JustPressingButtons
Clown
Lobo = Jack of All Trades; various play styles. But in my opinion I think he's best for playing the Oki/Spacing game. You see players always pressuring on wake up, and B1 stuffs a lot of wake ups. B1 is your go-to string for punishing, along with 113. Lobo also has in my opinion the best forward dash because you can dash under high projectiles and it recovers super-quick. Excellent character in the mid range game. He is able to rush you down with his 33/33/33, play the spacing/oki game on knockdown, or establish keep away. In certain match ups, you have to transition your style of play accordingly.
Your go-to normals/strings:
113, 21, B12, D1, Standing 3, J1, B1~Special.
Lobo's trait is nuclear shells, which alter the properties of his shotgun based attacks. Most noticeably the pump shot has way more range, becomes a combo starter if you use the low variation, and does way more damage. There are many ways to get your nukes loaded: it can be done after a combo ender, an AA standing 3, a B12 that connected, at full screen with little to no worries (like taking a Joker 8% gunshot for a trait reload), etc.
Lobo as a character has a plethora of ranged attacks, and it's surprisingly rather hard to get in on him if you know how to use him, as he has the low hook, standing 3, hook charge, the space hook, and the ever so deadly Nuclear Pump Shot. As soon as Lobo scores a knockdown you are guessing between low, overhead, and grab.
It should also be noted that Lobo pretty much has a 50/50 after all of his strings by canceling into Hook Charge or Low Pump Shot/Low Hook, ending up into oki town if you guess right. Try it out sparingly to keep your opponent honest, since it's pretty punishable. Only safe option is Hook Charge Meterburned.
Tick throws with lobo is scary as fuck because of his huge damage potential. Your Tick Throws are Standing 1, D1, Standing 2, 21, D2, B2U1, and all three of your jump ins. Use this when you know you've conditioned them to block your 50/50s. Now you've turned an already dangerous 50/50 into a 33/33/33 situation. In my opinion, the best tick throws are Standing 2, 21, and D1 into Czar Toss. B2U1 is also a good one but use it sparingly.
A D1 on hit is +9, giving you the ability to apply many situations, such as: 21 mix up, instant overhead with face dive, B12, etc. As said earlier, D1 is also a tick throw, and still gives you your 33/33/33 on block.
Everyone always asks how to do Czar Toss MB into B3, but there's a visual cue: after lobo jumps in the air, he starts standing up and sets his feet. When you see him setting his feet, you're ready to hit that B3.
Lobo has safe jump set ups if you end your combo with Hook Charge or Low Space Hook. Take full advantage of this. It's pretty nice to have free pressure or punish wake ups. You gain meter quick, so no bitching that he's meter-dependant. Lobo hits for half of your life bar most times when he touches you.
In the corner, if you end your combo with nuclear low pump shot, you get a quick stand and a free Czar Toss if they don't wake up depending on height, or your 33/33/33 from 21. which is really dirty.
Ending a combo with cross up B2 leaves you with a shit load of plus frames around +25, and they're right next to you so you can do a mix up if they don't wake up. Lobo also has frame traps to abuse. 113 is +6 on block, giving you a free B1. In the corner you always see Maxter abuse B12, D1~low pump shot, then draw in close with MB Hook Charge. Always jump in with J1 since it's way better than all his other jump ins.
Your main mix ups should be done after 21 due to how godlike it is, granting a 33/33/33, but using D1 is the next best option, then standing 3 when you're not as close to the opponent. This is mainly preference.
Let it be known, if you have the life lead as Lobo, get your nuclear shells up and chill back. Make your opponent come to you.
My personal go to BNB's not including interactables or wall bounce. (That's pure freestyle and you have to learn that on your own, there are too many variables to go over with that. You'll learn that mechanic quick , just note for those you'll do either B3, or B2U1, but here ya go.)
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113~Czar Toss MB, B3, J3, 21~Hook Charge
21~Nuclear Low Pump Shot, B1~Czar Toss MB, B3, J3, 21~Hook Charge
B2U1, 113~Czar Toss MB, B3, F21~Low Space Hook
B2U1, 3~Czar Toss MB, B3, J2, 21~Hook Charge
B12~MBB3, J2, B2U1, 12~Hook Charge
Meaty Czar Toss MB, B3, J3, 21~Hook Charge
21~MBB3, J2, B2U1, 113~Hook Charge
Corner - 113, 113~Czar Toss MB, B2U1~Spin Cycle
21/B1~Nuclear Low Pump Shot, 113~hook charge.
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Match up wise, Lobo in my opinion can fight the whole cast, and doesn't have many bad match ups. At most they're 4-6. And he dominates characters with bad wake ups. He only has a harder time vs characters with armor like Bane and Doomsday, and characters with effective zoning tools like superman. I personally feel with the tools he has and his MU numbers, he's a top 10 character. Really good damage, really good anti air, good oki, best forward dash, one of the best spacing games, solid 50/50's, okay mobility, and can be played multiple ways. Hopefully you've picked up and learned a thing or to with this character.
(I apologize if the guide seems out of order, it's mainly my thoughts and it's presentation seems lacking).
Your go-to normals/strings:
113, 21, B12, D1, Standing 3, J1, B1~Special.
Lobo's trait is nuclear shells, which alter the properties of his shotgun based attacks. Most noticeably the pump shot has way more range, becomes a combo starter if you use the low variation, and does way more damage. There are many ways to get your nukes loaded: it can be done after a combo ender, an AA standing 3, a B12 that connected, at full screen with little to no worries (like taking a Joker 8% gunshot for a trait reload), etc.
Lobo as a character has a plethora of ranged attacks, and it's surprisingly rather hard to get in on him if you know how to use him, as he has the low hook, standing 3, hook charge, the space hook, and the ever so deadly Nuclear Pump Shot. As soon as Lobo scores a knockdown you are guessing between low, overhead, and grab.
It should also be noted that Lobo pretty much has a 50/50 after all of his strings by canceling into Hook Charge or Low Pump Shot/Low Hook, ending up into oki town if you guess right. Try it out sparingly to keep your opponent honest, since it's pretty punishable. Only safe option is Hook Charge Meterburned.
Tick throws with lobo is scary as fuck because of his huge damage potential. Your Tick Throws are Standing 1, D1, Standing 2, 21, D2, B2U1, and all three of your jump ins. Use this when you know you've conditioned them to block your 50/50s. Now you've turned an already dangerous 50/50 into a 33/33/33 situation. In my opinion, the best tick throws are Standing 2, 21, and D1 into Czar Toss. B2U1 is also a good one but use it sparingly.
A D1 on hit is +9, giving you the ability to apply many situations, such as: 21 mix up, instant overhead with face dive, B12, etc. As said earlier, D1 is also a tick throw, and still gives you your 33/33/33 on block.
Everyone always asks how to do Czar Toss MB into B3, but there's a visual cue: after lobo jumps in the air, he starts standing up and sets his feet. When you see him setting his feet, you're ready to hit that B3.
Lobo has safe jump set ups if you end your combo with Hook Charge or Low Space Hook. Take full advantage of this. It's pretty nice to have free pressure or punish wake ups. You gain meter quick, so no bitching that he's meter-dependant. Lobo hits for half of your life bar most times when he touches you.
In the corner, if you end your combo with nuclear low pump shot, you get a quick stand and a free Czar Toss if they don't wake up depending on height, or your 33/33/33 from 21. which is really dirty.
Ending a combo with cross up B2 leaves you with a shit load of plus frames around +25, and they're right next to you so you can do a mix up if they don't wake up. Lobo also has frame traps to abuse. 113 is +6 on block, giving you a free B1. In the corner you always see Maxter abuse B12, D1~low pump shot, then draw in close with MB Hook Charge. Always jump in with J1 since it's way better than all his other jump ins.
Your main mix ups should be done after 21 due to how godlike it is, granting a 33/33/33, but using D1 is the next best option, then standing 3 when you're not as close to the opponent. This is mainly preference.
Let it be known, if you have the life lead as Lobo, get your nuclear shells up and chill back. Make your opponent come to you.
My personal go to BNB's not including interactables or wall bounce. (That's pure freestyle and you have to learn that on your own, there are too many variables to go over with that. You'll learn that mechanic quick , just note for those you'll do either B3, or B2U1, but here ya go.)
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113~Czar Toss MB, B3, J3, 21~Hook Charge
21~Nuclear Low Pump Shot, B1~Czar Toss MB, B3, J3, 21~Hook Charge
B2U1, 113~Czar Toss MB, B3, F21~Low Space Hook
B2U1, 3~Czar Toss MB, B3, J2, 21~Hook Charge
B12~MBB3, J2, B2U1, 12~Hook Charge
Meaty Czar Toss MB, B3, J3, 21~Hook Charge
21~MBB3, J2, B2U1, 113~Hook Charge
Corner - 113, 113~Czar Toss MB, B2U1~Spin Cycle
21/B1~Nuclear Low Pump Shot, 113~hook charge.
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Match up wise, Lobo in my opinion can fight the whole cast, and doesn't have many bad match ups. At most they're 4-6. And he dominates characters with bad wake ups. He only has a harder time vs characters with armor like Bane and Doomsday, and characters with effective zoning tools like superman. I personally feel with the tools he has and his MU numbers, he's a top 10 character. Really good damage, really good anti air, good oki, best forward dash, one of the best spacing games, solid 50/50's, okay mobility, and can be played multiple ways. Hopefully you've picked up and learned a thing or to with this character.
(I apologize if the guide seems out of order, it's mainly my thoughts and it's presentation seems lacking).