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=== Advanced Strategy === | === Advanced Strategy === | ||
Notes on + frame attacks | |||
(+13) f+3 – Slow to start, but very worth throwing in every now and then. It’s an overhead that everyone has, but it has the added bonus of avoiding low attacks right when he shoots. Hit results in a ground bounce where super shenanigans can begin. On block it’s a huge advantage. Must check the pushback on it to see how viable it is. Use for opponents who like to turtle or have been conditioned to block. Can be burned for armor. | |||
(+12) b+3 – Slow to start, One Shot results in a wall bounce on hit. On block, its gives huge frame advantage that allows follow up with “3” being the best option. Can be armored for button tappers. Its hits mid and has deceptive range. Added bonus: Unlike most b3s, it’s a projectile, which means Lobo himself can be at a distance to avoid wake up attacks. If performed on their wake up, because of the delay, any invincibility on their attack will have run its 8 frame course.. Can be burned for armor. | |||
(+06) 1,1,3 – Worthless Scum is arguably the best string he has for pressure purposes and with its speed and range, helps shift the momentum in his favor. On hit, it ground bounces, which allows follow up with all Hook based specials and Czar Toss. On block, there is a lot Lobo can do in the opponent’s face at +6. Conditioning at its finest. | |||
(+04) b+1,2 – Shin Strike is a very nice, quick low starting up at 10 frames that can be buffered into any special to continue pressure. Safe options on block include Pump shot, Mid Pump shot (probably the best option because it’s guaranteed to at least hit. Low Pump shot can be used to check the button pushers. You can dial out the last Disemboweled part (1+3). On hit, the chain animation with come out for a nice 19% damage. If you’re a glutton for high execution, b+1,2, then go into d+1 to Czar Toss for insane damage potential and cool points from all your friends and family. Verified: You can follow a blocked b+1,2 up with another one. It puts the b+1 at 6 frames, which will generally beat out any follow up. | |||
(+03) Burned Hook Charge – The move that symbolizes what Lobo is: An aggressive, dirty in your face fighter that doesn’t care to give you and inch of breathing room. +3 doesn’t seem like much, but it leaves him close enough to smell what they have for lunch and that is not a place the opponent cares to be when fighting Lobo. They spend so much time keeping him out and he’s right in front in a split second AND at +frames? Yea, don’t run now, bastiches.. It also has the added bonus of being two hits, so good luck trying to armor it. | |||
(+02) 1,2 – Lights Out is a quick two hits which can be brain dead dialed out. On hit AND block, you can go right into Czar Toss for one of the dirtiest set ups this side of MvC2’s Psylocke guard break. It’s a high then mid, with the second hit popping the opponent up for sexiness. It is slow as shit and begins with a high, so it gets destroyed by button tappers. | |||
(+01) 1,1 - Not a fan of strings that start high at all. Opponents tend to hit buttons because of Rule # 11 , so starting a string high really gives the opponent the chance to shift the momentum, which Lobo does not need to give at all. If they don’t have a decent wake up, you can start the string early so they stand up into second/third hit. The second attack is a mid, which is nice. The main draw is for using this string is you get to proceed to… | |||
=== Tips and Tricks === | === Tips and Tricks === |
Revision as of 11:30, 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
Spin Cycle – with a 12 frame start up, this move is so finicky, imo. In a combo, it snatches the opponent out the air faster than Floe when you throw a piece of pie over his head. As anti air, it comes out as slow as a constipated rape sloth sitting on a porcelain throne.
Meter Burn Spin Cycle – This move is probably one of his more strategic combo enders in terms of opponent placement. It launches them to one corner or the other. Which direction is controlled by simply holding in that direction. I do believe you can sneak a nuke shell in there then continue the pressure on their wake up. At a gentleman’s 14%, it takes very nice damage and can easily put a combo over 40% if you are willing to burn two levels Good damage and throws your opponent to whatever corner you need him to be in..
Pump Shot - Never one for gun safety, Lobo pulls out his shotgun and attempts to take your head off with a well aimed blast. On hit, it staggers a lot less than it should and is decent at 9% damage. Where it shines: the range is great for checking your opponent’s movement and is excellent for covering up unsafe normals, especially standing 3. It can ever work as anti air is extreme cases, catching them when they jump or, if he gets the shot off, when they jump in. Unless they are going to jump short anyway, it’s not ideal for a reactive anti air. I just let one off from 3-5 foot range, showing a lack of respect for their personal space. It’s +1 on hit and -1 on block, which is fine for me. It’s only weakness is it can be ducked. Nuked results in more damage, a much longer pushback on block and a knockdown on hit.
Meter Burn Pump Shot – Regular Pump Shot not safe enough for you? Your opponent keeps ducking the shot and punishing you? Well, have no fear, because for the cost of one measly meter, you can make your Pump shot not only safe, not only hit mid but takes an unnaturally large amount of damage to boot! Use it! Abuse it! Burning your Pump shot covers damn near every weakness the regular shot has. There is no downside to using this. It’s +2 on block, knocks down on hit and has extended range on the second shot. You push your opponent to the corner, go ahead: Throw one out for the hell of it. You’ll thank me later..
Mid Pump Shot – My personal favorite. It the cost of no meter and sacrificing 2% of damage, it is an acceptable substitute for Pump Shot. It strikes mid and comes out in 6 frames (Check). On hit, it puts them in a weird stun animation that lasts for about 4-5 frames. That stun gives you a slight frame advantage that lobo can use to apply more pressure. It’s a horrible, horrible -6 on block, which means it’s technically safe, you just can’t actually do anything afterward. You are giving the opponent all the momentum back. It’s ideal to throw in at the end of a string to make it safe. More than likely, the pushback is going to leave you at a distance anyway, which leaves you safe and far enough away to react to what they try to do.
Meter Burn Mid Pump Shot – BOOM! BOOM! Two shotgun blasts in quick succession. Still 2% less than the burned Pump shot (15%), but remember here you’re looking at two blast that will connect if the opponent is ducking. God forbid they hit a button. On hit its not a hard knockdown, but you can use their recovery to load a nuke or dash forward to buy more real estate. On block: It pushes them back a considerable distance. It also hurts like the dickens..
Low Pump Shot – Watch dem toes, bastich! Just on the verge of being unpunishable by conventional means (read; Goddamn you, Kryptonite Crush..), its good for checking your opponent’s low block, but on block it leaves you with no advantage whatsoever. It doesn’t push them back much, so adjust accordingly. Should they chose to just block, you are definitely in range for a Czar Toss. Nuked up, this launches the opponent perfectly for a b+2, u+1 along with any preferred follow up. If you are going to put a nuked shot in a combo, this is probably the best option based on the properties granted.
Meter Burn Low Pump Shot – Aside from the first shot being a low to check the opponent’s feet, it serves the same purpose as a Burned Mid Pump Shot. Traited, it launches the opponent and leads to his more elaborate and interesting combos.
Czarnian Toss – This move on its own is hilarious. It takes 2%, then 8% if when you let them hit the ground. Not bad for no meter, especially when you end a combo with it. Ideal if they are in a juggle and you want to put them on the other side, where Low Space Hook isn’t feasible. You should be able to load a nuke safely, too.
It will connect on standing and ducking opponents and its range is insane, so make sure they are fearful of it. With a 19 frame start up, make sure you have the time if you use it as a punishing tool. Can also be buffered in from certain normal attacks for a damn near inescapable set up. You factor in the long start up and you can basically toss the opponent all over the stage. If you have your opponent conditioned not to hit buttons on wake up, you can Czar Toss them, then do it again immediately, burn it and go for the actual combo.
Meter Burn Czarnian Toss – This is the foundation of damn near every combo you will do with him. It catches opponents out of a juggle (make sure they’re low enough), takes a decent amount of damage, ground bounces high for a follow up, switches sides, combos from most if his links, and has a dragon on the blade.. Soo many follow up options from this move, it’s insane. Whatever you wanna do, where ever you wanna leave the opponent, you can do it from this throw. This move puts them at his mercy and it only gets uglier from there..
Space Hook – This move is ideal for checking your opponent’s block as well as the early frames of their jump. Make sure it’s at range, because the recovery isn’t too long, but it isn’t short either. It’s about 8-9 frames of recovery. If you get a free punish (blocking Lantern’s Might, for instance), you can snatch them right after, especially if they try to jump. If timed correctly it can beat out wake up attacks, also. Make sure it’s timed after their invincibility frames. The active frames on it are pretty good, so that shouldn’t be a problem with practice.
Meter Burn Space Hook – Burning your Space Hook serves a good many benefits in a match. For one, instead of shooting from the hip and leaving no oki options, Lobo catches the opponent and slams them to either side, preferably to the closest corner and leaves them much closer. They are then in a prime oki situation. At 18%, I takes a nice chuck of life and allows you to keep the mix up pressure on. If you have a Nuke loaded, it allows you to save it, too. That shot can then be used for a 2,1, Low Pump Shot mix up if you’ve conditioned them to block on wake up. Or you can just Czar Toss them..
Low Space Hook – Check the distance on this attack. Seriously, turn on the game, go to training mode, pick Lobo and check the distance. Seriously. I’ll wait.. Anyone who wants to throw a high projectile at him within range will look like an idiot when he not only ducks under it, but grabs them during their recovery. He’s got a good many options, also. Combos nicely from a d+1. I use this as a no brainer punish for people who like to d+1. I slip my d+1 in between theirs and buffer in the Low Space Hook. On hit, it sets them up nicely for oki shenanigans. Or you can Czar Toss them..
Meter Burn Low Space Hook – Exact same oki options as the regular LSH on hit. He just stomps you twice instead of once.. Takes 18% instead of 10%..... Seriously, that is. Go away.
Hook Charge – People tend to complain about this move, mainly because they feel it activates and armors slow which, to their argument, is true. They really aren’t looking at the benefits of the attack. Most important, the chain hits. That means it’s a two hit attack.. They can’t just armor b+3 like you can with every other charge move (excluding Level 3 Venom). When the chain hits, it slams them to the ground immediately, which always guarantees the shoulder itself will hit. The chain, when timed correctly, smacks them out of the air. Keep in mind also, the chain has no hurt box, so you have a move that abuses opponents who try to do a wake up attack. Time the chain so it hits after their invincibility frames and they’ll stop doing wake up attacks. The shoulder charge scraps them across the ground, leaving them right at his feet for more oki shenanigans. Then you can Czar Toss them..
Some things Hook Charge prevents opponents from doing on wake up: Walking forward Neutral jumping Drowning kittens Forward jumping Dancing Hitting a button Most wake up attacks (Hook Charge lasts longer than invincibility frames) Moon walking Making Smash a legitimate fighting game Backdashing
So, save a kitten: Hook Charge on your opponent’s wake up.
It’s an amazing, bullying tool to use in a match. At -8, it is unsafe, but very few special moves can actually punish it (raw Lantern’s Might at 10 frames will not, for reference). To further drive the point, Superman’s f+2,3 has to be frame perfect to punish it consistently. It’s a lot better than people want to believe, imo. Standing 3, Hook Charge on their wake up covers a lot of potential options they may have in a match. I abuse it til they punish it, really. One thing people tend to do is give the opponent too much credit: They know it’s unsafe, so they won’t bother using the move. I say let them earn that credit: Abuse it. Cover that space with it constantly. Bully them to the corner. Make them respect the Hook Charge. Make them afraid to hit a button. Whore it out. They have to respect it. Its designed to force them to block on wake up. Then you can just Czar Toss them..
Meter Burn Hook Charge – Omg, this move. It’s beautiful. It has all the benefits of the regular version, with two very important bonuses: Lobo gains armor on the shoulder and it’s +3 on block. That makes it a whole new ballgame. Lobo’s at bat, the bases are loaded in the ninth inning and the beer is still ice cold. Really doesn’t get much better in terms of shifting momentum, either. On hit, it leaves them right at his feet, primed and oki ready. On block, he’s at +3, which brings in his normal attack oki options. Outside of the corner, they stagger back out of range of everything but standing 3 and whatever follow ups. If they are conditioned, you can go right in a Czar Toss them, too. In the corner, his +3 really gets to shine. b+1,2/2,1/blocked 2, Czar Toss/blocked 2,1, Czar Toss/regular grab…. You get the point. You get them to block a burned Hook Charge in the corner, they gotta guess what you’re gonna do next. That makes it a really bad day for them.
Super Move
N/A
S.T.A.R. Labs Mode
N/A
Strategy
Basic Strategy
N/A
Advanced Strategy
Notes on + frame attacks
(+13) f+3 – Slow to start, but very worth throwing in every now and then. It’s an overhead that everyone has, but it has the added bonus of avoiding low attacks right when he shoots. Hit results in a ground bounce where super shenanigans can begin. On block it’s a huge advantage. Must check the pushback on it to see how viable it is. Use for opponents who like to turtle or have been conditioned to block. Can be burned for armor.
(+12) b+3 – Slow to start, One Shot results in a wall bounce on hit. On block, its gives huge frame advantage that allows follow up with “3” being the best option. Can be armored for button tappers. Its hits mid and has deceptive range. Added bonus: Unlike most b3s, it’s a projectile, which means Lobo himself can be at a distance to avoid wake up attacks. If performed on their wake up, because of the delay, any invincibility on their attack will have run its 8 frame course.. Can be burned for armor.
(+06) 1,1,3 – Worthless Scum is arguably the best string he has for pressure purposes and with its speed and range, helps shift the momentum in his favor. On hit, it ground bounces, which allows follow up with all Hook based specials and Czar Toss. On block, there is a lot Lobo can do in the opponent’s face at +6. Conditioning at its finest.
(+04) b+1,2 – Shin Strike is a very nice, quick low starting up at 10 frames that can be buffered into any special to continue pressure. Safe options on block include Pump shot, Mid Pump shot (probably the best option because it’s guaranteed to at least hit. Low Pump shot can be used to check the button pushers. You can dial out the last Disemboweled part (1+3). On hit, the chain animation with come out for a nice 19% damage. If you’re a glutton for high execution, b+1,2, then go into d+1 to Czar Toss for insane damage potential and cool points from all your friends and family. Verified: You can follow a blocked b+1,2 up with another one. It puts the b+1 at 6 frames, which will generally beat out any follow up.
(+03) Burned Hook Charge – The move that symbolizes what Lobo is: An aggressive, dirty in your face fighter that doesn’t care to give you and inch of breathing room. +3 doesn’t seem like much, but it leaves him close enough to smell what they have for lunch and that is not a place the opponent cares to be when fighting Lobo. They spend so much time keeping him out and he’s right in front in a split second AND at +frames? Yea, don’t run now, bastiches.. It also has the added bonus of being two hits, so good luck trying to armor it.
(+02) 1,2 – Lights Out is a quick two hits which can be brain dead dialed out. On hit AND block, you can go right into Czar Toss for one of the dirtiest set ups this side of MvC2’s Psylocke guard break. It’s a high then mid, with the second hit popping the opponent up for sexiness. It is slow as shit and begins with a high, so it gets destroyed by button tappers.
(+01) 1,1 - Not a fan of strings that start high at all. Opponents tend to hit buttons because of Rule # 11 , so starting a string high really gives the opponent the chance to shift the momentum, which Lobo does not need to give at all. If they don’t have a decent wake up, you can start the string early so they stand up into second/third hit. The second attack is a mid, which is nice. The main draw is for using this string is you get to proceed to…
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 | - | - |