Sorry man I was really drunk, good find.At the very least i see almost nothing about staff. 2, 1, staff charge in the corner is a pretty decent mixup(and not terrible midscreen). Wouldn't throw it out often, but tech worth knowing.
Awesome stuff, glad you got into him!So I put in my first serious full night of Lex play tonight lol. I've been playing him a little bit since the demo but haven't had the chance to put in that much actual match experience due to finals and whatnot. My thoughts:
Lex's corner game is awesome, and it really helps once you get in against heavy zoners. 22d1 all day there and mix it up when they start respecting the block advantage. I'm still not sure how to end my corner combos though. Right now I've been doing b2u3d3 into a crossup. My main combo there is 22d1, b2, 11, 11, u3~vacuum mb, b2u3d3. Would f2 orb be best there as an ender?
I'm finding trait actually useful against moves I thought previously weren't. Like, there's moves that hit quickly multiple times but there's ways to make the armor useful. For example, Batgirl has that cartwheel move into a kick. I'll block the cartwheel and armor the kick and corps charge (for some reason she's too far back to combo normally though).
I found a cool ghetto reset just by playing around. B2 close mine after a mb vacuum. Obviously you can get hit out of it I just thought it was neat haha.
Super during flash's slowdown is hilarious
It's true Lex has trouble against zoners, Sinestro can be a real uphill fight. But playing cautious, moving up slowly, and knowing when to go for a corps charge and when not to can let you get in. He can chip away at you all day, but it only takes one Lex combo to even it all up and put him in the corner where he's totally fucked.Lex has no way to get in on zoners. If you are able to combo 22d1 against a zoner they aren't zoning.
Sinestro eats him alive.
You are correct. Sorry, at work and just checking the forums quick and dirty on the sly.22d1 cannot be cancelled into a special.
Little more detail? What was your opponent doing?i've noticed online on two occasions i've thrown a mine after a d2 attack that should have connected on wakeup but didn't.
I feel like you really hit the nail on the head here, lol. The only thing I would change about lex luthor, is just quicken up the speed he throws a probe out, against zoners where he can toss one out and trade, but get in a little bit (GL) makes it a much closer matchup.Lex is shut down by the most basic and aggravating element of this game: the zoning. most characters seem to have somethign they can spam and doing so completely avoids everything Lex can do. At best they take a wee nip from an orb, so what?
Lex has two problems: firstly he's completely out of step with the rest of the game. On his own he's fine, but compared to other characters and playstyles he crumbles. Secondly he's always trying to do three things at once and lacks the opportunity and the meter to do it: he needs to be armoured, he needs the orb, preferrably MB orbs, and a mine to set up his strikes. The vaccum pull also wants MB and is itself too slow to use outside of a combo. That's another problem: everything requries a combo to cancel into or a hard knockdown and most characters can just stuff him completely. Batman's dashing in behind his projectiles eat up his armour, if he even gets a chance to use it, for example. Superman can MB laser beams all day long and wear him down. Nightwing can throw batarangs mid jump and shock charge him without even needing to get in. So many ways to screw him over.
And yet NRS felt no need to buff him at all.
If you take a tiny step back after the MB gravity pull, you will be far enough to throw the mine at their feet every time. Cool little mix-up, that lets you get a B.1/B.2 mixup (if you chose not to bait a wakeup attack). B.1 will knock them out of the mine stun without a combo if they dont block low initially and your not careful.edited -
I don't know if this was already known by any chance, but I've found that if you end corner combos with d2~close mine the mine won't disappear due to lex getting pushed back during the combo.
for example - f2, b2, 11, 11, u3~vacuum mb, d2~close mine.
edit: after some testing it's pretty inconsistent. maybe there's a way to get enough pushback to do it.
Interesting. I did not know this.edited -
I don't know if this was already known by any chance, but I've found that if you end corner combos with d2~close mine the mine won't disappear due to lex getting pushed back during the combo.
for example - f2, b2, 11, 11, u3~vacuum mb, d2~close mine.
edit: after some testing it's pretty inconsistent. maybe there's a way to get enough pushback to do it.
That looks like a nasty unblockable reset, I'll have to add it to the bag of tricks. Great find.I just found this when I was messing around in the lab. I think that MB Gravity Pull, b2 xx close mine, b2 may be unblockable. I dont know if it is really worth the meter, but it could have some uses. I have been trying to replicate this unblockable setup off an interactable:
but without needing an interactable bounce. I figured I would post this video incase anyone hasnt seen this setup yet. This works on any stage with an interactable like this.
The hitbox of MB Laser is on the ground where the missiles hit. The hitbox lasts for a fairly long time, so if they neutral jump they land back on it. Its grounded hitbox can be completely avoided by jumping forwards or backwards with all characters.just throwing this out there mb hidden missiles complete whiff on most if they just jump forward and whiff some time on jump backs
<-how i really look when he won the round off the jump. but hit on neutral jump, is this rite or a bug? the missiles just passes though them when they jump... i try to set traps for ppl who are jump happy and always try to jump out.
I've been using D1 to throw a bit more recently and I have to agree - it is the dopest. Great for sneaking in free damage.Here´s my simple,stupid but very effective and practical setup:
To avoid pressure or to pressure itself,when you are close, do the D1 (7 frames), once or even twice and you will be at perfect range for the throw (Lex´s throw has a huge range), allways work:
-D1 is +11 on hit, throw has 10 startup, so it´s a frametrap.
-Then, do instant Ji3 and it will hit nearly meaty on most of people than touch buttons or don´t respect the jump.
-Cancel the Ji3 with a normal mine and it will be placed just behind the opp., so:
a)if he attack you with wake up attack, pushblock and eat the mine
b)if he backdash ,he eat the mine
c)if he just block do a Ji2 and on hit OR BLOCK he will be pushed to the mine and free damage combo for you
That´s so simple but you will be surprise how effective is...