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=== Normal Moves === | === Normal Moves === | ||
L - It’s a jab, what do you expect? Quick, hits high, bufferable and the necessary evil that leads to all of Lobo’s best strings. The only time I hit this button is to proceed to a string or as a quick attack to allow Spin Cycle to connect is a juggle. I don’t even see why you all bothered to even read this paragraph.. You guys are weird.. | |||
d + | d + L – at 6 frames, its his fastest normal and it a fairly decent poke to stick out in a pinch. For maximizing the damage, I buffer in a Low Space Hook, which sets them up for the oki game. From that d+1, you can turn the flow of the entire match. For a safe option, you can buffer it into Pump shot or better yet, Mid or Low Pump Shot on hit or block, which looks badass. Mid Pump is -6 on block, but they are usually too far to punish.. On block, you can Czar Toss them if you can buffer that fast. | ||
M – Decent start up at 12 frames, bufferable, solid range, chains into half screen overhead. This is a really good button and a great aspect of his oki game. Barring wake up attacks, it beats out a lot of normals when times right and the follow ups to the attack on block are tremendous. | |||
d + | d + M – Lobo’s universal launcher. Works decent as anti air, but you do have to hit the button early to give him time to get his slow, fat arm up. Great attack to follow up after setting a frame trap (1,2. 1,1,3, maybe?), which allows you to hit confirm your follow up. On block, you can buffer in a Czar Toss, which they have to anticipate and back dash to escape. | ||
H – By far one of his best anti airs. Covers his entire front and the area up and in front of him. With proper timing, you can tack on a Space Hook to catch them out of the air and, for a more consistent option, Hook Charge. Hook Charge seems to be the much better option in terms of oki options | |||
d + | d + H – Decent unbufferable low attack that initiates a hard knockdown and leaves them very close to Lobo. The damage is alright, but for the speed and damage, you could have just went for a b+1 and its general follow ups. I’m sure it has its uses, but b+1 is just soo much better overall, imo. It does give him a lower profile than b+1, so it does have its uses. | ||
=== Throws === | === Throws === |
Revision as of 11:16, 28 July 2013

Lobo
Lobo is an ultra-violent motorcycle-riding inter-galactic bounty hunter. Born on the planet Czarnia, he killed every other member of his race for a high school science experiment and then gave himself an "A" on the assignment. In addition to incredible strength, he has an accelerated healing factor that will completely regenerate his entire body from even a single cell. Despite his sadistic and vulgar attitude, he has a deep personal code of honor and will never break his word.
In a nutshell
Character Info
Move List
Normal Moves
to charge attack, pressing Meter
Burn during charge will add armor
to attack (1 bar), cancel by
dashing forward or backwards
h to charge attack, pressing Meter
Burn during charge will add armor
to attack (1 bar), cancel by
dashing forward or backwards
Combo Attacks
knockdown 1/4th screen away
knockdown 1/4th screen away
launches opponent into the air
tosses opponent over Lobo's head outside sweep range
launches opponent into air
knockdown 1/4th screen away
opponent staggers back to 1/4th screen
knockdown full screen away
picks opponent off the ground and launches them into the air
advancing attack
advancing attack
knockdown full screen away
knockdown 1/3rd screen away
Bounce Cancels
cancel the combo and perform a
groundbounce
cancel the combo and perform a
wallbounce
Character Powers
Throws
leaves opponent 1/3rd screen away
leaves opponent 1/3rd screen away
Special Moves
Alternate Command:
qcb + l
Spin Cycle
Hold b to toss the opponent behind Lobo
Alternate Command:
qcf + l
7.00 (stagger)
5.00 (low)
Just outside sweep range
Hold b after Pump Shot to stagger opponent
Hold d after Pump Shot to fire Low
Pump Shot
If Nuclear Shells are loaded, Pump Shot will inflict even more damage and cause a knockdown
If Nuclear Shells are loaded and Pump Shot is fired low, Pump Shot will inflict even more damage and cause a groundbounce
Alternate Command:
?
Czarnian Toss
Alternate Command:
qcb + m
Space Hook
Hold b to toss opponent behind lobo
Alternate Command:
qcb + h
Low Space Hook
Alternate Command:
hcf + h
Hook Charge
Super Move
If hit, Lobo takes the opponent for a ride
First hit: 10.00, then 1.90, 2.85, 1.90, .95, .95, .95, .95, 1.9, .95, .95, .95, .95, 2.00, 2.75
Move Analysis
Normal Moves
L - It’s a jab, what do you expect? Quick, hits high, bufferable and the necessary evil that leads to all of Lobo’s best strings. The only time I hit this button is to proceed to a string or as a quick attack to allow Spin Cycle to connect is a juggle. I don’t even see why you all bothered to even read this paragraph.. You guys are weird..
d + L – at 6 frames, its his fastest normal and it a fairly decent poke to stick out in a pinch. For maximizing the damage, I buffer in a Low Space Hook, which sets them up for the oki game. From that d+1, you can turn the flow of the entire match. For a safe option, you can buffer it into Pump shot or better yet, Mid or Low Pump Shot on hit or block, which looks badass. Mid Pump is -6 on block, but they are usually too far to punish.. On block, you can Czar Toss them if you can buffer that fast.
M – Decent start up at 12 frames, bufferable, solid range, chains into half screen overhead. This is a really good button and a great aspect of his oki game. Barring wake up attacks, it beats out a lot of normals when times right and the follow ups to the attack on block are tremendous.
d + M – Lobo’s universal launcher. Works decent as anti air, but you do have to hit the button early to give him time to get his slow, fat arm up. Great attack to follow up after setting a frame trap (1,2. 1,1,3, maybe?), which allows you to hit confirm your follow up. On block, you can buffer in a Czar Toss, which they have to anticipate and back dash to escape.
H – By far one of his best anti airs. Covers his entire front and the area up and in front of him. With proper timing, you can tack on a Space Hook to catch them out of the air and, for a more consistent option, Hook Charge. Hook Charge seems to be the much better option in terms of oki options
d + H – Decent unbufferable low attack that initiates a hard knockdown and leaves them very close to Lobo. The damage is alright, but for the speed and damage, you could have just went for a b+1 and its general follow ups. I’m sure it has its uses, but b+1 is just soo much better overall, imo. It does give him a lower profile than b+1, so it does have its uses.
Throws
N/A
Character Traits
N/A
Special Moves
N/A
Super Move
N/A
S.T.A.R. Labs Mode
N/A
Strategy
Basic Strategy
N/A
Advanced Strategy
N/A
Tips and Tricks
N/A
Combos
N/A
Alternate Costumes
N/A
Match Ups
N/A
Frame Data
Move Name | Startup | Recovery | On Guard | On Hit |
---|---|---|---|---|
Violent Jab | 7 | 16 | -1 | 1 |
Headhunter Hook | 12 | 26 | -8 | 6 |
Quick Cutter | 11 | 31 | -9 | 2 |
Shin Strike | 10 | 24 | -9 | 11 |
Czarnian Might | 25 | 31 | -4 | 1 |
One-Shot | 30 | 32 | 12 | 51 |
Butt Head | 20 | 29 | -3 | 2 |
Lock And Load | 31 | 29 | 9 | 58 |
Gut Buster | 6 | 17 | -1 | 9 |
Rising Hook | 11 | 25 | -14 | 60 |
Bad Trip | 13 | 30 | -14 | 13 |
Flying Boot | 5 | 28 | -14 | -2 |
Space Kick | 8 | 26 | -10 | 11 |
Dawg Punch | 9 | 28 | -6 | 49 |
Party Crasher | 9 | 28 | -6 | 49 |
Forward Throw | 10 | 21 | - | - |
Back Throw | 10 | 21 | - | - |
Mindless Violence | 13 | 23 | 1 | 20 |
Bad Boy | 7 | 37 | -7 | 7 |
Worthless Scum | 23 | 23 | 6 | 43 |
Lights Out | 10 | 31 | 4 | 9 |
Hired Gun | 13 | 22 | 10 | 10 |
Feetal's Gizz | 24 | 26 | 4 | 46 |
Disemboweled | 26 | 34 | - | 4 |
Skull Rider | 16 | 35 | -18 | 0 |
Game Over | 26 | 40 | -23 | 16 |
Mister Machete | 30 | 22 | -8 | 60 |
Space Dolphins | 13 | 41 | -11 | 0 |
Rampage | 31 | 37 | -3 | 23 |
The Last Czarnian | 25 | 26 | -7 | 24 |
Spin Cycle | 12 | 22 | - | 14 |
Spin Cycle (Meter Burn) | 0 | - | - | -125 |
Pump Shot | 17 | 38 | -1 | 1 |
Pump Shot (Meter Burn) | 16 | 29 | 2 | 34 |
Mid Pump Shot | 6 | 41 | -9 | 2 |
Mid Pump Shot (Meter Burn) | 16 | 29 | 2 | 34 |
Low Pump Shot | 5 | 32 | -9 | 28 |
Low Pump Shot (Meter Burn) | 16 | 29 | 2 | 34 |
Czarnian Toss | 19 | 29 | -11 | 28 |
Czarnian Toss (Meter Burn) | 0 | 83 | -83 | -83 |
Space Hook | 23 | 40 | -14 | 8 |
Space Hook (Meter Burn) | 0 | - | - | 23 |
Low Space Hook | 20 | 32 | -16 | 14 |
Low Space Hook (Meter Burn) | 0 | 106 | -106 | 11 |
Hook Charge | 16 | 30 | -10 | 15 |
Hook Charge (Meter Burn) | 16 | 26 | 3 | 16 |
The Main Man | 18 | 47 | -14 | 1 |
Trait: Nuclear Shells | 0 | 49 | - | - |