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

Jaku2011

Filled with determination
That's what I mean seems any Grundy would just walk his way through these pump shot mb or no. I'll give it a shot next time I face a Grundy.
 

BGMD

Kombatant
pump shots, even MB are not useful against WC
but some string Lobo has make Grundy's WC whiff

well timed b2u1
113 is trickiest to time properly, but if Grundy cancels WC into string (112), it hits him for a full combo
b12 - between two hits Lobo ducks for a moment enough for WC to whiff, but if he cancels into string Lobo gets hit
 

Jaku2011

Filled with determination
B2u1 is the only one I've been successful with but it's a small window of ungrabeable time I only get him by accident lol.
 

Lord Hollow

The Sage Of Michigan.
f+3, maybe to avoid WC? I know some frames of b+3 are unthrowable, but it was impossible for me to grasp in training.

Like I said, you are using the pump shots to zone, not to combat WC. I float in the sweet jump range and sparingly use Pump Shots to keep him from just hitting buttons the way he wants to.You can do it on reaction to his jump if your reflexes are good. The point is, use them and space them properly and you're doing SOME damage to him, wearing him down, building meter, etc. Punish WC accordingly. The shots are to bait it out, because HE knows he can WC through them. It's going to annoy him every time he blocks one. He'll get impatient. He's start "just WCing" because he thinks you're going to fire. That's why you don't get predictable with them.
 
what do you guys think of this? It's something I've been thinking about for a while and I think it might be ok, but I need more input on it:


B2U1, 3 xx CT MB, B3, empty jump over the opponent while they bounce towards you, CT

If they roll after the B3, they roll into Lobo. If they just roll and no wakeup, they eat a meaty CT

If they attempt to reversal, it switches their inputs (Superman does laser instead of low scoop)

They do nothing, they get hit by meaty CT

It's a 35% + 39% reset if they get hit by it. Thoughts?
 

BGMD

Kombatant
you mean something like this?

EDIT; I didn't really expand on it, but i presumed that it might reverse inputs on wakeups... in matches works great because people expect me to finish combo lol
 
you mean something like this?

EDIT; I didn't really expand on it, but i presumed that it might reverse inputs on wakeups... in matches works great because people expect me to finish combo lol



Lol when I saw you post that, I didn't read the part that you landed behind them. I thought you posted something like back 3, empty jump into czar toss while in front of them. Yes, this is pretty much what you mentioned in that post. I was thinking it would be meh, but if it works in matches, then maybe it's good? I'm still iffy on it.
 

BGMD

Kombatant
no, actually it's great oki setup, I'd dare to say only one midscreen where you are conditioning your opponent because you are nose to nose with them... you sacrifice like 10% of damage, but potential reward is much higher

if you commit to toss, it's instant
 

Wildoom

Mortal
Random thing I discovered with Lobo; Normally his non-MB Hook charge is -10 but if you let the first hit whiff it becomes -6. Not sure if anyone posted this though i doubt it will be very useful
 

Lord Hollow

The Sage Of Michigan.
Quick Question: are there any enders that can't be clashed? I tried to end a combo with spin cycle and it was clashed yesterday and just wondered what, if any, special moves can't be clashed.
 

Lord Hollow

The Sage Of Michigan.
I thought with the update they couldn't, but I know my Pump shot was clashed. I was meter burning it, but he clashed the first regular shot. Maybe nuke can't be clashed at all? That would be pretty good if that is true.
 
Quick Question: are there any enders that can't be clashed? I tried to end a combo with spin cycle and it was clashed yesterday and just wondered what, if any, special moves can't be clashed.

The 2nd hit of MB Hook Charge and Nuke Shell Pump Shots are the only non-clashable moves you can insert in your combo. Everything else is Clashable. MB Hook Charge is easily applicable to BnB's, but you waste 2 bars for unclashable 28% combos (MB Czar Toss, Back 3, MB Hook Charge) and you can get the mix-up I made off it.

Proof of this below~

http://testyourmight.com/threads/cross-up-non-cross-up-mix-up.34049/#post-976861

His MB Pump Shot both regular and nuclear cant be clashed. But that's all that I'm aware of.
The update only made it so you cannot Clash the MB Pump Shot/Nuke Shells when performed on it's own, not during a combo. However, nuke shells work. The problem with this is, during your BNB's, you tend to use up trait for 21 xx Low Shot/2 xx Low Shot mixup or Back 3. By the time they get to the point that they'd want to clash, trait is gone and you can clash anything and everything Lobo does. The only way I see this being applied well is if you do MB Czar Toss immediately into Mid-Shot and take advantage of the hard knockdown it grants when trait is loaded (you can meaty czar toss this 100%, timing is a little strict) and open the opponent up again, however you have to worry about Clash once more. The damage rewarded for this is 22% if you use High Shot (Trait), 20% if you use Mid-Shot (Trait).
 
So im interested in playing but I gotta get an opinion: what kind of playstyle should I have when I use lobo? His range of his guns are basically melee range but his chains and his 3 seems to control space very well. Up close all of his moves have slow startup but decemt range and his d1 is really good. I feel like I should play footsies and fish for hooks and grabs, end block strings in df1 to stay safe and use bf3 to punish and get in. Anyone care to give me hints?
 

Red Venom

The Main Man of TYM
So im interested in playing but I gotta get an opinion: what kind of playstyle should I have when I use lobo? His range of his guns are basically melee range but his chains and his 3 seems to control space very well. Up close all of his moves have slow startup but decemt range and his d1 is really good. I feel like I should play footsies and fish for hooks and grabs, end block strings in df1 to stay safe and use bf3 to punish and get in. Anyone care to give me hints?
You know I'm actually working on a charcter guide, give me few days and it'll be up.
 

Lord Hollow

The Sage Of Michigan.
I take a more bullying approach, true to his personality. I whore out burned Hook Charge to get in and from there, go for a mix up (party Crasher/2,1/throw/b+1/Czar toss), all the while pushing them to the corner. I try to use 3 to Space hook if they jump in. There are a lot of ways to play him, so you wanna see what works for your playstyle, no necessarily Lobo's.
 

BGMD

Kombatant
I've been grinding out b12 d1 toss, for muscle memory, I feel I should get this down to at least 80% rate

I have no problem hitting big guys and characters like Superman, Batman, Aquaman, Cyborg etc (I guess those would be medium sized hit boxes)
Obviously, linking d1 is problematic on some characters and maybe we should compile list where this is unreliable
sometimes it links, but for example even low chain whiffs after as a follow up
So far I have Flash (not once), Nightwing, Hawkgirl (occasionally), Batgirl and Harley
 
I take a more bullying approach, true to his personality. I whore out burned Hook Charge to get in and from there, go for a mix up (party Crasher/2,1/throw/b+1/Czar toss), all the while pushing them to the corner. I try to use 3 to Space hook if they jump in. There are a lot of ways to play him, so you wanna see what works for your playstyle, no necessarily Lobo's.
AK Storm_The_Gates
Pretty much this, but when I get in, I take advantage of Lobo's frame traps with his Czar Toss or use the stupid stuff like 21 xx trait'd Low Shot as my constant pressure tools. He has pretty safe strings in B12 and F213 (this one in particular being easily hit-confirmable) and Mid-Shot is your safest option on block in terms of Specials.

Once in the corner, I make them respect me with stand 3 and MB Hook Charges until I get the knockdown, then Party Crasher 50/50 mixup them to hell.

Neutral Jump TK Party Crasher will cross-up in the corner, while Backwards Jump TK Party Crasher won't. They have to react to like, the few frames of your jump to know which side to block. It's pretty cute :3
 

Red Venom

The Main Man of TYM
I would reply with the picture of the guy from the history channel from the alien memes, and replace those words with Space Dolphins. But IDK how to edit pictures lmao