I'd say we've all had that problem when learning Lobo, buddy. DBF can be a hard motion to cancel into, and today I still have trouble doing it sometimes.I'm having some real trouble getting toss out after 113. Is it just my timing? Should I just drill it in training over and over and over till its embedded into my muscles and I can throw it out in my sleep? FYI I'm still a noob and Lobo is the first character I've ever wanted to stick with and learn. Also using a PS3 pad if that matters at all.
I usually mash out 113 and then enter the toss input as be pauses slightly right before the overhead hook (3). Seems to work pretty well.I'm having some real trouble getting toss out after 113. Is it just my timing? Should I just drill it in training over and over and over till its embedded into my muscles and I can throw it out in my sleep? FYI I'm still a noob and Lobo is the first character I've ever wanted to stick with and learn. Also using a PS3 pad if that matters at all.
Input the string as 11D3, then cancel into Czar Toss as if it's motion is BF2.I'm having some real trouble getting toss out after 113. Is it just my timing? Should I just drill it in training over and over and over till its embedded into my muscles and I can throw it out in my sleep? FYI I'm still a noob and Lobo is the first character I've ever wanted to stick with and learn. Also using a PS3 pad if that matters at all.
Wait until they reach the peak of the bounce after the toss and them do the input. Mashing it doesn't work consistently at all. Everyone struggled with that when he first came out, but once you get the timing it's not too bad, though can still be annoying online sometimes.I'm having a big trouble getting b3 out after Czar Toss. This shit simply don't connect.
Yea, it can be a pain. I usually use the alternative of b+2, u+1 and it's follow ups.I'm having a big trouble getting b3 out after Czar Toss. This shit simply don't connect.
Me too. My current bnb is j2, b2u1, 113~czar toss mb, b2u1, f21~db2 or f21~hook charge or other shit for wall carry.Yea, it can be a pain. I usually use the alternative of b+2, u+1 and it's follow ups.
Most DEF! Just the treat of loaded shots is enough to deter your opponent from acting. Once he's in range, there are alot of attacks they simply can't do casually anymore. No From the Deeps (punish on block) no Batarangs (I shoot on reaction and take the trade off, every time). Any slow traveling projectiles, Lobo can trade with on reaction. Almost everything else, he can duck and close the distance or whiff punish. I hate you, Sinestro...Hey guys. I've started loading trait at the end of a combo instead of a special finisher now. Similar to how Green Arrow plays.
Just wondered if you guys think the damage trade off is worth it.
Like Hollow said above me, those nukie-dukies are very important to keep loaded.
I'm REALLY learning that lately. I look at the 49 frame recovery and I think "Damn. That's a long time." but I am understanding: Players need so many frames to be able to react, input the command, then the start up of the character, travel frames of the character/projectile. You add all that and it greatly exceeds that 49 frames. Every time. As long as we arent predictable with them or we are ending our combos with a reload, we should be good. I hate you, Superman...I think it's matchup dependent. If that full screen presence is important in the matchup, hell yeah load the shells. If not, or if it's easy to load up in the neutral setting without getting punished, take the damage. There are a few matchups that can't easily punish it on reaction.
68% 66% many ways I could show Mutiple 60% combos with and without ill love to join this thread because Lobo is a Main...
I get in range and turtle. Unless they jump, I really don't do anything. GL should get a high nuke meter burned, as should Raven. DS should get the mid shot if he shoots low. Either the start up or the recovery should be punished.Haha yeah, some you need to watch out for are things like Green Lantern's Lift and Raven's Crush and things like those where the travel time is nil, and fast projectiles like Zod's sidearm and Deathstroke's guns. Those, you need to probably hit confirm into or really learn the spacing and play some mind games.