Fromundaman
I write too much.
I actually kind of agree with his reasoning on all 4.miloPKL i can get the reasoning for some of that but i have no idea how that makes sense for bane, cyborg, shazam, and superman
Bane's level 3 armor breaking properties, his ability to armor straight through 50/50s and his good wakeups make this MU kind of suck. Now granted level 3 venom doesn't last long, but pretty much every time it comes up it breaks all of our momentum and forces us to start blocking mixups until it ends.
Admittedly, I don't have a huge amount of Bane experience, but I really don't see how this MU could be in Lex's favor.
Cyborg is weird... If you know how to backdash his projectile it allows you to put up shields while getting zoned then forces him to MB his projectile to keep you out. If he does, w/e, you took like 8% or something and he lost a bar. Just do it again until he has no meter left to keep you out.
You can also jump the projectile if he does a low to the ground one, then air CC. Assuming you're not fullscreen, you can actually punish him for doing a low to the ground blast.
Once you're in, mixups for days. His wakeup's not TERRIBLE, but it's not good either. Just keep doing wakeup traps against him, and even if he does get up, he's still not in a good position and probably going to try to grapple away.
To be perfectly honest, I actually think this MU is 6-4 in our favor.
Shazam is definitely in our favor though. Probes and mines allow Lex to be one of the few characters who can successfully control space against Shazam. With them, you can shut out his teleport options, and when you throw a lance blast in, you also shut down the Atlas Torpedo. On top of that, Armor really hurts Shazam since he has no multihit moves, and if we have armor up we can just shit all over command throw mixups.
Oh and a few random facts about this MU: (I have played it WAAAAAAY too many times):
-When you block a torpedo, 112>MB Vaccuum works.
-When you have a mine and probe out full screen, one of Shazam's only ways out of this situation and back into close range is Atlas torpedo. Lance blast does stop this, but at that range so will a random vaccuum. If you whiff, it doesn't matter because the probe will cover you, but if he did try to torpedo, that's full combo. If he stops trying to torpedo as a result, then laser/missiles put him in a "damned no matter what you do" situation where running into a mine becomes his BEST option as long as we don't read it (If we do, then we can CC in close then full combo).
-Do NOT be afraid to pushblock him if you don't have armor. Them command grab mixups are scary.
-If you D1 in between his 22 string, the second hit sends you flying outside of grab range, nullifying the mixup completely (I don't know why this works. It makes no sense that it does.).
Superman I also think is dead even. Yes, I know his trait nullifies ours, and that's annoying, but it also forces him to use trait any time we set up armor, which means no trait cancel shenanigans, making his pressure a lot less scary. Especially since if you use level 1-2 armor to bait him into using trait, ours recharges faster than his.
You can backdash lasers, especially straight lasers, fairly easily, to put up armor as well.
That said, as much as I've talked about armor in this MU, It's not something I use too much. With his trait reset out of the way, Supes' only real mixup becomes the string that ends with overhead or scoops. Scoops gets full combo punished if you guess right. The overhead puts us back at neutral. Pushblock if you need to get away from Superman's bullying/pressure.
Probes, as usual, are godlike, and mixed with mines they allow you to curb Superman's mobility as well. By limiting his options like this, you can zone him at full screen, or force him to airdash his way through it. J3 will shut that option down and give you a full combo, and if you read wrong, who cares? Probes and mines keep you safe.
That said, much like Shazam's torpedo, Superman's charging punch thing will get him through it, but he just wasted meter (and possibly trait since otherwise you can full combo punish it with armor up) to get to neutral, assuming you didn't do a J3 and make it whiff completely.
Really the only things I see that give Supes any kind of advantage in this MU are his trait, his super, his pressure strings/whiff punishers, mobility and wakeups being good. Unfortunately for him, we have the tools to deal with all of those (except the super) and constantly limit his options.