I wouldn't count out Sickle Toss bc those useless moves seem to be backburner moves they just wait to buff to make the potential variation more viable, just like Shadow slide was worthless prior to the last patch.I have a feeling it's gonna be Sickle Snag, Shadow Strike, and Air Shadow Dive. I hope they don't use Sickle Toss cause that moves is almost useless.
But If they use the other moves than his combos would be decent, maybe not as good as Dark Sabbath but better than Seeing Double. He does lose full screen presence cause he doesn't have a projectile, but he does get a safe low that he can use after every string. He gets to jump a lot and use his Shadow Dive, which will catch some people off guard.
Honestly, I wouldn't use it, I'd stick to SD and DS. This new variation just seems to be a mix of both. It has combos like DS, but they aren't as good, and it has pressure like SD, but not as good.
My dream Noob variation would be Shadow Portals, Shadow Slide, and Shadow Dive/Spirit Ball.
Got some video of you using air dive kick in matches?I really wish I had spent some time using any tournament variation. I assumed custom variations would be able to compete competitively in some way. Now that i've been using shadow portals, sickle snag, and air dive kick (amazing utility move imo) everything seems meh. I absolutely love the Ironic Shinnok cheerleader's style, just not the tourney versions.
The return of air footsies !Got some video of you using air dive kick in matches?
I made a custom build with air teleport, air dive kick, and air sickle port. Haven't messed with it much yet.
Seems in a game that rewards broken jump ins, noob has a lot of jumpy moves lol.
It will undoubtedly be sickle snag, sickle toss and the low strike.
Ketchup and mustard agreed with you. So far only snag and toss confirmed. I don't see how it's better than SD without buffs to tosshow well did my post age? I didn't watch the casts
It needs to be faster and the AMP version needs to pull the opponent to Noob so he can actually get something off of it other than a teleport.Ketchup and mustard agreed with you. So far only snag and toss confirmed. I don't see how it's better than SD without buffs to toss
Also isn't it too slow to even use as a combo extender? If memory servesIt needs to be faster and the AMP version needs to pull the opponent to Noob so he can actually get something off of it other than a teleport.
Guess we'll stick with SD and DS. Sickle toss blows and Jump Dive kick is mad punishableFor those of you wondering they literally just added a 3rd variation and didnt tweak any moves or address any known issues. Sickle toss grants you nothing. Close distance sickle toss is really medium distance. Shadow Tackle is still awful. Krushing Blows still the same as well.
Yep, i only see it being better against Jade and thats it. At least it will not be so boring)))Bottom line i dont know whats the deal with this variation and why should i pick it when i can just use SD or DS.
Dunno, but I always felt this variation is a poor man's Seeing Double. Though I would use this variation to practice F2 whiff punishing and staggering, which I'm missing to do on the other variations.I feel like the lack of a reliable zoning tool kills this variation.
Sickle Toss is hot garbage and easy to block, so it doesn't really help with Noob's overhead problem.
This variation is pretty much off-brand Dark Sabbath. There's not much point in using it when Dark Sabbath and Seeing Double both offer decent combos and zoning.
The only reason I call it a knockoff Dark Sabbath is because it has the high combo damage of DS without the zoning of either it or SD.Dunno, but I always felt this variation is a poor man's Seeing Double. Though I would use this variation to practice F2 whiff punishing and staggering, which I'm missing to do on the other variations.