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Noob Saibot General Discussion Thread

M2Dave

Zoning Master
Spirit ball (i.e., NOT the slow, useless unblockable projectile), shadow slide, and aerial teleport make Noob a lot more fun to play. I would so main this character if he had access to these three special moves in one variation so that we could use the "zoning character" that we were promised on the Kombat Kast.

Sorry to bump this thread with such irrelevant trivia. LOL.
 

Zer0_h0ur

XBL tag: South of Zero
Spirit ball (i.e., NOT the slow, useless unblockable projectile), shadow slide, and aerial teleport make Noob a lot more fun to play. I would so main this character if he had access to these three special moves in one variation so that we could use the "zoning character" that we were promised on the Kombat Kast.

Sorry to bump this thread with such irrelevant trivia. LOL.
That's my 1a or 1b top noob build.
Other alternative is Spirit ball, Enhanced tele, Air tele. Basically replacing stupid awkward sickle port with air tele. Heavy hitter noob for sure.
 

M2Dave

Zoning Master
That's my 1a or 1b top noob build.
Other alternative is Spirit ball, Enhanced tele, Air tele. Basically replacing stupid awkward sickle port with air tele. Heavy hitter noob for sure.
Would shadow slide, tele-slam, and sickle snag not be a much better heavy hitter?

f+2,2,1 xx EX sickle snag, b+1,1+3 xx EX tele-slam, 1,1,3 xx shadow slide does 40% of damage for two bars but is probably not even optimal.
 

Zer0_h0ur

XBL tag: South of Zero
Would shadow slide, tele-slam, and sickle snag not be a much better heavy hitter?

f+2,2,1 xx EX sickle snag, b+1,1+3 xx EX tele-slam, 1,1,3 xx shadow slide does 40% of damage for two bars but is probably not even optimal.
Yeah but spirit ball, enhanced tele, and air tele would open people up more imo. It's easy to tele punish on reaction when you're in the air on a jump than from the ground bc tele is so damn slow. And an air tele punish, say on projectile leads to 25%ish even on breakaway, possibly 35%ish if no breakaway.
 

M2Dave

Zoning Master
Yeah but spirit ball, enhanced tele, and air tele would open people up more imo. It's easy to tele punish on reaction when you're in the air on a jump than from the ground bc tele is so damn slow. And an air tele punish, say on projectile leads to 25%ish even on breakaway, possibly 35%ish if no breakaway.
I see what you mean now, but with that variation you give up shadow slide, which is arguably Noob's best move.
 

RoboCop

The future of law enforcement.
Administrator
Premium Supporter
Dark Sabbath ends kombos with b1(2+4) into an ender. The opponent can wait until you use the b1 and then drop out before the 2+4 connects. So, you will never hit a savvy opponent with b2 armor break because they'll wait until you commit to the b1.
 
Oh.. Now that you mention it, yea it makes sense.
I was even questioning it's use at all. Is there even a point in going for it (when you know your opponent will breakaway) instead of uppercut?
 

Dante

Noob
only in corner id say. b2 db4 bnbs are new max dmg i believe. The buffs to b2 are worth even without the armor break
 

Blewdew

PSN: MaxKayX3
I'm very curious what you've found, Robo. Sabbath is all I play and I have no idea how this is supposed to help or make it a stronger bet than Seeing Double.
It definitely doesn‘t make ds better than sd. It feels like one of the better armor breaker in the game for sure especially since in dark sabbath it connects after amp tele wether they breakaway fast or slow and he gets crazy damage from it and also from his autoshimmy into 40-50%. But as long as b1 2+4 isn‘t a bit safer at least I don‘t think it will be the superior variation
 

Lt. Boxy Angelman

I WILL EAT THIS GAME
It definitely doesn‘t make ds better than sd. It feels like one of the better armor breaker in the game for sure especially since in dark sabbath it connects after amp tele wether they breakaway fast or slow and he gets crazy damage from it and also from his autoshimmy into 40-50%. But as long as b1 2+4 isn‘t a bit safer at least I don‘t think it will be the superior variation
THAT'S where I'm hoping this move shines: making it so that people can't have a Get Out Of Jail Free card against Amp Teleslam will make then rethink the matchup completely. Still not as scary as Shadow Slide, but a definite quality of life improvement.


49% from his 212 Auto shimmy wow
And this is where I wonder...

Noob has someone cornered, and they have full bar, which is the only situation where this could happen, what's to stop someone from delaying the Breakaway until it's too late to hit the B2?
If I'm fighting Noob, and I get hit with 212 in the corner, that's the ONLY point the gravity is going to allow the B2 to connect, and if I know that, I'm either just eating the damage and gambling that I'll win the wakeup trade, or I'm breaking away late enough to avoid it entirely.
If I'm the Noob doing the fighting, the LAST thing I'm going to want to do is waste my opportunity for big damage. If I B2 and you don't Breakaway, that's the end of my turn to combo or hit a B1 1+3 restand, and you have full defensive meter that I now have to contend with, which is more trouble than it's worth against a Spawn or someone with solid wakeup options.

You never want to be in the corner against Noob, but this does not seem like a practical use of corner positioning. At least not in Sabbath; in Seeing Double where breathing the wrong way will cause you to fall on a Shadow Slide, that's a totally different story.
Time and labbing will tell.

But while we're here, I'd like to make a toast to the V1 Frost players who got ripped all the way off, from those of us who wish Pitch Black was good for ANYTHING other than being a total waste of Sickle Snag.
 
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RoboCop

The future of law enforcement.
Administrator
Premium Supporter
I'm very curious what you've found, Robo. Sabbath is all I play and I have no idea how this is supposed to help or make it a stronger bet than Seeing Double.
I found found anything. It doesn't help Dark Sabbath whatsoever except against opponents who don't know the matchup.
 

Blewdew

PSN: MaxKayX3
THAT'S where I'm hoping this move shines: making it so that people can't have a Get Out Of Jail Free card against Amp Teleslam will make then rethink the matchup completely. Still not as scary as Shadow Slide, but a definite quality of life improvement.



And this is where I wonder...

Noob has someone cornered, and they have full bar, which is the only situation where this could happen, what's to stop someone from delaying the Breakaway until it's too late to hit the B2?
If I'm fighting Noob, and I get hit with 212 in the corner, that's the ONLY point the gravity is going to allow the B2 to connect, and if I know that, I'm either just eating the damage and gambling that I'll win the wakeup trade, or I'm breaking away late enough to avoid it entirely.
If I'm the Noob doing the fighting, the LAST thing I'm going to want to do is waste my opportunity for big damage. If I B2 and you don't Breakaway, that's the end of my turn to combo or hit a B1 1+3 restand, and you have full defensive meter that I now have to contend with, which is more trouble than it's worth against a Spawn or someone with solid wakeup options.

You never want to be in the corner against Noob, but this does not seem like a practical use of corner positioning. At least not in Sabbath; in Seeing Double where breathing the wrong way will cause you to fall on a Shadow Slide, that's a totally different story.
Time and labbing will tell.

But while we're here, I'd like to make a toast to the V1 Frost players who got ripped all the way off, from those of us who wish Pitch Black was good for ANYTHING other than being a total waste of Sickle Snag.
Well in the end it it‘s about making the right read and conditioning your Opponent. I feel like a lot of people expected the breaker moves to be like an OS but that wasn‘t the intention at all, you just get a high payoff for making the right read and loose a lot of damage for making the wrong one. Noobs breaker at least is universal, fast, doesn‘t cost any bar and has very good properties. Also if they decide to break away late then they still have to take like 75% of the max damage of the combo.
 
Don't know if it has been posted yet but... Just clipped it right now.


I guess it might be a good decision to go for the breaker in this KB. Pretty much 90% of the time I get it people break out of it immediately because they know they'll get re-stand by the B1, 1+3 into full unbreakable combo.

But it's still pretty much a coin toss, a few months from now people will get used to it and will stop breaking away from that KB and you'll get nothing from it by doing B2 I guess. Or you'll just start going for the full combo instead of the breaker but since it's a KB, it's 1 time per match, on Kombat League you'll have to guess based on what the guy did on the previous match.
 

Lt. Boxy Angelman

I WILL EAT THIS GAME
Have any of you guys been having more or less success post-patch?
I'm trying to pick the game back up and add either Shaman Nightwolf of Realm Destroyer Kahn to my team until I can buy Sheeva solo, but there's no replacing Noob or the Sabbath as #1. Now that Breakaways against the Amp Shadow Portal are way less incentivized, it feels like there's finally good reason to pick this variation over Seeing Double.

Still holding out hope that Pitch Black is eventually allowed to live. Maybe one day they'll make Spirit Ball a universal move. Having a functioning projectile would go miles towards improving quality of life for Noob overall.
 

RoboCop

The future of law enforcement.
Administrator
Premium Supporter
Have any of you guys been having more or less success post-patch?
I'm trying to pick the game back up and add either Shaman Nightwolf of Realm Destroyer Kahn to my team until I can buy Sheeva solo, but there's no replacing Noob or the Sabbath as #1. Now that Breakaways against the Amp Shadow Portal are way less incentivized, it feels like there's finally good reason to pick this variation over Seeing Double.

Still holding out hope that Pitch Black is eventually allowed to live. Maybe one day they'll make Spirit Ball a universal move. Having a functioning projectile would go miles towards improving quality of life for Noob overall.
Unfortunately the b2 breaker doesn't affect Dark Sabbath vs players who know the matchup. They can still wait until you commit to the b1 ender and drop out of the 2nd hit before the restand.
 

Lt. Boxy Angelman

I WILL EAT THIS GAME
Unfortunately the b2 breaker doesn't affect Dark Sabbath vs players who know the matchup. They can still wait until you commit to the b1 ender and drop out of the 2nd hit before the restand.
That is lame as hell. But at least it's a new way to get them to come off their defensive bar. That, I think, should be the main focus of Sabbath going forward. You've got the damage capability and the restand, and Spirit Ball is an A+ disruptive projectile that you can get a Teleslam off of if they land on it at the right height. Any time the opponent is afraid to spend their bars, that's advantage to Noob. Especially against characters like, example, V2 Kung Lao, who need their defensive bars to open up their own offensive game.
 
I agree with Robocop but on the other hand I think sometimes we overestimate players in general. Are we talking about KL ranks Apprentice up to Demi-God/God or are we talking about High God/Elder God/Semi-pro level players? Most friends I made playing KL and achieve Demi-God every season complain that sometimes the breaker doesn't come out, let alone doing it precisely when they want.

I say this because in theory Black Sabbath shouldn't work at all on higher ranks because he literally can't do anything if people don't make mistakes and most assume "well.. good players don't make mistakes" yet every season I reach Demi God (reached God once when I was trying hard and fighting the salt) with solely Black Sabbath.

Yes, eventually you'll fight a guy that seems to be in the Matrix but that's not the reality of KL.

TL'DR: The breaker is a buff to Black Sabbath 80% of the time if you're playing KL. It isn't if you reached the level where you can get matched against semi-pros and the pros themselves. In the end it's a matter of knowing and setting your own goals. That said, if your goal is to play against the pros and constantly reach top 16 in a tournament you shouldn't be playing Noob at all.
 

Zer0_h0ur

XBL tag: South of Zero
Do any noob players feel Spawn plays similarly? I noticed a bunch of noob players went Spawn. And spawn has better hit adv, plus frames, better movement (while noob is amongst slowest in the game), equal if not better damage, viable KBs...

What do yall think?