Hmm...
3A
Step catches, tech crouches. The step-in gives good range. Only -12 on block!
66A (BE)
Step catches, tech crouch, huge (+12) advantage on hit, -6 on block. BE version does 83 damage with 66A+B combo, +8 on block. Really nice.
BB
It's BB. I rely on this when I'm unsure or scared. Just use it!
3B
Launcher, step-in gives hidden range. Unsafe, so the use may be limited, but 3B into CE does a good deal of damage for the ends of rounds.
1B
67 DMG with 66A+B combo, +0 on block. Frame traps, anyone?
66B
-2 on block. Excellent range, damage off the combo is bananas. Just a little slow but don't let that stop you.
236B (BE)
15f punisher, think Cassandra. BE version makes it safe and does 64 DMG with 2B+K combo.
1K
This move is broke. Quick low, 20 damage, hits grounded, advantage on hit. People will be calling you a noob for days.
Hit someone with it at the end of a round instead of using 2K, he'll go "I win!"
It's great.
Jump K
Go-to tech jump move, when the opponent is getting predictable with lows or lows in strings. Landing it makes you feel super pro.
B+K
Huge tech crouch, 55 damage, 123 damage with CE combo. Does heavy guard gauge damage. Hard to punish if not impossible. This move is dope!!!
66B+G
This puts the fear in their hearts. Grab, then rotate the analog stick (think Dragon Ball Z Budokai) while pressing your favorite button (I like tapping B) or, on arcade stick, roll the stick while mashing all the buttons. Hot knees to the face does
75 damage and it's
easy to do.
(About a minute in.)
Plus, I mean, look at it, I'd feel real salty after getting hit with it.
CE
13f, you can random super, you can interrupt, you can punish. Great damage for the end of rounds. CE has great ring out properties, you can combo right into a convenient ring out for 100% meter. (100% meter for 100% damage seems like a fair trade to me.)