Playing as Noob Saibot Guide
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posted07/02/2011 11:53 AM (UTC)by
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SystemSCSnake
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04/06/2011 07:36 PM (UTC)
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This is based on my experiences and is subject to change


Brief summary of my experiences with Noob

Noob Saibot has been one of my favorite characters since is first debut in as a playable character in UMK3. His wicked shadow teleport and clone throws made him one of the most useful and tactical characters in the game, and he returns in Mortal Kombat 2011.

Kombos To Remember

Only certain combos are essential to remember for a Noob Saibot user in combat.

Away + FP, BP, FP, BK

This combo is very common among Saibot players, most have it memorized from the get go. This combo not only does the most damage, but came be chained with basically any special move, and the x-ray.

Away + FP, BP, Toward + BK

Many people forget about this combo. It is incredibly important because it is one of Noob's few low combos. This mainly can be used if you find yourself in a deadlock with an opponent who is blocking when the Away + FP, BP was initiated. Simply tack on Toward + BK on the end if they end up blocking your first two hits, and they'll never see it coming. Firstly because not many people use it online, and second because Away + FP, BP, FP is a medium combo, which means blocking low will create an opening. Mixing up these two combos against blocking will throw the opponent through a loop.

BP, FP, BP

This combo is extremely simple to remember however it is very slow, easy to block, and easy to mess up if timed incorrectly. This combo is useful if the opponent happens to let loose, and it also does a good deal of damage.

Toward + FK, FK, FK

Use this combo when you are really in a pinch, it is perhaps Noob's fastest combo, and it is a low combo on top of that. It doesn't do much damage, but it is easy to remember.

Toward + BK, FK

Last combo that even though is two hits, pack a punch, and can be used very quickly. It cannot be chained onto any special moves however it can be used as a quick hit.

Kustom Kombos

Away + FP, BP, FP, BK, Down, Toward, FP*

Away + FP, BP, FP, BK, Away, Toward, BK

Away + FP, BP, FP, BK, Down, Up*

Away + FP, BP, FP, BK, LT + RT*

Away + FP, BP, FP, BK, Down, Away, FP (Corner) Note: Down, Away, FP can be repeated for further effect.

Away + FP, BP, FP, BK, Down, Away, FP (EX), Away + FP, BP, FP, BK, Down
Away, FP (EX), Away + FP, BP, FP, BK, Down, Up (EX) (Corner)

Away + FP, BP, FP, BK, Down Away, FP (EX), FP, BP, Up, Down (Corner)

Away + FP, BP, FP, BK, Down, Away, FP, FP, Down, Away, FP, Down, Away, FP, etc.. (Corner)

Away + BP, FP, BK, Down, Away, FP, FP, Down, Away, FP, FP, etc.. (Corner)

FP, BP, FP, Down, Forward, FP

FP, BP, FP, Up, Down

FP, BP, FP, LT + RT*

Forward + LK, LK, LK, Down, Forward, FP*

Forward + LK, LK, Down, Away, FP*

Noob Saibot Tactics

Noob is at best, a medium tier fighter. He is sluggish, has long recovery time and is not an aerial fighter. His strength lies in his projectiles and his ability to punish his foe. The thing you must always remember when using Saibot is that he is not meant for rushing into a foe. Use projectiles casually, and teleport often. Noob is all about punishing the foe for making the slightest mistake. If your opponent is all about blocking, wait for an opening. An impatient Noob Saibot player is not a good one.

Tips

-Noob Saibot is not meant for graciously long combos, not managing to get a combo on a high end player wouldn't be unusual

-Noob is all about his projectiles. Use them often and mix up Shadow Charge and Slide, keep the enemy on his toes.

-The best time to use Teleport is when the enemy is in the air. There is no enemy that can dodge or block in the air

-Using Teleport in mid-air is a good way to deceive your opponent. It won't be as obvious when you teleport in the air.

-Always Block. Noob is a powerhouse in defense, never let your opponent have a chance to attack.

-Counterattack. Noob is one of the few characters that has an anti-air, so if an opponent is coming at you from the air, use Shadow Upknee. If an opponent is coming from the front (With say Superman, or Cannonball) use Shadow Charge. Teleport if your being speared. DON'T TELEPORT IF THE OTHER PERSON TELEPORTS.

-You can't counterteleport. It simply does not happen.

-Certain attacks countered with teleport will cause you to not grab them, in these situations try to combo them because they most likely will not be able to block

-Ghostball and X-ray are a good combination, however more and more people are finding ways around simply not blocking. Use this only if your feeling lucky or desperate.

-Using Portals: Most people don't use them because they are massively slow, chances are you'll hit an opponent by luck. If your going to use a portal definitely use the EX, it's quick and usually hits on target. If you manage to hit the opponent you will be able to land a combo.

Feel free to add comments, suggestions, etc....I'll edit this post If I need to sleep

Update:
I found that it is very much possible and infact useful to be aggressive with Noob. Being up close with certain opponents is sometimes very important, and depending on the player, the moves you use most will vary heavily. If your teleport is consistently blocked, refrain from using that move and focus more on projectiles, and being up close. If a person is aerial, jumping in the air and kicking is effective (though I learned it can be countered by an aerial punch). If a person is zoning you out, projectiles may not be best, teleporting and once again being close will be essential. If the person is consistent with a certain wake-up attack, learn it carefully and either block it, or counter with a Shadow Upknee (Or Shadow Charge.)
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queve
07/02/2011 04:05 AM (UTC)
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Impressive!

Thanks for sharing this. I'm sure more people will give you deeper insight.

I'm not a high level player, but, I do appreciate the effort of your thread. Thanks!
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EcstasyTuesday
07/02/2011 04:49 AM (UTC)
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I disagree with - B+1, 2, 1, 4 being his best combo sir.

Being an avid Noob Saibot player, i'm going to have to say his best combo is by far his F+3, 3, 3. It's fast and people never expect it. If you're going to use the combo - B+1, 2, 1, 4 - make sure you are good at timing. Mix it up frequently between - B+1, 2, F+4 too. Don't get me wrong - B+1 is a great move to keep pressure with. Not as good as 2, 1 though. 2, 1 - 2, 1 - 2, 1, 2 - ect, is a great pressure tech with him.

Always use his D+3 to keep players at bay, and mix that up with his shadow up knee.

You're right though, always mix up his shadow throw, and shadow slide, but it becomes to predictable. Try mixing it into combos.. ( 2, 1, shadow throw - 1, 2, shadow slide )

Speaking of his 1, 2...It's a GREAT pressure tool mixed up with everything else. For instance ( 2, 1 - dash in - D+3 - D+3 - dash in - 1, 2 - D+3 - dash in - 1, 2 - 1, 2 - shadow up knee )

Never use his regular black holes, they're junk. HOWEVER, his ex black holes are AWESOME. Practice getting good with landing Scorpions ground fire. Always use this when you see the guy just standing there blocking, and don't be scared to use these in the middle of pressuring. If it does land, immediately use his neutral jump punch juggle - 1, 2 - 1, 2 - shadow up knee. GREAT combo for one special bar.

Zoning with him is way to fucking predicatable now. Way to many people do it. He's just as good being aggresive as anyone else, you just have to do it right.

His shadow ball is pretty useless, way to slow. If you get good at the timing with it, and landing it on an opponent, use his shadow slam right away, or if you have his X-ray, do that.

Another great tactic with him is his jump kick + shadow slam tactic. Always tap D, U RIGHT after a jump in kick.

Also before I end my rant, I have a great success rate with this pressure tech. Use his F+3, 3, 3 combo - Then dash in - F+4, 3, shadow throw.
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Kushh
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07/02/2011 05:08 AM (UTC)
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Noob isn't very combo heavy, I mean when playing against players that actually know what they're doing its hard to get normals in with Noob.

1.) You have to play a lot of footsies. Wait for them to jump, or if they stay on the ground throw Shadow Tackles/Slides (not too many slides because they can be jumped on reaction).

2.) Bait jumps. Dash in from outside jump range, play some footsies and if they jump Upknee them and if they're high enough in the air throw a tackle for some more damage.

3.) If they don't jump, throw some mix-ups in there. B+1,2,F+4 will catch everyone off guard, last hit is a low. B+1,2,1,4 for a safe overhead on the third hit, so basically there's a 50/50 right there on the third hit of that combo. If the overhead hits, then hit confirm into blackhole/tackle/teleport.

4.) Take advantage of the range of Noob's normals. F+3,3 shadow upknee is VERY good. It hits from about sweep range, builds meter, and knocks them back to about the same range you started with advantage. USE THIS STRING.

5.) Mind games. What your opponent WON'T expect is a blackhole. If you do B+1,2,1 xx EX blackhole (overtop of the opponent), it comes out very fast and will catch them off guard even more so than Jax's ground pound. After you throw this you can:
a) NJP because if they choose to jump over you, they will get hit by this, AND if they get hit by the blackhole you can connect the NJP right after they get sucked into the hole for a big midscreen combo >> ex hole, NJP,dash 1,dash 1,2 xx ex upknee, teleport/tackle.
b) Throw the opponent right after you throw the blackhole.
c) Sweep for a safe low, if hit OR blocked they will still get sucked in.
d) Continue pressure, they may be shocked into not blocking or if they block the string MAY still be sucked into the hole.
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jagro
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07/02/2011 11:53 AM (UTC)
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this is all extremely helpful ^_^

wish more people would make guides like these
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