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.
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.All I know is it does fuck all for Dark Sabbath.
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 variationI'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.
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.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
And this is where I wonder...
49% from his 212 Auto shimmy wow
I found found anything. It doesn't help Dark Sabbath whatsoever except against opponents who don't know the matchup.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.
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.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.
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.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.
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.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.
Yep. I played him the whole first week he came out and got almost all his gear. He has the same kind of mistake baiting playstyle, but with better buttons, damage, safety, and a solid universal fireball Noob can only get in Dark Sabbath.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?
It takes me FOREVER to feel comfortable with a new character. Kollector and kitana are my only secondaries. I get annoyed playing against spawn but I'm getting curious if I'd enjoy playing him. Guess I gotta grind it out lol.Yep. I played him the whole first week he came out and got almost all his gear. He has the same kind of mistake baiting playstyle, but with better buttons, damage, safety, and a solid universal fireball Noob can only get in Dark Sabbath.
He's frustratingly slow for me. The only other people I've been close to Noob comfort level with are Raijin Raiden because of the Doomsday-ish simple but efficient approach, and Ace Of Knaves Joker because he's a relentless top tier killing machine. Beyond that, it's all Sabbath all the time. Once you finally get used to B1 1+3 timing and spacing out your F2's so you don't get D2'd out of your shoes, it's hard to feel settled elsewhere.It takes me FOREVER to feel comfortable with a new character. Kollector and kitana are my only secondaries. I get annoyed playing against spawn but I'm getting curious if I'd enjoy playing him. Guess I gotta grind it out lol.
Slow, really? I messed around in the lab and his back and fwd walk speed seem the same if not a little faster than noob's. His dashes are stupid better.He's frustratingly slow for me. The only other people I've been close to Noob comfort level with are Raijin Raiden because of the Doomsday-ish simple but efficient approach, and Ace Of Knaves Joker because he's a relentless top tier killing machine. Beyond that, it's all Sabbath all the time. Once you finally get used to B1 1+3 timing and spacing out your F2's so you don't get D2'd out of your shoes, it's hard to feel settled elsewhere.
That's true. Maybe it's just because he's a big floaty body type, like an Injustice Power character VS an Acrobatic type. I need to go back to the lab and try him out again in V3.Slow, really? I messed around in the lab and his back and fwd walk speed seem the same if not a little faster than noob's. His dashes are stupid better.
I believe you have to unlock them in the towers first. 30% or lower for the upshadow brute and 50% or more health for the ghost ball bruteDoes anybody know how to do the mb slide/up clone, and ghost ball brutalities? Do you need to unlock them first somehow? I heard the slide was be below 30% but that didnt work, is there a button input too?