B = back
F = front
D = down
U = up
bp = back punch
fp = front punch
bk = back kick
fk = front kick
~ = cancel
^ = juggle
nj = neutral jump
j = jump
Seems to be a mix of footsie and 50/50 mixup. His projectiles also seems to give him the ability to zone out some characters, as well as provide a good poking tool at 3/4 screen. His "black hole" attack is an unblockable move that teleports the opponent right in front of you in a falling state, allowing good damage off of a juggle combo. This move can be set up from a blockstring or knockdown. Noob is especially damaging in the corner, doing much more damage by being able to combo off of his "Upward Shadow Kick". Comboing into "Disabler" is also a great way to set up resets into more damage. This projectile makes your next attack unblockable if it hits. His teleslam is also a good combo ender and good way to punish full screen movements. It can also be done in mid-air. A good way out of pressure is his "Upward Shadow Kick", as it is perfectly safe and stuffs jumps unless done too late.
Low Shadow (B, F + bk) - A low hitting projectile. Punishable on block closer than 1/2 screen, so use this when in longer range situations. The ex version makes the opponent get knocked up very slowly towards you, allowing for a combo extension.
Shadow Tackle (D, F + fk) - A fast mid hitting projectile. Very punishable at close range, similar to low shadow.If an opponent is hit by this and another is done immediatly after, it is impossible for the opponent to jump away so blocking or armour is required. Ex version does more damage.
Tele Slam (D, U) - Teleport behind the opponent and if it hits they are slammed. Extremely punishable on block, so use it only on reaction to slow recovering projectiles. A good combo ender and does more damage than the other options. Ex version causes more damage.
Disabler (D, F + fp) - An interesting projectile. if it hits, it puts your opponent in a state of being unable to block for
3-6 seconds (??). This state goes away if the opponent is hit, or the time runs out. You are unable to do Disabler while the opponent is disabled. Ex version causes control changes as well as unblockable state.
Upward Shadow kick (D, B + fk) - One of Noob's best moves. Noob shoots a shadow kicking diagonally upwards. A great anti-air and is safe on block. The hitbox also hits opponents next to you. You can cancel your blockstring into this if you see that it is not hitting and you have time to dash and grab, dash and pressure, or just bait. Ex version makes the shadow go farther in the air and is a better anti-air. Use this as your wake-up attack.
Black Hole (D, B + bp [top] | | D, F + bp [behind] | | D, F, B + bp [front])
- Noob summons a column of rings that goes up in the air then comes down depending on the motion
done. [Top] version goes to exact location, [behind] goes behind the opponent, [front] goes in front. The behind and front are useful because the hole tracks until a certain time, and if the opponent is continuously moving, then it will miss them. If you use these then the hole will move in front or behind the space that was tracked, so you can catch people moving continuously. This move is unblockable, tracks, and leads to good juggle combos. One of your best moves, and central to Noob's mixup. Ex version is faster, does more damage, and easier to detect if it hits.
Secret Fatality "As One" : (D,D, B, D + block) Jump distance
Babality : (F, U, F + fp) Jump distance
Good Target Kombos
bf, fp, bf
A great string, central to mixup. If it hits, you can cancel into Shadow Tackle or Tele-slam, or cancel into Up Shadow Kick to make it safe. The third hit also has a delay, so if you teach your opponent to block the whole string, a throw can be done after the second hit and continue pressure. Starts 33% or more damage in the corner. Combos into disabler in the corner. One note is that cancelling this into a final move is oddly premature, almost as if your cancelling the second attack.
B + fp, bp, fp, bk
Very slow start-up means this move is primarily used off of a knockdown as a meaty attack. The third hit is an overhead, so mixup with this and the below Kombo is recommended. More mix-up can come from cancelling any attack into low shadow slide. Can combo into disabler in the corner, or teleslam from mid-screen. One note is that cancelling this into a final move is oddly premature, almost as if your cancelling the second attack.
B + fp, bp, bk
To be used as a mix-up with the above combo. The third hit is a low that gives you an untechable knockdown. However, this is punishable on block. You also cannot cancel this kombo, and as such cannot make it safe with Upward Shadow Kick.
bp, fp, bp ~ (teleslam, shadow tackle, low shadow)
B + fp, bp, fp, bk ~ (teleslam, shadow tackle, low shadow)
Black Hole, ^ nj. fp, dash, ^ B + fp, bp, fp, bk ~ (teleslam, shadow tackle, low shadow)
-bp, fp, bp ~ disabler
-B + fp, bp, fp, bk ~ disabler
-bp, fp, bp ~ upward shadow tackle, ^ bp, fp, bp, ~ upward shadow tackle, ^ D + bp (33%)
-bp, fp, bp ~ upward shadow tackle, ^ bp, fp, bp, ~ upward shadow tackle, ^ disabler or ex disabler
-bp, fp, bp ~ upward shadow tackle, ^ bp, fp, bp, ~ upward shadow tackle, ^ bp, fp ~ ex upward shadow, ^bp, fp (shadow tackle, low shadow)
-B + fp, bp, fp, bk ~ ex upward shadow, ^ bp, fp, bp ~ disabler
bp, fp, bp -> x-ray
B + fp, bp, fp, bk -> x-ray
Wednesday Night Fights:
Crazy Combo by D.R.