StevoSuprem0
I'm gonna make this skill gap... disappear.
So I have read through alot of the Lobo discussions and been trying pretty hard to play him effectively, but am finding him coming up very short against anyone who really knows what they are doing with a decent character. I REALLY don't want this to turn into another "Lobo's shit - vs - Lobo's siiiick" thread so let's please focus on talking out what we think might need to be improved to make him a more viable character and why, or if you disagree with something someone said, refute it with some legitimate reasons for why you this the posed opinion is flawed or not the case! *Note:If any of these seem like issues that result from my gameplay, please just lemme know/recommend some improvements.
Here are a few of my ideas to get the ball rolling:
-Trait...
Lobo is one of those characters that has an absolutely shitty trait, not really any way around this one. About two seconds to activate it for ~5% more damage on one of a few of his moves is what it amounts to. Compared with traits like Superman (damage boost, can be included mid-combo; hits some through block; 6s up, 7s cooldown), Black Adam (added ~12% damage and can be activated mid-combo; 10s cooldown), and several others, it's basically not worth using, yet it's pretty important for combo-ing off the low shotgun. I think some ways to make this better would include faster casting (maybe half a second or one second), more than one shell being loaded (two since Lobo uses a double barrel anyway!), or even reworking it to increase damage or having some other effect.
-Fighting Against Zoning
Lobo's big weakness is against people that can zone him, which is most of the cast in this game... but there are several ways that this can be combated. Lobo's charge (bf3) is great to close distances, and MB adds armor, but it doesn't add the armor right away; first, Lobo has to fling his chain out, and during this animation, he is still very vulnerable. If armor was applied sooner, this would be much more viable to go through various projectiles and close gaps, and it really could use more than one tick of armor on a MB to ensure you really do get close. Also, the shotgun.... yeah NRS, you're right, shotguns aren't "ranged"... but they still hit over a pretty good distance, this is a video game, and range is something Lobo sorely needs. Making the shotgun such short range basically makes it a waste of a move. Add some range to it!!!
-Anti-air
This isn't something I see get discussed much, so perhaps it's more relevant to the matchups I play against, but I don't see many options for Lobo as anti-air. The air throw is cool, but doesn't really connect very often- seems to have a very small area that it actually grabs, making it pretty bad as a defensive move. The chain portion of the charge also appears to be an option, but that too doesn't hit a very large range of aerial positions, so doesn't help much. Standing 3 suffers similar issues. Increasing the hit areas of these moves would be a huge help for some anti-air options.
-Wake-up
Charge is my current go-to, but people tend to avoid it by jumping. I try to mix in the air grab, but that tends to wiff even when they are positioned well for it, and I end up getting a full punish... similar to the above, improving the range of these would help him have some options to get people off him when he's being pressured, which he doesn't seem to have many answers to.
That pretty much covers the main issues I have with Lobo. He is very good as a mid range character and has some really awesome flavor, but he has some very large flaws that hold him back in some big ways. As a fellow comic reader, in agreement with something Reo said, Lobo is a pretty strong force in the DC universe and warrants a better showing in a game like this (I know the comics don't really have anything to do with how strong that character is in a game like this, but c'monnnn...). He is an awesome character concept and having more viable higher tier characters only promotes variety in tournament and casual play!!!
So what do you guys think? Any good points to add? Want to refute anything I said? Let the discussion begin.
Here are a few of my ideas to get the ball rolling:
-Trait...
Lobo is one of those characters that has an absolutely shitty trait, not really any way around this one. About two seconds to activate it for ~5% more damage on one of a few of his moves is what it amounts to. Compared with traits like Superman (damage boost, can be included mid-combo; hits some through block; 6s up, 7s cooldown), Black Adam (added ~12% damage and can be activated mid-combo; 10s cooldown), and several others, it's basically not worth using, yet it's pretty important for combo-ing off the low shotgun. I think some ways to make this better would include faster casting (maybe half a second or one second), more than one shell being loaded (two since Lobo uses a double barrel anyway!), or even reworking it to increase damage or having some other effect.
-Fighting Against Zoning
Lobo's big weakness is against people that can zone him, which is most of the cast in this game... but there are several ways that this can be combated. Lobo's charge (bf3) is great to close distances, and MB adds armor, but it doesn't add the armor right away; first, Lobo has to fling his chain out, and during this animation, he is still very vulnerable. If armor was applied sooner, this would be much more viable to go through various projectiles and close gaps, and it really could use more than one tick of armor on a MB to ensure you really do get close. Also, the shotgun.... yeah NRS, you're right, shotguns aren't "ranged"... but they still hit over a pretty good distance, this is a video game, and range is something Lobo sorely needs. Making the shotgun such short range basically makes it a waste of a move. Add some range to it!!!
-Anti-air
This isn't something I see get discussed much, so perhaps it's more relevant to the matchups I play against, but I don't see many options for Lobo as anti-air. The air throw is cool, but doesn't really connect very often- seems to have a very small area that it actually grabs, making it pretty bad as a defensive move. The chain portion of the charge also appears to be an option, but that too doesn't hit a very large range of aerial positions, so doesn't help much. Standing 3 suffers similar issues. Increasing the hit areas of these moves would be a huge help for some anti-air options.
-Wake-up
Charge is my current go-to, but people tend to avoid it by jumping. I try to mix in the air grab, but that tends to wiff even when they are positioned well for it, and I end up getting a full punish... similar to the above, improving the range of these would help him have some options to get people off him when he's being pressured, which he doesn't seem to have many answers to.
That pretty much covers the main issues I have with Lobo. He is very good as a mid range character and has some really awesome flavor, but he has some very large flaws that hold him back in some big ways. As a fellow comic reader, in agreement with something Reo said, Lobo is a pretty strong force in the DC universe and warrants a better showing in a game like this (I know the comics don't really have anything to do with how strong that character is in a game like this, but c'monnnn...). He is an awesome character concept and having more viable higher tier characters only promotes variety in tournament and casual play!!!
So what do you guys think? Any good points to add? Want to refute anything I said? Let the discussion begin.