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Noob Saibot General Discussion Thread

D1 into s1 seems to jail now (d1 plus 13 on hit).

d3 has push back up close (did it always???), and s1 doesn't reach to jail and neither does b1. And maybe I'm crazy, and i could be wrong, but the range on b1 feels like its been reduced.

Also f3 when done in the bnb seems to launch not as high and the combo feels a lil bit tighter (could be wrong here also, or might be because of reduced b1 range?)
 

Zer0_h0ur

XBL tag: South of Zero
D1 into s1 seems to jail now (d1 plus 13 on hit).

d3 has push back up close (did it always???), and s1 doesn't reach to jail and neither does b1. And maybe I'm crazy, and i could be wrong, but the range on b1 feels like its been reduced.

Also f3 when done in the bnb seems to launch not as high and the combo feels a lil bit tighter (could be wrong here also, or might be because of reduced b1 range?)
Can D3 jail into 212 like always or did that pushback fuck that over?
 
Can D3 jail into 212 like always or did that pushback fuck that over?
Fucked over.

I have the AI set to jump btw, not sure if I'm testing stuff right.

d1 doesn't jail into 212, the first 2 bops them out of the air and the rest of the string whiffs.

HOWEVER, d1 and d3 both jail into f2. Can't remember if thats new??
 
Down 1 recovers longer now on hit as well so corner combos are a bit tighter now and you can't do as many D1s as before.
lol, oh my god did they seriously restrict combos??! Maybe ts just me but for the life of me I can't do the 113 amp slide d1, d1, d1 slide bnb in the corner. Can't even do it with one d1. Best i can do is 113 amp slide d1 slide.

EDIT: Nevermind, timing is just different. Can do 113 amp slide d1 into whatever.
 
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NooBooN

I Am Thee Noob Saibot
I know this is never gonna get addressed but i still wanna complain about it. Noobs big shadow hit box STILL dogshit:mad:
 

Zer0_h0ur

XBL tag: South of Zero
Noobs d3/d4 into slide cancel mind game took a hit. Easily interrupt able with a d1.
D4 into slide at max range is not, however.
 

Zer0_h0ur

XBL tag: South of Zero
Mid screen Teleport optimals are funky with the new input buffer. Like I can time the dash as usual but the 113 micro into 113 come out funky.

Anyone find it easier? harder? Prob just need more practice. BC theoretically it should be easier.
 
Can anyone help me out with a couple things as I try to pick up Noob? With legal customs, what is/are his optimal loadouts? Second, what are optimal 1-bar and 2-bar BnBs post-patch? Thanks much!
 

dribirut

BLAK FELOW
Royal Contributor
What are the advantages of equipping overhead sickle toss?
Maybe its an online thing but it def catches a lot of people ducking the high forceball. slide with fast forceball is already very good. Sickle toss is just the gravy on top. Not sure if it actually is better than having the fast forceball, low slide, and the combo teleport but its just fun.
 
Maybe its an online thing but it def catches a lot of people ducking the high forceball. slide with fast forceball is already very good. Sickle toss is just the gravy on top. Not sure if it actually is better than having the fast forceball, low slide, and the combo teleport but its just fun.
When I mained Pitch Black, a lot of people tried to crouch block full screen and then I would throw out Sickle Toss and either combo into teleport or fatal blow. I caught so many ppl like that. So, it does have some surprise factors that reluctant opponents have to respect.
 

M2Dave

Zoning Master
Royal Contributor
Can anyone help me out with a couple things as I try to pick up Noob? With legal customs, what is/are his optimal loadouts?
Well, shadow slide is a requirement because every string becomes safe on block.

Spirit ball is arguably also a requirement because of its traveling speed and damage.

For the third and final slot, you can equip the sickle toss for zoning, the aerial tele-slam for anti zoning, or the shadow portals for damage.

The sickle toss, as I have found out very recently, is one of those rare projectiles that counts as a physical attack, meaning that the move ignores projectile parries, reflects, absorptions, etc. The start up and recovery frames are anything but impressive, but the move serves its purpose as a full-screen mid attack, which Noob lacks. Amplified sickle toss guarantees a teleport on hit for 20% of damage, which is nice.
 

Mandolore1123

Man of Science Who Wields the Living Lightning
The sickle toss, as I have found out very recently, is one of those rare projectiles that counts as a physical attack, meaning that the move ignores projectile parries, reflects, absorptions, etc. The start up and recovery frames are anything but impressive, but the move serves its purpose as a full-screen mid attack, which Noob lacks. Amplified sickle toss guarantees a teleport on hit for 20% of damage, which is nice.
Helps you get straight back in too. Will definitely experiment with this move a bit more when I have the time. I'm also considering a load out that has AMP tele, air tele and slide against characters that have a big reliance on low projectiles or projectiles that can easily low profile spirit ball. This allows every successful read on teleports to pay off big time and helps Noob even out the life lead. Do you think it would be viable? Or would you rather take the 16% and leave spirit ball in for restands in the corner?