff punish from Stand 3 for 2/3 bars you can get a full combo.

Stand 3-> MBB3DC, 113

Not really worth it, just cool.
 

Qwark28

Joker waiting room
Hey guys, trying to pick up Lobo.

Can you guys tell me his main mixups and strings off of jump attacks that are tight?
 
Hey guys, trying to pick up Lobo.

Can you guys tell me his main mixups and strings off of jump attacks that are tight?
http://testyourmight.com/threads/another-point-of-view-on-the-character-lobo.44850/

You should start off here^^^.

Off of 21, he has 5 mix up options between 2~grab, 2~low pump shot, 21~hook charge, 21~low pump shot, and 21~grab.

Off of jump ins personally i do 113, 21, or B12. Your main jump in should always be J1. And all his jump ins are tick throws too.

And literally every string/normal is a 50/50 mix up on block. Any string with a tick throw turns into a 33/33/33.
 

Qwark28

Joker waiting room
http://testyourmight.com/threads/another-point-of-view-on-the-character-lobo.44850/

You should start off here^^^.

Off of 21, he has 5 mix up options between 2~grab, 2~low pump shot, 21~hook charge, 21~low pump shot, and 21~grab.

Off of jump ins personally i do 113, 21, or B12. Your main jump in should always be J1. And all his jump ins are tick throws too.

And literally every string/normal is a 50/50 mix up on block. Any string with a tick throw turns into a 33/33/33.
What options does a backdash beat and what string does he have that just barely allows a d1 to come out yet tight enough to punish them for pressing buttons after a jump? e.g Joker can do j2 32 and counterhit people who mash d1 after the j2 for full combo.

113 is a high, it can be d1d, right?
 
What options does a backdash beat and what string does he have that just barely allows a d1 to come out yet tight enough to punish them for pressing buttons after a jump? e.g Joker can do j2 32 and counterhit people who mash d1 after the j2 for full combo.

113 is a high, it can be d1d, right?
Backdash doesn't beat any of the 21 options if I can recall, but I might be wrong. I haven't seen it be done on stream, or played anyone who's done it. Seeing how much range his specials actually have. Back dash beats the B12, D1 and the 113, B1 frame trap. It's possible to catch the backdashes on read with your pump shot.

J2, 21 seems like the most logical answer but I will try to get back to you if I get a chance to play today.

And yes, lobo's 113 can be ducked. I personally use it as a jump in at first to see how the opponent reacts. After that, I switch to 21, of B12 according to the situation.
 

Captain Oxygen

The end of one combo is the beginning of another
Jump 1 is amazing for air to airs and from most heights jails into B12 and 113, which is +4 and +6 respectively.
Jump 2 has more blockstun so it can jail into 21 and is better for crossups but is slower and doesn't win Air to Airs.

Learn to cancel most of his strings into the 50/50 from Hook Charge/Low Shot, both of which are unsafe unless you MB the Hook Charge or if you have Trait. And then a lot of normals like the 21 string can be canceling into grab on block.
 

Captain Oxygen

The end of one combo is the beginning of another
Went into the lab and found some character specific stuff.

When Flash cancels d12 and f2 into his sonic pound, you can dash under and whiff punish. If he cancels b22 into sonic pound you can backdash it. Also, for punishing torpedo, I use Czar Toss because it's consistent and will grab from all ranges, sometimes the torpedo puts you out of range for standing 1 and standing 3 doesn't lead to much damage without 2 bars.

For punishing all options of GL's B1
B12/B13 can be backdashed and punished with stand 3/2,b1.
B1->Minigun can be interrupted with standing 1, its a pretty big gap.
B1 is -12 on block so you can punish with standing 1, and stand 3 from all ranges.
B1-> MB Rocket can be hit by a ducking normal before the MB comes out, D1-> Low shot for a combo, D2 for a combo, or D3 for HKD
B1-> MB B3/F3 can be MB B3'd back.

This isn't very good but it's kinda silly, You can actually dash through Deathstrokes sword flip on wakeup and the first 2 hits will hit you but the last hit will whiff and you get a punish with standing 1 since the 2nd hit has no hitstun and leaves you standing. ...I wouldn't advise doing this in tournament but in casuals it's pretty funny :p
 

Captain Oxygen

The end of one combo is the beginning of another
Having Batman in the corner is the best, after ending a combo with Hook Charge you can do F3 and it will jump over wakeup slide and you get a grab punish. If wakes up with parry it wont work cause Lobos f3 isnt parryable. And if he doesn't wakeup your +6 so he has to respect the followup.
 
Went into the lab and found some character specific stuff.

When Flash cancels d12 and f2 into his sonic pound, you can dash under and whiff punish. If he cancels b22 into sonic pound you can backdash it. Also, for punishing torpedo, I use Czar Toss because it's consistent and will grab from all ranges, sometimes the torpedo puts you out of range for standing 1 and standing 3 doesn't lead to much damage without 2 bars.

For punishing all options of GL's B1
B12/B13 can be backdashed and punished with stand 3/2,b1.
B1->Minigun can be interrupted with standing 1, its a pretty big gap.
B1 is -12 on block so you can punish with standing 1, and stand 3 from all ranges.
B1-> MB Rocket can be hit by a ducking normal before the MB comes out, D1-> Low shot for a combo, D2 for a combo, or D3 for HKD
B1-> MB B3/F3 can be MB B3'd back.

for the flash punishes/gl b1 punishes, that sounds like impossible to actually do in a match without having mind-reading abilities or some shit. Flash can cancel into kick to stay safe, and dashing into that sounds painful. Reading that flash will do a special after F2 that allows you to punish by dashing is just as hard to guess on as guessing lobo will cancel between high/low/throw lol. GL is even more impossible sounding since he has hella (most are dumb) options from b1.

and for the batman f3 thing in the corner, you can make it even shittier for him by reversing his wakeup or doing some interactable shenanigans.


 

Captain Oxygen

The end of one combo is the beginning of another
For the GL punishes im generally pretty consistent in punishing the followups. You can really just D1/Standing 3 any of them once you see he cancels it into anything that isn't a MB B/F3

Same thing with the Flash followups, your always gonna block after F2, but you can react to him doing the sonic pound instead of the standard lightning kick confirm.
 

Captain Oxygen

The end of one combo is the beginning of another
Messing around in training mode.
If people try to jump after blocking B12, you can confirm off the antiair D1 with B1-> Grab.
D1, B1, MB Grab, B3, J2, 21, HC = 36% without trait

If you win Air Trade and you want unclashable damage, you can do standing 1 or d2 into B3 cancel for unclashable, like
J1, 1, MBB3Cancel, Dash up MBB3 = 44% with trait
J1, D2, MBB3Cancel(wait for them to fall a little bit before letting B3 rip), Dash up MBB3 = 34% with trait
While you can clash J1 into normals, people have to react to losing the air trade, so a lot of times they don't clash the combo immediately.

After a Hook Charge knockdown, you can do a gimmick by whiffing 112 and the last hit will hit them if they try to jump or move.

The 2nd hit of F21 has a whack ass hitbox, you can whiff F2 and have the 1 hit as a gimmick.

BGB knockdown is unbelievably good.
If you end a combo with a BGB, backdash, and forward jump. It's basically a safe jump against most of the wakeups in the game. It's very ambigous with any jump normal.

You can also Forward Dash under and do the jump and itll still be ambigous. And once you've conditioned your opponent to respect the safe jump. You can just do dash into command grab.
 
Last edited:

Captain Oxygen

The end of one combo is the beginning of another
Last wall of Lobo text I'll be posting.

D2 into Hook Charge/Low Shot is a true blockstring.
You'll want to D2 into Low Shot as people will try to poke back and get launched for a full combo. Once they respect that, it opens up possibility for D2 -> Czar Toss.

Lobo does really well against any character with stuffable wakeups. Any character with stuffable wakeups means free B12 Pressure/21 mixup. Raven, Zod, and Aquaman are free on wakeup. Obviously this means you have to knock them down but that shouldn't be too hard on Raven/Aqua. After ending a combo with Hook Charge you can dash up and do B12 or 21.

Obviously Lobo has an airborne F3, so you can jump over a lot of wakeups after ending a combo with hook charge in the corner. This works on Zod/Batman/Lobo and probably a few more.

Lobo's gunshots and gun moves don't count as projectiles or melee attacks, meaning things like his pumpshot will still work on Level 3 Venom'd bane and can't be reflected by Zatanna/Raven. Gunshot normals like the 2nd hit of F21 and his B3/F3 also can't be parried.

Against Superman you have to be scared of the Low Scoop because its a full combo, if you want to command grab him on wakeup you have to make sure he doesn't scoop you. His other wakeups aren't scary so if he isn't scooping you do more grabs.

Against MMH, you sort of have to nudge your way in asap so he has less meter for MB Orb mixups. Fuzzying B1/B2 until he starts doing instant jump 1 -> teleport, which you can punish by doing MB B3 after blocking the J1.

In the Deathstroke MU you'll want to make sure you Standing 3 his forward movements a lot, so he'll be walking himself into the corner. If he dashes in or Jumps, Stand 3 to put him in his place.

BGB knockdown is really good for Lobo, More Oki = Better. Dropping 4 or 5% at the end of your combo is worth it for this knockdown. You can go for safejumps/meaty grab on this knockdown, a lot better than the normal hook charge ender. Obviously if its the start of the combo you'll wanna just go for the B3 and combo.
 
Last edited:

Captain Oxygen

The end of one combo is the beginning of another
Training mode with Lobo again

-lobos command grab is techable, but because of how quick lobo's dash recovers, after ending a combo with command grab you should always either dash forward unless you wanna trait up. You still have a good amount of + frames after the tech roll; you can't get a meaty grab, but you can jump at them with a crossup J2.

-if the opponent is at dash distance and blocks either lowchain or mid/high gunshot, if they dash at you, you can D1 their dash before they can do anything. Sometimes I see people dash forward unchecked after blocking lowchain/gunshot. and you can still D2 the jump in.

-theres plenty of good HKD's you can do at the end of your combo, I should try mixing them up more,B2 is good, D3 is good, B2U1->Trait Pumpshot(mid) is good, 2nd F3 in a combo is good, even non MB command grab is good if you dash forward after the tech roll.

-this is silly, but lobo walks forward a lot during the 2nd hit of 21, so if an interactible is just barely out of your range, 21->interactible might push you far enough.

someday i hope to find gold, but whenever i spend 30 minutes in the lab with lobo I just find nice little things :/
 

Chaosphere

The Free Meter Police
Nice. I've been playing around with d3 as a combo ender. It's nice to trip them up by ending combos differently.

I still need to finish my chart showing how to blow up all wakeups after hook charge as a combo ender. After that I plan on doing low chain and d3.