Red Venom
The Main Man of TYM
Years ago on the blissful utopian planet Czarnia, a child was born. Before he even left the delivery room, he was named Lobo. In the language of the Khundian empire it's a name that translates thusly: He who devours your entrails and thoroughly enjoys it.
Hey guy's I thought that I would take all of the tidbits of Lobo's gameplay around the forums, and smash it all together into one definitive guide. The information within the initial post will consist of my experiences combined with information posted from other users, hopefully if newer members decide to pick up Lobo after learning the ropes of Injustice they'll come to this thread first for the most useful information.
Special Moves
Spin Cycle: A decent anti-air grab which can be used to catch jumping opponents. The MB variant increases damage and allows you to select the direction of the toss, making it useful as a combo ender should you be near a corner.
Pump Shot: A mid range projectile which can be fired high, mid, or low. With trait active you can augment the damage of the shots and the low shot acts as a launcher. This move is useful for using on you or your opponents wake-up depending on the situation. Range is barely past Lobo's standing 3, somewhat useful as an anti-air.
Czarnian Toss: This move tosses the opponent in the air and leaves them barely within range of Lobo's Low Space Hook. The MB variant opens up bigger combo possibility making this move essential for higher damage combos.
Space Hook: A mid range chain grab that functions as a useful combo ender and sometimes an anti-air. The MB variant leaves your opponent within range of a Czarnian Toss or Low Space Hook placing you within Lobo’s sweet spot. You also gain the ability to chose the direction you want your opponent to land.
Low Space Hook: Slightly longer range than Lobo’s Space Hook, this move functions well as a mix-up and can be used as a combo ender, The MB variant increases damage.
Hook Charge: A fast special which can cover distance between you and your opponent or function as a combo ender. Don't throw this move out recklessly as the meter is taken before the armor is given allowing your opponent to stuff it if they react in time.
Strings
112: A decent string which can combo into most of Lobo’s special moves, slightly lower damage than 113 making this string rarely used.
113: A string with good damage but poor range, great combo starter if you can hit confirm. Normally to be used mid combo and cancelled into special moves.
12 1+3: The first two hits of this string are usually used mid combo and cancelled into special moves, however the full string is useful if you’re going for meterless combos enders.
B12 1+3: A useful string for mix-ups, the first hit can be cancelled into a Czarnian Toss though execution is difficult. You can opt for trait after the 2 or cancel into a MB Hook Charge as an ambiguous cross up. Advantageous on block.
213: A dangerous string that can be used as a combo starter. Most opponents are unaware the second hit is an overhead, from touching distance to mid range you should cancel into a low Pump Shot, any further and the low Space Hook is a good choice.
B2U1: Your main combo starter, the initial hit overhead is slow but if you can land it, it’s very useful as this links into Lobo’s higher damage combos. Should this string be blocked cancel into a low Pump Shot or Space Hook.
F213: A decent damaging string which functions well as a combo ender, cancel into a low Pump Shot if your opponent blocks the first two hits.
F23: A slow starting string useful as a mix-up.
Gameplay Strategy
Lobo is a character that thrives in mid range combat. He has nothing going for him at range and some characters have a better advantage in close quarters. Lobo’s Okizeme game is strong and his mix-ups are nothing to scoff at. The ideal range to be with Lobo is slightly closer than the reach of his low Space Hook or just past his standing 3. With Lobo it is imperative to condition your opponent too expect certain moves on their wake-up, then do the opposite of what they’re expecting.
Example: If you initially knockdown a Sinestro player say 2-3 times and you get caught with an Arachnid Sting, then go for an armored F3 or back-up then catch them with a low Space Hook.
The armor F3 is very useful on wakeup if you find yourself closer than you’d like to be on your opponents wake-up just be cautious when using it, as well as how often. It can be comboed into with a Ji2 into 113xxCzarnian Toss then end how you’d like. Ideally you’ll want to be ending your combos with a Hook Charge, Low Space Hook, or MB Space Hook as these all place you in Lobo’s sweet spot, which is where you want to be.
So then, the name of the game is mid range zoning with an emphasis on footsies, You have to control this finite amount of space between you and your opponent and can’t allow yourself to get zoned out by other characters. Because you’re so close to your opponent you need to be able to react within an instant and punish off of any oppourtunity, Lobo’s combos tend to be higher execution compared to most of the cast meaning if you get an opening take it otherwise your opponent will punish you for it.
IMPORTANT: While Lobo is a relatively high damage character, combos should not be the main priority, you'll need to give up damage in most situations for practicality and safeness. However, once the match is in your favor don't be afraid to go for your high damage options. Just remember that mix-ups are everything with this character.
Trait
Lobo's trait is relatively simple, it loads a nuclear shell into his shotgun increasing the damage of all shotgun based attacks. In certain instances the nuclear shell will change the properties of certain attacks. Lobo's low Pump Shot acts as a launcher, and his F23 string splats the opponent, making that string useful for certain set-ups. Trait gives Lobo safe 50/50's as well, so trait up as soon as you can. Trait is good to have but against more aggressive players you may having trouble accessing it unless you combo into it. Nevertheless, opt for trait whenever possible the slight extra damage may mean the difference between a win or loss.
BnB Combos
B2U1, 113, DB3- 32%
B2U1, D2, B2U1, 12 1+3-(Hard to time online) 33%
21xxDF1D, 21xxBF3-(Must have trait) 27%
B2U1, 113, DBF2(MB), 21xxBF3- 43%
B12xxBounce Cancel B3, Ji2, 21xxBF3- 36%
Ji2, 113, DBF2(MB), B3, Ji2, 213-(Trait increases damage) 42%/46% w/Trait
B2U1, 113, DBF2(MB), B2U1xxDB1- 46%
B2U1, 3xxDBF2(MB), B3, Ji2, 21xxDB3- 49%
113,113, DBF2(MB), B2U1xxDB1-(Corner Combo) 45%
21xxDF1D, 113, DBF2(MB), B2U1xxDB1-(Corner Combo w/Trait) 42%
(Note most of these are my personal preference, however some are taken from the Lobo Living Combo Thread. Certain combos can be ended based on your preference, all MB highlights are mandatory. However, you can opt for MB enders for more damage.)
Command Grab Frame Traps
All of the following strings can be cancelled into a Czarnian Toss if blocked...
12, 21, D1, B2U1
Safe Block Strings
All of the following strings leave you at a frame advantage if blocked...
11, 113, 12, B12, F213
Recommended Viewing
Footage Courtesy of PND_Ketchup
(Misc. notes courtesy of Wildoom Hook chain becomes almost safe at -6 if you whiff the first hit. He has a safe jump after MB Czar toss, after the ground bounce dash under the character as late as possible then jump forward and a do a J.3 really late. It hits real deep on block or hit. If the opponent does a wake up move they go the other way and half the time you can reel them back with low chain. He has a mini vortex with his low chain. After one low chain you can follow up with another low chain that catches backdashes and people just not blocking low. MB High Chain if you think they will jump (Some characters can jump right through like batman, I use a jump 2 on these characters instead) Czar toss if you think they're gonna just sit there blocking low. D1 jump back instant dive bomb usually dodges other characters pokes D1 spaces out a lot of characters for a counter hit B1)
Hey guy's I thought that I would take all of the tidbits of Lobo's gameplay around the forums, and smash it all together into one definitive guide. The information within the initial post will consist of my experiences combined with information posted from other users, hopefully if newer members decide to pick up Lobo after learning the ropes of Injustice they'll come to this thread first for the most useful information.
Special Moves
Spin Cycle: A decent anti-air grab which can be used to catch jumping opponents. The MB variant increases damage and allows you to select the direction of the toss, making it useful as a combo ender should you be near a corner.
Pump Shot: A mid range projectile which can be fired high, mid, or low. With trait active you can augment the damage of the shots and the low shot acts as a launcher. This move is useful for using on you or your opponents wake-up depending on the situation. Range is barely past Lobo's standing 3, somewhat useful as an anti-air.
Czarnian Toss: This move tosses the opponent in the air and leaves them barely within range of Lobo's Low Space Hook. The MB variant opens up bigger combo possibility making this move essential for higher damage combos.
Space Hook: A mid range chain grab that functions as a useful combo ender and sometimes an anti-air. The MB variant leaves your opponent within range of a Czarnian Toss or Low Space Hook placing you within Lobo’s sweet spot. You also gain the ability to chose the direction you want your opponent to land.
Low Space Hook: Slightly longer range than Lobo’s Space Hook, this move functions well as a mix-up and can be used as a combo ender, The MB variant increases damage.
Hook Charge: A fast special which can cover distance between you and your opponent or function as a combo ender. Don't throw this move out recklessly as the meter is taken before the armor is given allowing your opponent to stuff it if they react in time.
Strings
112: A decent string which can combo into most of Lobo’s special moves, slightly lower damage than 113 making this string rarely used.
113: A string with good damage but poor range, great combo starter if you can hit confirm. Normally to be used mid combo and cancelled into special moves.
12 1+3: The first two hits of this string are usually used mid combo and cancelled into special moves, however the full string is useful if you’re going for meterless combos enders.
B12 1+3: A useful string for mix-ups, the first hit can be cancelled into a Czarnian Toss though execution is difficult. You can opt for trait after the 2 or cancel into a MB Hook Charge as an ambiguous cross up. Advantageous on block.
213: A dangerous string that can be used as a combo starter. Most opponents are unaware the second hit is an overhead, from touching distance to mid range you should cancel into a low Pump Shot, any further and the low Space Hook is a good choice.
B2U1: Your main combo starter, the initial hit overhead is slow but if you can land it, it’s very useful as this links into Lobo’s higher damage combos. Should this string be blocked cancel into a low Pump Shot or Space Hook.
F213: A decent damaging string which functions well as a combo ender, cancel into a low Pump Shot if your opponent blocks the first two hits.
F23: A slow starting string useful as a mix-up.
Gameplay Strategy
Lobo is a character that thrives in mid range combat. He has nothing going for him at range and some characters have a better advantage in close quarters. Lobo’s Okizeme game is strong and his mix-ups are nothing to scoff at. The ideal range to be with Lobo is slightly closer than the reach of his low Space Hook or just past his standing 3. With Lobo it is imperative to condition your opponent too expect certain moves on their wake-up, then do the opposite of what they’re expecting.
Example: If you initially knockdown a Sinestro player say 2-3 times and you get caught with an Arachnid Sting, then go for an armored F3 or back-up then catch them with a low Space Hook.
The armor F3 is very useful on wakeup if you find yourself closer than you’d like to be on your opponents wake-up just be cautious when using it, as well as how often. It can be comboed into with a Ji2 into 113xxCzarnian Toss then end how you’d like. Ideally you’ll want to be ending your combos with a Hook Charge, Low Space Hook, or MB Space Hook as these all place you in Lobo’s sweet spot, which is where you want to be.
So then, the name of the game is mid range zoning with an emphasis on footsies, You have to control this finite amount of space between you and your opponent and can’t allow yourself to get zoned out by other characters. Because you’re so close to your opponent you need to be able to react within an instant and punish off of any oppourtunity, Lobo’s combos tend to be higher execution compared to most of the cast meaning if you get an opening take it otherwise your opponent will punish you for it.
IMPORTANT: While Lobo is a relatively high damage character, combos should not be the main priority, you'll need to give up damage in most situations for practicality and safeness. However, once the match is in your favor don't be afraid to go for your high damage options. Just remember that mix-ups are everything with this character.
Trait
Lobo's trait is relatively simple, it loads a nuclear shell into his shotgun increasing the damage of all shotgun based attacks. In certain instances the nuclear shell will change the properties of certain attacks. Lobo's low Pump Shot acts as a launcher, and his F23 string splats the opponent, making that string useful for certain set-ups. Trait gives Lobo safe 50/50's as well, so trait up as soon as you can. Trait is good to have but against more aggressive players you may having trouble accessing it unless you combo into it. Nevertheless, opt for trait whenever possible the slight extra damage may mean the difference between a win or loss.
BnB Combos
B2U1, 113, DB3- 32%
B2U1, D2, B2U1, 12 1+3-(Hard to time online) 33%
21xxDF1D, 21xxBF3-(Must have trait) 27%
B2U1, 113, DBF2(MB), 21xxBF3- 43%
B12xxBounce Cancel B3, Ji2, 21xxBF3- 36%
Ji2, 113, DBF2(MB), B3, Ji2, 213-(Trait increases damage) 42%/46% w/Trait
B2U1, 113, DBF2(MB), B2U1xxDB1- 46%
B2U1, 3xxDBF2(MB), B3, Ji2, 21xxDB3- 49%
113,113, DBF2(MB), B2U1xxDB1-(Corner Combo) 45%
21xxDF1D, 113, DBF2(MB), B2U1xxDB1-(Corner Combo w/Trait) 42%
(Note most of these are my personal preference, however some are taken from the Lobo Living Combo Thread. Certain combos can be ended based on your preference, all MB highlights are mandatory. However, you can opt for MB enders for more damage.)
Command Grab Frame Traps
All of the following strings can be cancelled into a Czarnian Toss if blocked...
12, 21, D1, B2U1
Safe Block Strings
All of the following strings leave you at a frame advantage if blocked...
11, 113, 12, B12, F213
Recommended Viewing
Footage Courtesy of PND_Ketchup
(Misc. notes courtesy of Wildoom Hook chain becomes almost safe at -6 if you whiff the first hit. He has a safe jump after MB Czar toss, after the ground bounce dash under the character as late as possible then jump forward and a do a J.3 really late. It hits real deep on block or hit. If the opponent does a wake up move they go the other way and half the time you can reel them back with low chain. He has a mini vortex with his low chain. After one low chain you can follow up with another low chain that catches backdashes and people just not blocking low. MB High Chain if you think they will jump (Some characters can jump right through like batman, I use a jump 2 on these characters instead) Czar toss if you think they're gonna just sit there blocking low. D1 jump back instant dive bomb usually dodges other characters pokes D1 spaces out a lot of characters for a counter hit B1)