Well ya, I talking second bar of health.
Example: MB czar toss-b2u1-21-hook charge=34%-MB f3-MB b3w/trait-level transition=56%
That's 3 meters for 90% damage. If the opponents wake up attack get beat out your almost guaranteed the victory.
I would only really do this on an opponents second bar of health to go for the win. Lobo seems like a risk heavy character and that is a risk I like taking.
Well, most people clash once you get a combo on them in the second life bar. They aren't going to want to take nearly 50% damage which Lobo pretty much does with every combo. So odds are they are going to clash during the first combo anyway. Not to mention that relying on a stage transition as a strategy is fine, but it's not going to happen as often as just doing a regular combo on them. My 2nd life bar strategy is to do big meterless combo damage to force them to clash. Or even using meter, fuck it. As long as they clash you can keep your meter. All you have to do is get one combo that ends with a set up into another combo, or depending on the character you can pick them off your mb pump shots.
If you have 2 traits, starting with a mb toss you can do mb toss, b3, j3, 21~hook charge for 43% and you still have 1 trait loaded. After the hook charge you have 3 options.
1. Just block, which will net you no damage unless you get a block punish.
2. another mb toss combo for 43% which nets you 86% for 2 bars of meter and 2 shells overall
3. Blow up their wakeup with a jump forward normal. If your j1 beats their wakeup you can do a 113 starter combo for 50% netting you 93% for 2 bars and 2 shells, or if your j2 beats their wakeup you can do a b2u1 combo starter for 53% netting you 96% damage for 2 bars and 2 shells. You could even end those combos with trait reload, sacrificing a minimal amount of damage for a safe trait load giving you your unclashable shots back.
You don't want to waste meter where you don't have to. The hardest part is just being able to do the combos which is just spending a little time in training mode.