![]() ![]() Both of Noob Saibot's throws also have Krushing Blow on failed escapes, so teching throws is extra dangerous. ![]() It's often used alongside throws because the animation kinda looks like a throw, and if you try to throw-tech, then you get hit by the 2nd low. 212 - the second hit here is low, so keep blocking low.It has a long recovery, so try to outrange it or jump in on prediction. Most often, you will see just B3 into Slide. It has a Krushing Blow if you stand-block, but there is no mixup, so remember to always duck-block against Noob Saibot. B3 1+3 - this string is really unsafe, and players don’t usually use it very often.It’s -17 on block, so punish it with any fast advancing move like Shadow Slide, flying kick, or a long range normal move (for example, Scorpion's B2 or D'Vorah's F1). B1 1+3 - it’s Noob’s fastest mid string with a 9-frame startup.But it starts with a high, so using long low pokes is good to counter it. F221 - This common string is pretty fast and has a long range.There is also a kinda mixup with 112 Overhead and 11 Slide, which is low, but the Slide comes out much faster, so you can block both options by blocking low first and then, with a small delay, the Overhead. So you can sometimes go for a read that they will do it and go for a flawless block U2 or U3 to punish, especially if your opponent has no offensive meter. This string is safe, but there is a flawless block gap on the 3rd hit. 112 - alternatively, Noob Saibot players can do 112 if they see that you block the first 2 hits.If there is no follow-up, the string is -8 and unsafe, so most characters can punish it with a combo or at least a poke into plus frames. If you block it, then it will usually get followed up by Shadow Slide. 113 - it’s a common combo starter that easily converts into big combos with teleport.This will make them use the meter on Shadow Slide every time, and then they won't have the resource for their combo extenders. And even if Noob Saibot players have the meter, sometimes they are greedy - if they don't amplify their Slides a lot, you can call them out and try to go for a punish. If there is no meter to amplify, then after blocking the Slide, you can safely go for a punish. That's why it's really important to track Noob Saibot's meter. However, the non-amplified Slide is unsafe and can be punished. MagicTea demonstrates how to counter regular attacks and strings of Noob Saibot.īut first, the pro player mentions Shadow Slide as this special move can be used at any moment with any poke or string. Another combo extender or a utility move, like the Spirit Ball projectile (BF1) or Air Tele-Slam (DU).A combo extender: Shadow Portals (DA AMP) or Sickle Snag (DB1).The most popular Variation for Noob Saibot is: Noob can punish every mistake with a damaging combo. Also, he has a good defense with anti-air tools and safe pushback. Noob Saibot tries to keep the opponents at a distance. The playstyle of this character revolves around long-range pokes, strings, and the special move Shadow Slide. MagicTea starts his guide by giving general info on Noob Saibot. ![]()
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