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Noob Saibot Frame Data

Somberness

Lights
Premium Supporter
How to understand this.
Execution
1 - 11
1,2 - 17
2 - 10
2,1 - 16
2,1,2 - 26
3 - 26
4 - 18
D+1 - 8
D+2 - 10
D+3 - 7
D+4 - 12
B+1 - 21
B+1,2 - 12
B+1,2,1 - 15
B+1,2,1,4 - 17
B+1,2,F+4 - 20
B+2 - 19
B+2,1 - 12
B+2,1,4 - 17
B+4 - 22
F+3 - 17
F+3,3 - 17
F+3,3,3 - 15
F+4 - 22
F+4,3 - 18
Throw - 10
Teleport Slam - 27
Teleport Slam (air) - 27
Ghostball - 27
Ghostball (full screen) - 55
Shadow Upknee - 16
Shadow Charge - 11
Shadow Charge (full screen) - 32
Shadow Slide - 14
Shadow Slide (full screen) - 36 (40 with Noob's back facing you)
Blackhole - 78 (13 start-up)
Teleport Smash - 27
Teleport Smash (air) - 27
Spirit Ball - 27
Spirit Ball (full screen) - 55
Saibot Upknee - 16
Saibot Charge - 11
Saibot Charge (full screen) - 32
Saibot Slide - 14
Saibot Slide (full screen) - 36 (40 with Noob's back facing you)
Darkness - 51 (12 start-up)
Together Again - 34

Block Advantage
1 - 0
1,2 - 0
2 - 0
2,1 - 0
2,1,2 - -6
3 - 0
4 - -1
D+1 - -13
D+2 - -1
D+3 - -7
D+4 - 0
B+1 - 0
B+1,2 - -20
B+1,2,1 - -6
B+1,2,1,4 - -3
B+1,2,F+4 - -31
B+2 - 0
B+2,1 - -5
B+2,1,4 - -1
B+4 - -9
F+3 - -2
F+3,3 - 0
F+3,3,3 - -4
F+4 - -6
F+4,3 - -2
Teleport Slam - -43
Ghostball - -21
Shadow Upknee - +4
Shadow Upknee (max range) - +10
Shadow Charge - -21
Shadow Slide - -21
Teleport Smash - -43
Spirit Ball - -21
Saibot Upknee - +4
Saibot Upknee (max range) - +11
Saibot Charge - -42
Saibot Slide - -14
Together Again - +6

Hit Advantage
1 - 0
1,2 - +3
2 - +5
2,1 - +4
2,1,2 - +42, +25
3 - +10
4 - +3
D+1 - +1
D+1 (vs crouch) - -1
D+2 - +33, +25
D+3 - +3
D+3 (vs crouch) - +10
D+4 - +12
D+4 (vs crouch) - +5
B+1 - +3
B+1,2 - +3
B+1,2,1 - +27, +31
B+1,2,1,4 - +42, +25
B+1,2,F+4 - -4, -8
B+2 - +5
B+2,1 - +5
B+2,1,4 - +43, +33
B+4 - +15, +7
F+3 - -3
F+3,3 - +4
F+3,3,3 - +7
F+4 - +3
F+4,3 - +47, +30
Forward Throw - +10
Backward Throw - +10
Teleport Slam - +7
Ghostball - +5
Shadow Upknee - +30, +34
Shadow Charge - -4
Shadow Slide - -5
Blackhole - +79
Teleport Smash - +7
Spirit Ball - +5
Saibot Upknee - +48, +51
Saibot Charge - +5
Saibot Slide - +8, +6
Darkness - +147
Together Again - 0

Duration
1 - 28
1,2 - 49
2 - 26
2,1 - 56
2,1,2 - 90
3 - 43
4 - 46
D+1 - 27
D+2 - 49
D+3 - 20
D+4 - 33
B+1 - 41
B+1,2 - 77
B+1,2,1 - 89
B+1,2,1,4 - 109
B+1,2,F+4 - 112
B+2 - 32
B+2,1 - 69
B+2,1,4 - 88
B+4 - 58
F+3 - 39
F+3,3 - 53
F+3,3,3 - 76
F+4 - 48
F+4,3 - 78
Throw - 36
Teleport Slam - 60
Ghostball - 68
Shadow Upknee - 39
Shadow Charge - 59
Shadow Slide - 55
Blackhole - 46
Teleport Smash - 60
Spirit Ball - 68
Saibot Upknee - 39
Saibot Charge - 80
Saibot Slide - 55
Darkness - 46
Together Again - 55

Cancel Advantage (block)
1 - +18
1,2 - +26
2 - +24
2,1 - +25
2,1,2 - +25
3 - +18
D+1 - +3
D+3 - +2
D+4 - +26
B+1 - +23
B+1,2 - +16
B+1,2,1 - +21
B+1,2,1,4 - +26
B+2 - +21
B+2,1 - +22
B+2,1,4 - +23
F+3 - +19
F+3,3 - +18
F+3,3,3 - +18
F+4 - +11
F+4,3 - +16

Cancel Advantage (hit)
1 - +24
1,2 - +21
2 - +18
2,1 - +29
2,1,2 - +73, +56
3 - +25
D+1 - +17
D+1 (vs crouch) - +15
D+3 - +12
D+3 (vs crouch)- +19
D+4 - +32
D+4 (vs crouch) - +25
B+1 - +19
B+1,2 - +39
B+1,2,1 - +54, +58
B+1,2,1,4 - +71, +54
B+2 - +12
B+2,1 - +32
B+2,1,4 - +68, +58
F+3 - +18
F+3,3 - +19
F+3,3,3 - +29
F+4 - +20
F+4,3 - +65, +48

Miscellaneous
Breaker (when grounded vs grounded opponent) - ~+29, ~+28
 

Enenra

Go to hell.
Personal achievement unlocked: How Far I've Come
There was a time where this would be Latin to me.

On topic, good to know upknee really deserves the hype fest it gets, definitely one of the best moves in the games. AA, +4 on block, corner destroyer, good stuff.
I'm also going to incorporate a lot more of 2,1 and 2,1 upknee into my pressure strings.
 
B12F4 is -4 on hit? I know that if you do this move in the corner, the opponent can tech roll and any 8 frame wake up attack will punish you.
 

Enenra

Go to hell.
B12F4 is -4 on hit? I know that if you do this move in the corner, the opponent can tech roll and any 8 frame wake up attack will punish you.
That's why everyone always says never use it, lol. Looks like they were right.
 

THTB

RIP Arez & Booya
I'm still taken aback by upknee's advantage on block. Off of a 16f special that basically shields Noob from a lot of stuff and lowers his hitbox.

That has to be up there as one of the best specials in the game.
 

Hitoshura

Head Cage
I'm still taken aback by upknee's advantage on block. Off of a 16f special that basically shields Noob from a lot of stuff and lowers his hitbox.

That has to be up there as one of the best specials in the game.
agreed just wish it had its old hitbox back. Its great b/c you can get a d1 or a d3 after a block string tht ends with it and start a poking game again.
 

Wemfs

The only morality in a cruel world is chance.
Thank you for this very helpful info Somber. Appreciate it. :)

B12F4 is -4 on hit? Hmmmm. This string is still safe though cause of the distance it leaves the opponent at right? Only unsafe in the corner?
 

Hitoshura

Head Cage
Thank you for this very helpful info Somber. Appreciate it. :)

B12F4 is -4 on hit? Hmmmm. This string is still safe though cause of the distance it leaves the opponent at right? Only unsafe in the corner?
If you do b1214 in the corner on block cancel into upknee so yo get +4 on block and start mixups from there.
 

Somberness

Lights
Premium Supporter
B12F4 is -4 on hit? I know that if you do this move in the corner, the opponent can tech roll and any 8 frame wake up attack will punish you.
It is -8 when tech rolled. Ugh, this was obvious but the knockdown advantages decreases when that happens... I was thinking of just deleting the knockdown moves advantage but adding both numbers can't hurt. And it gives me a reason to stop and update past threads. I just wish I could do that for every one of them.
 

Wemfs

The only morality in a cruel world is chance.
If you do b1214 in the corner on block cancel into upknee so yo get +4 on block and start mixups from there.
No I was talking about the b+1,2,f+4 string that ends low.

And also, which characters have an 8 frame wake up? Anyone know off the top of their dome?
 

THTB

RIP Arez & Booya
Only Reptile and Kenshi have fast enough attacks to punish that on hit, theoretically. Kabal and Raiden do not have 8f wakeup attacks.
 
JC can use shadow kick (which is how I discovered it's 8 frames and not 9). Raiden can't punish B12F4 cuz his superman was patched a while ago. 10 frames now.
 

Wemfs

The only morality in a cruel world is chance.
Ok so it's safe to use the B12F4 string on anyone except Johnny, Reptile and Kenshi. Thank you. :)

Can someone explain to me what cancel advantage on block and hit means? I'm a little confused.
 
Upknee being +4 on block is amazing. It could probably be more if you use it at max distance.

I don't think his Slide was very well thought out at all, it has slower startup and speed, less damage, no block push and is just as unsafe when compared to the Tackle.
 

Hitoshura

Head Cage
Upknee being +4 on block is amazing. It could probably be more if you use it at max distance.

I don't think his Slide was very well thought out at all, it has slower startup and speed, less damage, no block push and is just as unsafe when compared to the Tackle.
It used to have push back before games release
 

D. R.

Noob
Upknee being +4 on block is amazing. It could probably be more if you use it at max distance.

I don't think his Slide was very well thought out at all, it has slower startup and speed, less damage, no block push and is just as unsafe when compared to the Tackle.
Noob wasn't well thought out at all. lol Look at his garbageass frame data.

NRS: Well, we want him to be a zoner... How do we do that? Make everything negative on block except one move! *facepalm*
 
I don't understand how +4 on block is amazing honestly, does this mean I have a guaranteed time to dash and continue pressure with 1,2? Don't get me wrong I love noob but I wish if I could keep up my pressure momentoum. Besides, heard a lot of people sayin that his portal resets are useless since everyone sees it comin. Nop, to me they are important and i use them when I get the chance coz the damage reward is just tremendous. So, since it's 4+ on black is it possible to go like this: b1 2 1 db3 dash d4 ( since its +12 on hit) 2 1 2 db3 dash 1 2 bf4? This the kind of thing I always use but I just wanna know if these mix ups arnt gonna be interrupted or punished.