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Noob Saibot Tournament Variation Combo Thread

Hitoshura

Head Cage
This thread is dedicated to discussing Noob Saibot's combo within MK11. Post combos you find in the lab or on youtube and discuss them. I want the community to work together to find Noob's most practical combos to use in competitive play; however, creating situational combos for show is also encouraged. I just want the user who posts their findings to state whether the combo is practical or not. I will be updating the original post with Noob's most practical combos as they're found throughout the games lifespan.

We will follow the typical combo notation that is used in other MK games since buttons that used for normals are referenced with numbers;

D - Down
F - Forward
U - Up
B - Back

1,2,3,4 - Attack buttons

x - Special cancel

(>) - Is used to separate chain combos with other chain combos and/or normals.

j1/j2/j3/j4 - Air attack buttons
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I'd like to thank @zaf , @Trini_Bwoi , @D. R. , @Whackojack , @Sage Leviathan , @BerettaBeast , and everyone else who provided combos for this thread! They have been added to this original post along with combos I found as well.

Dark Sabbath
Midscreen Combos
(Meterless)

  • 1,1,3 x teleslam= 205.99
  • f2,2,1,2 = 163.64
  • 2,1,2 (dash) f2,2,1,2 = 239.82
  • 2,1,2 (dash) f2,2,1 x shadow upknee =246.01
  • f2,2,1 x shadow upknee = 172.21
  • f2,2,1 x shadow tackle = 188.93
(1 bar)
  • 1,1,3 x amp teleslam, f2,2,1,2= 329.96
  • 1,1,3 x amp teleslam, f2,2,1 x Shadow Upknee = 336.21
  • 1,1,3 x amp teleslam, f2,2,1 x Shadow Tackle = 348.39
  • 1,1,3 x amp teleslam, (walk forward/dash) f3 x teleslam = 319.29
  • 1,1,3 x amp teleslam, (walk forward/dash) f3, (dash) f2,2,1,2 = 354.47
  • 1,1,3 x amp teleslam, (walk forward/dash) f3, (dash) b1, 1+3 x teleslam = 363.74
  • 1,1,3 x amp teleslam, (walk forward/dash) f3, (dash) b1, 1+3 x spirit ball = 351.90 [restand]
  • 1,1,3 x amp teleslam, j2, f2,2,1,2 = 363.08
  • 1,1,3 x amp teleslam, j2, f2,2,1 xx shadow upknee = 368.39
  • 1,1,3 x amp teleslam, j2, b1, 1+3 x teleslam = 378.84
  • 1,1,3 x amp teleslam, (walk forward) 1,1,3 x shadow upknee = 342.07
  • 1,1,3 x amp teleslam, (walk forward) 1,1,3 x shadow tackle = 354.26
  • 1,1,3 x amp teleslam, (walk forward) 1,1,3 x spirit ball = 348.32
  • 1,1,3 x amp teleslam, 1 (whiff) 1,3 > b1, 1+3 x teleslam = 397.95
  • 1,1,3 x amp teleslam, 1 (whiff) 1,3 > b1, 1+3 x spirit ball = 386.08 [restand]
  • 1,1,3 x amp teleslam, (walk forward) 1,1,3 > b1, 1+3 x spirit ball = 403.17
  • 1,1,3 x amp teleslam, 1 (whiff) 1,3 > 1,1,3 x shadow upknee = 399.59
  • 2,1,2 x amp teleslam, f2,2.1,2 = 305.49
  • 2,1,2 x amp teleslam, f2,2,1 x shadow upknee = 310.75
  • 2,1,2 x amp teleslam, (walk forward/dash) f3 x teleslam = 319.29
  • 2,1,2 x amp teleslam, 1, 1+3 x teleslam = 314.17
  • 2,1,2 x amp teleslam, 1, 1+3 x spirit ball = 327.10 [restand]
  • f2,2,1 x amp shadow tackle = 196.22
  • f2,2,1 x amp KB shadow tackle = 336.15
(2 Bars)

  • 1,1,3 x amp teleslam, j3, amp sickle port, f2,2,1,2 = 399.62
  • 1,1,3 x amp teleslam, j3, amp sickle port, b1, 1+3 = 407.06
(Fatal Blow: Meterless)
  • b1, 1+3 x fatal blow = 394.38
(Fatal Blow: 1 Bar)
  • b1, 1+3 x amp teleslam, b1, 1+3 x fatal blow = 485.27
  • 1,1,3 x amp teleslam, b1, 1+3 x fatal blow = 498.11
  • 1,1,3 x amp teleslam, 1 (whiff) 1,3 > b1, 1+3 x fatal blow = 540.41
  • 2,1,2 x amp teleslam, b1, 1+3 x fatal blow = 447.09
(Fatal Blow: 2 Bars)
  • b1, 1+3 x amp teleslam, j3 x amp sickle port, b1, 1+3 x fatal blow = ???
  • 1,1,3 x amp teleslam, j3 x amp sickle port, b1, 1+3 x fatal blow = 521.11
Corner Combos:
(Meterless)
  • 2,1,2 > 4 x shadow upknee,1,1,3 x shadow upknee = 309.51
  • 2,1,2 > 4 x shadow upknee, 1 > 1,1,3 x shadow upknee = 314.54
  • 2,1,2 > 4 x shadow upknee, 1 > 1> 1,1,3 x shadow upknee = 319.31
  • 2,1,2 > 4 x shadow upknee, b1, 1+3 x teleslam = 308.38
  • 2,1,2 > 4 x shadow upknee, 1 > b1, 1+3 x teleslam = 313.46
  • 2,1,2 > 4 x shadow upknee, 1 > 1 > B1, 1+3 x teleslam = 318.28
  • 2,1,2 > 4 x shadow upknee, b1, 1+3 x spirit ball = 300.12 [restand]
  • 2,1,2 > 4 x shadow upknee, 1 > b1, 1+3 x spirit ball = 305.62 [restand]
  • f2,2,1 x shadow upknee, 1,1,3 x shadow upknee = 275.25
  • f2,2,1 x shadow upknee, 1 > 1,1,3 x shadow upknee= 281.53
(1 Bar)
  • 1,1,3 x amp teleslam, 1,1,3 x shadow upknee = 342.07
  • 1,1,3 x amp teleslam, 1 > 1,1,3 x shadow upknee = 350.08
  • 1,1,3 x amp teleslam, 1 > 1 > 1,1,3 x shadow upknee = 357.69
  • 1,1,3 x amp teleslam, 1,1,3 x shadow tackle = 354.26
  • 1,1,3 x amp teleslam, 1 > 1,1,3 x shadow tackle = 361.66
  • 1,1,3 x amp teleslam, 1 > 1 > 1,1,3 x shadow tackle = 368.68
  • 1,1,3 x amp teleslam, b1, 1+3 x teleslam = 340.26
  • 1,1,3 x amp teleslam, 1 > b1, 1+3 x teleslam = 348.36
  • 1,1,3 x amp teleslam 1 > 1 > b1, 1+3 x teleslam = 356.05
  • 1,1,3 x amp teleslam, b1, 1+3 x spirit ball = 327.10 [restand]
  • 1,1,3 x amp teleslam, 1 > b1, 1+3 x spirit ball = 335.86 [restand]
  • 1,1,3 x amp teleslam, 1 > 1 > b1, 1+3 x spirit ball = 344.18 [restand]
  • 1,1,3 x amp teleslam, f2,2,1 x shadow upknee = 336.21
  • 1,1,3 x amp teleslam, 1 > f2,2,1 x shadow upknee = 344.51
  • 1,1,3 x amp teleslam, 1 > 1 > f2,2,1 x shadow upknee = 352.39
  • 1,1,3 x amp teleslam, f2,1,2 x shadow tackle = 348.39
  • 1,1,3 x amp teleslam, 1 > f2,1,2 x shadow tackle = 356.08
  • 1,1,3 x amp teleslam, f3 x shadow upknee, f3, 1,1,3 x shadow upknee = 392.41
  • 1,1,3 x amp teleslam, f3 x shadow upknee, f3, 1,1,3 x shadow tackle = 398.99
  • 1,1,3 x amp teleslam, f3 x shadow upknee, f3, b1, 1+3 x teleslam = 391.43
  • 1,1,3 x amp teleslam, f3 x shadow upknee, f3, b1, 1+3 x spirit ball = 384.33 [restand]
  • 1,1,3 x amp teleslam, delayed j3, (land) f3 > 1,1,3 x shadow upknee = 407.76
  • 1,1,3 x amp teleslam, delayed j3, (land) f3 > 1,1,3 x shadow tackle = 417.08
  • 1,1,3 x amp teleslam, delayed j3, (land) f3 > b1, 1+3 x teleslam = 406.37
  • 1,1,3 x amp teleslam, delayed j3, (land) f3 > b1, 1+3 x spirit ball = 396.31 [restand]
  • 2,1,2 > 4 x amp teleslam, 1,1,3 x shadow upknee = 356.53
  • 2,1,2 > 4 x amp teleslam, 1 > 1,1,3 x shadow upknee = 362.94
  • 2,1,2 > 4 x amp teleslam, b1, 1+3 x teleslam = 355.08
  • 2,1,2 > 4 x amp teleslam, b1, 1+3 x spirit ball = 344.56 [restand]
  • 2,1,2 > 4 x shadow upknee, b1, 1+3 x amp teleslam, 1,1,3 x shadow upknee = 373.88
  • 2,1,2 > 4 x shadow upknee, 1 > b1, 1+3 x amp teleslam, 1,1,3 x shadow upknee = 375.68
  • 2,1,2 > 4 x shadow upknee, b1, 1+3 x amp teleslam, b1, 1+3 x teleslam = 373.01
  • 2,1,2 > 4 x shadow upknee, 1 > b1, 1+3 x amp teleslam, b1, 1+3 x teleslam = 374.85
  • 2,1,2 > 4 x shadow upknee, b1, 1+3 x amp teleslam, f2,2,1 x shadow upknee = 371.05
  • 2,1,2 > f3 > b1, 1+3 x amp teleslam, 1,1,3 x shadow upknee = 366.38
  • 2,1,2 > f3 > 1 > b1, 1+3 x amp teleslam, 1,1,3 x shadow upknee = 368.94
  • 2,1,2 > f3 > 1 > 1 > b1, 1+3 x amp teleslam, 1,1,3 x shadow upknee = 371.38
  • 2,1,2 > f3 > b1, 1+3 x amp teleslam, 1,1,3 x shadow tackle = 374.71
  • 2,1,2 > f3 > 1 > b1, 1+3 x amp teleslam, 1,1,3 x shadow tackle = 376.86
  • 2,1,2 > f3 > b1, 1+3 amp teleslam, b1, 1+3 x teleslam = 365.14
  • 2,1,2 > f3 >1 > b1, 1+3 amp teleslam, b1, 1+3 x teleslam = 367.76
  • 2,1,2 > f3 > 1 > 1 > b1, 1+3 amp teleslam, b1, 1+3 x teleslam = 370.26
  • 2,1,2 > f3 > b1, 1+3 amp teleslam, b1, 1+3 x spirit ball = 356.14 [restand]
  • 2,1,2 > f3 > 1 > b1, 1+3 amp teleslam, b1, 1+3 x spirit ball = 359.22 [restand]
  • 2,1,2 > f3 > 1 > 1 > b1, 1+3 amp teleslam, b1, 1+3 x spirit ball = 362.14 [restand]
  • 2,1,2 > f3 > b1, 1+3 x amp teleslam, f2,2,1 x shadow upknee = 362.36
  • 2,1,2 > f3 > 1 > b1, 1+3 x amp teleslam, f2,2,1 x shadow upknee = 365.13
  • 2,1,2 > f3 > f3 > b1, 1+3 x amp teleslam, 1,1,3 x shadow upknee = 378.01
  • 2,1,2 > f3 > f3 > 1 > b1, 1+3 x amp teleslam, 1,1,3 x shadow upknee = 380.32
  • 2,1,2 > f3 > f3 > b1, 1+3 x amp teleslam, 1,1,3 x shadow tackle = 385.51
  • 2,1,2 > f3 > f3 > b1, 1+3 x amp teleslam, b1, 1+3 x teleslam =376.59
  • 2,1,2 > f3 > f3 > 1 > b1, 1+3 x amp teleslam, b1, 1+3 x teleslam = 379.25
  • 2,1,2 > f3 > f3 > b1, 1+3 x amp teleslam, b1, 1+3 x spirit ball = 368.79 [restand]
  • 2,1,2 > f3 > f3 > 1 > b1, 1+3 x amp teleslam, b1, 1+3 x spirit ball = 371.56 [restand]
  • 2,1,2 > f3 > f3 > b1, 1+3 x amp teleslam, f2,2,1 x shadow upknee = 374.40
  • 2,1,2 > f3 > f3 > f3 > b1, 1+3 x amp teleslam, 1,1,3 x shadow upknee = 388.47
  • 2,1,2 > f3 > f3 > f3 > b1, 1+3 x amp teleslam, b1, 1+3 x teleslam = 387.47
  • 2,1,2 > f3 > f3 > f3 > b1, 1+3 x amp teleslam, b1, 1+3 x spirit ball = 380.18 [restand]
  • f2,2,1 x shadow upknee, 1 > b1, 1+3 x amp teleslam, 1,1,3 x shadow upknee = 357.96
  • f2,2,1 x shadow upknee, 1 > b1, 1+3 x amp teleslam, 1,1,3 x shadow tackle = 364.93
  • f2,2,1 x shadow upknee, 1 > b1, 1+3 x amp teleslam, b1, 1+3 x teleslam = 356.92
  • f2,2,1 x shadow upknee, 1 > b1, 1+3 x amp teleslam, b1, 1+3 x spirit ball = 349.41 [restand]
  • f2,2,1 x shadow upknee, 1 > b1, 1+3 x amp teleslam, f2,2,1 x shadow upknee = 354.61
(2 Bars)
 
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Ninja0fTheMist

Sad Swordsman
One of the tourney variations I think right now is really lacking for viability. The special, Ghost Ball, should be replaced with Sickle Slam if we hope for any decent midscreen bnbs with that variation.
 

Whackojack

Noob Saibot is BACK!
One of the tourney variations I think right now is really lacking for viability. The special, Ghost Ball, should be replaced with Sickle Slam if we hope for any decent midscreen bnbs with that variation.
Fully agree, there is no reason not to use Dark Sabbath.

Ghost Ball is just awful, and shadow slide is effectively useless because nobody will ever be blocking high against Noob right now unless you want to go high risk/low reward with 112 or 11xxSlide mixup.
 

Ninja0fTheMist

Sad Swordsman
Fully agree, there is no reason not to use Dark Sabbath.

Ghost Ball is just awful, and shadow slide is effectively useless because nobody will ever be blocking high against Noob right now unless you want to go high risk/low reward with 112 or 11xxSlide mixup.
I think they were going for an MK9 Noob variation, so it might be about setups. Although I don't know how to go about it without his portal specials from MK9.
 

Whackojack

Noob Saibot is BACK!
I think they were going for an MK9 Noob variation, so it might be about setups. Although I don't know how to go about it without his portal specials from MK9.
Yeah, very disappointed in the lack of portals. I feel like it was a missed opportunity not expanding on the reset setups he had in MK9. They were fun and unique without being over powered. They were a mindgame tool more than anything, which suited Noob as a character so well.
 
Like I told to Baretta, for a corner combo: 212 3~db4 b1 1+3~ud(MB) b1 1+3~ud nets about 37% for 1 bar
 
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ValeDJ

Noob
Did 16bit say they were universally going to add more tournament viable variations, or did I completely make that up?
 

Hitoshura

Head Cage
Like I told to Baretta, for a corner combo: 212 3~db3 b1 1+3~ud(MB) b1 1+3~ud nets about 37% for 1 bar
The input for upknee is db4. Don't take me correcting you as condescending. Just want to avoid confusion for those who are looking for combos to use.

Did 16bit say they were universally going to add more tournament viable variations, or did I completely make that up?
They said they will be adding more variations in the future. This is a good idea to flesh out characters more; however, I feel as though the intentions for doing this is for something else. I Noticed when I got the game on Monday that a lot of these preset variations seem lacking while others look as though they were well thought out. Personally, I feel with the sudden switch from Kustom variations being the focus of this game to preset variations being the new tournament standard that a lot of these variations were just thrown together in an attempt to have the game ready by launch.
 

ValeDJ

Noob
Cool stuff. Totally agreed. I do like the Kustom variation system, but in relation to Noob's preset tournament variations, they need some grinding haha.
 

Trini_Bwoi

Kombatant
Moving this from the other thread, these are the most damaging Black Sabbath midscreen combos I've found so far for 0 meter, 1 meter and both meters. I started with J2 because I was trying to maximixe damage but I'll update this post with the non-J2 damage when I have a chance


Midscreen combos

No meter:
2,1,2 - F2,2,1,BF2 :: 258.09 damage / 289.37 damage with J2 start

1 meter:
1,1,3,DU - Amplify - J2 - F2,2,1,2 :: 363.08 damage / 378.62 damage with J2 start (more corner carry, less damage)
1,1,3,DU - Amplify - J2 - B1,1+3,DU :: 371.84 damage / 386.06 damage with J2 start (more damage, less corner carry)

2 meters:
1,1,3,DU - Amplify - J3,DB4 - Amplify - F2,2,1,2 :: 399.62 damage / 409.68 damage with J2 start (more corner carry, less damage)
1,1,3,DU - Amplify - J3,DB4 - Amplify - B1,1+3,DU :: 407.06 damage / 416.00 damage with J2 start (more damage, less corner carry, all swag)
 
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Hitoshura

Head Cage
Moving this from the other thread, these are the most damaging Black Sabbath midscreen combos I've found so far for 0 meter, 1 meter and both meters. I started with J2 because I was trying to maximixe damage but I'll update this post with the non-J2 damage when I have a chance

The 1,1,3 amplified tele-slam combos are useful in advancing your opponent to the corner when ending it in f2,2,1,2 since you're teleported to your clones spot.

Those 2 bar sickle teleport combos are beautiful!!!!!!

Great work, @Trini_Bwoi!!!
~~~~~~~~~~~~~~~~~~~~
I have some combos I need to upload as well. I was going to do it yestarday, but I spent the day play testing Noob at a friend's instead.

I will update the OP later today with your combos as well as mine and others who have posted in this thread so far. My apologies for not updating this thread sooner.
 
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The input for upknee is db4. Don't take me correcting you as condescending. Just want to avoid confusion for those who are looking for combos to use.


They said they will be adding more variations in the future. This is a good idea to flesh out characters more; however, I feel as though the intentions for doing this is for something else. I Noticed when I got the game on Monday that a lot of these preset variations seem lacking while others look as though they were well thought out. Personally, I feel with the sudden switch from Kustom variations being the focus of this game to preset variations being the new tournament standard that a lot of these variations were just thrown together in an attempt to have the game ready by launch.
Not really. You good. I was half asleep when typing.
 

fr stack

Noob's saibot or noob saibot's?
Yeah, very disappointed in the lack of portals. I feel like it was a missed opportunity not expanding on the reset setups he had in MK9. They were fun and unique without being over powered. They were a mindgame tool more than anything, which suited Noob as a character so well.
Definitely too glitchable as a move shit was too funny in mk9
 

Sage Leviathan

I'm platinum mad!
Some things. Noob Saibot Dark Sabbath bnbs.

Midscreen:

113~amp tele, f3, f2212
212~amp tele, f2212
f3, f221~tackle
f3, b11+3~amp tele, f2212
amp air sickle, f221~tackle

Corner:

212, s4~upknee, d1, 113~tackle
212, s4~upknee, d1, b11+3~amp tele, 113~tackle
113~amp tele, s4~upknee, d1, 113~tackle
f221~upknee, d1, d1, 113~tackle
f221~upknee, b11+3~amp tele, 113~tackle (no d1 before b11+3, too much gravity)
 
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LockM

Mortal
@Trini_Bwoi Thanks for the video. I was going over the combos, specifically the last 2 bar combo. I cannot connect the b+1. Is there a specific timing, do i need to microwalk/dash somewhere? This one feels borderline impractical, or i just suck.
 
Some really good kombos there, Sage. I think his second variation is better than the first, just seems like he has more weapons to use.
 

jo_don

Noob
Am I missing something with the variations here? I have seen Dark Sabbath mentioned several times as the go to variation so I assume it is not just a custom name. The thing is I only have Dead of night and Total Blackness as the two tournament legal variations. Am I missing something?
 

Whackojack

Noob Saibot is BACK!
Am I missing something with the variations here? I have seen Dark Sabbath mentioned several times as the go to variation so I assume it is not just a custom name. The thing is I only have Dead of night and Total Blackness as the two tournament legal variations. Am I missing something?
Yes, those are NOT the tournament variations. Go into the Kustomize menu, create a new variation, scroll over to Abilities, press square (or x on xbox) - the presets with trophies next to them are the torunament variations.
 
Am I missing something with the variations here? I have seen Dark Sabbath mentioned several times as the go to variation so I assume it is not just a custom name. The thing is I only have Dead of night and Total Blackness as the two tournament legal variations. Am I missing something?
They're the tournament only variations. If you want to use them in practice mode you gotta create them (or just edit the existing ones, but I just remade them) This is what his moves are for both:

"Seeing Double" is the first one and his moves that you want to add for that variation are:

Ghostball
(Air) Tele-Slam
Shadow Slide


For his "Dark Sabbath" variation the moves you want to add are:

Spirit Ball
Shadow Portals
(Air) Sickle Port


Hope this helps.
 
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Trini_Bwoi

Kombatant
@Trini_Bwoi Thanks for the video. I was going over the combos, specifically the last 2 bar combo. I cannot connect the b+1. Is there a specific timing, do i need to microwalk/dash somewhere? This one feels borderline impractical, or i just suck.
It's definitely impractical, mostly for style points, but connecting the B1 has to do with delaying the jump kick so you're closer to the opponent when you land. Compare the timing of the jump kick in the first 2 bar combo to that one.
 

Hitoshura

Head Cage
One thing I want to promote for all you fellow shadow throwers, don't try to optimize your combos by adding in d1's, 1's, d3's, shadow tackles, etc. With breakaway being how it is in mk11 at the moment trying to push a little bit extra damage isn't worth it. Mk11 is a different beast than Mk9 or Mk X.

We want good damage, but it needs to be consistent and safe. We need to use strings that when it gets breakawayed we're not left standing there to eat an incoming combo. B1, 1+3 is a great move as it restands and leads into a teleslam which can not be break awayed.

Unfortunately it is hard to avoid putting the opponent in the air as all of Noob's combos juggle. Hopefully NRS will take people's criticisms about breakaway being used too much during matches. People have been discussing the issues with it since the Beta.

Last night when I was playing at a friends house, my friends would breakaway whenever I would catch them in a combo that I would extend with tele-slam and my corner carry would be cut short. It would happen an average of 2 times during a round. Good thing f2,2 receivers relatively quickly.

If y'all disagree please let me know. We all need to do out best to make this character the best he can be.