Noob Saibot 2.0 - Fear itself

Critical-Limit

New member
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Frame Data
Credit goes to Somberness of Testyourmight.com
Understanding
Spoiler:

How to understand this.
Execution
1 - 11
1,2 - 17
2 - 10
2,1 - 16
2,1,2 - 26
3 - 26
4 - 18
D+1 - 8
D+2 - 10
D+3 - 7
D+4 - 12
B+1 - 21
B+1,2 - 12
B+1,2,1 - 15
B+1,2,1,4 - 17
B+1,2,F+4 - 20
B+2 - 19
B+2,1 - 12
B+2,1,4 - 17
B+4 - 22
F+3 - 17
F+3,3 - 17
F+3,3,3 - 15
F+4 - 22
F+4,3 - 18
Throw - 10
Teleport Slam - 27
Teleport Slam (air) - 27
Ghostball - 27
Ghostball (full screen) - 55
Shadow Upknee - 16
Shadow Charge - 11
Shadow Charge (full screen) - 32
Shadow Slide - 14
Shadow Slide (full screen) - 36 (40 with Noob's back facing you)
Blackhole - 78 (13 start-up)
Teleport Smash - 27
Teleport Smash (air) - 27
Spirit Ball - 27
Spirit Ball (full screen) - 55
Saibot Upknee - 16
Saibot Charge - 11
Saibot Charge (full screen) - 32
Saibot Slide - 14
Saibot Slide (full screen) - 36 (40 with Noob's back facing you)
Darkness - 51 (12 start-up)
Together Again - 34

Block Advantage
1 - 0
1,2 - 0
2 - 0
2,1 - 0
2,1,2 - -6
3 - 0
4 - -1
D+1 - -13
D+2 - -1
D+3 - -7
D+4 - 0
B+1 - 0
B+1,2 - -20
B+1,2,1 - -6
B+1,2,1,4 - -3
B+1,2,F+4 - -31
B+2 - 0
B+2,1 - -5
B+2,1,4 - -1
B+4 - -9
F+3 - -2
F+3,3 - 0
F+3,3,3 - -4
F+4 - -6
F+4,3 - -2
Teleport Slam - -43
Ghostball - -21
Shadow Upknee - +4
Shadow Upknee (max range) - +10
Shadow Charge - -21
Shadow Slide - -21
Teleport Smash - -43
Spirit Ball - -21
Saibot Upknee - +4
Saibot Upknee (max range) - +11
Saibot Charge - -42
Saibot Slide - -14
Together Again - +6

Hit Advantage
1 - 0
1,2 - +3
2 - +5
2,1 - +4
2,1,2 - +42, +25
3 - +10
4 - +3
D+1 - +1
D+1 (vs crouch) - -1
D+2 - +33, +25
D+3 - +3
D+3 (vs crouch) - +10
D+4 - +12
D+4 (vs crouch) - +5
B+1 - +3
B+1,2 - +3
B+1,2,1 - +27, +31
B+1,2,1,4 - +42, +25
B+1,2,F+4 - -4, -8
B+2 - +5
B+2,1 - +5
B+2,1,4 - +43, +33
B+4 - +15, +7
F+3 - -3
F+3,3 - +4
F+3,3,3 - +7
F+4 - +3
F+4,3 - +47, +30
Forward Throw - +10
Backward Throw - +10
Teleport Slam - +7
Ghostball - +5
Shadow Upknee - +30, +34
Shadow Charge - -4
Shadow Slide - -5
Blackhole - +79
Teleport Smash - +7
Spirit Ball - +5
Saibot Upknee - +48, +51
Saibot Charge - +5
Saibot Slide - +8, +6
Darkness - +147
Together Again - 0

Duration
1 - 28
1,2 - 49
2 - 26
2,1 - 56
2,1,2 - 90
3 - 43
4 - 46
D+1 - 27
D+2 - 49
D+3 - 20
D+4 - 33
B+1 - 41
B+1,2 - 77
B+1,2,1 - 89
B+1,2,1,4 - 109
B+1,2,F+4 - 112
B+2 - 32
B+2,1 - 69
B+2,1,4 - 88
B+4 - 58
F+3 - 39
F+3,3 - 53
F+3,3,3 - 76
F+4 - 48
F+4,3 - 78
Throw - 36
Teleport Slam - 60
Ghostball - 68
Shadow Upknee - 39
Shadow Charge - 59
Shadow Slide - 55
Blackhole - 46
Teleport Smash - 60
Spirit Ball - 68
Saibot Upknee - 39
Saibot Charge - 80
Saibot Slide - 55
Darkness - 46
Together Again - 55

Cancel Advantage (block)
1 - +18
1,2 - +26
2 - +24
2,1 - +25
2,1,2 - +25
3 - +18
D+1 - +3
D+3 - +2
D+4 - +26
B+1 - +23
B+1,2 - +16
B+1,2,1 - +21
B+1,2,1,4 - +26
B+2 - +21
B+2,1 - +22
B+2,1,4 - +23
F+3 - +19
F+3,3 - +18
F+3,3,3 - +18
F+4 - +11
F+4,3 - +16

Cancel Advantage (hit)

1 - +24
1,2 - +21
2 - +18
2,1 - +29
2,1,2 - +73, +56
3 - +25
D+1 - +17
D+1 (vs crouch) - +15
D+3 - +12
D+3 (vs crouch)- +19
D+4 - +32
D+4 (vs crouch) - +25
B+1 - +19
B+1,2 - +39
B+1,2,1 - +54, +58
B+1,2,1,4 - +71, +54
B+2 - +12
B+2,1 - +32
B+2,1,4 - +68, +58
F+3 - +18
F+3,3 - +19
F+3,3,3 - +29
F+4 - +20
F+4,3 - +65, +48

Miscellaneous
Breaker (when grounded vs grounded opponent) - ~+29, ~+28


Synopsis: Noob Saibot is known for his ability to play a very good far away/keep away game. But for this strong point comes a weakness and his normals aren't very quick meaning most other people will beat him to the punch of hitting him first. So you must use tools to bait an opening and/or put the fear in your opponent to give you a chance to pressure/combo.

Noob's combos are usually light in damage usually only netting somewhere in the ball park of mid 20%. But he has some gimmicky portal resets which are avoidable, but put your opponent in a time strict position thus limiting their options.

Noob's got a great corner game, assuming he has you in the corner and is on the offensive, otherwise if YOU are in the corner as Noob you are in trouble because Noob's options to get out of pressure of some really quick characters are very limited enough as it is let alone now that you're stuck in a corner.



Strings:

1 - 1,2:
both of these hit high, People can naked duck these, but if they block while crouched you'll hit their block. This string leaves you at nuetral advantage. So people can poke you out between a mix up of 1 and 1,2. if they call it easily because 1 has 11 frames of startup.

2 - 2,1 - 2,1,2


starts up 1 frame quicker than 1, but with slightly less reach. It hits high, medium, medium. The second hit is a overhead so must be blocked high. All 3 hits are nuetral advantage so when mixing these 3 up your opponent has to commit to poking out or risk getting hit on the last 2 hits. He can naked duck the first hit.For instance when you do 2,1 and your opponent expects another 2. you should be able to poke him before he reacts to the last 2 not coming out. If he thinks you're gonna cut the string early like 2,1. But instead you do 2,1,2. you'll hit him out of his poke.

3
Near useless, but it is safe on block at nuetral advantage. And it has 26 frames of startup. On hit you are Plus 10. But if your even thinking about using this move it won't be to hit them while they are grounded so the advantage is meaningless.

4

Not good enough for pressure, it's -1 on block, but it's safe enough you can block in time but it also has a start up. If you'd use it for anything it'd be a anti-air, but you got shadow upknee for that.

D+1

It's a 8 frame poke, while not completely unusable D3 startup is 7 frames.

D+2

Decent speed uppercut, the way noob's arm moves also covers more over his own head so his hitbox is a little nicer.

D+3

His quickest tool to get out of frame traps, while other characters have 6 frame pokes, this is your only tool to get out of people's loops like Johnny Cage.+3 advantage on hit when they stand, a really nice +10 advantage when you hit them while they are ducked. However it's unsafe on block.Not full punish combo unsafe but you'll get poked back and most likely be at a huge negative advantage again.

D+4


while it has a somewhat slow startup at 12 frames. Unlike D+3 it's safe on block, and it deals +12 frames of advantage on a standing opponent when it hits. You get +5 if they are crouching. As you won't often hit someone while they are crouching naked, This tool is more useful for trying to sneak in the offensive.


B+1 - B+1,2 - B+1,2,1 - B+1,2,1,4

it takes 21 frames for B1 to come out and hit your opponent. The only way you're getting this string started is from jump in punch advantage on block/hit. or through really good spacing and hitting their whiff, or you put enough fear in them to block your approach. Or obviously during a combo after say a portal hits them. Or if they put themselves at massive disadvantage with a risky move like you block kung lao's spin.

B+1, by itself is nuetral advantage but I don't know why you'd stop this early when this move is hard enough to start up. B+1, 2 has -20. Do not ever stop attacking after the second hit. They can on reaction punish you. B+1,2,1 is -6, and this last hit is an overhead so they must block it high. consider mixing up EX slide or regular slide at this juncture to mix them up. B+1, 2, 1, 4 is -31 on block but it does push them away. You should end any of these strings if you do wish to cut them short with a upknee. Upknee on block is +4 and it will protect you from punishment. This string can lead to portal reset opportunities.

B+2 - B+2, 1 - B+2, 1, 4

just the first hit by itself is safe on block at nuetral advantage. start up however is pretty slow so you shouldn't use it as a poke, and if you land this might as well finish the string or go for a slide immediately after because the second hit is an overhead. The last hit is -1 on block. Safe enough you can block but same as the last string. End it with a upknee to protect yourself. The only sad part is if they get hit by your last hit. your upknee will whiff and you'll lose a opportunity to deal more damage with say a black hole reset opportunity or a shadow charge/teleport. But safe is better than sorry. This string also has portal reset opportunities.

B+4

Noob's Sweep is susceptible to a poke punishment or a really quick string that can hit him in about 8 frames or less. Because it's -9 on block. But Because almost ALL of Noob's strings are overheads. Most people will be trained to block high as he doesn't normally hit low cuz he has no low starters. So you might want to consider sweeping after a JiP once in a while, to keep them guessing. It's got a bit of a slow startup but the range makes up for it. You're at +15 when they stay in place, and only +7 when they tech roll. If they have horrible wake ups you should get a free cross up punch after a sweep hits them.
 
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F3 - F3,3 - F3,3,3

One of my favorite poke strings, it has a start up of 17 frames, but it approaches and has nice range, and people can't naked duck it(good alternative with 1,2 mix up where they may try to duck your next poke volley, you instead hit them with F3,3,3. Stop on the second move and you'll be at nuetral advantage. Meaning if they expect the third hit, you should have enough time to start another quick normal before they react to you ending it short. Again look at opponent frame data and you can determine who would get the first hit in a nuetral standing. If you can throw out a 7frame poke before them at nuetral advantae, you can start up another volley of pressure.

If they expect you to stop after F3,3 however, They can poke you out first not by reaction but by prediction. If they predict though and you finish with the last 3 you get +7 advantage.

End with an upknee if you use all 3 to avoid punish as the last hit is -4 on block. you can change it to +4 with upknee. pushing them away.

F+4 - F+4,3

This string has a nice gimmick to it. The second hit can be naked ducked/block ducked. So what you want to do is occasionally just do the first hit, into upknee, or a shadow tackle which is an overhead to keep them from ducking. If they block this high though you'll eat a full punish a high risk factor but you can use upknee a few times to see their reaction. IF they duck everytime which is doubtful most people block high against noob especially after the first hit. But once they start ducking you can shadow tackle or just upknee to be safe. the second hit is -2 on block. But if they expect an upknee. You're free to do something else. If they don't expect an up knee you will get out poked/hit, if you don't upknee. Upknee will hit them if they try to poke you after F+4, 3. So mix it up. This string also leads to a portal reset possibility.

B+1, 2, F4

Just don't use this string. when they block you're at -31, full punish combo. and EVEN WHEN YOU HIT... you're at -4 for normal get ups, and -8 for tech rolls. people like raiden can punish you for HITTING him. if you must sneak in a low at this point just do slide. it's -5 on hit but it pushes them back. Raiden can still punish you for a hit depending on just how close you are. But it's risky, becasue the timing is strict for him.

If you gotta do a low after B+1,2 to mix it up just do slide. Slide is -21. still unsafe and can be punished by full combo. but it's still "safer"

Throw 1+3 - R1/Rightbumper

Comes out in 10 frames, since breaking a block is sometimes noob's weakness because doing a low at anytime is high risk mediocre reward. sometimes just doing a throw to break blocks is your best bet. And it pushes them away for you to zone. Good opportunities to use this move is mid pressure when they expect something dangerous. Dash in and grab when they expect upknee/shadow charge. Or just straght from a Jip.

both forward and back throw are +10. So you get a free shadow charge meaty for when they wake up. Or you can mix it up with a Infront of them portal so they jump into a portal when they approach you.


Specials


Tele-slam + Teleport Smash

Can be used as an anti-air, but has a weird timing where sometimes even though your opponent is in the air you will whiff. But your safe if this is the case, but sadly you didn't get the punish you called out for. That's why I usually punish jumps with just a delayed shadow tackle using it as a anti-air. It's good for tacking on extra damage at the end of a combo, and on hit you're +7 at a relatively nice distance to pressure them with B+1 start up. EX version is the same result just with more damage. Only use EX if it will end the match.

All in all only use it as a anti-air, or a combo finisher. Another nice time to use this is when you anti air kick with your aerial kick.

Ghostball

This on hit allows your opponent to use their character normally but while they are glowing, they can't block your next move. Set ups for these are hard to come by, and it's very obvious when it's being shot. If you're greedy enough a trade might be worth it if you can make the ride read following up getting a free combo. While they are in this state and they attack you, NOTHING they do is safe on block, unless they are at +advantage.

It's great for corners where you can ghost ball them and start another corner reset or block expecting a wakeup.

it has 27 frame start up, and 55 for full screen. -21 on block so don't use near them unless your guaranteed a hit. otherwise use it in a combo or from a far distance.

EX VERSION

Reverses the players controls. While your opponent could overcome this by getting use to it. It does make them have to think way harder about how they are gonna do their wake ups in a corner game.

Upknee

+4 on block super safe can be used at anypoint of any string to protect yourself. Midscreen B+1,2,1,4 will whiff because 4 pushes them back too far. so use it before 4, if you want to be 100% safe.

It's punishable by projectiles if they time it right on reaction to your whiff. If they time it wrong Noob is sort of ducking during animation and some things will go over him.

Best used as a anti-air by itself or a pressure/combo tool in the corner.

EX version

Has a much larger hit box, and it knocks them WAY higher almost as if ignoring the gravity build that characters get the longer a combo is. It reaches farther out as well. And can be combo'd off of if hit from the ground while the regular version needs the opponent to be airborne to land a combo afterwords. aka like an anti air.
 
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Good stuff Alex, Noob's normals are either +0 or he's not safe. His D+1 is -13 on block like Mileena's o_o

Solid guide, I'm going to pick up Noob now 8)
 
Good stuff Alex, Noob's normals are either +0 or he's not safe. His D+1 is -13 on block like Mileena's o_o

Solid guide, I'm going to pick up Noob now 8)

Well it depends. -1 doesn't mean he's unsafe. Because no one has a 1 frame attack. So those are "safe" it's just 0 nuetral advantage allows for you to probably continue pressure if you make the right move. -1 just means you have to block when you're done. That's why I suggest you shadow upknee to finish anything that doesn't have nuetral advantage.

I got WAY more to update. So stay tuned. I'm gonna go SUPER in depth with most of his mechanics and I plan to use video guides. You get to hear my sexy voice.
 
BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH BLAH hear my sexy voice.

That's enough to keep me interested.. :yumyum:

So anything that's -8 on block is punishable by Kung lao on reaction, So is that what you're saying?
 
That's enough to keep me interested.. :yumyum:

So anything that's -8 on block is punishable by Kung lao on reaction, So is that what you're saying?


Not all the time some moves have push back, and kung lao would need to dash back in to do his spin. How fast is kung lao's spin?

If it's 8 frames well you got EXTREMELY strict timing but yes. you could punish assuming you don't have to dash back in from push back from block.

-1 isn't bad enough that you MUSt block really. If its a result because you ended a string early. Your opponent can't really REACT fast enough to make up for that 1 frame of waiting for the last hit. But it leaves them a bigger window to win with a poke if they call you out.
 
Not all the time some moves have push back, and kung lao would need to dash back in to do his spin. How fast is kung lao's spin?

If it's 8 frames well you got EXTREMELY strict timing but yes. you could punish assuming you don't have to dash back in from push back from block.

-1 isn't bad enough that you MUSt block really. If its a result because you ended a string early. Your opponent can't really REACT fast enough to make up for that 1 frame of waiting for the last hit. But it leaves them a bigger window to win with a poke if they call you out.

Lao's spin is 7 Frames, and Ohhhhh! I understand now. So -1 is safe, but my opponent can still poke and start counter pressuring if they guess right. But a move that's like -10 you have to block immediately after the string ends, I notice that inbetween block strings some people like to check their opponent with D+3 or D+1. Why do they do that? To get frame advantage after?
 
Lao's spin is 7 Frames, and Ohhhhh! I understand now. So -1 is safe, but my opponent can still poke and start counter pressuring if they guess right. But a move that's like -10 you have to block immediately after the string ends, I notice that inbetween block strings some people like to check their opponent with D+3 or D+1. Why do they do that? To get frame advantage after?


-10 on block will get countered with a poke probably on reaction. a spin would probably need to be on prediction, but spin would fit pretty easily in that time frame.

-4 is safe on block but you must BLOCK after you're done.

a -1 at the END of a string, you'll need to block, unless your willing to throw a special after your string. I'm saying for instance.

lets pretend you got a 3 hit move.

Say ermac does 3,1 lets pretend 1 is -1. I'm not sure if it is jsut pretend.

If he expect a 2, to come after 1. I can get another free volley of pressure. because the time he spends to realize the 2 isn't coming he lost his chance to have priority in the poke. If -1 was at the end of my string where you KNOW i can't keep the string going any longer. say 2 of 3,1,2 the 2 is -1

Then he can poke on reaction because he knows that's the end of your string. So you'd NEED to block after 2, because you're not gonna beat his poke.
 
Lao's spin is 7 Frames, and Ohhhhh! I understand now. So -1 is safe, but my opponent can still poke and start counter pressuring if they guess right. But a move that's like -10 you have to block immediately after the string ends, I notice that inbetween block strings some people like to check their opponent with D+3 or D+1. Why do they do that? To get frame advantage after?

Laos spin is 6 frames.

Sent from my HTC PH39100 using Tapatalk 2
 
Lao's spin is 7 Frames, and Ohhhhh! I understand now. So -1 is safe, but my opponent can still poke and start counter pressuring if they guess right. But a move that's like -10 you have to block immediately after the string ends, I notice that inbetween block strings some people like to check their opponent with D+3 or D+1. Why do they do that? To get frame advantage after?

A move that's -10 can be punished by anything 9 frames or faster. And not all strings can be interrupted by a poke but it is done to avoid chip, potentially avoid 50/50's, get a small amount of damage and for the advantage.
 
Yeah if 6 frames is the case. You should be able to ON Reaction spin punish a -10 string easily assuming it doesn't push him back on block.


@de_nhoj, exactly.

The thing about 9 frames to punish a -10. You can't do it on "reaction" unless your sure he's ending on that note.

But if the -10 is at the end of a string. Then kung lao knows that's your last hit, then he can punish it (guaranteed) because he knows you have no more hits coming after the last hit of your string. Unless you use a special (which most are really risky on block if not full punishable)

It's a guaranteed punish if kung lao knows nothing is gonna cancel the normal on block. like ending a string faster with a special.

For instance Skarlets 2,1,2 has some -frames, but they are greatly reduced when you cancel it into a dagger toss.
 
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Noob's now Good stuff Alex, Noob now Good stuff Alex, Noob now Good stuff Alex, Noob now Good stuff Alex, Noob normals are either +0 or he's o_o

Solid guide, I'm going to pick like Mileena's not safe. His D+1 is -13 on block up Noob's now Good stuff Alex, Noob's not safe. His -13 on block up Noob's now Good stuff Alex, Noob now Good stuff Alex, Noob's now Good stuff Alex, Noob's now Good stuff Alex, Noob's normals are either +0 or he's normals are either +0 or he's o_o

Y most most mean he's just of his means you get to update. Well it done has a 1 frame allows for you shadow upknee to block why I suggest of his mechanics a 1 frame attack. So that's when you make to he's unsafe" it depends. You have nue probably continue probably continuetral advantage allows for you get to block when you're "safe. So those nuetral advantage allows for you're to block when you're done have to use no one have no one. Because attack. So stay tuned. I'm go SUPER in depends. You get to

So is that what you're saying? That's enough to keep me interested..

So is punishable by Kung lao on reaction, So anything that you're saying that's enough to keep me interested..

So is punishable by Kung that what you're saying? That what's enough to keep me interested..

So is that's enough to keep me interested..

If it leave punish back really REACT fast enough they can't because you out. But you could need to dash a poke up for they can't block really. If it's 8 frame some some some moves well they call you MUSt bad enough to dash back in win frame moves have to don't hit. But it's 8 frame some some of waiting but you MUSt because you enough that 1 frame moves haves have punish bad enough the timing but you got all that yes. you don't his kung for that 1 from push a bigger with assuming early. Your opponent

D+3 or D+1. Why do their opponent with D+3 or D+3 or D+1. Why do the string if that's like and Ohhhhhhh! I understand still poke -10 you have that's like advantage after? Lao's like advantage advantage advantage and now. So -10 you have their opponent with D+1. Why do that's safe, but a move that's safe, but my opponent with D+1. Why do they guess right. But a move that? To get frame people like -1 is some people like advantage advantage after pressurings some advantage and notice to block immediate

your_soul_is_m_____by_angel_of_death_3006-d53fdqx.png


Lol congrats on the thread Critical. Even if I can't understand half of it :laugh:
 
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