I am even more convinced now that it is in Lobo's favor: 6-4; but I think I know enough to give a break down.
So at the start of the match, a back dash will avoid every logical opener from Flash. Lobo's ranged tools are absurd and in a match up where I have no safe ranged tool(I'm counting LC as a ranged tool), and I need to get in your face, Lobo's ranged 50/50 is good. I can punish all of your ranged options on read with LC, but only on read, and not on reaction; but the danger there is if I LC in, regular or meter burned, and I was wrong on the read, I eat 43% if you have any bar. Flash can't do B22F3 SP set ups mid screen or in the corner because the F3 whiffs; you were doing a really good job at ducking it but you can also actually punish it too when that happens due to the recovery frames, so long as you're quick about it(not sure what the best possible punish is for Lobo so you'll want to lab it). You started back dashing my B22 frame trap toward the end, but as far as evasion purposes go, back/neutral jumping are better options. Neutral jumping can be a full combo punish if I D12(to be honest, I'm not 100% sure if it is a true punish or just due to lag, because sometimes I can recover in time to block but regardless you can start reversal pressure) and even if I go overhead which will catch the jump, I can't really convert to any damage unless if I was planning on delaying my LK ahead of time which will still only give me 15%. I can preemptive Ji1 though if I read the jump and can convert to full combo damage without using meter so jumping isn't the best option to use as a norm of dealing with the frame trap, but it is really strong to mix in because if I jump and you don't, you can AA me on the way down for free, so for me to jump is to take a risk. For my D12 footsies, Lobo can counter by using standing 3(I think that's the right button, whatever button it is that whips his chain ahead of him) and Flash should just have to hold that unless if he wants to take a big risk and preemptive Flying Uppercut. And I'm not too sure as to what the best punish is for my wake up LK whiff either, you're gonna have to lab it. Also so you know, LK has throw immunity but can be stuffed, and you try to do you command grab a lot on my wake up, which is why I kept waking up with LK so often; but honestly pressuring Flash on wake up isn't a smart idea. Neutral jump set ups are the way to go as we have to vertical options to punish and the best we can do really is to LC out which will still put us a full screen away, which is good positioning for Lobo.
So long as you play the MU patiently, not becoming overtly predictable pressing buttons when I'm in LC range, and safely load up your nuke shells, Lobo definitely seems to give Flash more problems than the other way around and there doesn't seem to be any overtly obvious character specific tech for Flash against Lobo. You were doing good today checking me after blocked LKs, but you have to remember that blocking a Sonic Pound only leaves me at -1 and the only thing that can check me is a D1. You were doing extremely well toward the end of the set, especially on reading/reacting to my dash ins, and if you get all the punishes down and start mixing in jumps to avoid my frame traps(works on both B22 and MB LC as they both leave me +3) I can see you giving me a really hard time in the future.