Noob:
Noob is ranked around 5th overall most useful by almost everyone, and he is truly one of the worst forces to fight in MKA. He has one of the quickest, safest, and high-priority Mids in the game. He can dish out 40%+ (52% tops)in a heartbeat and online, many of his moves become safe. The difference between a good and a great Noob-Player is determined by what his combos of choice are. The good player will crank out 40%'ers while the GREAT player will take some time in practice to completely master his 52% combo, and end the match in 2 of his opponents' mistakes.
IMO, characters that have the 2-Mistake-rule should automatically be placed in High-Mid if not higher, regardless of the difficulty ratio for success, meaning w/ enough practice anyone skilled enough can make a 2-Mistake-character a deadly force in MK.
Noob can utilize the Dark Assassin (d,f+3) by intricating it into the mixture of 4, or 2,4, or 2,1,1. Most of the time you will use it to "zone" your opponent or keep them away from you. Considering the fact that Noob is a close-up fighter and a heavy hitter, it will be up to you to decide when is best for the Dark Assassin. The Dark Assassin are one of Noob's most important moves, as they add to a large unbreakable combo. Dark Assassin can and are encouraged to be used as a juggle.
Black Hole (U,D+2) is another "projectile" attack where Noob raises his hands replacing the ground a few feet behind you in a mystic black cloud that sucks you through the floor and down from the cieling right in front of him. I have seen some people do it and push people into it, and I have also seen it done w/ a breaker, but for the most part I can see no real use aside from trying to make one of the most generic characters in the game appear more unique. Either way you look at it, is is not very safe, and just getting it to work usually results in Noob giving away free hits/punishment of choice.
Darkness(U,D+1) is an even more annoying move. As if Noob isn't hard enough to defend against him, he can turn invisible and spam safe 4 or safe 2,4's all the while his opponent is frantic to score a hit to reveal their attacker.....only to have him vanish into thin air again. Smart players will use Sareena or Nightwolf due to the fact that a connected knife or arrow prevents Noob from disappearing totally again. Noob's TrollHammer does not share Noob's cloaking ability either. Other methods to track Invis-Noob include watching the rotation/scroll of the screen, or bloody foot-prints.
Teleport Grab: (D,U+2) can be used on an unsuspecting opponent, jumper or when anticipating a projectile. It usually leads to a FT or at least a 50/50. Unlike Reiko's Teleport Grab, it can NOT be done while air-born. It is punishable on block as he floats haplessly in front of his opponent.
Monkey -
Monkey style can be very difficult to work around for some opponents and is a very useful and dominant style. All of Noob's big, bad combos begin in Monkey, usually stemming a juggle from 4 (Mid-launcher) or 2,4(high, Mid-launcher), & also 2,1,1,B+2(3 highs, ends Mid-launcher). The best thing to do once you connect w/ one of these is juggle w/ Dark Assassin, walk forward, cs...2,1,1,cs. A second 4 or cs,3 can also usually be added before the Dark Assassin-juggle if you are really feeling skilled. Online it is probably safest to lead w/ 4 by itself, as most connections make it safe, even on block @ times however OFFline or on a very good connection you will find yourself eating a punisher if you miss or get parried. 2 or 2,1 or 2,1,1 mixed w/ D+4 (x2) and throw can also be used to "lead" or poke and prod @ your opponent in effort to get them to either block low, duck or attempt to retreat, in which case the Noob-player is urged to use 4 or 2,4 (<--has more range) or also 2,1,1,B+2 (<--has most range).
COMBOs in Monkey -
4, Dark Assassin, ...2,1,1cs
2,4, Dark Assassin, ...2,1,1cs
2,1,1,B+2, Dark Assassin, ...2,1,1cs
4,...cs, 3, Dark Assassin, cs,...2,1,1cs
2,4,...cs, 3, Dark Assassin, cs,...2,1,1cs
4, Dark Assassin, cs,...D+2 (unbreakable)
TrollHammer -
The TrollHammer is a rather slow and unsafe weapon, so because of this you should only use it for finishing combos, or low poke chip damage. 2 and 3 both are Mid-launchers, w/ 3 being the stronger attack. Use them to re-launch your opponent and dish out damage while they float. TrollHammer 3 is slower than Monkey 4, but has a better reach and is good for setting up an OTG combo. D+3 and D+4 are low-unparryables, but they have slow recovery, so use them sparingly and just for chip damage or to lure your opponent into low-blocking so you can pound them w/ 4 or or Noob's other Mids. The only major difference that separates the usefulness of Kahn or Reiko's hammer is that Noob has a quicker 1st-style and can cancel out a bit of the TrollHammer's recovery by quickly switching back to Monkey in between. All 3 characters share this characteristic, however all are played differently aside from them sharing a weapon style. Following 3 with 2 may be tempting, however do not, it reduces damage and is harder to juggle. Almost always use 3, and if 2 happens, follow it with 3, Throwing Stars,cs... 2,1,1,cs.
COMBOS in TrollHammer -
3,3,....Throwing Stars,...walk-up, cs, 2,1,1,cs
2,3,....Throwing Stars,...walk-up, cs, 2,1,1,cs
3,3,....Throwing Stars,...walk-up, D+2 or B+4
3,3,(2,3)...cs,2,1,1,cs
3,3,(2,3)...cs,2,1,1,4
3,3,(2,3)...cs,2,1,1,B+2