RebelzPlague
I like to think I'm good.
This is my first time making a post in a long while, but I'll get to the point, I (think) I found two useful things Lobo can do.
1) After a blocked 1,2 string, Lobo can do his Czar throw (dbf2), and (as far as I know) they mostly can't escape it. The only thing that could was a welltimed backdash, and Flash's rising uppercut, but that left him open for a combo. I tested it on:
Green Lantern's lift (10f start up): couldn't escape
Sinestro's ball move (9f start up): couldn't escape
Deathstroke's Sword Flip (8f start up) and Sword Spin (7f start up): couldn't escape w/ either
Flash's Flying Uppercut (6f start up): escaped but was punishable for a combo starting from 1
Lex Luthor's Corp Charge (6f start up): couldn't escape
The only downside (I found, that is) is that if they backdash, you can't react with any of his chain moves.
2) Kinda small thing. His j2 comes out before the peak of the jump, so it hits on the way up as you jump. I've tried with a few things out with this, but that only thing that I found could hit them was 1, which isn't bad since you can go 113~dbf2MB~b3 and so on for a good amount of damage.
3) Something that I think will really help. In any of Lobo's main BnB's that include b3 (whether it's after MB dbf2), if you end it with his Alex dive (which is what I call his j.d3) you have just enough time to reload your gun via his trait. Now the good part of this that if you time it right, you can block and probably whatever move they try to do on wake up (which they will probably try, seeing as tho it's their only option out of a hard knockdown, and they'll think your vulnerable due to your trait). I tested this with:
Green Lantern's lift (10f start up): blocked and punished
Sinestro's ball move (9f start up): blocked and punished, can also be crouched up close
Deathstroke's Sword Flip (8f start up): blocked and punished, and Sword Spin (7f start up): blocked, couldn't punish
Flash's Flying Uppercut (6f start up): blocked and punished
Lex Luthor's Corp Charge (6f start up): blocked and punished
Now the only bad thing is that the timing get's a bit tricky at 2 points. 1) is after you've gotten a combo into b3, j2 and j3 both work, but j2 makes it easier to land the dive in longer combos. 2) is trying to do it with anything faster that 8 frames, it's not impossible, but it's tough.
I hope this helped. If there is any feedback (positive or negative) please post below, and if anyone else discovered this too, than I offer my humblest apologies. If I got any frame data wrong, I apologize, I had to use the wiki since the tv I play on isn't great. That being said, I may put up videos if anyone is having any trouble understanding what this is (but I know you're all smart people) Have fun, my fellow main men.
1) After a blocked 1,2 string, Lobo can do his Czar throw (dbf2), and (as far as I know) they mostly can't escape it. The only thing that could was a welltimed backdash, and Flash's rising uppercut, but that left him open for a combo. I tested it on:
Green Lantern's lift (10f start up): couldn't escape
Sinestro's ball move (9f start up): couldn't escape
Deathstroke's Sword Flip (8f start up) and Sword Spin (7f start up): couldn't escape w/ either
Flash's Flying Uppercut (6f start up): escaped but was punishable for a combo starting from 1
Lex Luthor's Corp Charge (6f start up): couldn't escape
The only downside (I found, that is) is that if they backdash, you can't react with any of his chain moves.
2) Kinda small thing. His j2 comes out before the peak of the jump, so it hits on the way up as you jump. I've tried with a few things out with this, but that only thing that I found could hit them was 1, which isn't bad since you can go 113~dbf2MB~b3 and so on for a good amount of damage.
3) Something that I think will really help. In any of Lobo's main BnB's that include b3 (whether it's after MB dbf2), if you end it with his Alex dive (which is what I call his j.d3) you have just enough time to reload your gun via his trait. Now the good part of this that if you time it right, you can block and probably whatever move they try to do on wake up (which they will probably try, seeing as tho it's their only option out of a hard knockdown, and they'll think your vulnerable due to your trait). I tested this with:
Green Lantern's lift (10f start up): blocked and punished
Sinestro's ball move (9f start up): blocked and punished, can also be crouched up close
Deathstroke's Sword Flip (8f start up): blocked and punished, and Sword Spin (7f start up): blocked, couldn't punish
Flash's Flying Uppercut (6f start up): blocked and punished
Lex Luthor's Corp Charge (6f start up): blocked and punished
Now the only bad thing is that the timing get's a bit tricky at 2 points. 1) is after you've gotten a combo into b3, j2 and j3 both work, but j2 makes it easier to land the dive in longer combos. 2) is trying to do it with anything faster that 8 frames, it's not impossible, but it's tough.
I hope this helped. If there is any feedback (positive or negative) please post below, and if anyone else discovered this too, than I offer my humblest apologies. If I got any frame data wrong, I apologize, I had to use the wiki since the tv I play on isn't great. That being said, I may put up videos if anyone is having any trouble understanding what this is (but I know you're all smart people) Have fun, my fellow main men.