I did one for cyber sub zero figured id do one for noob saibot! (seeing as how i probably play them two the most right now).
Note: most of these kombos listed are meant to be easy enough to execute online regularly. yes there is a 39% no meter corner combo but its a pain. the general idea is to put up strong effective moves that do not require extreme timing online. however i feel this guide is incomplete as i know of no corner resets with blackhole and there are probably some other stuff im missing, so feel free to bring it up!
Noob Saibot's Moveset for Every Situation
BnB Midscreen
B+1,2,1,4 xx Shadow charge (or teleport)
-This is his long range BnB. the b+1 can be connected from the distance you have at the end of teleport which catches many people offguard. like most of Noob's bnbs this has 2 possible endings for 2 different reasons. you can end with shadowcharge to create a LOT of space to continue zoning. You can end in teleport to be more offensive and continue pressure (starting with b+1 works quite often cuz of the range). It has an overhead on third hit.
B+2,1,4 xx shadow charge (or teleport)
-This is essentially the same as above sept it does less damage, it comes out much faster, and has less range. because of how slow b+1 is sometimes you have to go to this string for when you need to comeback from pressure. it has a overhead on second hit.
2,1,2 xx shadow charge (or teleport OR blackhole)
-This move has a defensive reset/punish vs certain characters wakeups with blackhole. its also faster then the previous two, but also doesnt have an overhead. shadow charge also doesnt create as much room as with the other two. still, good for after blocking a string because its fairly fast.
f+3,3 xx shadow upknee
-This string is useful because its one of the only non corner ways to connect upknee from a combo. Why is that important? Because upknee is essentially safe because if blocked it pushes opponent back and upknee itself has fantastic recovery frames. It seems to be a somewhat safe way to pressure as you can mindgame a bit and instead of doing f+3,3 again you can just do another shadow upkneen or f+3 xx upknee which can catch some retaliations.
1,2 xxupknee
-This is the other kombo that can end with upknee midrange. this ones use is somewhat limited, i find if i REALLY need to get that counter after blocking a string this always gets the job done. 1,2 is noobs fastest string. If you use a Exupknee you can throw in a shadowcharge to get back to zoning asap, probably its best use right there! The only problem with this is it IS possible for them to block the upknee, but if they do no worries, its safe and puts you at perfect range for b+1.
B+1,2,F+4
-your only low, but its a mixup off of the b+1 string so learn it! usually best to follow with upknee (after knockdown) because you have little advantage if any and your fairly close, you want something fast to defend with.
Black hole reset/punish combos (opponent has to eat blackhole, i call them /punish in case you get a lucky ex blackhole while zoning)
B+1,2,1,4 xx black hole (behind) backdash (quickly) shadow charge (opponent eats blackhole) njp, b+2, 1,2 dash 1,2 xx upknee/shadow charge
-This is noobs most damage kombo out of a blackhole reset (which is the first part listed above). you backdash quickly after the behind blackhole so your opponent is at full screen, thus he cannot roll out of the blackhole leave only jump and certain wakeupmoves. You can end with either upknee or charge tho usually they are low enough by the second 1,2 that charge will hit and does slightly more damage. Keep in mind you can substitute b+1 string for b+2,1,4 and the reset still works.
2,1,2 xx blackhole (which one depends on situation)
-if you do ontop it puts the blackhole between you and the opponent, great for catching things like subzeros wakeupslide. if you do behind it ends up on top of opponent but you cannot shadow charge or it punts him out of it. if you do in front it puts it on top of noob, back dash to catch some fast wakeup moves, forward dash to catch fast teleports like raiden (yes it catches raidens teleport every time!). its very versatile but is pure mindgame/reading your opponent.
Meter Black hole reset
b+1,2,1,4 xx black hole (behind) backdash (quickly) shadow charge (eats blackhole) njp, b+2, 1,2 dash 1,2xxEx upknee, shadowcharge
-This is noobs most damaging reset/black hole punish because the ex upknee allows for a shadowcharge to connect for more damage!
disclaimer: i have yet to be able to connect b+2, 1,2 1,2. i can do b+2, 1,2 or i can do 1,2 1,2. i know its possible, any help appreciated!
Corner Kombos
No meter
2,1,2 xx upknee, 1,2 xx upknee 1,2 xx upknee 1,2 xx upknee (37%)
-his most powerful no meter corner kombo. throw in a JiP for an overhead.
With Meter
2,1,2 xxExupknee 1,2 xxExupknee 1,2 xxExupknee 1,2 xxupknee 1 xxshadowcharge (53%)
-better then any of his xray kombos i believe.
2,1,2 xx Exupknee 1,2 xxExupknee 1,2 xxupknee 1,2 xxupknee (48%)
-my go to corner kombo, easy, and for 2 bars its hard to be nearly 50% (over 50 with jumpin of course)
2,1,2 xxExupknee 1,2 xxupknee 1,2 xxupknee 1 xxshadowcharge (42%)
-thats what one bar nets you. so you get 5% jump from 0-1 bar, 6% jump from 1-2 bars, and another 5% from 2-3. i find either 0 or 2 to be the sweet spots but to each there own.
Random junk to know
poking
-D+1, D+3, and D+4 are his pokes. D+3 being his fastest easily, followed by d+1 and then d+4, if you hit with any of these you can cancel into a special (most notably upknee). The d+3/4 pokes are used to train your target to block low, all are used to create spacing, and a d+4 into upknee will create even more space and will be safer. its requires fast input speed but is very doable. note that these do not count as combos (the special cancel) and if someone stays holding block they will still block the special attack, which is why i say to use upknee to create that bit of extra spacing. This puts you just OUTSIDE the range of b+1 so upknee/shadowcharge are probably your best strats right then depending on the situation.
Teleport
-dont be stupid with it, its a punish tool at best. its easy to block on reaction. So when do you use it? when countering a projectile or punishing a jump are the two best situations. also at the end of a kombo for keeping pressure up. you can use it straight up sometimse but be prepared to eat a kombo if you do it more then once.
Double Charge
-most know this by now id hope but when you get a shadow charge to hit from fullscreen the opponent HAS to block the next one or take the hit again. they cannot jump, roll, teleport, they have to take the hit or block. know this and abuse it.
Upknee is god
-Probably your best special. it has a great hibox, great recovery, ex launcheas high enough for a charge/teleport combo and has a even larger hitbox. if you find your opponent blocking your strings you can upknee to make it safe as well (similar to kanos choke).
Slide
-use this sparingly at best. you should NEVER use it within the opponents armored special/jump in range or you will eat a kombo. its best used at 3/4-full screen as a mixup with your zoning. yes it has armor as a wakeup but it also provides little advantage as well unless you use Ex version. psuedo upknee wakeup or block/delayed getups are usually a better bet then slide when opponent is close.
optimum b+1 range setups
-these are the times when you end up in the perfect range to try for a b+1. note that this doesnt mean you will always be able to get b+1 off before the opponent, its just setups that are a bit safer then trying it at point blank or guessing the distance with dashins.
-after teleport
-blocked f+3,3 xxupknee
-blocked b+1,2,1,4
-blocked b+2,1,4
-any blocked upknee save for the pokes into upknee (slightly too far for them)