ColdSpine
"I wore those colors before you"
Hello TYM !
its been ages since i posted here, after playing Noob Saibot exclusively for one week now, i have decided to come here and share my thoughts with all my fellow wraiths!
this thread will be divided into: Overview - Game plan - Tips and Tricks
Lets begin shall we ?
PS: using Dark Sabbath variation
- Overview
First of all, i want all of you to let go of MK9 Noob Saibot iteration and change your mindset towards his archetype. Forget the word "Zoner" and replace it with "Footsies and space control". He feels so much different in MK11 although he was promoted to be a pure zoner prior to release.
Now, one might ask, where does he shine then?
The answer is simple: good normal, good spacing and above average damage!
if you enjoy whiff punishing, poking, and being on point with your anti airs then this character is for you!
Lets go over his most vital and important normals:
- Standing 1: 7f. fast (high, +4 on hit, -2 on block)
- Back 1: 9f, very solid poke (mid, +6 on hit, -5 on block)
- Down 1: 7f, very good poke in stealing turns and interrupting pressure (mid, +9 on hit, -4 on block)
- Back 2: 12f, fast and good range (mid, knocks down on hit, -5 on block)
- Forward 2: 9f, good advancing normal (high, +8 on hit, -1 on block)
- Down 2: 10f, good anti air button, (high, -13 on hit, -23 on block)
- Back 3: 15f, long range and fast (low, -5 on hit, -16 on block)
- Down 3: 9f, fast and lowers Noob hurbox (low, +10 on hit, -5 on block)
- Standing 4: 13f, good punisher and good range (high, +9 on hit, 0 on block)
- Back 4: 13f, fast low with good knockdown (low, +22 on hit, -7 on block)
- Down 4: 9f, solid low up close (low, +19 on hit, -5 on block)
- Game plan
with solid fundamentals and good understanding of his normals you will be able to shine, be patient and dont jump unless its a read on a projectile, use your mid advancing pokes, dance with the opponent at mid range back and forth and try to make them whiff a big normal or get impatient by doing something risky. sometimes its a good thing to back out and see how your opponent react.
- Tips and Tricks
- Forget about "running man" and consider your main projectile "spirit ball" since it has a faster start up but be considerate its a high.
- S4 into tele is a solid punisher for strings that are -13 on block with little push back since your b1 and s1 will whiff
- After a blocked d1 take a small step back and do b1, you would be surprised how much this works since people tend to press d1 after they block d1
- B3 into tele is a low with a very long range, use it to punish unsafe strings that push you far away
- Use b3 into spirit ball in neutral
- After landing a d4, your b2 becomes uninterruptible
- After landing either d1 or d3, your b1 becomes uninterruptible
- Use b1 1+3 in close ranges, if it connects you have all the time to cancel into ex tele for full combo, if its blocked, its safe since it pushes them so far away
- If you end combos in tele you are +18, meaning your b3 into spirit ball or b2, all uninterruptible
- If you end combos with b1 1+3 into spirit ball, you are +5, your b3 becomes 10f from half screen, and your b2 becomes a 7f mid that will beat anything they do except against 6f d1 characters
- After landing 212 do a neutral jump into ex air sickle to land behind them and launch them if they press anything or do a back jump to land in front, its -9 so use it sparingly
- B3 into tele combos anywhere, take some risks sometimes!
- Use hop 2 or 3 from time to time since they are overheads so it can make them stand block in the future
- S1 is a great 7f anti air, use it and convert into b1 1+3 !
- F3 is a great 10f anti air for jumps you are expecting into b1 1+3
- Noob has a great damage for one bar:
- Midscreen
113, ex tele, dash fast into f3, micro dash into b1 1+3, spirit ball/tele
- Anti air
s1 or f3. dash. b1 1+3 into ex tele, b1 1+3, spirit ball/tele
- Corner
have not trained yet XD
This brings me to my closing thoughts, after trying almost everyone in the cast and studying their frame data, i realized his frame data is very good and above average, so we have to approach him with a different mindset for this game.
i know most of these points are known, but i was hoping it would make a great informative read for all the lurkers
thanks a lot everyone for sticking to the shadows!
Enjoy !
its been ages since i posted here, after playing Noob Saibot exclusively for one week now, i have decided to come here and share my thoughts with all my fellow wraiths!
this thread will be divided into: Overview - Game plan - Tips and Tricks
Lets begin shall we ?
PS: using Dark Sabbath variation
- Overview
First of all, i want all of you to let go of MK9 Noob Saibot iteration and change your mindset towards his archetype. Forget the word "Zoner" and replace it with "Footsies and space control". He feels so much different in MK11 although he was promoted to be a pure zoner prior to release.
Now, one might ask, where does he shine then?
The answer is simple: good normal, good spacing and above average damage!
if you enjoy whiff punishing, poking, and being on point with your anti airs then this character is for you!
Lets go over his most vital and important normals:
- Standing 1: 7f. fast (high, +4 on hit, -2 on block)
- Back 1: 9f, very solid poke (mid, +6 on hit, -5 on block)
- Down 1: 7f, very good poke in stealing turns and interrupting pressure (mid, +9 on hit, -4 on block)
- Back 2: 12f, fast and good range (mid, knocks down on hit, -5 on block)
- Forward 2: 9f, good advancing normal (high, +8 on hit, -1 on block)
- Down 2: 10f, good anti air button, (high, -13 on hit, -23 on block)
- Back 3: 15f, long range and fast (low, -5 on hit, -16 on block)
- Down 3: 9f, fast and lowers Noob hurbox (low, +10 on hit, -5 on block)
- Standing 4: 13f, good punisher and good range (high, +9 on hit, 0 on block)
- Back 4: 13f, fast low with good knockdown (low, +22 on hit, -7 on block)
- Down 4: 9f, solid low up close (low, +19 on hit, -5 on block)
- Game plan
with solid fundamentals and good understanding of his normals you will be able to shine, be patient and dont jump unless its a read on a projectile, use your mid advancing pokes, dance with the opponent at mid range back and forth and try to make them whiff a big normal or get impatient by doing something risky. sometimes its a good thing to back out and see how your opponent react.
- Tips and Tricks
- Forget about "running man" and consider your main projectile "spirit ball" since it has a faster start up but be considerate its a high.
- S4 into tele is a solid punisher for strings that are -13 on block with little push back since your b1 and s1 will whiff
- After a blocked d1 take a small step back and do b1, you would be surprised how much this works since people tend to press d1 after they block d1
- B3 into tele is a low with a very long range, use it to punish unsafe strings that push you far away
- Use b3 into spirit ball in neutral
- After landing a d4, your b2 becomes uninterruptible
- After landing either d1 or d3, your b1 becomes uninterruptible
- Use b1 1+3 in close ranges, if it connects you have all the time to cancel into ex tele for full combo, if its blocked, its safe since it pushes them so far away
- If you end combos in tele you are +18, meaning your b3 into spirit ball or b2, all uninterruptible
- If you end combos with b1 1+3 into spirit ball, you are +5, your b3 becomes 10f from half screen, and your b2 becomes a 7f mid that will beat anything they do except against 6f d1 characters
- After landing 212 do a neutral jump into ex air sickle to land behind them and launch them if they press anything or do a back jump to land in front, its -9 so use it sparingly
- B3 into tele combos anywhere, take some risks sometimes!
- Use hop 2 or 3 from time to time since they are overheads so it can make them stand block in the future
- S1 is a great 7f anti air, use it and convert into b1 1+3 !
- F3 is a great 10f anti air for jumps you are expecting into b1 1+3
- Noob has a great damage for one bar:
- Midscreen
113, ex tele, dash fast into f3, micro dash into b1 1+3, spirit ball/tele
- Anti air
s1 or f3. dash. b1 1+3 into ex tele, b1 1+3, spirit ball/tele
- Corner
have not trained yet XD
This brings me to my closing thoughts, after trying almost everyone in the cast and studying their frame data, i realized his frame data is very good and above average, so we have to approach him with a different mindset for this game.
i know most of these points are known, but i was hoping it would make a great informative read for all the lurkers
thanks a lot everyone for sticking to the shadows!
Enjoy !
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