While noob is accurately described as a all out zoning/keepaway char after playing with him a lot id like to elaborate.
suffice to say noobs combos are simple and weak. however, there is intention with this madness!
notice the combos he does have, and his specials, they all push the opponent outside of melee/sweep range, some outside of jump-in range as well. his shadowclones are so fast that if you land one of these combo strings you can always get a clone (slide or charge) off and the opponent will not be able to do a wakeup and also have to block or eat the clone. This makes him all around annoying to fight as almost every aspect of his gameplay revolves around getting room and spamming those clones.
This is not to say he doesnt have ways to answer close up, in fact he has two ways to get in quickly, his teleport and his darkness hole attacks. While teleport can be linked at the end of a combo, its really only beneficial if your pressuring for whatever reason, otherwise a shadowcharge is better. No what tele can do very well is punish any jump, which people can be tempted to do with the clones.
as for the darkness hole, there are two ways to use it excluding mind games, one being ex darkness hole. it travels fast enough that it often catches a player offguard, and can allow you to quickly get a player to the wall for some wall combos of which noobs are decent. The other is to use it after a combo such as 2,1,2, D,B,2 or B+1,2,1,4,D,B,2. both of these combos will result in the darkness hole landing between you and the enemy. This discourages wakeup attacks like sub zeros slide as they will just slide into the portal (ive tested, it works like a charm) and you can begin another combo.
he also has one combo worth mentioning. B+1,2,F+4, this is his ONLY combo that ends in a low hit. This makes B+1,2 his mixup starter as he can take it to a low kick for blockers or continue it into his full combo that can end in either shadowcharge or darkness hole depending on your needs. however B+1,2,1,4 is a lousy one to use your xray off of compared to 2,1,2 which all said and done is a full 5% more damage(43% vs 38%), though it doesnt have the mixup potential, so its up to you. I dont know what hit confirmable exactly means (im a noob afterall) but i get the impression its important for mixups. as such i do not know of B+1,2 is hi confirmable for going with the full combo or the low kick but i think it is, need someone else to confirm.
he does have another mixup (again assuming im using the term right, would love someone to correct me if im not) in the form of B+2,1,4. The second attack is a overhead, and this combo unlike B+1,2,F+4 can end in a shadowclone/teleport/darkness portal/xray
This means that outside of the corner, every single one of noobs midfield combos save for B+1,2,F+4 can end in any of his specials (sept the front and back portals) AND his xray. This makes noob EXTREMELY dangerous with a full meter, and the only time you wouldnt want to use noobs xray is when your in a corner for a 49% ex shadowupknee combo juggle (6-11% more damage depending on combo string)
lastly a little no-no, F+3,3,3, dont ever combo this into a xray, it actually does 1% LESS damage then just using xray on its own, its all high kicks, and is has no mixup potential. if someone knows noobs moveset at all and sees this, hes not gonna have a difficult time stopping it.
PS: i forgot about F+4,3 little combo. its fairly useless. also whereas the B+1,2,F+4 will not allow you to end with a xray (or a special), F+4,3 can end in a xray, but the xray will ALWAYS miss, far as i can tell stay away from it.
and this is what ive learned so far, probably a bit of overlap, i apologize.