I see a lot of people saying "Is 112 all Lex has?" While I'm not even close to completely exploring Lex, here are the options I work with right now on offense:
So the main advantage you have as a Lex player, aside from the obvious setups, is space control. This means that, if he is played correctly, your opponent HAS to respect your ability to punish any slight whiff, mistake, or dash with Corps Charge. Add to this that if they continue to jump within range, you are free to knock them back to the ground with either Air Corps Charge or a jumping 3.
This means that opponents cannot get 'cute' in their offense against a good Lex; and once they start respecting your control of the space, you now have other options.
Starter-wise: j2 is very solid. +31 on block and the hitbox is big enough to be a nuissance. My BnB from j2 leads to 39% with a bar. Some characters will reach that meterless, but Lex will always be able to build meter again via zoning.
j3 on a standing/crounching opponent -> d1 -> Gravity Pull also leads to 39% with a similar BnB. So once you have your opponent respecting the air, they also have to respect your use of j3 as a spacing/footsie tool. Standing 3 will also knock your opponent back to 75% screen distance on hit.
b13 is a 14-frame low starter that's only -4 on block. Because it's 14 frames, you can't just spam it in close, but given that your opponent has to respect your 6-frame dash, after knockdowns and in neutral situations you can often move in and mix them up wit the low starter. It's also great in the corner. B1 alone is also +6 on block, so you can check someone who's blocking low with a b1 (reminds me of Sektor) and then punish them when they try to counterattack.
f2 is a 15-frame overhead. It's not completely safe (it's -8 on block), but given that a lot of opponents like to block low against lex thanks to his 11 being high and his low starter, f2 will catch them turtling and it's a full combo starter.
I tend to use Gravity Pull as the combo ender because it builds a good chunk of meter and sends them back to full screen, where you can then then go back into your orb/zoning/trap game and build yet more meter while they try to get back in.
Because your opponent is trying to get in, setting mines seems to be most useful during the period of time when you've knocked them away and they're trying to restart offense. If they are mindlessly jumping or moving in, laying a mine forces them to be more cautious, which gives you more time to harass them with orbs, lance blasts, and regular or enhanced Orbital Strike. (EN OS is safer at ranges just inside midscreen because it has less recovery and will AA them if they try to jump forward at you).
The orb sets up the laser, it anti-airs, and it also baits opponents into trying to jump out, which can lead to AA combos or mine traps for you.
Lex's d3 has a huge range, making it a solid footsie tool when spaced, and the knockdown from the sweep allows you to start playing mind games again, or move in and cross them up with j2 or get close, bait wakeups and punish.
Also Lex's armor after a closer-range knockdown catches anyone who tries to mindlessly get up and j-whatever, and will make options safe for you that normally wouldn't be.
I am still working on: wakeup game, super closeup-game and u3 uses (right now I end up doing d1 jump-away 3 as a safe way to space myself out a bit, but I know there are better options). Also corner traps and setups, and full uses for the trait. I've mostly been labbing with other characters, but seeing as how there's almost no Lex info here, I figured I'd at least share what I had.
So remember: j2, b13, f2, j3 -- if all you're doing is 112, take a look at lex's full list of options and get familiar with them.
WoundCowboy if you're maining Lex you probably have a lot more than I do at this point.
So the main advantage you have as a Lex player, aside from the obvious setups, is space control. This means that, if he is played correctly, your opponent HAS to respect your ability to punish any slight whiff, mistake, or dash with Corps Charge. Add to this that if they continue to jump within range, you are free to knock them back to the ground with either Air Corps Charge or a jumping 3.
This means that opponents cannot get 'cute' in their offense against a good Lex; and once they start respecting your control of the space, you now have other options.
Starter-wise: j2 is very solid. +31 on block and the hitbox is big enough to be a nuissance. My BnB from j2 leads to 39% with a bar. Some characters will reach that meterless, but Lex will always be able to build meter again via zoning.
j3 on a standing/crounching opponent -> d1 -> Gravity Pull also leads to 39% with a similar BnB. So once you have your opponent respecting the air, they also have to respect your use of j3 as a spacing/footsie tool. Standing 3 will also knock your opponent back to 75% screen distance on hit.
b13 is a 14-frame low starter that's only -4 on block. Because it's 14 frames, you can't just spam it in close, but given that your opponent has to respect your 6-frame dash, after knockdowns and in neutral situations you can often move in and mix them up wit the low starter. It's also great in the corner. B1 alone is also +6 on block, so you can check someone who's blocking low with a b1 (reminds me of Sektor) and then punish them when they try to counterattack.
f2 is a 15-frame overhead. It's not completely safe (it's -8 on block), but given that a lot of opponents like to block low against lex thanks to his 11 being high and his low starter, f2 will catch them turtling and it's a full combo starter.
I tend to use Gravity Pull as the combo ender because it builds a good chunk of meter and sends them back to full screen, where you can then then go back into your orb/zoning/trap game and build yet more meter while they try to get back in.
Because your opponent is trying to get in, setting mines seems to be most useful during the period of time when you've knocked them away and they're trying to restart offense. If they are mindlessly jumping or moving in, laying a mine forces them to be more cautious, which gives you more time to harass them with orbs, lance blasts, and regular or enhanced Orbital Strike. (EN OS is safer at ranges just inside midscreen because it has less recovery and will AA them if they try to jump forward at you).
The orb sets up the laser, it anti-airs, and it also baits opponents into trying to jump out, which can lead to AA combos or mine traps for you.
Lex's d3 has a huge range, making it a solid footsie tool when spaced, and the knockdown from the sweep allows you to start playing mind games again, or move in and cross them up with j2 or get close, bait wakeups and punish.
Also Lex's armor after a closer-range knockdown catches anyone who tries to mindlessly get up and j-whatever, and will make options safe for you that normally wouldn't be.
I am still working on: wakeup game, super closeup-game and u3 uses (right now I end up doing d1 jump-away 3 as a safe way to space myself out a bit, but I know there are better options). Also corner traps and setups, and full uses for the trait. I've mostly been labbing with other characters, but seeing as how there's almost no Lex info here, I figured I'd at least share what I had.
So remember: j2, b13, f2, j3 -- if all you're doing is 112, take a look at lex's full list of options and get familiar with them.
WoundCowboy if you're maining Lex you probably have a lot more than I do at this point.