Critical-Limit
New member
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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