

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 If you end combos in tele you are +18, meaning your b3 into spirit ball or b2, all uninterruptible
#Noob saibot mk 11 full#
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 After landing either d1 or d3, your b1 becomes uninterruptible After landing a d4, your b2 becomes uninterruptible B3 into tele is a low with a very long range, use it to punish unsafe strings that push you far away 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

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 Forget about " running man" and consider your main projectile " spirit ball" since it has a faster start up but be considerate its a high. sometimes its a good thing to back out and see how your opponent react. 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.

Down 4: 9f, solid low up close (low, +19 on hit, -5 on block) Back 4: 13f, fast low with good knockdown (low, +22 on hit, -7 on block) Standing 4: 13f, good punisher and good range (high, +9 on hit, 0 on block) Down 3: 9f, fast and lowers Noob hurbox (low, +10 on hit, -5 on block) Back 3: 15f, long range and fast (low, -5 on hit, -16 on block) Down 2: 10f, good anti air button, (high, -13 on hit, -23 on block) Forward 2: 9f, good advancing normal (high, +8 on hit, -1 on block) Back 2: 12f, fast and good range (mid, knocks down 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 1: 9f, very solid poke (mid, +6 on hit, -5 on block) Lets go over his most vital and important normals: If you enjoy whiff punishing, poking, and being on point with your anti airs then this character is for you! The answer is simple: good normal, good spacing and above average damage! Now, one might ask, where does he shine then? He feels so much different in MK11 although he was promoted to be a pure zoner prior to release. Forget the word " Zoner" and replace it with " Footsies and space control". This thread will be divided into: Overview - Game plan - Tips and Tricksįirst of all, i want all of you to let go of MK9 Noob Saibot iteration and change your mindset towards his archetype. 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!
