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Noob Change Wishlist

Wetdoba

All too easy...
Too many changes and the changes you suggested dont even make sense together.

You want to make shadow tackle overhead but then talk about B3 KB not being viable as a mix up even tho it would be if you made tackle overhead.

Either way they shouldn't be turning Noob into a mix up character out of no where just cancelling into overhead or low special on any given hit, he needs to stay as a space control and whiff punish character so his changes should reflect that.

I agree 100% on the ghostball change though as it makes zeros sense as is since there is no opportunity to even take advantage of the loss of meter whatsoever and it makes their meter only come back faster.

All I would do after fixing the whiff issues is make the B3 KB a wgiff punish requirement as stated, and then make both the tackle and slide clones travel faster and stay on hit so he can actually trade with other projectiles and be able to hit you with a meaty projectile after his standard knockdowns cus right now you can hold up midscreen out of any raw clone midscreen.

The B1 1+3 2 KB is one of my favorite parts of the character and should not change. It is very satisfying to interrupt someones staggers or shimmy someine with his fast mid into unbreakable damage and is consistent with him being a defensive character. The only offensove dirt he needs he gets from his staggers and double KB throws.

Buff seeing double zoning speed slightly and give him the B3 KB as a whiff punish and he becomes a beast in that department and would have 3-4 real chances to cash out for solid damage: a whiff punish opportunity with B3, a "get off me" with B1 a single mix up with his double throw KB, and then with slighlty buffed projectile speeds the 10 clones would actually be viable as a game closer (this is doable already if the games go to round 3).
 

NRF CharlieMurphy

Kindergarten Meta
So i'm torn.

I really am not sure how a 50/50 zoning character would work.

Shadow tackle being an OH would put the fear of god into anyone playing against Dark Sabbath and b3 range. Because of that KB. That Kb can net him 610 damage in certain situations.

All of your changes enhance Seeing double a ton, but FURTHER enhances Dark Sabbath more.

Here is what i'd personally do.

@Chernyy Volk

  1. Removed Ghostball altogether and replace it with an OH version of shadow tackle. Shadows don't vanish on trades.
  2. Make shadow Tackle KB require 3 shadow tackles to hit.
  3. b3 Kb change on counter hit
  4. make air tele slam part of his main kit
  5. make b1 1+3 safe but less pushback on block. He shouldn't be punished for this move... but it also shouldn't be his turn.
BONUS: find a way to add sickle slam to a fuckin variation.

I don't think the non launcher teleport should net him more damage if you create that variation to be a 50/50 zoning machine. That would further make him very mucn not fun to fight.
 

Chernyy Volk

Wolf lord, footsie bully, chronic corner abuser.
So i'm torn.

I really am not sure how a 50/50 zoning character would work.

Shadow tackle being an OH would put the fear of god into anyone playing against Dark Sabbath and b3 range. Because of that KB. That Kb can net him 610 damage in certain situations.

All of your changes enhance Seeing double a ton, but FURTHER enhances Dark Sabbath more.

Here is what i'd personally do.

@Chernyy Volk

  1. Removed Ghostball altogether and replace it with an OH version of shadow tackle. Shadows don't vanish on trades.
  2. Make shadow Tackle KB require 3 shadow tackles to hit.
  3. b3 Kb change on counter hit
  4. make air tele slam part of his main kit
  5. make b1 1+3 safe but less pushback on block. He shouldn't be punished for this move... but it also shouldn't be his turn.
BONUS: find a way to add sickle slam to a fuckin variation.

I don't think the non launcher teleport should net him more damage if you create that variation to be a 50/50 zoning machine. That would further make him very mucn not fun to fight.
Well, he was a 50/50 zoner in MK9 so lol

My thing is, in mid range, shadow slide and tackle are easily jumpable and I think that shadow tackle is still reactable, the animation is too distinct. I just don't see this being THAT strong.

I don't think Ghostball needs to be removed at all, it just needs to actually work.

I also don't think he should get a universal air tele. That would make Dark Sabbath terrifying and he'd be Scorpion number 2.

Personally I don't think b11+3 should be safe. This character needs a weakness. Bad mids are a good weakness for a character like this to have, especially if buffed in the ways I suggested.
 

NRF CharlieMurphy

Kindergarten Meta
Well, he was a 50/50 zoner in MK9 so lol

My thing is, in mid range, shadow slide and tackle are easily jumpable and I think that shadow tackle is still reactable, the animation is too distinct. I just don't see this being THAT strong.

I don't think Ghostball needs to be removed at all, it just needs to actually work.

I also don't think he should get a universal air tele. That would make Dark Sabbath terrifying and he'd be Scorpion number 2.

Personally I don't think b11+3 should be safe. This character needs a weakness. Bad mids are a good weakness for a character like this to have, especially if buffed in the ways I suggested.
b1 1+3 isn't universally punishable as is.... so........... yep.

i think there are only a handful of characters that can actually punish this move... and i don't think its for full combo. Just reversal specials.

Then maybe scorpion shoudl lose air tele as part of his kit then?
 

Chernyy Volk

Wolf lord, footsie bully, chronic corner abuser.
b1 1+3 isn't universally punishable as is.... so........... yep.

i think there are only a handful of characters that can actually punish this move... and i don't think its for full combo. Just reversal specials.

Then maybe scorpion shoudl lose air tele as part of his kit then?
No cause that's an obvious intended design of Scorpion who plays footsies. A zoner with an air teleport that can full combo is exactly the wrong thing to put in the game.
 

NRF CharlieMurphy

Kindergarten Meta
No cause that's an obvious intended design of Scorpion who plays footsies. A zoner with an air teleport that can full combo is exactly the wrong thing to put in the game.
he has an air teleport IN THAT VARIATION do you even know his move sets?

Noob isn't a zoner either. Scorpion and Noob literally play the same game.... except they gave Scorpion better tools. Just look at Dark Sabbath and Searing Rage.
Noob in his current state is just budget Scorpion. No air teleport and worse buttons up close.
 

STB Sgt Reed

Online Warrior
Noob Changes:

Shadow Tackle
Shadow Slide
Shadow Divekick
Shadow upkick
Air Tele

All in one varation.

That's all I want. lol
 

Chernyy Volk

Wolf lord, footsie bully, chronic corner abuser.
he has an air teleport IN THAT VARIATION do you even know his move sets?

Noob isn't a zoner either. Scorpion and Noob literally play the same game.... except they gave Scorpion better tools. Just look at Dark Sabbath and Searing Rage.
Noob in his current state is just budget Scorpion. No air teleport and worse buttons up close.
Yeah but you said you want air teleport as a base kit move, which means if he has the full combo version equipped he could threaten with that.

Also NRS said themselves during his Kombat Kast that he's intended to be a zoner. The goal here is to make him not just Scorpion with slightly realigned priorities.
 

Orochi

Scorpion Scrub
Noob Changes:

Shadow Tackle
Shadow Slide
Shadow Divekick
Shadow upkick
Air Tele

All in one varation.

That's all I want. lol
That would be sweet, I was thinking of how I would switch up seeing double and I would remove - ghostball & air tele to make it:

Shadow Dive Kick,
Shadow Slide,
Shadow OH..

Too OP?
 

NRF CharlieMurphy

Kindergarten Meta
  1. Removed Ghostball altogether and replace it with an OH version of shadow tackle. Shadows don't vanish on trades.
  2. Make shadow Tackle KB require 3 shadow tackles to hit.
  3. b3 Kb change on counter hit
  4. make air tele slam part of his main kit
  5. make b1 1+3 safe but less pushback on block. He shouldn't be punished for this move... but it also shouldn't be his turn.
BONUS: find a way to add sickle slam to a fuckin variation.

I don't think the non launcher teleport should net him more damage if you create that variation to be a 50/50 zoning machine. That would further make him very mucn not fun to fight.
btw yes.... i do believe and think these changes not only make Noob better.... they make him VERY better.

The shadow tackle Kb gives him access to 4 300 damage KB that can't be dropped out of (2 throws, b1KB and shadow tackle). and 2 launcher KB (d2 and b3).

Personally i'd also remove a throw KB from his kit because all of these KBs are in his base kit.
 

NRF CharlieMurphy

Kindergarten Meta
Yeah but you said you want air teleport as a base kit move, which means if he has the full combo version equipped he could threaten with that.

Also NRS said themselves during his Kombat Kast that he's intended to be a zoner. The goal here is to make him not just Scorpion with slightly realigned priorities.
NRS saying one thing and making them anotehr always happens.
And yes I want air teleport to just be apart of teleslam. That sickle port is so bad and should just be deleted from the game anyway, or made apart of sickle toss. They obviously ran out of ideas for him for "variety" and they created variety for variety sake.

His base kit really doesn't allow him to not mirror what Scorpion does to an extent. They gave Scorpion TOO many things, so its hard to really get away from him. The difference being... right now... if noob hits you, he's taking close to 400 damage every time.
 

NRF CharlieMurphy

Kindergarten Meta
That would be sweet, I was thinking of how I would switch up seeing double and I would remove - ghostball & air tele to make it:

Shadow Dive Kick,
Shadow Slide,
Shadow OH..

Too OP?
he would still get out zoned by 90% of people who just have a mediocre projectile
 

Chernyy Volk

Wolf lord, footsie bully, chronic corner abuser.
NRS saying one thing and making them anotehr always happens.
And yes I want air teleport to just be apart of teleslam. That sickle port is so bad and should just be deleted from the game anyway, or made apart of sickle toss. They obviously ran out of ideas for him for "variety" and they created variety for variety sake.

His base kit really doesn't allow him to not mirror what Scorpion does to an extent. They gave Scorpion TOO many things, so its hard to really get away from him. The difference being... right now... if noob hits you, he's taking close to 400 damage every time.
Sickleport definitely needs to be faster. As of right now you can literally react jab it for a grounded combo every time.
 

Sanjo

Noob
My changes:
  1. Change KB requirements for Shadow Clone (6) and b3 1+3 (punish)
  2. Less disadvantage on block for b1 (-2) and b3 (-10)
  3. Ghost ball needs big changes, I dont care how. It's useless right now.
  4. Amp Shadow clone way more plus on hit to give us a reason to amp it (out of getting the KB.)
This is what I would like for Noob. He would keep his archetype but would be slightly better at what he does.
 

Blade4693

VIVIVI
He should be be able to full combo off ex tele in both variations

He should be able to teleport out of the air/jump in both variations

Tele should be a mid

Tele should be able to ex on block

He should get a tele cancel in one variation

:DOGE
 

TheGlow

Retired Noob
Sickleport definitely needs to be faster. As of right now you can literally react jab it for a grounded combo every time.
I like how I know they will throw a projectile. I jump, sickle port, sickles on the floor, I get hit in the foot and knocked out of it.
Also detest getting hit with low projectiles when trying to regular teleport slam. Cassie low guns and Cetrion earthquakes knocking me down when I should be in the air.
 

TheGlow

Retired Noob
It's actually better than most other moves. Why the hate
Cuz it sucks. I use it way too much as well. I have gotten d1'd out of the amp hits, I have had it magically have me face the wrong direction and to the amp uppercut in the wrong direction. I follow up with F2212 and many times it just whiffs. not like mistimed juggles , the F2 just goes through them. Best I can get is dive in from a knockdown and go for a throw. Not much.
Its true use is as an alternative to teabagging and just keep teleporting through them.
 

Dante

Noob
Shit, you are for real

The combo is always b11+3 for good dmg.
You don't play immediate j3/4 port enough?
Gets you out of the corner for free.
Can air to air with j3 and confirm into ex sickle.
Can gap close and bait anti airs
Baits erron fb full screen into full combo

I'd never sacrifice this utility to snag/slides and would only consider air tele only if its paired with Portals.
Being able to cancel whiffed j3 into that is what makes the move good.