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Noob Saibot General Discussion Thread

Wetdoba

All too easy...
Yall are insane sticking to this "needs meter for only safe mid" nonsense. B2 is 12 frame far advancing mid thats safe and f4 is advancing low thats safe. Use them. D3 and d4 also both allow full jails into s1, s2, and f2 strings. Use them
 

Zer0_h0ur

XBL tag: South of Zero
Yall are insane sticking to this "needs meter for only safe mid" nonsense. B2 is 12 frame far advancing mid thats safe and f4 is advancing low thats safe. Use them. D3 and d4 also both allow full jails into s1, s2, and f2 strings. Use them
Back 2 is not cancellable into anything so yeah it's good for 8 percent and making space but it's i assumed it was a given we're talking mids you can actually do something off of. Likewise for F4. Both good situationally they don't make or break him and I hardly saw either Nicky or Honeybee use those normals at ECT. Prob for good reason. F4 is -8 btw, and can be punished in some instances.
 

Wetdoba

All too easy...
Back 2 is not cancellable into anything so yeah it's good for 8 percent and making space but it's i assumed it was a given we're talking mids you can actually do something off of. Likewise for F4. Both good situationally they don't make or break him and I hardly saw either Nicky or Honeybee use those normals at ECT. Prob for good reason. F4 is -8 btw, and can be punished in some instances.
F4 is -7, you are not getting punished except for 6 frame d1s

And yes both those moves are safe and create space, you know, seeing doubles entire gameplan; being safe and creating space
 

Zer0_h0ur

XBL tag: South of Zero
F4 is -7, you are not getting punished except for 6 frame d1s

And yes both those moves are safe and create space, you know, seeing doubles entire gameplan; being safe and creating space
And on block you're all up in the opponent's grill after both moves.
B2 and F4 are nothing special. Very situational esp f4.
 

Wetdoba

All too easy...
And on block you're all up in the opponent's grill after both moves.
B2 and F4 are nothing special. Very situational esp f4.
Safe advancing lows and mids are not situational. They should be used as much as d3/d4 as they condition your opponent to not mash d1 and d2 from range opening up more chances for f2s in neutral while being safe and pushing them towards the corner on hit. This is noob saibots entire gameplan
 

Zer0_h0ur

XBL tag: South of Zero
Safe advancing lows and mids are not situational. They should be used as much as d3/d4 as they condition your opponent to not mash d1 and d2 from range opening up more chances for f2s in neutral while being safe and pushing them towards the corner on hit. This is noob saibots entire gameplan
Ehh, i think it's you downplaying how easy it is to defend Noob Saibot depending on what he does. Every blocked B2 and F4 against a 9f mid character or some similar stagger character and you've essentially lost your space bubble and going to give up decent to big damage.
They're solid, some characters have normals that outright suck, but they're not that great.

B2 is really good in Dark Sabbath after the ghostball restand to condition to block and open up the throw KB game.
I don't think it's worth using in Seeing Double that often unless you're pretty damn sure on a hard read the opponent not blocking bc all you're doing is giving up your space and going into the teeth of the opponent. Not seeing double's gameplan. That's why in tournament you see the B1 meter slide way more than B2 when it's time to use a mid.
 

fr stack

Noob's saibot or noob saibot's?
Noob is a good character not great, good . B2 is good if they jump after every wakeup which good players dont do
f4 is good if for some reason their d+block is broken otherwise nah
The problem people have is if you want to be a high level saibot you need to disregard any creativity and stick to d4 d3 and b2 maybe cancel pokes into his unsafe fireball. It just kills the fun.. so ima keep being a creative yet salty saibot getting d2'd out of everything :DOGE
 

Zer0_h0ur

XBL tag: South of Zero
Noob is a good character not great, good . B2 is good if they jump after every wakeup which good players dont do
f4 is good if for some reason their d+block is broken otherwise nah
The problem people have is if you want to be a high level saibot you need to disregard any creativity and stick to d4 d3 and b2 maybe cancel pokes into his unsafe fireball. It just kills the fun.. so ima keep being a creative yet salty saibot getting d2'd out of everything :DOGE
Some truth. Yeah he's kinda like Kung Lao, especially Dark Sabbath, in that he's all about D3 throw life. Problem is he doesn't have that 10F mid to cancel off of outta D3. It's slide, or F2, or if you're close the 212 auto shimmy. S1 won't jail, and B1 is too stubby. His tools don't all flow well together in that sense. Kung Lao requires you to play very uncreative and he's got more options off his poke than Noob.
 

Zer0_h0ur

XBL tag: South of Zero
Noob is a good character not great, good . B2 is good if they jump after every wakeup which good players dont do
f4 is good if for some reason their d+block is broken otherwise nah
The problem people have is if you want to be a high level saibot you need to disregard any creativity and stick to d4 d3 and b2 maybe cancel pokes into his unsafe fireball. It just kills the fun.. so ima keep being a creative yet salty saibot getting d2'd out of everything :DOGE
I think you do get to be relatively creative with Seeing Double, bc it's all about spacing and neutral. Agree 100% regarding dark sabbath tho
 

fr stack

Noob's saibot or noob saibot's?
Some truth. Yeah he's kinda like Kung Lao, especially Dark Sabbath, in that he's all about D3 throw life. Problem is he doesn't have that 10F mid to cancel off of outta D3. It's slide, or F2, or if you're close the 212 auto shimmy. S1 won't jail, and B1 is too stubby. His tools don't all flow well together in that sense. Kung Lao requires you to play very uncreative and he's got more options off his poke than Noob.
If upknee connected on grounded opponents id be happy tbh (midscreen)
 

Lt. Boxy Angelman

I WILL EAT THIS GAME
I main Dark Sabbath.
As good as Super Slide is, it's not worth what I'm giving up:
-having my best move (B1 1+3) at pretty much max power with Amp Teleslam
-the pure disruptive power of Spirit Ball
-not having to rely on a pain in the ass KB for damage
-the weird bag of dirt that is Sickle Port; sometimes it gets me killed, and other times it helps me defy death
-zoners have to worry about eating a full combo punish for throwing anything at the wrong time
-B1(1+3)-Spirit Ball as a restand ender

Seeing Double gives me the impractical Ghost Ball, and an air Teleslam without a combo.
B3 and F2 both become scarier, yes.
Having B3-Slide feels REALLY great.
But both of those moves are just as easy for someone to bait as they are to be baited themselves, especially when they know the matchup well enough to know where Noob himself will physically end up as he's moving and shimmying and such.
And playing against teleporters like Cetrion or Kollector, Scorpion or Raiden (R.I.P.), people who move fast and hit hard like Kotal and Jacqui, and so on...if my #1 thing I have going for me is that I hit like a fucking truck, then I want to be able to hit like a fucking truck against everyone. Especially the people who are hardest to catch.

F4 is okay. Would be cooler if you could cancel into Sickle Teleport at the end since he is technically off the ground.

Mark my words: If that move ever gets buffed...say we're able to do Close/Far/Mad Far, Yo versions, or it gets the Slide treatment and gets an Amp version that's faster (ala Kabal's iA Wheel), Sabbath would leap up the charts.

Or if, you know, all moves become legal one day, and he can have Slide, Amp Teleslam AND Spirit Ball in one build and be his Perfect Self.

I can dream.
 

Zer0_h0ur

XBL tag: South of Zero
I main Dark Sabbath.
As good as Super Slide is, it's not worth what I'm giving up:
-having my best move (B1 1+3) at pretty much max power with Amp Teleslam
-the pure disruptive power of Spirit Ball
-not having to rely on a pain in the ass KB for damage
-the weird bag of dirt that is Sickle Port; sometimes it gets me killed, and other times it helps me defy death
-zoners have to worry about eating a full combo punish for throwing anything at the wrong time
-B1(1+3)-Spirit Ball as a restand ender

Seeing Double gives me the impractical Ghost Ball, and an air Teleslam without a combo.
B3 and F2 both become scarier, yes.
Having B3-Slide feels REALLY great.
But both of those moves are just as easy for someone to bait as they are to be baited themselves, especially when they know the matchup well enough to know where Noob himself will physically end up as he's moving and shimmying and such.
And playing against teleporters like Cetrion or Kollector, Scorpion or Raiden (R.I.P.), people who move fast and hit hard like Kotal and Jacqui, and so on...if my #1 thing I have going for me is that I hit like a fucking truck, then I want to be able to hit like a fucking truck against everyone. Especially the people who are hardest to catch.

F4 is okay. Would be cooler if you could cancel into Sickle Teleport at the end since he is technically off the ground.

Mark my words: If that move ever gets buffed...say we're able to do Close/Far/Mad Far, Yo versions, or it gets the Slide treatment and gets an Amp version that's faster (ala Kabal's iA Wheel), Sabbath would leap up the charts.

Or if, you know, all moves become legal one day, and he can have Slide, Amp Teleslam AND Spirit Ball in one build and be his Perfect Self.

I can dream.
Yeah I messed with Dark Sabbath a bunch yesterday again after this thread. Sickle port is def really bunk against good players. It's okay for switching sides before you get cornered I guess.
 

fr stack

Noob's saibot or noob saibot's?
Yeah I messed with Dark Sabbath a bunch yesterday again after this thread. Sickle port is def really bunk against good players. It's okay for switching sides before you get cornered I guess.
Just use a lot of short hops and jumps to bait movement they know you want to sickle port but now they know u know the hesitation allows a lot of free jump kicks. Jump distance short hop into b3 KB is gold online lol
 

Zer0_h0ur

XBL tag: South of Zero
Just use a lot of short hops and jumps to bait movement they know you want to sickle port but now they know u know the hesitation allows a lot of free jump kicks. Jump distance short hop into b3 KB is gold online lol
Nice. As a player right now I'm trying to do more short hops in my game, I know the opportunities are there i just don't do 'em. That sounds gold
 

Zer0_h0ur

XBL tag: South of Zero
Anyone up for noob saibot sets or KOTHs i wanna see others styles and improve my shit!
I'm on XBL
speaking of short hops, idk if you ever checked out Koisy he has a sickening cetrion, he does this short hop into low- fatal blow that fools the shit outta so many people. It's beautiful to watch

I'm thinking with so many people jumping non stop (seriously 9/10 my KL matches my opponents were jumping beans and jumped on nearly every wakeup wtf), short hops are prob gonna become a go-to fakeout to use for opponents that are knocked down. Seen scar do it a bunch too on people in the corner.
 

fr stack

Noob's saibot or noob saibot's?
I'm on XBL
speaking of short hops, idk if you ever checked out Koisy he has a sickening cetrion, he does this short hop into low- fatal blow that fools the shit outta so many people. It's beautiful to watch

I'm thinking with so many people jumping non stop (seriously 9/10 my KL matches my opponents were jumping beans and jumped on nearly every wakeup wtf), short hops are prob gonna become a go-to fakeout to use for opponents that are knocked down. Seen scar do it a bunch too on people in the corner.
Ooh i havent thought of that although my fatal blows are janky cause ive block mapped to r1 ill have to try that !!
 

Plays2_MX

Mortal
I'm on XBL
speaking of short hops, idk if you ever checked out Koisy he has a sickening cetrion, he does this short hop into low- fatal blow that fools the shit outta so many people. It's beautiful to watch

I'm thinking with so many people jumping non stop (seriously 9/10 my KL matches my opponents were jumping beans and jumped on nearly every wakeup wtf), short hops are prob gonna become a go-to fakeout to use for opponents that are knocked down. Seen scar do it a bunch too on people in the corner.
Maybe we can do the same with the short hop, followed by b3+FB? Never thought of using the short hops like that.
 

Lt. Boxy Angelman

I WILL EAT THIS GAME
After watching all the ECT stuff, I don't know how the hell this character is going to keep up with the top tier.

Too many people with better tools.
Too many people do what he does better.
I feel like anything I think up is too much or too little.

Any ideas?