You have trouble breaking away against NW too? Thought it was just meThat breakaway will buff me half the time i dont even bother breakaway cause i know it wont work LOOKING AT YOU NIGHTWOLF!
You have trouble breaking away against NW too? Thought it was just meThat breakaway will buff me half the time i dont even bother breakaway cause i know it wont work LOOKING AT YOU NIGHTWOLF!
Hopefully this one buff helps us .... kill me lolYou have trouble breaking away against NW too? Thought it was just me
And Fatal Blow. I don't know if it scales or something. I did a raw FB yesterday and it was 320. And another one I did I hit through my opponent's armor and it did like 305.Wait they stealth nerfed which KBs? B1 and 10 klone damage?
Anyone know what the requirements for Noob's KL skin are?
I wouldn't mind it if the shadow clone KB were viable in all 3 variations.So they really stealth nerfed his b1 13 KB....I really don't think I have seen a single person complain about that one being too good or anything lol
Its still early and i could be wrong but im finding that this variation might sacrifice damage for more opportunities to keep offense going. Im finding success sweeping my opponent after F221MBdb1. It leaves them at perfect range to consistently catch my opponent with a Hop attack that we cant really get in the other 2 variations outside the corner. This has been opening up the B3 KB for me more than ever before. Also on punish I've been using 113 and then following up with different offense options based on how ive conditioned my opponent(this of course is in certain situations where a F221 punish isnt applicable). With the lack of a good projectile in the Shadow Tackle and how bad the Sickle Toss is ending 113 punishes with Shasow Tackles does no favors as it pushes them further away from Noob. Instead i think just ending in 133 and taking the slight advantage suits best to keep on the offensive.Let talk new variation !
B1 sickle snag is a godlike anti crossup into 30%
F3 db2 amp is big damage as an anti air 36 i believe
Dive kick only works after a jump 2 it whiffs using other jump attacks
37% off f221 in corner and 40% off 212
Its slowly growing on me
What have you guys found?
Yeah that would be nice too. Maybe they could alter Shadow Tackle to the ex version counts as two shadows like the slide does or something.I wouldn't mind it if the shadow clone KB were viable in all 3 variations.
That's exactly what should happenYeah that would be nice too. Maybe they could alter Shadow Tackle to the ex version counts as two shadows like the slide does or something.
Slow, doesn't connect from strings well, next to no options to do anything with it launching from full screen bc 3rd var has the shitty version of teleportso this variation has an overhead launcher, hmm maybe opponents have to something to fear instead of crouching all day?
The patch added requirements. Now you must gain first hit and be below 30%Anybody found new brutalities? I've tried to do the most recent one (B1 1+3) but it's not coming out anymore.
I like this change my portal brutals are back baby !The patch added requirements. Now you must gain first hit and be below 30%
You literally have a 9f mid in B1 that gives you a full combo and is entirely safe in seeing double.so i just picked up noob because i played him in mk9 and im having A ROUGH time because the lack of mids. I tried to switch to the wait and punish game and ive timed out and lost my past 3 KL matches doing that. Just asking for a little insight from yall who played since day one. thanks in advance
with what range fam I played a scorpion tele on block b1 wiffed has 50% of the time. And we gonna talk about how b1 1+3 doesnt come out consistently ... my guy miss me with the toxic shitYou literally have a 9f mid in B1 that gives you a full combo and is entirely safe in seeing double.
B1 should really only be used for countering and punishing because the follow up is unsafe and b1 is not hit confirmable, unless you use Seeing Double, then you can throw it out whenever you want.with what range fam I played a scorpion tele on block b1 wiffed has 50% of the time. And we gonna talk about how b1 1+3 doesnt come out consistently ... my guy miss me with the toxic shit
my problem is pressure after kd.. i b1 but thats unsafe and the when i go safe its d2 and i get smoked idk just trying to find median.... thank you for the constructive inputB1 should really only be used for countering and punishing because the follow up is unsafe and b1 is not hit confirmable, unless you use Seeing Double, then you can throw it out whenever you want.
The way I use Noob is I kinda force them to come to me. Or if they don't wanna do that then I slowly back them into a corner. If they try to jump Noob has 3 great anti airs: d4, db4, and f3.