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Noob Saibot General Discussion Thread

Zer0_h0ur

XBL tag: South of Zero
Dark Automata mask is back in the store.
After wasting 8 million coins on that dumb shrine for ugly ass kano masks and geras backpacks
 
Just made it to God for the first time and I've been playing Seeing Double exclusively since the patch (and Kabal against Geras). Got more win streaks than ever and finished my KL run with a W/L difference of 20 which is pretty good for my own standards and goals.

My opinion on the variation stands, I feel very oppressive and way more in control of the match with Seeing Double, mostly because F221 is a great move and it's now safe, it also has some mixups (although not real) in F22, Ghost Ball (kinda easy to see and dodge), F221, Grab and F221, Ghost Ball (this one works a lot because people panic while waiting for the Slide that never comes). B3, Slide also works great to bait wake ups and hit them. And to be honest I've been melting health bars even before I have the opportunity to use the KB.

One of the matches right before the promotion was against a salty Scorpion/Cetrion that asked me if I even knew any combos with Noob and I said I do with Black Sabbath but I don't need to prove him anything. This made me question this aspects of both variations. Seeing Double makes the neutral game, spacing and whiff punishing much more fun but I do miss the feeling of hitting lengthy combos and optimals with BS, which isn't a problem because I can easily switch variations and have a blast with it.

Conclusion:
This game has a lot of all around good characters like my back up, Kabal, for example. I think Noob is one of the most honest ones, he does gives up something to get something in return. Both variations have something the other doesn't and both also have weaknesses. I think SD is maybe even more than viable in KL now and I hope to see some Noobs rocking SD in tournaments in the future, even though we probably lost HoneyBee to D'Vorah, I think BeyondToxin might attempt something in future events.
 
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Zer0_h0ur

XBL tag: South of Zero
Just made it to God for the first time and I've been playing Seeing Double exclusively since the patch (and Kabal against Geras). Got more win streaks than ever and finished my KL run with a W/L difference of 20 which is pretty good for my own standards and goals.

My opinion on the variation stands, I feel very oppressive and way more in control of the match with Seeing Double, mostly because F221 is a great move and it's now safe, it also has some mixups (although not real) in F22, Ghost Ball (kinda easy to see and dodge), F221, Grab and F221, Ghost Ball (this one works a lot because people panic while waiting for the Slide that never comes). B3, Slide also works great to bait wake ups and hit them. And to be honest I've been melting health bars even before I have the opportunity to use the KB.

One of the matches right before the promotion was against a salty Scorpion/Cetrion that asked me if I even knew any combos with Noob and I said I do with Black Sabbath but I don't need to prove him anything. This made me question this aspects of both variations. Seeing Double makes the neutral game, spacing and whiff punishing much more fun but I do miss the feeling of hitting lengthy combos and optimals with BS, which isn't a problem because I can easily switch variations and have a blast with it.

Conclusion:
This game has a lot of all around good characters like my back up, Kabal, for example. I think Noob is one of the most honest ones, he does gives up something to get something in return. Both variations have something the other doesn't and both also have weaknesses. I think SD is maybe even more than viable in KL now and I hope to see some Noobs rocking SD in tournaments in the future, even though we probably lost HoneyBee to D'Vorah, I think BeyondToxing might attempt something in future events.
Maybe I need to give myself more credit bc I been doing really good by my standards and about to hit Demi God, which a month ago I would have thought was impossible.
I keep telling myself it's bc the opposition doesn't know the match up, but everything you say I agree with.
Whiff punishing with f22 freaking devours their health bar. I've been beating people with a 30-40% win probability with regularity lately.

I do miss the combos but honestly the few times I landed one half resulted in breakaway, one fourth resulted in me miss timing my optimal lol.
With seeing double I'm maintaining space and controlling the neutral. With the opponent at a big health deficit, you can start to back away and SD defensive options really begin to shine.

I hardly throw that often since I been using SD, I noticed.
 
Maybe I need to give myself more credit bc I been doing really good by my standards and about to hit Demi God, which a month ago I would have thought was impossible.
I keep telling myself it's bc the opposition doesn't know the match up, but everything you say I agree with.
Whiff punishing with f22 freaking devours their health bar. I've been beating people with a 30-40% win probability with regularity lately.

I do miss the combos but honestly the few times I landed one half resulted in breakaway, one fourth resulted in me miss timing my optimal lol.
With seeing double I'm maintaining space and controlling the neutral. With the opponent at a big health deficit, you can start to back away and SD defensive options really begin to shine.

I hardly throw that often since I been using SD, I noticed.
And to be honest, whiff punishing with F221 and jailing D3 into F221 has nothing to do with matchup knowledge. And I'd say neither does the slide itself on neutral. We all know about Scorpion's TP or Sub Zero's Slide, do we defend against them every single time? I know I don't.
The only thing I see getting worse with time is the Ghost Ball. But I don't even know about that. There are a lot of bad moves in this game that work way more than they should simply because we're regular people playing ranked, people have different knowledge of match ups, some are lazy, some really put time into learning everything. I'm against the idea of completely taking a move out of your playbook, I think it's always worth it to check your opponent. Noob players on KL would be as surprised as I was when I noticed how many Demi God players panic against Ghost Ball thrown on neutral from midscreen.
 

TheGlow

Retired Noob
I dunno, I see many say F22 is great but I have horrible luck. I get low profiled/d2'd or I get some weird behavior like jump of Sub while he whiffs something and hit box porn avoids the hits.
Also whats with jailing? I know the idea, so just do a d3 and F22 after and forces a stand?
I've yet to try Seeing Double. Scared of change after drilling all those combos into my head. So pretty much its just F221 slide amps?
 
I dunno, I see many say F22 is great but I have horrible luck. I get low profiled/d2'd or I get some weird behavior like jump of Sub while he whiffs something and hit box porn avoids the hits.
Also whats with jailing? I know the idea, so just do a d3 and F22 after and forces a stand?
I've yet to try Seeing Double. Scared of change after drilling all those combos into my head. So pretty much its just F221 slide amps?
Do you play any other whiff punishing based characters? If you do it's the same concept, play the footsies game, make them whiff and F221 them in the face. You can also gamble with it and be patient to all of a sudden throw it on the neutral, it works sometimes. Jailing, from what I know (I'm not a FG expert) means that if you hit the D3 and immediately do the F221 if they press any buttons that aren't the Block one they'll get hit. So basically they think it's their turn, try to poke back and get F221, Slide (24% 2 Shadow Moves) in the face.

As for Seeing Double, the only real combos you'll do are wall combos, outside from that it's just F221, Slide. 113, Slide. B1,1+3, Slide. It's more of a mentality change than adapting to a bunch of different combos.
 

Sanjo

Noob
Ok, I'll try To give my 2 cents on the latest questions. About jailing, you can jail almost anything from d1 : 11, 21, f22, and even 10f f3 (although punishable) ; regarding d3, it not only jails into f22, but also dash 11. D4 lost most of it interest as a poke since d3 is so much better for this.
About whiff punish, I think that b1 and b3 are the best. F22 is very good for zoning purpose and pressure with it's multi-layers of staggers and traps...but do not use ghost ball as you will get punished by good players or just lose dmg for a kinda safe set up that will not hit its target.
F3 used To be noob's best aa with the most reward. But now, d4 is the best because it's faster and low profile. And of course, db4.K
 

Wetdoba

All too easy...
Cancelling into ghostball on block will get punished by anyone decent on reaction I have no idea how you are getting away with that lol, that is not real at alll
 

Dante

Noob
F3 is still better imo but yeah whatever works for you.
D4 is still very very good on hit especially in corner.
I only use ghostball after ex slide lol. Doesn't work but it's not like there are many options
 
Cancelling into ghostball on block will get punished by anyone decent on reaction I have no idea how you are getting away with that lol, that is not real at alll
I've stated this myself. I also said it's worth doing once because you never know who the other guy is.
I'm at this exact moment playing a KOTH with friends on Demi God and they literally told me "It's not easy to avoid the Ghost Ball after F221 if you're expecting the Slide Amp."

As I said before, it's a gamble, do it at your own discretion guys. On our level it should work at least once per match. Maybe save it for the clutch.
 

Sanjo

Noob
F3 is still better imo but yeah whatever works for you.
D4 is still very very good on hit especially in corner.
I only use ghostball after ex slide lol. Doesn't work but it's not like there are many options
Dash dash is better. Getting grounds.
 

Dante

Noob
Sure, depends on the character and health lead

I'm mostly saying that this is a chance to use this.

Also rankings don't mean much
 
They don't mean how good a player truly is but they mean that he played against a fair amount of different people with different skill levels. The level of the players I play against should mean that they know about Ghost Ball (assuming it's a stupid move and a 5yo should know about it), and even though they do, they still panic and get hit by it when you break the pattern you've been doing and do something they weren't expecting. It definitely worked much more often than not. Will it work a week or two from now? I don't know. I still get hit by Lao's TP from time to time when the pressure is on and the match is on fire.
 

Zer0_h0ur

XBL tag: South of Zero
Patience, work him into the corner bc he has no teleport, reversal every fireball with spirit ball (you win that trade), and learn to dash after a blocked up skull. When you're in close you have to know his safe strings and realize you can S1 him out of his D3 U2 string or whatever that low high is that every shang tsung uses. S11 spirit ball that shit, once he's in the corner go in dry.
 
SonicFox just released a Noob tutorial. I think he's a little bit enamored with the character's potential and his strengths on paper but I really appreciate that he did it. He's always very enthusiastic in his guides almost as if he forgets breakers and wakeups are a thing and especially with Black Sabbath it might get so hard to get a launcher that sometimes it feels like they break out of your combos every time you get one.

That said he learned a wall combo on the fly with BS that I've never seen before, maybe somebody already found out about it but I've never seen it. He basically went "212, 3 into Spirit Ball, D1, B1,1+3, TeleAMP, B1,1+3, Tele" for 430 damage 1 bar.
 

NRF CharlieMurphy

Kindergarten Meta
Patience, work him into the corner bc he has no teleport, reversal every fireball with spirit ball (you win that trade), and learn to dash after a blocked up skull. When you're in close you have to know his safe strings and realize you can S1 him out of his D3 U2 string or whatever that low high is that every shang tsung uses. S11 spirit ball that shit, once he's in the corner go in dry.
And you ahve to know that Shang punishes b1 1+3 for a full combo.
 

Zer0_h0ur

XBL tag: South of Zero
Yeah anyone that punishes b1 1+3 you gotta keep that in mind.

On a side note, I'm having ridiculous trouble canceling B1 into shadow slide for some reason. I sit there staring at my hands not getting why I can't do it.