So I think the first things we should be checking out when the patch hits is:
If the startup change to hook charge allows us to do the B12 xx MB Hook Charge setup meterless, or if it gets rid of it entirely. The whole reason why MB charge hits in this situation is because he charges faster than he does in normal charge, allowing him to connect. But if he's too fast, he'll be zooming past the opponent or land in front of them, like a normal MB hook charge, eliminating the mix-up situation entirely and forcing us to go for the standard hook charge oki.
if hook charge is clashable, because none of the patch notes have said it changed. Paulo confirmed it to be fixed in the future when i mentioned it to him, but it doesn't hurt to check if it's happened or not for sure.
What we can punish with trait pump shots from max distance. If we can punish things like Aquaman or Black Adam can with their black magic/FTD, then we'll have a presence from a distance. If we can punish with mid-shot, then we can secure a hard knockdown from afar, dash in and go to town. I can also see this buff helping us close out the match. Reason being if we end our combos with f21 xx trait load, we'll be able to threaten the opponent with pump shot MB and force them to come at us/hang themselves.
Those 3 things seem the most important to me coming into this patch. If we keep the hook charge tech and punish zoning attempts with pump shot mid for a knockdown, then I'll be all smiles going into the patch.
If any Xbox Lobonians get the patch before us, I suggest checking these things out first.
b12 xx MB Hook Charge is gone, B12 xx Hook Charge also whiffs.
It's worth mentioning that trait still consumes shells the same way, any attack with a shotgun blast in it gets bonus damage and if it's a pump shot it gets bonus range. MB pump shot will consume 2 shells, F213 consumes 2 shells etc. You shoot, you lose a trait shell.
The chain attack portion of Hook Charge IS clashable if it's after the first hit in a combo, but the second hit remains unclashable. My guess is that they made it so someone can't just bait a wake up to intentionally get hit by to get a clash. MB shotgun is still unclashable though, which is helpful to close a match since it also does 7.63% chip.
You can punish Aquaman FTD on block with reversal trait mid pump shot. Max range it can be done at is just outside max Low Space Hook range, so using that as a reference is best. Since it punishes Aquaman, we can safely assume that it will punish anything and everything at that range that is -20 or worse (GL Lift, BA Black Magic, DS guns, Raven Soul Crush etc). This move when traited is officially amazing.
B12 xx trait as a hit confirm is definitely going to be something I use more. And as stated, 21 xx trait will be worth it's weight in gold now, since we now have horrifying mix ups off 21 xx MB Hook Charge/21 xx Low Pump shot/21 xx Czar Toss, so they'll be blocking a lot more, allowing you to get away with it.
B2u1 is now a HORRIFYING tool for anyone to deal with. Once people have learned to block it overhead then low, you start to get some mindgames in. Cancel the string to Czar Toss to catch them blocking. Cancel the string to Low Pump Shot for a low. Cancel the string to Hook Charge for an overhead. Cancel to MB B3 to catch them jumping out of the throw/mashing fast normals/pushblocking. A very well timed backdash will get you out of the mix up off the low pump/MB B3/throw, but that gets caught by Hook Charge. You can more or less do the same with B12 xx MB B3, but no tick throw set up. Lobo is now the offensive monster he needed to be. BETTER GUESS RIGHT ON THE MIXUP, BASTICHES.