Kanalratte
aka FROSTIE
anybody an idea when to use the ghostball in the first variation? seems useless to me. also don't like that slide isn't full screen . guess i stick with his second variation.
Pop up on krushing blow, requirement is to catch them blocking highDoes B3 1+3 have anything out from krushing blow? Does opponent pop up?
I have found nothing with the ghost ball. The slide covers half screen and recovers at -19 on block. LOL. The first variation seems incomplete.anybody an idea when to use the ghostball in the first variation? seems useless to me. also don't like that slide isn't full screen . guess i stick with his second variation.
Correct. You can do 1,1,3 xx EX tele-slam f+2,2,1 after for 43% of damage. The problem is b+3,1+3 is -16 on block. I am also not sure why any opponent would be stand blocking against Noob at any range.Does B3 1+3 have anything out from krushing blow? Does opponent pop up?
Yeah, it doesn't seem that you can condition in any way. The only thing I can think of you catch them off wave dashing, which I'm not sure yet how it will be properly utilizied in match. Thanks guys for answers.Correct. You can do 1,1,3 xx EX tele-slam f+2,2,1 after for 43% of damage. The problem is b+3,1+3 is -16 on block. I am also not sure why any opponent would be stand blocking against Noob at any range.
Wait so the grab pop-up with the sickle isn't a tournament move, good lord these variations are such a failure atm.^Those combos have little worth, because they are done in casual variations. Tournament variations don't have a sickle snag move. Oh boy, the way it is now, there is going to be a loooot of casual variations combo on YT. NRS, please, set tourney ones as default everywhere...
I wouldn't cut like that off the bat, one of his tourney variation has shadow portals (teleslam launcher) which is nice, and aside the sickle snag he has very good anti-air tools already (f3 for instance, which can lead to s. portals). The only bad thing you can't do s.portals twice in one combo.Wait so the grab pop-up with the sickle isn't a tournament move, good lord these variations are such a failure atm.
I wouldn't cut like that off the bat, one of his tourney variation has shadow portals (teleslam launcher) which is nice, and aside the sickle snag he has very good anti-air tools already (f3 for instance, which can lead to s. portals). The only bad thing you can't do s.portals twice in one combo.
Sickle Snag and Teleslam are tournament variations js. Plus both in one variation.^Those combos have little worth, because they are done in casual variations. Tournament variations don't have a sickle snag move. Oh boy, the way it is now, there is going to be a loooot of casual variations combo on YT. NRS, please, set tourney ones as default everywhere...
NoobSickle Snag and Teleslam are tournament variations js. Plus both in one variation.
Now I’m a bit confused here. Are tournament variations different from default variations then?Noob
The tournament variations accessible in the tournament mode only, but you can set them up in kustomize menu by pressing 1.
- Seeing Double: Ghostball, (Air) Tele-Slam, Shadow Slide
- Dark Sabbath: Spirit Ball, Shadow Portals, (Air) Sickle Port
Yes they are which is all the more confusingNow I’m a bit confused here. Are tournament variations different from default variations then?
Exactly. For some reason, NRS made different sets of layouts for characters, one set for tournaments, second for other modes, including training mode.Now I’m a bit confused here. Are tournament variations different from default variations then?
Ghost Ball is the 40something Frames unblockable version. Spirit Ball is much faster but is a blockable/duckable high.I'm going around updating the more frame data sheet thanks to @ShepherdOfFire
Now Noob's has both his variations:
Spirit Ball seems really fast for what it is.
Is it still unblockable??
Ghost ball : Start up : 42 / Active : N/A / Recovery : N/A / Cancel adv : N/A / Hit adv. : -6 / Block adv. N/A / FB block adv. N/AThanks @SaltShaker
@ShepherdOfFire Do you mind checking what the data is on GhostBall (1st variation) so I could add it?
Well, Ghost Ball is about double the startup time than Shadow Tackle and Spirt Ball, so if you condition your opponent to jump over some things then you could nail them on their way down because of the unexpected delay.It's a high so = useless
The shadow tackle has a slow start up. The opponent can react and jump anywhere but mid screen, where the ghost ball and the shadow slide are too dangerous to be used. I will comment on Noob's zoning in a separate post, though.Well, Ghost Ball is about double the startup time than Shadow Tackle and Spirt Ball, so if you condition your opponent to jump over some things then you could nail them on their way down because of the unexpected delay.
How viable is b11+3 xx Spiritball as an ender for restand and pressure midscreen? I've had different people testing things here and there and haven't had them really explore this yet. I'm not too impressed so far with Noob with what I'm hearing and seeing but I'll hold off on judgement until I have the game tomorrow.The shadow tackle has a slow start up. The opponent can react and jump anywhere but mid screen, where the ghost ball and the shadow slide are too dangerous to be used. I will comment on Noob's zoning in a separate post, though.
By the way, you can finish some combos with rising shadow to get a little bit more damage mid screen if you forward dash properly. I think the rising shadow also gives you more knock down advantage than f+2,2,1,2.
1,1,3 xx EX tele-slam, f+3, f+2,1,1 xx rising shadow kick does 36% of damage.
Before you get too excited about the damage, you will rarely perform combos with Noob because none of his advancing strings allow you to do so. b+2 and f+4 are great normal attacks, but they are not special cancelable. f+2,2 does not combo into EX tele-slam. f+2,2,1 xx EX tele-slam whiffs. By the time you do find an opening, your opponent will have access to a breakaway.
Has anyone found any practical fatal blow combos?
b+1,1+3 xx spirit ball is +7 on block, but there is significant amount of push back. Only b+2 reaches. Kabal and Skarlet have access to identical resets from far superior strings and combo starters. As a punish, 1,1,3 xx EX tele-slam, dash f+3, dash b+1,1+3 xx spirit ball connects for 35% of damage.How viable is b11+3 xx Spiritball as an ender for restand and pressure midscreen? I've had different people testing things here and there and haven't had them really explore this yet. I'm not too impressed so far with Noob with what I'm hearing and seeing but I'll hold off on judgement until I have the game tomorrow.