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Noob Saibot: The COMPLETE Guide

D. R.

Noob
"FEAR ME!!!!!"

NOOB SAIBOT:
The COMPLETE guide by D. R. for the malevolent Shadow Wraith


This all in one comprehensive guide will be split into three parts: Noob Saibot: Understanding the Character, Noob Saibot vs. _________ and Noob Saibot: Omnium-Gatherum. If you still have any questions after this, feel free to ask them in the Noob Saibot: Q & A Thread.


Noob Saibot: Understanding the Character
UPDATED – 5/29/2012:


Backstory:

“Noob Saibot's origins are unknown, but he is likely a revenant: a fallen warrior resurrected by the Netherrealm sorcerer Quan Chi to fulfill a dark objective. Noob has been assigned to aid Shao Kahn in his acquisition of Earthrealm. A faithful servant and a recent addition to the Brotherhood of Shadow, he will obey his master, Quan Chi, and complete his mission. But he is biding his time. Noob Saibot has a dark objective of his own.” (MK9)

“Reincarnated in the darkest of all realms, the Netherrealm, Noob Saibot, once known as Bi-Han in his former life, is the very incarnation of evil. Before becoming a wraith, he was once Sub-Zero, an assassin among the most powerful of Lin Kuei. As Sub-Zero's name, clothes, and cryomancer powers would suggest, he was icy and distant. In all aspects, he was a cold-blooded and violent assassin absolutely dedicated to his clan, the Lin Kuei. While essentially neutral, his soul had become dark and corrupted from years of violence and remorseless killing.

When he died in the first Mortal Kombat tournament at the hands of Scorpion, his soul, corrupted by years of violence, descended to the Netherrealm. The evil within his soul was released, stripping him of pride, compassion, and everything else "human." He was resurrected by the sorceror Quan Chi to serve under him in the Brotherhood of Shadow. Though he shows a facade of loyalty in the service of Quan Chi and Shao Kahn, his ultimate allegiance is to himself. Noob wishes not only to remain in the Netherrealm, but to conquer and rule it.” (MK Wikia)


Synopsis:

Noob is typically labeled as a “zoner” type character, with fast, effective, fullscreen zoning tools, albeit unsafe otherwise. His saving grace and best move is his shadow upknee, an anti air, somewhat spammable special that grants moderate frame advantage on block and knocks down on hit. Noob’s throw is untechable by the opponent and puts him in a great position to either throw a shadow slide or tackle, commit to pokes, or bait a wake up attempt and punish accordingly. He possesses strings that are quite slow on start up that do decent chip damage and build quite a lot of meter on block, but do mediocre midscreen combo damage since he has no standing launcher or special that lengthens a combo. He can end combos with a tackle or slide to push the opponent far away to continue zoning, end in an untechable knockdown with his teleport or end in a portal which can lead to potential reset options. In the corner however, Noob is EXTREMELY dangerous with his high damage output, upknee spammage controlling jump out attempts, and numerous reset options on hit and block.


Guide Nomenclature:

Neutral Jump :fp or :bp: njP

Jump In :fp or :bp: jiP

Jump In :fk or :bk: jiK

High Attack That Can Be Ducked: High (Abbreviated H)

High Attack That Can’t Be Ducked: Special High (Abbreviated Sp.H)

Medium Attack: Mid (aka Overhead, Abbreviated M)

Low Attack: Low (Abbreviated L)

”Green Explosion” Glitch: (GE)

Normals That Can Be Cancelled Into Specials For A Combo On The Ground: “Links”

Normals That Can Cancel Into Specials, But Will Not Combo On The Ground: “Cancellable”

Dash Forward: :r:r,

Dash Backward: :l:l,

Link Into: xx

Enhanced Version: :ex

Anti-Air: AA

X-Ray: :x


Specials & X-Ray:

Ghostball / Spiritball: :d:r:fp H, (0% / :ex3% Damage), 27~55 Frames
-Projectile that makes the opponent unable to block for about 2 seconds, granting potential free damage. Great in the corner for mind games, but gimmicky and kind of a gamble anywhere else. Unsafe on block upclose and punishable by fast specials from one character length away.
-:ex makes the opponent unable to block and reverses direction inputs, putting Noob in a very favorable position for free damage. Fantastic in the corner for resets if Noob commits, but is not 100% guaranteed. (Refer to the “Resets” section for more info.)

Black Hole / Darkness (Above Opponent): :d:l:bp Unblockable, (3% / :ex4~11% Damage), (78 / :ex 51 Frames)
-Used to force movement out of the opponent. Recovers fairly quick and is only punishable upclose at the start of the animation. Also referred to as “portal.”
-:ex comes out very fast and right on top of the opponent, but is still seeable and easy to jump out of. Use sparingly.

Black Hole / Darkness (Behind Opponent): :d:r:bp Unblockable, (3% / :en4~11% Damage), (78 / :ex 51 Frames)
-Used to force movement out of the opponent. Recovers fairly quick and is only punishable upclose at the start of the animation. This is the portal to cancel strings into for a potential reset. (Refer to the “Resets” section for more info.)
-:ex version is the same as the above portal.

Black Hole / Darkness (Front of Opponent): :d:r:l:bp Unblockable, (3% / :ex4~11% Damage), (78 / :ex 51 Frames)
-Used to force movement out of the opponent. Recovers fairly quick and is only punishable upclose at the start of the animation. Can be used as a sort of “safety net” trap by Noob if the opponent is close since Noob will then drop the portal over or somewhat behind himself, causing any physical retaliation from the opponent (without armor) to get caught in the portal. Not the best strategy by far, but useful if you have a huge life lead and want to end the fight. Otherwise, useless.
-:ex version is the same as the above portal.

Shadow Charge / Saibot Charge: :d:r:fk M, (8% / :ex11% Damage), 11~32 Frames
-Commonly referred to as shadow tackle or simply tackle, Shadow Charge is Noob’s main projectile. It’s great to use at halfscreen to fullscreen for zoning and to end combos, knocking the opponent nearly fullscreen away to continue zoning. Unsafe on block upclose and punishable by fast specials from one character length away. Very bad on whiff.
-:ex does a dismal 3% more damage and is ridiculously unsafe on whiff. Aside from beating out certain character’s counter projectile specials, it is completely useless. Do not use!

Shadow Slide / Saibot Slide: :l:r:bk L, (7% / :ex10% Damage), 14~40 Frames
-Noob’s low option projectile used to check the opponent’s block and used for 50/50 purposes with his tackle and select overhead strings, albeit unsafe upclose. Punishable on block upclose and by fast specials from one character length away. Very bad on whiff.
-:ex does 3% more damage and flips the opponent forward towards Noob. If the opponent is close, it allows a potential dash cross up if the opponent quickly gets up, allowing for a virtually free throw attempt, continued pressure, or if they roll back (or mash out), a baited wake up to be punished. Not foolproof, but effective if the opponent is caught off guard.
*Note: Noob's slide has different hitbox properties depending on his stance. When Noob's left leg is in front, his slide will hit the opponent's front leg and when his right leg is in front, his slide will hit the opponent's back leg.

Shadow Upknee / Saibot Upknee: :d:l:fk Sp.H, (6% / :en9% Damage), 16 Frames
-Noob’s best move and go to anti-air option. Can be used offensively and defensively as a pressure tool, makes strings and pokes completely safe when cancelled into, recovers very quickly, and gives about +1 frame advantage. Can be stuffed at the beginning of the animation, but is otherwise perfect. Considered a projectile, so immune to breaker attempts. Abusable in the corner. (Refer to the “Close Quarters” section for more info.)
-:ex launches the opponent very high for additional special follow ups or portal reset attempts midscreeen. Very damaging when used in corner combos.

Teleport Slam / Teleport Smash: :d:u H, (10% / :en14% Damage), 27 Frames *Can be done in air
-Noob’s teleport that slams the opponent into the ground similar to his throw, but leaves the opponent even closer, causing an untechable situation. Very unsafe on block and can be ducked. Use sparingly outside of combos.
-:ex does 4% more damage and yields the same results as the regular version. Pointless to use unless you absolutely know you will punish an opponent’s mistake with it.

:x Together Again: :fk+:bk+:blk (flip stance + block) Sp.H, 3 Hits, 36% Damage, 33 Frames
-A projectile based X-Ray that comes from behind the opponent. Decent as an anti-air and against projectile happy opponents if timed right. Can be linked into through strings and certain juggles. Noob has armor upon activation and it is safe and plus frames on block.
-The downside is right after activation, Noob loses his armor, so he can be hit out of it fairly easy, causing it to disappear and basically be a waste of meter. Also, if Noob activates it while being crossed up, the X-Ray sometimes won’t even come out and Noob will have burned all his meter. Don’t throw this out foolishly. Stick to linking it after certain strings for easy, big damage.


Normals & Strings:

Throw: :fp+:fk (R1) for back throw or :r:fp+:fk ( :rR1) for front throw, H, 12% Damage, 10 Frames
-Noob’s throw is untechable (The opponent can not roll back instantly) by the opponent and puts him in a great position to either throw a somewhat free shadow slide or tackle, slightly dash and commit to pokes, or bait a wake up attempt and punish accordingly. (Refer to the “Close Quarters” section for more info.)

Front Punch: :fp H, 3% Damage, 11 Frames
-Good poke that links into shadow specials, is an anti air option, and combo filler. (Refer to the “Close Quarters” section for more info.)
Saibot Blast: :fp:bp H, Sp.H, 2 Hits, 9% Damage
-A decent string that covers a lot of distance quickly. It’s mainly used as combo filler and is cancellable.

Back Punch: :bp H, 3% Damage, 9~10 Frames
-Fastest standing attack mainly used for punishment purposes. Links into shadow specials.
Assassinate: :bp:fp:bp H, Sp.H, Sp.H, 3Hits, 12% Damage
-Used mainly for punishment purposes on blocked, unsafe, grounded specials, i.e. Sub-Zero’s Slide and Kung Lao’s Spin. Is somewhat hit confirmable, safe and links.

Front Kick: :fk H, 7% Damage, 26 Frames
-Very slow high that gives moderate frame advantage on block and hit. Used as combo filler in the corner and on select portal resets, otherwise somewhat useless.

Back Kick: :bk Sp.H, 9% Damage, 18 Frames
-A decent range, somewhat fast special high kick that is used as combo filler in the corner on select combos, anti-air’s jump in attempts to a slight degree, does not link and is not cancellable. Pretty much useless midscreen.

Saibot Strike: :l:fp Sp.H, 5% Damage, 21 Frames
-Long range poke with a somewhat slow startup. Great for checking the opponent and/or starting an offense. (Refer to the “Close Quarters” section for more info.)
Sneaky Saibot: :l:fp:bp:r:bk Sp.H, Sp.H, L, 3 Hits, 13% Damage
-The low option of Noob’s string. The second hit of this string causes a stagger stun on hit and links. Can be used for portal reset attempts as well. The third hit can be fuzzy guarded by a good opponent. The upside to this string is if Noob commits to using slide instead as the low option, but for some reason the second hit of this string whiffs, Noob will still at least get a low. Always stick with slide as the low option instead.
Evil Twin: :l:fp:bp:fp:bk Sp.H, Sp.H, M, Sp.H, 4 Hits, 16% Damage
-The overhead option of Noob’s string and his most damaging string midscreen. Covers a lot of distance, does great chip damage on block, and can be linked into upknee on the third hit to make it completely safe on block. The second hit of this string causes a stagger stun on hit and links. It can be used for portal reset attempts as well. The third hit on it’s own bounces and can link. Can be mixed with slide to create a great 50/50 against the opponent. The fourth hit sends the opponent flying on hit and can link.

Hook Punch::l:bp Sp.H, 5% Damage, 19 Frames
-Although a slow normal, it allows for numerous follow ups on block and hit, creating a 1 in 4 guess for Noob’s opponent. Used for combo filler and can link into shadow specials. (Refer to the “Close Quarters” section for more info.)
No Compassion: :l:bp:fp:bk Sp.H, M, Sp.H, 3 Hits, 13% Damage
-Noob’s easiest string to attempt a portal reset after. Also, since the second hit is mid, it can be mixed with slide to create another 50/50 against the opponent.

Sweep::l:bk L, 7% Damage, 22 Frames
-Very slow for a sweep, goes under high attacks.

Crouching Front Punch: :d:fp Sp.H, 2% Damage, 8 Frames
-Decent poke, slightly anti-airs and is cancellable. Used mainly for combo filler after an upknee.

Uppercut: :d:bp H, 12% Damage, 10 Frames
-Somewhat slow for a generic uppercut. Anti-airs and beats out most high attacks with fastest input, i.e. :d+:bp immediately input together.

Crouching Front Kick: :d:fk L, 1% Damage, 7 Frames
-Noob’s main offensive low poke option. When Noob does this attack, he gets really low to the ground, so it can be used to avoid the opponent’s cross up attempts. Completely safe on block, can be dash cancelled and is cancellable at anytime, preferably into upknee, to keep the opponent’s attack attempts in check. The only downside is the low damage output, but nonetheless, very abusable. (Refer to the “Close Quarters” section for more info.)

Crouching Back Kick: :d:bk L, 3% Damage, 12 Frames
-A cancellable low poke used to check the opponent’s guard and for combo filler at the end of long corner combos. Very good stationary poke on hit, but Noob loses offensive momentum on block. (Refer to the “Close Quarters” section for more info.)

Snap Kick: :r:bk H, 5% Damage, 22 Frames
-A long range, slow high kick that gives the slightest stun on hit. Useless.
Possessed: :r:bk:fk H, H, 2 Hits, 13% Damage
-A kick string that floats the opponent for a second when used in a juggle for a portal reset attempt. It can link into specials, but has goofy hit properties. It’s pretty much useless.

Point Kick: :r:fk Sp. H, 5% Damage, 17 Frames
-The key to maintaining a rushdown with Noob. (Refer to the “Close Quarters” section for more info.)
Reincarnated: :r:fk:fk:fk Sp.H, Sp.H, H, 3 Hits, 14% Damage
-A great string used for pressure purposes. The second hit in this string is in my opinion his best pressure tool. (Refer to the “Close Quarters” section for more info.) The third kick on hit causes a stagger stun and is cancellable.


...Kombat!!!:



Zoning:

Noob arguably has the best zoning in the game with the only downside being his shadow projectiles are very unsafe upclose and on whiff. His shadow tackle is a huge, fast moving overhead projectile that is hard to avoid and on hit, knocks the opponent down for another free shadow tackle attempt that must be blocked or be beat out with an invincible wake up attack. His enhanced tackle is only good for beating out Jade’s normal Glow and Nightwolf and Kenshi’s Reflects. Do not ever use otherwise. It is completely useless. His shadow slide is a low that on hit causes the opponent to slightly stagger back. The enhanced version of slide shouldn’t be used for zoning purposes since it brings the opponent closer. Kinda pointless if you’re trying to zone. Limit use of the enhanced slide for 50/50s with his string’s overhead options. Mixing up these projectiles with an occasional portal can create a nightmare for an opponent trying to get in. If the opponent manages to get close, be prepared to use an upknee to catch a jump over attempt against a possible tackle and anti-air them with it, then continue zoning. Noob can build a lot of meter and do chunks of chip damage if you zone correctly.


Close Quarters:

Noob suffers in close quarters combat due to his slow normals and low damage off of his strings, but he is not at all helpless. Below is a list of Noob’s go-to pressure tools and how to apply them during a fight to keep a solid offensive going:

1. :d:l:fk : This is Noob's best move, period. If you don't know what to do while close to your opponent, throw an upknee to keep them in check and/or make your strings have advantage afterward. It's completely safe, +4 frames on block and borderline spammable. It’s great for controlling space, especially once you have your opponent cornered, starting an offense, or retreating after it to play defensive zoning.

2. :d:fk : Noob's best poke. The one downside is it does a dismal 1% damage. But the pros greatly outweigh such a small con here. It's 7 frames, beats out all true high attacks, stuffs alot of attack attempts from the opponent, +3 against a standing opponent (+10 on hit against a crouching opponent!!!!), and can be dash cancelled into a throw attempt or rushdown, more d+fk's or cancelled into upknee for advantage. When in close with the opponent, spam the hell out of this move til you know what you want to do next.

3. :fp+:fk (Throw) : The best way to break your opponent's guard is always with a throw. Noob's throw is 10 frames, and untechable by the opponent, similar to his teleport, except the opponent recovers farther away. This means Noob recovers slightly faster then the opponent does, putting the opponent into a projectile 50/50. Before I do the 50/50 after the throw, I do a quick forward dash first. Remember this for later. The only way for the opponent to get out of the 50/50 is to commit to a wake up attack, which can be baited by the dash, blocked and in some cases, punished. Now, if you want to play a bit aggressive, and predict the opponent will just get up to attempt and block the 50/50, you can dash, not do the 50/50, and jump in with a kick or punch while the opponent’s blocking and start an offensive again which you can possibly end in a throw attempt, resetting the whole 50/50 projectile mixup. :l:fp is also a good option if you're positive the opponent will not spam wake up because the very tip of the punch will hit the opponent, setting up another free throw attempt or you can finish out the string. for chip or a combo on hit. If you freeze up your opponent and get the chance to throw, do it.

4. :fp : Noob's fastest standing poke used to mainly stuff moves and stop jump attempts. It's high, so be cautious when using it against characters with fast uppercuts and great high crushes. It can be dash cancelled on block for more pressure or linked into an upknee.

5. :r:fk:fk:fk : The mind games that this string can create is incredible. It's mainly used for rushdown purposes against a blocking opponent, but has several options to be cancelled numerous ways. :r:fk is Noob's best poke for when you are rushing down the opponent. Mainly used for chipping your opponent's life away on block, :r:fk is 17 frames, can be dash cancelled, has two consecutive hits, and can be linked into an upknee. :r:fk:fk is Noob's main poke string. You can somewhat loop this string into itself for a very solid rushdown that the opponent has to respect or try and jump out of. :r:fk:fk is dash cancellable and can also link into shadow specials. It recovers nearly instantly after a dash cancel, so use that to your advantage to keep an offensive going with more pokes, a throw attempt, or check your opponent's block with the last hit of the string or an upknee. The last hit of :r:fk:fk:fk is hard to hit confirm on it's own, but causes the opponent to slightly stagger on hit, so you can take advantage of that by either jumping in afterward to start more rushdown, or dash back to start zoning. Odds are though, when you commit to this string, you'll cancel it into upknee just to stay safe on instinct. The possibilities that this string combined with Noob's other pokes creates are endless.

6. :l:bp : Noob's big special high that on hit or block puts the opponent in a very bad situation. It is slightly slow at 19 frames, but recovers ridiculously fast after a dash cancel which causes it to seemlessly flow into more pokes and can link into shadow specials on it's own. Noob can cancel :l:bp into another :l:bp for good chip damage (2% a piece) and it can be mixed up with :fp or :bp to stop jab backs or jump out attempts and potentially score a free juggle. :l:bp can also be used itself to stop jump out attempts and has a special "float" property that allows a full combo afterward with :fp:bp, dash, :fp:bp, Teleport for decent meterless damage. :l:bp is used mainly in conjuction with the :r:fk:fk:fk string and all its variants. Once Noob does this move in the opponent's face, he is forcing a 1 in 4 guess down their throat. Lets begin. If Noob connects a :l:bp, he can;
A. Finish the :l:bp:fp:bk string for an overhead option into combo
B. Commit to a shadow slide, preferrably the enhanced version, for a low option
C. Dash cancel into more pokes and rushdown
D. Basically score a free throw attempt, though it will only connect if the opponent initially blocked the :l:bp in the first place.
:l:bp is a very good normal poke that takes some getting used to but once mastered can be the deciding factor in ending a match.

7. :l :fp : Albeit slow at 21 frames start up, this is one of Noob's best pokes that's under utilized to set up easy, free throw attempts. "Saibot" stays out long enough to basically camouflage Noob's throw attempt, creating a 50/50 of sorts that the opponent must get accustomed to. Will you do the poke and immediately throw or will you finish out the string for 7% chip or a potential combo? Once you get the opponent to freeze up with your other faster pokes, incorporate this into your rushdown to start and score big damage.

8. :d:bk : Noob's other low poke to be used in conjunction with :d:fk. For what :d:fk does on hit to a crouching opponent (+10 on hit), Noob's :d:bk is the answer for a standing opponent (+12 on hit). :d:bk isn't bad at all against a crouching opponent as well, leaving Noob +5 on hit. It's 12 frames start up, 3% damage on hit, neutral on block, and has great range, but recovers a little slow on whiff for a low poke. It can be cancelled into upknee for a safe, effective poke.

Now that you know what tools to use and when to use them in close, you can basically make a flow chart of sorts as a fight is going on to pick your opponent apart. Your goals here are to build as much meter as possible while chipping the opponent’s health as they block. If they get hit, thrown and/or knocked down, it’s your call rather to continue pressure or back up and start zoning. Just remember, 9 out of 10 times, UPKNEE is always the safe bet when in close and you’re not sure of what the opponent might do next.


Punishment:

-10 to -15 Frame Moves:
:d:r:fk
:ex:l:r:bk
:bp:fp:bp xx :d:u or xx :d:r:fk or xx :x (Refer to the “Combos” section for damage info.)

Blocked “Teleports”:
:fp, :r:r, :fp:bp xx :d:r:fk 4 Hits, 17% Damage
:l:bp, :r:r, :fp:bp xx :d:l:fk, :r:r, :d:r:fk 5 Hits, 22% Damage
:l:bp, :l:fp:bp:fp:bk xx :d:r:fk 6 Hits, 23% Damage
:l:bp, :r:r, :fp, :r:r, :fp:bp xx :ex:d:l:fk, :d:u 7 Hits, 27% Damage, 1 Meter
:l:bp, :r:r, :fp:bp, :r:r, :fp:bp xx :ex:d:l:fk, :d:u 8 Hits, 31% Damage, 1 Meter
njP, :l:bp, :r:r, :fp:bp, :r:r, :fp:bp xx :ex:d:l:fk, :d:u 9 Hits, 32% Damage, 1 Meter
njP, :r:r, :fk xx :x 5 Hits, 37% Damage, 3 Meter
:l:bp, :r:r, :fp:bp xx :x 6 Hits, 39% Damage, 3 Meter

Jump In Attempts:

:bp or :fp, :r:r, :fp:bp xx :d:u 5 Hits, 18% Damage
:bp or :fp, :r:r, :fp:bp, :r:r, :fp:bp xx :d:u 5 Hits, 24% Damage
:l:bp, :r:r, :fp:bp, :r:r, :fp:bp xx :ex:d:l:fk, :d:u 8 Hits, 31% Damage
:d:l:fk, :d:r:fk 2 Hits, 12% Damage
:d:l:fk, :r:r, :d:fp xx :d:r:fk 3 Hits, 13% Damage
:d:l:fk, :r:r, :fp, :r:r, :fp:bp xx :ex:d:l:fk, :d:u 7 Hits, 25% Damage, 1 Meter
:d:l:fk, :r:r, :fp:bp xx :x 6 Hits, 36% Damage, 3 Meter

Air to Air Trades:
jiP, :r:r, :fp:bp xx :d:r:fp 4 Hits, 10% Damage
jiK xx :d:u 3 Hits, 16% Damage
jiP, :r:r, :fp, :r:r, :fp:bp xx :en:d:l:fk, :d:u 7 Hits, 20% Damage, 1 Meter
jiP, :r:r :fp:bp xx :x 6 Hits, 29% Damage, 3 Meter


Wake Up & Anti-Wake Up:

This is where Noob suffers big time. Universally, the “Wake Up” system allows 12 frames of invincibility on a special performed while a downed character is getting up. Noob’s specials are slow on start up, except shadow tackle and slide, which are around 11 frames and 13 frames respectively, and no specials have armor to “trade” damage at the least. So, in doing the math, the only move that Noob has true invincibility on is tackle. I would not recommend committing to his projectiles on wake up as the risk/reward ratio is not in Noob’s favor upclose if the opponent is rushing him down and they decide to block and I am definitely against wake up teleport since the opponent can block that for a full punish and put you right back in the same scenario. If the opponent will not give you any room to breathe, your best bet is to roll back and commit to an upknee for them to run into or just simply block. If you’re in the corner, delayed get up is your best bet, but sometimes an enhanced upknee attempt will keep your opponent’s rushdown honest and give you some breathing room. As for Anti-Wake Up, your best bet is to back up and block upclose. They stand up, you’re in a decent range to start zoning. They Wake Up attack, you can react and punish accordingly. They roll back, than they’re in perfect range to start zoning. Use your judgment, opponent’s habits and character knowledge to weigh the risk/reward attempts on wake ups and you should be fine.

Resets:

Blackhole:

Blackhole, aka portal, in all it’s variations, is the key to Noob’s highest damaging combos midscreen and it forces your opponent to have to react by moving or using a move that can beat out the portal which in most cases, are unsafe. They are great for catching a block happy or unsuspecting opponent and for potential resets in the corner. Below are the effects normal portals have after full strings and enhanced upknee as a juggle ender:

:l:fp:bp:fp:bk, :r:bk:fk, and :bp:fp:bp strings
*xx :d:r:bp portal goes on top of opponent on wake up (If Noob quickly dashes back after the portal, he can then immediately throw a shadow tackle to pin down the opponent. If they block or get hit, they fall into the portal for a free combo.)
xx :d:l:bp portal goes in front of opponent on wake up
xx :d:r:l:bp portal goes on top of Noob

:l:bp:fp:bk, ending juggles with an :en:d:l:fk and juggle combos ending in :r:fk:fk:fk
*xx :d:r:bp portal goes behind opponent on wake up (Noob recovers fast enough to throw a shadow tackle. If they block or get hit, they fall into the portal for a free combo.)
xx :d:l:bp portal goes on top of the opponent on wake up
xx :d:r:l:bp portal goes in front of Noob

*Blackhole resets mainly occur when one of Noob’s strings are completed, cancelled into a behind the opponent portal, then Noob throws out a tackle to knock the opponent into the portal while they are getting up, rather they are hit or block.
**Note: All portal resets attempted after these combos can simply be avoided by the opponent rolling back and then immediately jumping. They are only to be used every so often to catch your opponent off guard and should NOT be relied on as a viable tool.
*** ...However, if you can hit one, here’s an example of the huge damage output it can yield midscreen:


Mixing up a couple of Noob’s pokes on hit with an enhanced portal, followed immediately by a neutral jump punch is almost a sure way to score a free juggle one way or the other if the opponent can’t beat out both the portal and neutral jump punch in that split second (i.e. with an armored special or teleport) since both will launch. They block, they eat the portal, they jump, they eat the neutral jump punch. In most cases, win, win for Noob. Below are the best pokes to mix up occasionally with an enhanced portal:

:r:fk:fk xx :ex:d:r:bp, njP
:l:fp:bp xx :ex:d:r:bp, niP

Though this may seem rather useless, think about its uses if the opponent is about to gain a breaker. Watch this video for an example of a scenario that could occur. This works also with the njP after the enhanced portal:


Portals, normal or enhanced, can easily lead to an airbourne opponent in the corner. Once the opponent is airbourne, you can do upwards of 30%+ unbreakable damage with two bars using upknees, so always be aware of this. That can be the difference between nullifying your opponent’s breaker for the win or you doing enough physical attacks for your opponent to breaker out of your combo mid way and continue the fight. Meter management on both sides is the key to victory in Mortal Kombat. Remember this.

Disabler:

Disabler, in all it’s variations, is fairly useless midscreen unless you score an anti-air jumping punch followed by a quick dashing :fp:bp xx Disabler since damage prorates so badly after an AA jumping punch. In the corner is where both versions of Disabler shine. Regular Disabler can be used to end a fight in one try if the Noob player has full meter, guesses right and the opponent is without a breaker and enhanced Disabler can be used to 9 out 10 times score a free hit and/or reset since it messes up the opponent’s controls and wake up attempts. If you roll the dice right and your opponent doesn’t have a breaker in sight (the flow is tight, I know), you can end a fight in one Disabler reset such as this:


With both the Blackhole and Disabler resets at Noob’s disposal, he has numerous ways to and should end the fight when the opponent’s back is to the corner and he lands a physical hit, suffice the opponent’s breaker. :grr:


Combos:

Although Noob’s combos seem limited, he has numerous ways to reach the same result with his combos, some more damaging then others. Below are the most damaging combos, ranging from combo starter and easiest to hardest, given the scenario:

Meterless Midscreen:
:r:fk:fk xx :d:l:fk 3 Hits, 13% Damage (with jiP, +3%)
:bp:fp:bp xx :d:u 5 Hits, 20% Damage (with jiP, +4%) or xx :d:r:fk 4 Hits, 19% Damage (with jiP, +3%)
:l:fp:bp:fp xx :d:r:fp 4 Hits, 11% Damage (with jiP, +4%) or xx :d:l:fk 5 Hits, 16% Damage (with jiP, +3%)
:l:fp:bp:fp:bk xx :d:u 6 Hits, 22% Damage (with jiP, +4%) or xx :d:r:fk 5 Hits, 21% Damage (with jiP, +4%)
:l:bp:fp:bk xx :d:u 5 Hits, 20% Damage (with jiP, +3%) or xx :d:r:fk 4 Hits, 19% Damage (with jiP, +3%)
njP, :r:r, :l:bp, :l:fp:bp:fp:bk xx :d:u 8 Hits, 26% Damage or xx :d:r:fk 7 Hits, 25% Damage
njP, :r:r, :l:bp, :r:r, :fp:bp, :r:r :fp:bp xx :d:u 8 Hits, 28% Damage or xx :d:r:fk 7 Hits, 27% Damage

With Meter Midscreen:
:l:fp:bp xx :ex:l:r:bk 3 Hits, 15% Damage (with jiP, +4%), 1 Meter
:r:fk:fk xx :ex:d:l:fk, :d:u 5 Hits, 24% Damage (with jiP, +3%), 1 Meter
:l:fp:bp:fp xx :ex:d:l:fk, :d:u 6 Hits, 25% Damage (with jiP, +3%), 1 Meter
njP, :l:bp, :r:r, :fp:bp, :r:r, :fp:bp xx :ex:d:l:fk, :d:u 9 Hits, 32% Damage, 1 Meter
:l:fp:bp:fp xx :ex:d:l:fk, :r:r:blk, :r:r:d:bk xx :d:u7 Hits, 27% Damage (with jiP, +3%), 1 Meter
:l:fp:bp:fp xx :ex:d:l:fk, :ex:d:u 8 Hits, 28% Damage (with jiP, +3%), 2 Meter
:bp:fp:bp xx :x 6 Hits, 43% Damage (with jiP, +3%), 3 Meter

Meterless In Corner:
:d:l:fk, :r:r, :d:fp xx :d:l:fk, :fp:bp xx :d:l:fk, :fp:bp xx :d:l:fk, :fp:bp xx :d:l:fk, :d:fp xx :d:l:fk 14 Hits, 29% Damage
:r:fk:fk xx :d:l:fk, :d:fp xx :d:l:fk, :fp:bp xx :d:l:fk, :fp:bp xx :d:l:fk, :fp:bp xx :d:l:fk, :d:fp xx :d:l:fk 16 Hits, 34% Damage (with jiP, +4%)
njP, njP, :bk, :bk, :fp:bp xx :d:l:fk, :fp:bp xx :d:l:fk, :fp:bp xx :d:l:fk, :d:fp xx :d:r:fk 15 Hits, 39% Damage
:bp:fp:bp xx :d:l:fk, :r:fk xx :d:l:fk, :fp:bp xx :d:l:fk, :fp:bp xx :d:l:fk, :fp:bp xx :d:l:fk, :d:fp xx :d:r:fk 17 Hits, 40% Damage (with jiP, +3%)
:bp:fp:bp xx :d:l:fk, :bk, :fp:bp xx :d:l:fk, :fp:bp xx :d:l:fk, :fp:bp xx :d:l:fk, :d:fp xx :d:r:fk 16 Hits, 41% Damage (with jiP, +3%)

With Meter In Corner:
:l:fp:bp:fp:bp xx :d:l:fk, :fp xx :d:l:fk, :l:fp:bp:fp:bk xx :ex:d:r:fp 12 Hits, 30% Damage (with jiP, +3%), 1 Meter (Reset Option)
:bp:fp:bp xx :d:l:fk, :bp:fp xx :d:l:fk, :r:fp:bp:fp:bk xx :ex:d:r:fp 12 Hits, 33% Damage (with jiP, +3%), 1 Meter (Reset Option)
:bp:fp:bp xx :d:l:fk, :bp:fp xx :d:l:fk, :fp xx :d:l:fk, :r:fp:bp:fp:bk xx :ex:d:r:fp 14 Hits, 35% Damage (with jiP, +3%), 1 Meter (Reset Option)
:bp:fp:bp xx :d:l:fk, :fp:bp xx :d:l:fk, :r:fk xx :d:l:fk, :fp:bp xx :d:l:fk, :fp:bp xx :ex:d:l:fk, :d:l:bp, njP (njP) 15 Hits, 39% Damage (with jiP, +3%), 1 Meter (Reset Option)
:bp:fp:bp xx :ex:d:l:fk, :bk, :bk, :r:fk:fk:fk xx :ex:d:l:fk, :l:fp:bp:fp:bk xx :d:r:fp 15 Hits, 48% Damage (with jiP, +3%), 2 Meter (Reset Option)
:bp:fp:bp xx :ex:d:l:fk, :fk xx :d:l:fk, :bk, :fp:bp xx :ex:d:l:fk, :l:fp:bp:fp:bk xx :d:r:fp 15 Hits, 48% Damage (with jiP, +3%), 2 Meter (Reset Option)
:bp:fp:bp xx :ex:d:l:fk, :bk, :bk, :fp:bp xx :d:l:fk, :fp:bp xx :d:l:fk, :fp:bp xx :ex:d:l:fk , :d:l:bp, njP (njP) 15 Hits, 48% Damage (with jiP, +3%), 2 Meter (Reset Option)
:bp:fp:bp xx :ex:d:l:fk, :l, jiK, :fp:bp xx :d:l:fk, :fp:bp xx :d:l:fk, :fp:bp xx :d:l:fk, :d:bp 15 Hits, 49% Damage (with jiP, +2%), 1 Meter
With Noob's back to corner :ex Portal, :l:l, :d:bp, Opponent is now in corner, :r:r, :fp:bp xx :ex:d:l:fk, :fk xx :ex:d:l:fk, :fk xx :d:l:fk, :fp:bp xx :d:l:fk, :d:bp 13 Hits, 60% Damage, 3 Meter
:bp:fp:bp xx :ex:d:l:fk, :fk xx :ex:d:l:fk, :fk xx :ex:d:l:fk, fk xx :d:l:fk, :fp:bp xx :d:l:fk, :fp:bp xx :d:l:fk, :d:bk xx :d:r:fk 18 Hits, 61% Damage (with jiP, +3%), 3 Meter

Blackhole:
*Note: The follow combo section will not include the tackle hit or damage since blackhole combos can occur on their own simply by the opponent stepping on a portal. If a (tackle) is used to cause the reset and knocks the opponent into the portal, then simply add an additional hit and 5% damage to the final damage output. (Tackle) will not combo into enhanced portal. All portal combos work with both the normal and enhanced version, unless the combo is shown starting with enhanced portal. If enhanced portal is used to start a combo instead of a normal portal as shown below, then add an additional 1% damage to the combo, i.e. 10 hits, 35% with normal portal would become 10 hits, 36% with enhanced portal.

Midscreen:
Portal, (tackle), njP, :r:r, :l:bp, :l:fp:bp:fp:bk xx :d:r:fk 8 Hits, ? Damage
Portal, (tackle), njP, :r:r: :l:bp, :r:r, :fp, :r:r, :fp:bp xx :ex:d:l:fk, :d:u 9 Hits, ? Damage, 1 Meter
Portal, (tackle), njP, :r:r, :fk, :r:r, :fp:bp xx :ex:d:l:fk, :d:u 8 Hits, ? Damage, 1 Meter
Portal, (tackle), njP, :r:r, :l:bp, :r:r, :fp:bp, :r:r, :fp:bp xx :ex:d:l:fk, :d:u 10 Hits, 35% Damage, 1 Meter
Portal, (tackle), njP, :r:r, :fk xx :x 6 Hits, 42% Damage, 3 Meter
:ex Portal, jiK deep, :r:r, :r:fk:fk, :r:r, :fp:bp xx :en:d:l:fk, :d:u 9 Hits, 35% Damage, 2 Meter
:en Portal, hold :r, (Opponent falls through portal) :r:r, :d:bp (Opponent is now on left side), :l:l, :fp:bp, :l:l, :fp:bp xx :en:d:r:fk, :en:d:u 11 Hits, 45% Damage, 3 Meter

Corner:
(njP) Portal, njP, :bk, :bk, :fp:bp xx :d:l:fk, :fp:bp xx :d:l:fk, :fp:bp xx :d:l:fk, :d:fp xx :d:r:fk 15 Hits, 40% Damage
:ex Portal, njP, :bk, :bk, :fp:bp xx :d:l:fk, :fp:bp xx :d:l:fk, :fp:bp xx :d:l:fk, :d:fp xx :d:r:fk 15 Hits, 41% Damage, 1 Meter
:ex Portal, :d:l:fk, :d:l:fk, :d:l:fk, :ex:d:l:fk, :d:l:fk, :d:l:fk, :ex:d:l:fk, :d:l:fk, :d:l:fk, :d:r:fk 11 Hits, 35% Damage, 3 Meter, Unbreakable
*Near corner, Behind Portal, :fp:bp 2 Hits, 9% Damage, does not count in actual combo
*(opponent falls into PORTAL) dash, :d:bp, :fp:bp xx :ex:d:l:fk, :fk xx :ex:d:l:fk, :fk xx :ex:d:l:fk, :fk xx:d:l:fk, :fp:bp xx :d:l:fk, :d:bp 15 Hits, 3 Meter, 66% damage.


The “Green Explosion” Glitch:

Strings That (GE) Effects:
:bp:fp:bp H, Sp.H, Sp.H, 3Hits, 12% Damage (with jiP, +3%) becomes
:bp:fp(GE):bp H, Sp.H, M or L, Sp.H, 4 Hits, "M" 18% Damage / "L" 17% Damage (with jiP, +4%)
:l:fp:bp:fp:bk Sp.H, Sp.H, M, Sp.H, 4 Hits, 16% Damage (with jiP, +4%) becomes
:l:fp(GE):bp:fp:bk Sp.H, M or L, Sp.H, M, Sp.H, 5 Hits, "M" 23% Damage / "L" 22% Damage (with jiP, +3%)

The "Green Explosion" ('GE' for short) is a glitch brought upon when Noob is physically attacked during his recovery while throwing out either a shadow tackle or shadow slide and he immediately attacks with his b+1 or 21 attacks. What good this glitch does for Noob is add one more hit onto his 212 string, resulting in 21(GE)2 xx whatever, for 5% or 6% more damage. However, this is only "active" for about 2 seconds after being hit post whiffed shadow tackle or slide, and odds are, you're eating a combo anyway. The downside is it screws up your throw and makes the b+1214 string useless unless the opponent is pinned in the corner, resulting in 6% or 7% more damage. GE has it’s potential uses nonetheless, but despite my interest in it, it should be taken out in a patch.

Just some examples of maximum damage output incorporating GE:






“Make A Wish”: (sweep) :l:r:l:d:bk
“As One”: (sweep) :d:d:l:d:blk
Stage: (close) :r:d:r:blk
Babality: (jump) :r:u:r:fp

TOASTY!!!
BONUS: :l:l:r:fp
 

D. R.

Noob
Noob Saibot Vs. ???: Character Match Up Strategies
*Still in work...

Match ups ratings are presented as Noob vs. ?, so the first number represents Noob and the second, his opponent.


Baraka
6-4


Cyber Sub-Zero
5-5


Cyrax
4-6


Ermac
5-5


Freddy
4-6


Jade
5-5


Jax
5-5


Johnny Cage
6-4


Kabal
4-6


Kano
6-4


Kenshi
5-5


Kitana
5-5


Kratos
Lol


Kung Lao
4-6


Liu Kang
6-4


Mileena
5-5
 

D. R.

Noob

Nightwolf
5-5


Noob Saibot
5~5


Quan Chi
5-5


Raiden
4-6


Rain
5-5


Reptile
4-6


Scorpion
5-5


Sektor
4-6


Shang Tsung
6-4


Sheeva
6-4


Sindel
6-4


Skarlet
5-5


Smoke
4-6


Sonya
5-5


Stryker
6-4


Sub-Zero
6-4
 

Hitoshura

Head Cage
Good shit D.R. guide looking better now then what you showed me b4, not like It was bad b4, bu with the videos added to it makes it a lot more informative.
 

Dante

Noob
Very nice guide mate :top:
The only thing that seems strange to me is the "dash canceled" moves like 4BP. In reality its only their short recovery that creates that illussion right? Its not like a sf4 fadc on a normal.
 

RampaginDragon

Loses to uppercuts
Nice Guide. Might want to add some corner combos.

The most I can get out of corner is 41% (212, upknee, 212, upknee, 12, exupknee, upknee, 12, shadow tackle)

I also here about corner resets using ex disabler, could someone explane these for me?

Aslo if anyone has better corner combos im all ears.
 

D. R.

Noob
A plethora of combos will be posted once the patch comes out for the PS3. I want to make sure damage outputs didn't change.

And thanks for the... Er, thanks! :D
 

D. R.

Noob
Very nice guide mate :top:
The only thing that seems strange to me is the "dash canceled" moves like 4BP. In reality its only their short recovery that creates that illussion right? Its not like a sf4 fadc on a normal.
The recovery time on some moves can actually be shortened by dashing afterwards, hence "dash cancelling." All characters have different pokes and strings that can do this so that you can somewhat keep an offensive going.
 

Sage Leviathan

I'm platinum mad!
Extremely useful guide, very well put together!
And thank you for being specific in it as well, DR.

The Noob Saibot forums are running very smoothly as of late ^-^
 

Dante

Noob
The recovery time on some moves can actually be shortened by dashing afterwards, hence "dash cancelling." All characters have different pokes and strings that can do this so that you can somewhat keep an offensive going.
Ah wasnt aware of that. Did u test that somehow or u talk by experience? Im asking because it seems to me that it is the same recovery when dashing or not.
 

LockM

Noob
I could hardly find the thanks button because of this huge wall of awesomeness.
Very much appreciated D.R.
 

Robotic

Gentleman.
You make me want to pick up Noob and I've never thought of that before. The Sektor forum is currently trying to piece together a "Once and for all" manual for him and this should be the yardstick to measure it by. Thanks D.R.

-sidenote: Your Goddamn avatar has completely ruined my vision of Noob - I can't see him as anything but a cash collecting, hoe having hustla.
 

Laos_boy

Meow Hoes
i have advice when you try to do the reset if they jump forward just do upknee if they roll do the teleport instead of charge. Just suggestion it works for me
 

Wemfs

The only morality in a cruel world is chance.
Loving the guide! Learned a lot of new things I'm going to implement into my game. Thanks for the help. :)
 

leek

Noob
This is perfect.

I've been wanting to pick up noob since release day but until recently hindered by the fact that he struggled zoning against zoners and having slow normals. post patch.. he's a force to be reckoned with. And this is going to help me up my game tremendously... a thousand thank's.

EDIT: I noticed in the bnb's it says to do 212 tackle. Why so? I thought it was known to be better off using slide because it positions further away.
 

Reedoms

Noob
good guide, but i still don't understand the green explosion glitch, can you clarify?
When Noob gets hit during the opening frames of Shadow Tackle and Slide, the shadow just decides to go right through someone. Now, if you hit someone with a physical attack such as b1,2,1,4 2,1,2 or 2,1,4 a Green Explosion will come out doing the tackle/slides damage in the combo and let you continue it if they don't fly off.

Here is video clarification.