Thanks
@M2Dave !!! it's updated now with the info.
If he really does have a 9 frame mid B1, this dude is going to be scary af up close AND far away lol.
b+1 has 9 frames of start, but b+1,1+3 is -17 on block. There is a lot of push back so you are unlikely to be punished by a normal attack. b+1,1+3 can be hit-confirmed into the launching EX tele-slam for a combo. The most damaging mid screen option that I have found thus far is dash, f+3, f+2,2,1,2. For those people who do not have the game yet, f+3 is a launching high kick while f+2,2,1,2 is a long string. The last hit cannot be special canceled. 1,1,3 also guarantees an EX tele-slam. Both b+1,1+3 and 1,1,3 lead to about 33% of damage after EX tele-slam.
The following are my miscellaneous thoughts about Noob after practicing and playing, or rather attempting to play, some competitive matches.
- the first tournament variation, Seeing Double, is severely lacking. Ghost ball is unblockable but starts up in 42 frames. Shadow slide is too unsafe on block. Tele-slam can be performed in the air, but the EX version does not pop up. Unless I am missing something, this variation is worthless.
- the second tournament variation, Dark Sabbath, is much better. The spirit ball, which looks just like the ghost ball, is blockable but starts up much faster. This move is currently one of the better projectiles in the game because of its traveling speed and damage. Dark Sabbath also gives you access to the launching EX tele-slam and the aerial sickle port, which I need to explore a lot more.
- the shadow tackle has less recovery frames than in Mortal Kombat 9 but is much slower on start up. If Noob gets hit, the shadow tackle disappears, which is a major issue in projectiles wars.
- b+2 and f+4 are Noob's best footsies tools. They are -5 and -7 on block respectively. From what I have observed, there are no more 6 frame low pokes and special moves so I would not worry too much about the -7 on block. b+2 and f+4 also knock the opponent down very far away on hit. The only problem is that they lead to no significant damage as they are not special cancelable. b+3, which is the last long range footsies tool, special cancels into EX tele-slam, but the move only hits once, recovers at -16 on block on its own, and the special cancel window into the EX tele-slam at farther ranges is kind of weird to me.
I could probably write five more paragraphs, but I just wanted to share my initial impressions. By the way, when you guys get access to the game, make sure to go to kustomize, choose Noob, and find the abilities tab. Tap 1 and choose the variations with a trophy next to them. Those variations are the official tournament ones so you are not wasting your time practicing moves that will be banned in tournaments. LOL.