Hitoshura
Head Cage
Ok here is my Noob Saibot Matchup Chart as of the recent patch. I was able to get the help of Flawedzilla Altaire and other various members of the TYM forums to help me complete this MU Chart.
This thread is not only meant to show off the current MU Chart for Noob Saibot but as a means of discussion on whether you agree with these numbers or not. As well as discussion for tips on how to handle these Mu's
5.5-4.5 vs Baraka
4-6 vs Cyber Sub Zero
4-6 vs Cyrax
5.5-4.5 vs Ermac
4-6 vs Freddy
5.5-4.5 vs Jade
5-5 vs Jax
5-5 vs Johnny Cage
3-7 vs Kabal
6-4 vs Kano
4-6 vs Kenshi
5-5 vs Kitana
4-6 vs Kung Lao
6-4 vs Liu Kang
4-6 vs Mileena
5-5 vs Nightwolf
5-5 vs Noob Saibot
5-5 vs Quan Chi
4-6 vs Raiden
5-5 vs Rain
3-7 vs Reptile
5-5 vs Scorpion
5-5 vs Sektor
6-4 vs Shang
6-4 vs Sheeva
5-5 vs Sindel
3-7 vs Skarlet
3-7 vs Smoke
4-6 vs Sonya
5.5-4.5 vs Stryker
6-4 vs Sub-Zero
***This 1st post will consistently be updated due to changes in MU #'s, Patch changes, or more info is added towards certain MU Descriptions.***
This thread is not only meant to show off the current MU Chart for Noob Saibot but as a means of discussion on whether you agree with these numbers or not. As well as discussion for tips on how to handle these Mu's
5.5-4.5 vs Baraka
4-6 vs Cyber Sub Zero
This match is kinda akward...seriously. Anyone with a foot dive can give Noob Saibot problems. Foot Dives can be used as an anti zoning tool causing your opponent to fully avoid your projectiles and get closer and closer to you. Lets just thank God this guy isnt in MK
Cyber Sub Zero's foot dive is safe on block if it hits below the waste which can cause some problem for noob. It can be punished if it hits above your waste but csz will land at a certain distance were only shadow charge/slide will punish it. Your gonna wanna use Charge to punish seeing how it causes knockdown and the fact slide is - on hit from that close of a distance.
Cyber Sub Zero also has a plethora of tools up close and when it comes to a rushdown/ poking war Cyber Sub Zero has the advantage there. All in all Noob must space himself properly and throw out shadows when necessary if he wants to overcome this fight.
More testing needs to be done for the Mu and seeing how I have J360 as a the go to Cyber Sub guy I'll try and get some matches with him asap.
Cyber Sub Zero's foot dive is safe on block if it hits below the waste which can cause some problem for noob. It can be punished if it hits above your waste but csz will land at a certain distance were only shadow charge/slide will punish it. Your gonna wanna use Charge to punish seeing how it causes knockdown and the fact slide is - on hit from that close of a distance.
Cyber Sub Zero also has a plethora of tools up close and when it comes to a rushdown/ poking war Cyber Sub Zero has the advantage there. All in all Noob must space himself properly and throw out shadows when necessary if he wants to overcome this fight.
More testing needs to be done for the Mu and seeing how I have J360 as a the go to Cyber Sub guy I'll try and get some matches with him asap.
5.5-4.5 vs Ermac
4-6 vs Freddy
Noob cannot battle Freddy full screen away. Sweet dreams trades in Freddy's favor vs tackle. Freddy can take the hit, tech roll, wake up, and combo with two far spikes (10% + oki).
Freddy can also approach Noob safely with his teleport. He can use this to bait out projectiles and get his decent rushdown game started. While freddy has meter you cannot oki him b/c wakeup ground claws is invincible on wakeup. So if you get hit with it freddy gets a free glove or sweet dreams from fullscreen/midscreen and from jump distance gets a free combo.
Freddy also has some safe 50/0 mixups vs Noob b/c of his low damage out put. Freddy also has superior strings than noob and can do more damage than he can (lol noob damage)
The way noob can win this fight i to get an early life lead and trade with his projectiles when you can and the match will be yours
Freddy can also approach Noob safely with his teleport. He can use this to bait out projectiles and get his decent rushdown game started. While freddy has meter you cannot oki him b/c wakeup ground claws is invincible on wakeup. So if you get hit with it freddy gets a free glove or sweet dreams from fullscreen/midscreen and from jump distance gets a free combo.
Freddy also has some safe 50/0 mixups vs Noob b/c of his low damage out put. Freddy also has superior strings than noob and can do more damage than he can (lol noob damage)
The way noob can win this fight i to get an early life lead and trade with his projectiles when you can and the match will be yours
Noob cannot play jade from fullscreen due to her glow. Noob wins the trade war against Jade. Jade throw a boomerang and you can just throw out a shadow charge and knock her down.
Jade offense is rlly poor and noob can work his rushdown game on her. Jade is free on wakeup and Shadow Kick can be ducked and punished. Although this is a waste of meter EX Shadow Charge and EX Shadow Slide are physical attacks and can destroy Jade's glow.
Both characters damage output is relativity the same. I wouldn't say this is Noob favor by much but Jade pretty much looses to everybody...lol
Jade offense is rlly poor and noob can work his rushdown game on her. Jade is free on wakeup and Shadow Kick can be ducked and punished. Although this is a waste of meter EX Shadow Charge and EX Shadow Slide are physical attacks and can destroy Jade's glow.
Both characters damage output is relativity the same. I wouldn't say this is Noob favor by much but Jade pretty much looses to everybody...lol
5-5 vs Johnny Cage
3-7 vs Kabal
THIS MAN DESTROYS ALL ZONERS THAT ARENT NAMED KABAL!!!!
Theres a few things that make this fight difficult. One thing is trading with kabal. Trading with kabal is a rlly bad idea. Noobs Shadow charge does 8% on hit and Kabals IAGB does 9% but since IAGB leaves u in so much stun he can link 2 IAGB b4 He is knocked down do to shadow charge. hmmmm 8% vs 18%........ idk guys thats tough lol
Since the dash nerf it even harder for Noob to get in on kabal and that goes for anyone for that matter. Getting in on kabal is a real big challenge and try to deal damage to him is also another problem. Noobs low damage doesn't compensate for what kabal can do to you on hit.
Noob cannot oki or zone Kabal when he has meter at all or you'll take a dash immediately due to Noobs long recovery on his projectiles. You can't Teleslam IAGB b/c the recovery is to quick and youll eat a 40% punishment combo. Only time teleslam works if the kabal is just spamming IAGB w/o thinking at all.
The biggest problem is getting out of Kabals Nomad dash cancel pressure. Between every cancel there is a 8 frame window where you can poke and try to get away. Noobs fastest poke (d3) is 7 frames. So you can down poke into upknee and kabal will be forced to block and but eventually get in again 2 seconds later and rince repeat his pressure game. You can get out of it with an armored move...oh wait nvm.....this is Noob Saibot not Kenshi.... *shrugs*
This fight is like Parasite Eve 2....It sucks
Theres a few things that make this fight difficult. One thing is trading with kabal. Trading with kabal is a rlly bad idea. Noobs Shadow charge does 8% on hit and Kabals IAGB does 9% but since IAGB leaves u in so much stun he can link 2 IAGB b4 He is knocked down do to shadow charge. hmmmm 8% vs 18%........ idk guys thats tough lol
Since the dash nerf it even harder for Noob to get in on kabal and that goes for anyone for that matter. Getting in on kabal is a real big challenge and try to deal damage to him is also another problem. Noobs low damage doesn't compensate for what kabal can do to you on hit.
Noob cannot oki or zone Kabal when he has meter at all or you'll take a dash immediately due to Noobs long recovery on his projectiles. You can't Teleslam IAGB b/c the recovery is to quick and youll eat a 40% punishment combo. Only time teleslam works if the kabal is just spamming IAGB w/o thinking at all.
The biggest problem is getting out of Kabals Nomad dash cancel pressure. Between every cancel there is a 8 frame window where you can poke and try to get away. Noobs fastest poke (d3) is 7 frames. So you can down poke into upknee and kabal will be forced to block and but eventually get in again 2 seconds later and rince repeat his pressure game. You can get out of it with an armored move...oh wait nvm.....this is Noob Saibot not Kenshi.... *shrugs*
This fight is like Parasite Eve 2....It sucks
4-6 vs Kenshi
Noob at full screen can chuck shadows and either trade with kenshi or beat him out. Noobs shadows beats telefurry and Telekinetic slash.
Kenshi only chance is to become offensive which is bad for noob. Kenshi's rushdown is underrated and can cripple noob at points. If kenshi somehow pushes u against the corner the match is over. You have to keep kenshi out and play a good footsie game.
Kenshi only chance is to become offensive which is bad for noob. Kenshi's rushdown is underrated and can cripple noob at points. If kenshi somehow pushes u against the corner the match is over. You have to keep kenshi out and play a good footsie game.
4-6 vs Kung Lao
*sigh* where to begin... Well Mr. Shaolin can be quite a thorn in noobs side. Seeing how this guy has a great teleport he can use it to avoid ur shadows and get out of all your setups midscreen and in the corner. So already he cripples noob. Lao's rushdown is still incredible and when lao's on you just prey you block everything and poke when you can to escape.
Some of your rushdown setups are of no use b/c even with the + on block with upknee he can just spin and punish you for it, seeing how you have to dash up after a blocked upknee to start some sort of assault.
Lao's damage output is good enough seeing how he can get it quite often whenever you block/guess wrong.
Some things noob can do that helps his ass in this match is d3. You go so low with d3 that noob can avoid teleport xx instant kick. Lao's feet will go right over noobs head and up can proceed with a throw or w/e works.
Overall lao cripples noob pretty badly. You can't zone like you want to and you cant rush him down. Lao forces you to play the way HE wants you to play so you have no choice but to play extra careful against him as to not get slaughtered by this twirling ass clown.
Some of your rushdown setups are of no use b/c even with the + on block with upknee he can just spin and punish you for it, seeing how you have to dash up after a blocked upknee to start some sort of assault.
Lao's damage output is good enough seeing how he can get it quite often whenever you block/guess wrong.
Some things noob can do that helps his ass in this match is d3. You go so low with d3 that noob can avoid teleport xx instant kick. Lao's feet will go right over noobs head and up can proceed with a throw or w/e works.
Overall lao cripples noob pretty badly. You can't zone like you want to and you cant rush him down. Lao forces you to play the way HE wants you to play so you have no choice but to play extra careful against him as to not get slaughtered by this twirling ass clown.
4-6 vs Mileena
Ok some of you guys are wondering why is this not in noobs favor or at least an even mu. Well its simple really but first lets get to how this match ends up looking like.
Noob can trade with mileena all day in the projectile war and can also teleslam her sais. If mileena were to do random tele-kicks noob can do an upknee on reaction and knock her ass out of the sky. Thats it....this is all noob can do.
This match boils down to patience and when it comes to mileena it can be very nerve racking. Frist thing is that Mileena only rlly need to tele-kick when noob throws a shadow. So mileenas can try to throw some projectiles and bait noob to start a trade war and captilaize with a tele-kick. If it hits ur in stagger and she can start tp pressure from there or hit you with d4. Mileenas d4 stops EVERYTHING noob can do. It completely cripples him into submission. It just stops all of his pokes in general. Mileena can also punish a wiffed upknee with a roll from inside midscreen distance.
The biggest thing that makes this a bad MU is the punishment damage. Mileena is one of two characters in MK9 who have a small hitbox on certain animations whether its jumping or w/e. All mk9 players know this by now but what they don't know if when you block telekick your only viable punish is noobs uppercut.
NOW HERES THE DOOOZY!!!!! When you block her roll she get sent into a spin animation like smokes tele-punch. Now the problem is since her hit box is smaller than the rest of the cast you have to punish it differently. Noobs normal punishment on a blocked move tht leads into a roll animation is
[dash] b2, b1214 teleslam/charge/slide
Now since Mileenas hitbox is so small you have to punish it with this combo
[dash] b2 [dash] 12 upknee
Yeah thats like 12%/15% iirc. Now if you are to wiff an upknee or do something punishing Mileena just eats 30-40% of your life. So in the end it comes down to who does the most damage and mileena obv wins this one guys
Noob can trade with mileena all day in the projectile war and can also teleslam her sais. If mileena were to do random tele-kicks noob can do an upknee on reaction and knock her ass out of the sky. Thats it....this is all noob can do.
This match boils down to patience and when it comes to mileena it can be very nerve racking. Frist thing is that Mileena only rlly need to tele-kick when noob throws a shadow. So mileenas can try to throw some projectiles and bait noob to start a trade war and captilaize with a tele-kick. If it hits ur in stagger and she can start tp pressure from there or hit you with d4. Mileenas d4 stops EVERYTHING noob can do. It completely cripples him into submission. It just stops all of his pokes in general. Mileena can also punish a wiffed upknee with a roll from inside midscreen distance.
The biggest thing that makes this a bad MU is the punishment damage. Mileena is one of two characters in MK9 who have a small hitbox on certain animations whether its jumping or w/e. All mk9 players know this by now but what they don't know if when you block telekick your only viable punish is noobs uppercut.
NOW HERES THE DOOOZY!!!!! When you block her roll she get sent into a spin animation like smokes tele-punch. Now the problem is since her hit box is smaller than the rest of the cast you have to punish it differently. Noobs normal punishment on a blocked move tht leads into a roll animation is
[dash] b2, b1214 teleslam/charge/slide
Now since Mileenas hitbox is so small you have to punish it with this combo
[dash] b2 [dash] 12 upknee
Yeah thats like 12%/15% iirc. Now if you are to wiff an upknee or do something punishing Mileena just eats 30-40% of your life. So in the end it comes down to who does the most damage and mileena obv wins this one guys
5-5 vs Noob Saibot
5-5 vs Quan Chi
4-6 vs Raiden
This match is as bad as it used to be anymore. When raidens teleport was better he would be able t destroy noob due to the nerf on upknee's hitbox after the first patch. He could teleport on reaction to your projectiles and noobs only form of punishment would be an uppercut. Raidens teleport b4 it got nerfed was -17 frames of recovery, but it took 5 frames for you to turn around in order to punish it. You left with a 12 frame window for punishment but noobs fastest combo is 212 charge/slide/teleslam which starts in 12 frames. So in order for Noob to punish raidens teleport you should not be holding block AND you have to have the most GODLIKE timing on the planet. Better timing than Japanese I-No players. Back when noobs upknee had a bigger hitbox if raiden were to teleport you could just input upknee while hes about to reappear and raiden would be hit by its hitbox and youd be able to 12 upknee/ EX upknee teleslam.
The added 2 frames give you enough time to punish it with 212 charge/slide/ teleslam or 12 into a mixup game. This match however is still crippling for noob b/c raidens footsie game is
The added 2 frames give you enough time to punish it with 212 charge/slide/ teleslam or 12 into a mixup game. This match however is still crippling for noob b/c raidens footsie game is
Although I haven't really played this matchup to much and the fact no one plays this character anymore aside from BookBurning and BodamEscapePlan I'm going by this MU by what I know.
Against rain noob can properly space him self and throw projectiles when he can. Since the dash nerf Rain has a harder time getting in on people and certain combos have been deemed undo-able b/c of the dash nerf.
Rain can still pressure like a beast and Hit hard but noob can still deal well enough damage with his projectiles. Also Rain's teleport is punishable so trying to get in with it constantly can also work to your advantage.
Against rain noob can properly space him self and throw projectiles when he can. Since the dash nerf Rain has a harder time getting in on people and certain combos have been deemed undo-able b/c of the dash nerf.
Rain can still pressure like a beast and Hit hard but noob can still deal well enough damage with his projectiles. Also Rain's teleport is punishable so trying to get in with it constantly can also work to your advantage.
Idc what anyone days. Ive discussed this with so many Noob and Reptile mains this this match is a 3-7. Reptile rushdown is his biggest asset in this fight. He can not only jump over noob projectiles easier than anyone else in the cast, due to his small and weird hitbox, he can also immediately command dash as he lands and already be in noobs face. Reptiles command dash recovery on wiff is almost instant and from there Reptile can apply pressure and mixups all he wants and noob just sits there and takes it. Reptiles advantage on his EX moves make it hard for noob to escape and when he does he already has taken a good amount of chip damage. If the reptile your playing is trying to out zone noob then hes playing the MU wrong
Reptiles dash beats all of noob pokes so if noob lands his basic upknee mixup (212 upknee on block) he can't do anything afterwards unless he wants to get hit with a command dash (starts in 6 frames). The only thing noob can do in this situation is throw a shadow charge after a blocked 212 upknee so if reptile does anything hell eat the charge at 8%. The down side to this is that reptile will literally be knocked down right in front of noobs feet so....yeah oki game....whats that?
Reptile is one of the two characters in mk9 who has a smaller air hitbox than the rest of the cast. In the corner if Noob were to land a basic corner bnb he would not be able to AA reptile with upknee if he were to jump on wakeup. Reptile wold literally avoid the entire thing! Its happen to me countless times and I remember once I played Chris G and he was like "DA FUCK WAS THAT!?" I replied "lol nice hitbox"
If you wanna make sure you keep Reptile in the corner you are forced to end your corner bnb earlier so your able to connect a teleslam. Teleslam on hit not only provides advantage but positions noob in the perfect spot for Upknee not to wiff on aerial opponents.
Lastly reptiles has this problem where you'll be attacking him and one of your attacks will wiff causing reptile to get out of the corner. This has happened to me a few times in tournament games. Ill have reptile in the corner and do 212 and the 1 will wiff and go through reptile and Ill be in the corner and reptile just smiles and do his corner combo. Yeah this is for real.
Reptiles dash beats all of noob pokes so if noob lands his basic upknee mixup (212 upknee on block) he can't do anything afterwards unless he wants to get hit with a command dash (starts in 6 frames). The only thing noob can do in this situation is throw a shadow charge after a blocked 212 upknee so if reptile does anything hell eat the charge at 8%. The down side to this is that reptile will literally be knocked down right in front of noobs feet so....yeah oki game....whats that?
Reptile is one of the two characters in mk9 who has a smaller air hitbox than the rest of the cast. In the corner if Noob were to land a basic corner bnb he would not be able to AA reptile with upknee if he were to jump on wakeup. Reptile wold literally avoid the entire thing! Its happen to me countless times and I remember once I played Chris G and he was like "DA FUCK WAS THAT!?" I replied "lol nice hitbox"
If you wanna make sure you keep Reptile in the corner you are forced to end your corner bnb earlier so your able to connect a teleslam. Teleslam on hit not only provides advantage but positions noob in the perfect spot for Upknee not to wiff on aerial opponents.
Lastly reptiles has this problem where you'll be attacking him and one of your attacks will wiff causing reptile to get out of the corner. This has happened to me a few times in tournament games. Ill have reptile in the corner and do 212 and the 1 will wiff and go through reptile and Ill be in the corner and reptile just smiles and do his corner combo. Yeah this is for real.
5-5 vs Sektor
6-4 vs Shang
6-4 vs Sheeva
5-5 vs Sindel
3-7 vs Skarlet
3-7 vs Smoke
Lol
The thing with sonya is that her EX cartwheel has not ony armor but travels SOOOO far!!! She can be from midscreen do EX cartwheel on reaction to a charge/slide and hit me b/c ill still be recovering. So when sonya gets midscreen and has meter YOU CANT THROW SHIT!!!
Also this is hard to time but if sonya has no meter and is a little outside midscreen she can jump a projectile if timed right then land and still have enough time to d4 in military stance cancel into her pressure game. Yeah....sonyas d4 range is rlly dumb. Once sonyas gets it its hard to get her off of you. She can out footsie noob all day.
Also this is hard to time but if sonya has no meter and is a little outside midscreen she can jump a projectile if timed right then land and still have enough time to d4 in military stance cancel into her pressure game. Yeah....sonyas d4 range is rlly dumb. Once sonyas gets it its hard to get her off of you. She can out footsie noob all day.
6-4 vs Sub-Zero
This matchup should be played around midscreen distance. You can punish ice clone with shadow charge. Depending on the range you can also throw projectiles when you block a iceball. Noob and sub have relatively the same damage output so its easy to catch up on sub if he somehow gets the life lead.
Just throw projectiles when you can and don't be zone heavy b/c sub wins the trade war on this one.
Just throw projectiles when you can and don't be zone heavy b/c sub wins the trade war on this one.
***This 1st post will consistently be updated due to changes in MU #'s, Patch changes, or more info is added towards certain MU Descriptions.***