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Fortune Favors The Bald: Lex Luthor DEMO Discussion

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Deleted member 5032

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112~Orbiral Strike seems to be the first semi-reasonable OS setup.. But I can't play both controllers so I can't see what happens if you jump. And I don't know how big the cancel advantage is.
I spammed 1 with p2 and she still got hit by the OS before her attack animation even started. I'll try it with jump right now.

EDIT:
Yeah, it hit her before she could jump.

DOUBLE EDIT:
You can still roll out or back-dash to avoid it, though.

MOD EDIT: merged your posts for you.
 

shaowebb

Get your guns on. Sheriff is back.
Hype stuff karaoke love but please just edit this stuff into your last posts if no one has responded yet. My whole screen was animating with Deathstroke gifs lol. I fixed it for ya though. No worries.
 
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Deleted member 5032

Guest
Hmm, for some reason I can only get the corner Corp Charge setup to work on the left side.

Hype stuff karaoke love but please just edit this stuff into your last posts if no one has responded yet. My whole screen was animating with Deathstroke gifs lol. I fixed it for ya though. No worries.
Oh, sorry. I'm posting from my phone using tapatalk, so I couldn't see. I'll keep everything in a single post. Thanks for the heads up!
MOD EDIT: lol...merged again
 

shaowebb

Get your guns on. Sheriff is back.
LOL. No Problem. BTW has anyone here been able to use Vacuum into mine mid combo? Im thinking if you can knock them out far and drag them close it might be possible, but I can't hit vacuum on airborn dudes. Are they just too far out?
 
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Deleted member 5032

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If you're cornered, and you try to roll forward out of it, what happens?
Hmm, you can still backdash and the laser goes through you. Apparently you can't tech forward through your opponent like in MvC, so backdash appears to be the only way to avoid it. However, that allows Lex to recover first and continue his offense.

(Edit) I'm finding it very difficult to backdash out of 112-charged shot, though.

His mines can't be used in corner combos. Even the close mine gets thrown off screen.

Does anyone see any reason to ever use Lex Probe? It's a tracking mid, but it only does 2 damage an...oh, nevermind. 73 block advantage. There we go.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
Does anyone see any reason to ever use Lex Probe? It's a tracking mid, but it only does 2 damage an...oh, nevermind. 73 block advantage. There we go.
Yeah, I was trying to use it by dropping a string early to throw a probe behind them and then continue pressure, almost like a missile trap -- but it probably has oki setups too. It's +89 on hit and +73 on block so it has to be respected either way.

It tracks them and it even AA's, but a backwards jump seems to evade it.
 
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Deleted member 5032

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His ridiculous jumping axe move causes a slight bouncing effect. Anyone figured out how to capitalize on that? All I've got is a followup Corp Charge for a 2-hit 20% damage from midscreen.

In the corner it looks like you can combo off it much easier.

Ah, it can be combo'd if you hit up close. If you hit with the tip of the blade, it looks like you can only follow up with Corp Charge.

LOL. No Problem. BTW has anyone here been able to use Vacuum into mine mid combo? Im thinking if you can knock them out far and drag them close it might be possible, but I can't hit vacuum on airborn dudes. Are they just too far out?
It looks like Gravity Pull will always send them further than the mine goes.
 
I think I have a 47% meterless on hit (54% 1 bar on hit) midscreen reset with lex, but I don't have anyone to hold block on the p2 side to be sure. It'd be dependent on pushback from Corp Charge. here's the combo +setup:

j.2~22d1, far mine, instant air Corps Charge, j.2~22~pull. 54% version ends with 22~EX pull, b2u3d3.

The damage will be less if corps charge is blocked obviously, but I have no idea if this can be escaped without armor. Can somebody test this for me?

My thinking is that 22d1 and 22b3 give a high/low mixup. Dunno if its easy to fuzzy or not. But that will open them up for a strong knockdown from which you can throw out a mine and then knock them into it with corps charge. Hopefully. Lol

Some basic corner combos I came up with quickly:
j.3~22~EX Pull, b2u3d3. 35%
j.2, 22d1, 22~EX pull, b2u3d3. 35%

I'm not even touching super combos or stage transitions yet, still just getting a feel for his jump normals, crossups, and basic juggle mechanics
 

Sultani

Warrior
Not going to be able to DL this for a few hours still, so I'm just going off what I'm reading here. What's the startup on the probe? 112 is +9 on block and the probe is +73? Sounds like he has absurd frame traps to me, but I have no idea what any of the animations actually look like.
 
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Deleted member 5032

Guest
Not going to be able to DL this for a few hours still, so I'm just going off what I'm reading here. What's the startup on the probe? 112 is +9 on block and the probe is +73? Sounds like he has absurd frame traps to me, but I have no idea what any of the animations actually look like.
The probe is pretty easy to dodge, but having it on the screen definitely limits your opponent's options.
 

Rip Torn

ALL I HAVE IS THE GREEN.
Not going to be able to DL this for a few hours still, so I'm just going off what I'm reading here. What's the startup on the probe? 112 is +9 on block and the probe is +73? Sounds like he has absurd frame traps to me, but I have no idea what any of the animations actually look like.
The orb has 109 startup and 64 recovery. You are going to need a fullscreen knockdown or maybe use his armor trait to set something up with it.

Edit: EX version is 96 startup and 70 recovery but launches 2 orbs.
 

Sultani

Warrior
Ah, ok. I imagined it like a specila tht you could use the +9 block advantage to cancel into after 112. Makes alot more sense now.
 

PANDEMlC

El Psy Congroo
What are the notations you guys are using? What do 1234 equal in this game? My anime brain and my MK brain are confused whether or not the numbers are motions or LMH and trait.

- Haven't been messing with Lex too much, but it seems like you can cross over axe d1 into ex suck into a full combo.

- After XXY it seems like you could set up any traps you want. Guess XXY would be... 112 in MK speak. Plus it's +9 on block and it pops up albeit a bit far away but you can cancel it into any special it seems.
 
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Deleted member 5032

Guest
What are the notations you guys are using? What do 1234 equal in this game? My anime brain and my MK brain are confused whether or not the numbers are motions or LMH and trait.

- Haven't been messing with Lex too much, but it seems like you can cross over axe d1 into ex suck into a full combo.

- After XXY it seems like you could set up any traps you want. Guess XXY would be... 112 in MK speak. Plus it's +9 on block and it pops up albeit a bit far away but you can cancel it into any special it seems.
1234=XYAB
 
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Deleted member 5032

Guest
Ok, so I haven't figured out anything guaranteed for the regular Orbital Strike yet, but the Enhanced Orbital is 45 frames, which means it's a legit setup off of 112 and ground bounce.
Even if it's guaranteed, do you think it's worth the meter expenditure for such a setup? I don't remember it doing a ton of damage.
 

Mulder

King of Heroes
Wasn't thrilled with Lex. His bulk made him hard to control and I had trouble focusing his attacks. Won't be using him out of S.T.A.R. Labs and story mode.
 
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