I did a writeup of Geralt's movelist. Let me know if I missed something or got something wrong.
Horizontals:
AA - Standard AA, lots of range
6A - Has 6AA and 6AB follow ups, which are both mid. 6A itself is a high.
3A - Mid horizontal with range. Safe but - on hit.
2A - Standard 2A, lots of range
1A - Long range tracking low. Seems pretty negative on hit. 1AA is good for combos and is NCC, 1AB is also NCC and lethal hits on opponents who have full meter
4A - Mid horizontal string that uses silver sword with lots of range, but unsafe. Second comes out automatically if the first one connects, and is NC.
7/8/9A - Standard jump A, high
FC A - Same as 2A
WR A - Horizontal mid with good range, seems reasonably quick but little damage.
66AA - Good range high stepkiller. High-high but jails. Cancels into Quen stance with B, 66AK also exists, is a gimmicky low.
22A - Jumping horizontal mid with aGI, GIs other horizontal mids. Lethal hits on GI.
44A - Slow high horizontal, but not reactable slow. Gets throat slit AT on hit and does meaty damage.
Verticals:
BB - Standard BB, lots of range
6BB - The meme move. Burn meter by holding the second B to make this a safe combo starter with pushback that immediately resets to neutral.
3B - Standard launcher
2B - Standard 2B
1B - Tow poke KND low, looks alarmingly safe on block but is linear. Forward ringout.
4B - Uppercut with silver sword. KNDs on normal hit and you can hold it to super launch. Lethal hits on opponents who are in soul charge. AA punishable.
7/8/9B - Standard jump B
FC B - Same as 2B
WR B - Quick 2 hit string, looks very fast at around i14 or so. Safe, also seems kinda difficult to step. Not much damage though.
66BB/66BA - Combo tool/whiff punisher. 66BB is at least stab punishable on block. Air hit of 66BB gets a ground stun that combos into another 66BB. Unsure of utility of 66BA
33B - Whiff punisher that combos into 6BB. Very strong damage, especially near the wall with double 6B(B). Unsafe.
22B - Sword slam, doesn’t seem very useful
44BB - 2 hit overhead string.
Kicks:
K - Standard 5K
6K - Mid kick that is linear and chargeable
3K - Another mid kick. Looks stubby and linear
2K - Standard 2K, range is really stubby though
1K - Another low that looks way too safe. Rings out to his left on CH or during combos, slightly negative on hit
4K - Mid kick that can go into Quen stance meterless
FC K - Same as 2K
WR K - Same as 3K
7/8/9K - Standard jump K, mid
22K - Same as 1K
66K - Same as 6K?
44K - Same as 4K?
Simultaneous Press:
A+B - Linear and mid, looks reasonably fast for its utility. 5A+B is universally a break attack in SC6
6A+B - Quen stance, costs .25 meter
2A+B - Igni, costs .25 meter to cast, but doesn’t get a combo unless you extend by holding the button for another .25 meter
4A+B - Yrden, aGI that costs .25 meter to cast and has a hilariously long stun after a successful parry. Seems to aGI a fair amount of things, I can recall an instance of it GIing a mid kick and a mid vertical.
8A+B - Aard, costs .5 meter to cast, has an absolutely massive hitbox and looks very fast but does little damage.
6B+KB - Uppercut with sillver sword then downward slash
2B+K - Sidestep spin thing, maybe this covers more ground than a regular sidestep?
44B+K - Trooper roll into uppercut, picks up grounded opponents
66B+K - 2 hit string that launches pretty high and is NC
a+gA+B+K OR 4a+gA+B+K - Brave Edge throw, costs .5 meter. Has a front and back break version.
There might be more multi-button presses that I am not yet aware of.
Quen Stance:
QN A - Horizontal, high
QN B - Vertical mid
QN A+B - Break attack vertical mid, probably + on block
Quen stance has armor on startup so it seems decent for pressure with QN A+B for + frames and QN A to discourage stepping QN A+B.
Soul Charge Moves:
AAAA - Not really sure about how to use this move.
3AAA… - This string is infinite and looks hilarious. Pretty sure the third hit is a high.
6ABB - Not really sure about the use of this move. Doesn’t combo after 3B 6AB.
66AAA - Looks high, unknown if it combos from the first two hits at all.
It should be noted that all moves that normally burn meter are meterless in Soul Charge. This seems to be the main utility of the activation as his moves that are exclusive to Soul Charge frankly seem weak, but I really feel like we have to be missing something there.