Lord Hollow
The Sage Of Michigan.
Ah, yes. Understood. Yea, I think they're ideal for ending combos with a reload on. There's really no other way to reload safely against them.I meant in terms of loading the shells, but yeah, that is all true .
Ah, yes. Understood. Yea, I think they're ideal for ending combos with a reload on. There's really no other way to reload safely against them.I meant in terms of loading the shells, but yeah, that is all true .
Very true. I would only argue that they are good to know if your opponent is at 60% and doesn't have clash left... lol. But otherwise, we can squeeze just shy of 60% out with one bar and a BGB interactable.Don't care if it's 60%, having to use 3 bars with Lobo is never a good idea.
Definitely . The one thing that I would add to this is when GL is fullscreen, he can't really catch you with anything there and you can safeload all you want. Best he has is the bullet, which isn't gonna be catching you on reaction. But when he is anywhere closer on you he will be jumping around shooting them down and catching you with them or can check you with lift, so gotta watch out for that stuff. Once loaded though, we can just blast him outta the sky, so fullscreen is our friend in that matchup now.Loading up trait ala GA, by dropping the combo, is very important now imo. If there's a certain matchup where the opponent is running away like crazy (GL, Raven, DS, and Sinestro come to mind), ending with 21 xx load or f21 xx load is necessary. With a full trait loaded, we can threaten them to stop chucking shit at us, since we can punish every option they have with 28% unclashable damage or a single shot if we don't have meter, ultimately letting us get in there.
And if we're feeling extra dickish, there's the meaty pump shot setup that guarantees either 7% chip damage or 16% if the opponent tries waking up through it. It's not as viable, since there are a ton of wakeups that can go right through the pump shot, like Batman or KF's slide, but it's another option nonetheless.
Very true. I would only argue that they are good to know if your opponent is at 60% and doesn't have clash left... lol. But otherwise, we can squeeze just shy of 60% out with one bar and a BGB interactable.
Yeah, standing 3 and d2 are the best options. Spin cycle requires pretty quick reaction time, which I lack .Yeh, just doing 2x MB Trait shots would be 56% and there's no combo to drop.
Nice combo though, good to know just in case.
What are you guys doing for AA?
Spin Cycle works, but I can't do it on reaction.
I think all the chains are too low... standing 3 maybe?
Yup... most of them are posted in this thread. Thanks for playing.i wonder if yall are anygood at all lol.lobo can easily do a 60 1 bar or two. or arn your character
i wonder if yall are any good at all lol.lobo can easily do a 60 1 bar or two. or arn your character
high level combos can easily become shortened up into bnbs
Thats not possible to doB2u1, 113~mb toss, b2u1~bb, b2u1~mb air grab = 68%
I do it every chance I get.
Hi again, what is the notation for the unclashable damage?Loading up trait ala GA, by dropping the combo, is very important now imo. If there's a certain matchup where the opponent is running away like crazy (GL, Raven, DS, and Sinestro come to mind), ending with 21 xx load or f21 xx load is necessary. With a full trait loaded, we can threaten them to stop chucking shit at us, since we can punish every option they have with 28% unclashable damage or a single shot if we don't have meter, ultimately letting us get in there.
And if we're feeling extra dickish, there's the meaty pump shot setup that guarantees either 7% chip damage or 16% if the opponent tries waking up through it. It's not as viable, since there are a ton of wakeups that can go right through the pump shot, like Batman or KF's slide, but it's another option nonetheless.
Hi again, what is the notation for the unclashable damage?
keep it hp guys! it really help me to improve useing Lobo ^^
You're trying Spin Cycle? Are you mad? I can't ever seem to connect that move. It seems their jump in attacks have more range and/or priority than our air throw.What are you guys doing for AA?
Spin Cycle works, but I can't do it on reaction.
I think all the chains are too low... standing 3 maybe?
We can add Green Arrow, also.To get by both slides KF and Batman f3 them no mb needed
Hi again, what is the notation for the unclashable damage?
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With trait loaded and three levels: Burned Czar Toss, Burned b+3, burned b+3. Takes 48% (iirc) unclashable damage.
Sometimes it works, but you're right, mostly it doesn't. I think it only works right when the opponent is jumping in, (on the way up before an attack) but other than that almost everything seems to beat it which sucks.You're trying Spin Cycle? Are you mad? .
It is possible to do, but even with a j2 in the beginning, it gets 60%, not 68%. Unless you were being sacrastic. In which case... buh.Thats not possible to do
No what mean is the bounce cancel is not possible after the 2nd B2U1It is possible to do, but even with a j2 in the beginning, it gets 60%, not 68%. Unless you were being sacrastic. In which case... buh.
No what mean is the bounce cancel is not possible after the 2nd B2U1It is possible to do, but even with a j2 in the beginning, it gets 60%, not 68%. Unless you were being sacrastic. In which case... buh.