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Noob Saibot General Discussion Thread

Kiss the Missile

Red Messiah
Here I am, yet again, trying to jump back on the Noob train. Prob the 4th or 5th time I've tried but I think we might stick this time. Still using Variation 2. God damn are those optimals hard online. Timing the b1 after Tele Slam 1,1,3 is always a nightmare.
 

Zviko

Noob
The random towers that pop up? Ive completed the character towers
Yes. Some of those towers that pop up are Noob towers that have brutality as a reward. But you can also beat other towers (those that only have 1 boss tower) and if you beat it with good enough score you unlock brutal difficulty which if you beat it it can give you a brutality for a character you beat it with. That's the easiest and fastest way to farm brutalities. Except for DLC characters released after Joker. It doesn't work for them for some reason unless they fixed it.
 

Zer0_h0ur

XBL tag: South of Zero
After exploring other chars I think Noob has the shaft in terms of brutalities. The endless shadow portal one is only available in Dark Sabbath, thats like THE trademark noob brutal imo
 

NooBooN

I Am Thee Noob Saibot
This character will actually be fun to use now.

The combination of slide and spirit ball ought to be strong in the neutral.
Hes always been fun to use imo. But this a huge for us. Spirit ball slide and EXtele combo pretty much covers up alot if not all the holes he had in his game.
 
Hes always been fun to use imo. But this a huge for us. Spirit ball slide and EXtele combo pretty much covers up alot if not all the holes he had in his game.
These will be pretty much the go-to variation moves to cover much of his holes. Or which other moves do you guys think would be useful?
 
Anti zoning variation could be air tele, amp tele combo, and slide?? Not the best anti zoning character, but good for Noob maybe?? Just a loadout to have in our pocket for like Cetrion.
 

Mandolore1123

Man of Science Who Wields the Living Lightning
Anti zoning variation could be air tele, amp tele combo, and slide?? Not the best anti zoning character, but good for Noob maybe?? Just a loadout to have in our pocket for like Cetrion.
Not sure if I’d trade the spirit ball for a AMP tele. I think just the air teleport will be quite useful against low projectiles to punish for a nice 16% and we’ll be back into range for more offense. Not sure though
 

STB Sgt Reed

Online Warrior
Premium Supporter
Anti zoning variation could be air tele, amp tele combo, and slide?? Not the best anti zoning character, but good for Noob maybe?? Just a loadout to have in our pocket for like Cetrion.
This is what I went with. Air tele for cheeky jump kick combos that net around 300 for a bar if you have the tele combo special.

Tele combo for easy high damage combos and easy to hit confirm into.

Slide for zoning and keep away.
 
Not sure if I’d trade the spirit ball for a AMP tele. I think just the air teleport will be quite useful against low projectiles to punish for a nice 16% and we’ll be back into range for more offense. Not sure though
Very interesting. That could be a fun load out to test. And yeah trading with spirit ball is often in Noob's favor, although characters that have a low fireball would be a problem imo. that said some of them low profile the tele too :/

Personally I'd love if the overhead move from V3 got buffed and/or fixed (as in I can cancel into it off strings, even in the corner, etc). Playing Noob with spirit ball, slide, and the overhead would be a super fun zoning version of Noob. Kinda reminisce of MK9 (minus the cool portal set ups).
 

Mandolore1123

Man of Science Who Wields the Living Lightning
Very interesting. That could be a fun load out to test. And yeah trading with spirit ball is often in Noob's favor, although characters that have a low fireball would be a problem imo. that said some of them low profile the tele too :/

Personally I'd love if the overhead move from V3 got buffed and/or fixed (as in I can cancel into it off strings, even in the corner, etc). Playing Noob with spirit ball, slide, and the overhead would be a super fun zoning version of Noob. Kinda reminisce of MK9 (minus the cool portal set ups).
I know you can do AMP overhead into a teleport for like 20% from full screen, but that’s to be labbed further once everything comes out, who knows what they’ll change at this point
 

M2Dave

Zoning Master
Royal Contributor
Personally I'd love if the overhead move from V3 got buffed and/or fixed (as in I can cancel into it off strings, even in the corner, etc). Playing Noob with spirit ball, slide, and the overhead would be a super fun zoning version of Noob. Kinda reminisce of MK9 (minus the cool portal set ups).
The overhead clone kind of sucks. If I recall correctly, the move starts up in 33 frames, is unsafe on block unless you amplify, and disappears on trades like the tackle.

Spirit ball, slide, and aerial tele-slam will be the best zoning and anti-zoning variation. Anti-zoning zealots will equip anti-projectiles moves, though, in which case we equip shadow portals, sickle snag, and another special move of your choice as the most effective and most damaging rush down variation.

... assuming none of the special moves get normalized or the slots get altered. LOL.
 

Cashual

PSN: Cansuela
This character will actually be fun to use now.

The combination of slide and spirit ball ought to be strong in the neutral.
Having slide and amp tele is a dream come true!! I have wanted to play him so bad, and now I have a reason to. I found seeing double to be incredibly boring.
 

ErmacMKX

Noob
So is Tele Amp, slide and sickle snag not a good option? Looking for a combo heavy variation but I guessing giving up a projectile is a lot. However there still is the shadow tackle.
 
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Mandolore1123

Man of Science Who Wields the Living Lightning
So is Tele Amp, slide and sickle snag not a good option? Looking for a combo heavy variation but I guessing giving up a projectile is a lot. However there still is the shadow tackle.
You can if you’re just looking for damage and you’re confident you can get in and open people up, but I personally feel that if you have slide then sickle snag isn’t really needed. Sure you might get nice damage off F221 and other combos, but since it doesn’t count towards the clone KB so I’d prefer doing the solid 25% and get the KB requirement filled up quickly. I will lose out in damage but I’d get better neutral with the spirit ball which is a 9% projectile that’s very fast and offers a +5 restand. But that’s just play style preference in the end
 

Slymind

Noob
This character will actually be fun to use now.

The combination of slide and spirit ball ought to be strong in the neutral.
Dark Sabbath is easilly one of the most fun variations to use. Seeing Double is what is boring, which also happens to be the most optimal way to play him.
 

Mandolore1123

Man of Science Who Wields the Living Lightning
So is Tele Amp, slide and sickle snag not a good option? Looking for a combo heavy variation but I guessing giving up a projectile is a lot. However there still is the shadow tackle.
I saw this video and instantly thought of your post. You can get meterless safety at the cost of turning Noob into a wholly brawler character and save bar to do 50% combos. So like I said earlier if you‘re confident about getting in then you can replace the slide for shadow strike and get the higher chance that you will have bar to cash out damage without sacrificing safety
 

ErmacMKX

Noob
I saw this video and instantly thought of your post. You can get meterless safety at the cost of turning Noob into a wholly brawler character and save bar to do 50% combos. So like I said earlier if you‘re confident about getting in then you can replace the slide for shadow strike and get the higher chance that you will have bar to cash out damage without sacrificing safety
Clutch video, thanks
 

Apex Kano

Kano Commando main MKX
I build Noob as his MK9 version of himself, and been having fun with him since day 1

MK9 build consist of using his 1. Shadow Slide 2. Air Shadow dive 3. Sickle toss
So he plays exactly like he did in MK9 where I can throw shadows all day long and giggle. He has a OH projectile, low projectile, then a air jump projectile, along with his Shadow run. Very fun to run this build and remember the MK9 days. This build relies on shadow use and not so much on hand to hand obviously
 
I think ketchup might have something there. Using that safe, meterless low special. Noobs slide plus sickle snag/tele combo is gonna eat up meter like crazy.

Also I think another potential good load out would be like a suped up v1 set up with slide, dive kick, and your choice of spirit ball or air tele. Dive kicks not the best but i had a lot of success with it when i played V3, made people hesitate to anti air me and from the right distance it can be safe(ish). Most importantly tho this build would make the clone KB practically guaranteed every match. For whatever thats worth.