4b is a very good move, best used on oki as a frame advantage safe mid launcher that does a ton of guard damage too...
Besides aa/bb/2k/throw
DNS B (pretty obvious)
ns b (also obvious)
66b huge hitbox, -2 on block, tracks left a little...dont whiff it though. on block u can do some shenanigans such as dns a interrupts if they try to aa you, 2k, etc.
DNS A - this move is soooooo so good. its -16 and a high but the blockstun is short so it's difficult to punish unless you get very predictable with it. HUGE range and very strong tech crouch, and tracks extremely well. from a distance, mixing up this and 66b as your main approaches is very strong. always use this move if you know they will step.
always use this move over ns a, it has bigger range and does 10 more damage.
CE - her ce is good, 13 frame punisher with pretty long range that does very good damage, in combos it can be...inconsistent at worst, very damaging at best.
4B - as i said before, this move does massive guard damage, is +2, and is a safe mid launcher. only weaknesses are speed/tracking. using it on oki mostly solves the speed issue, but if they roll around they can potentially avoid it and punish you. discourage them from doing this with 22b and 44b+k.
1k - even though this move does not give frame advantage on hit, its still a powerful tech jump low that does good damage and gives combo on ch. good vs annoying 2a spam. the thing i hate about this move is that on hit you can get interrupted by anything faster than 14 frames, meaning many chars can just aa you (especially natsu...grr) if you try to aa, for this reason its not as good to use to try to "frame trap" people.
11a - this move is very good by itself, the follow up has some limited uses, but is mostly a gimmick, but just plain 11a is a very good range low move thats +2 on hit and -10 on block.
22b - this move i usually use by accident but is a very fast, powerful & safe move to use after a quick step, does hefty guard damage as well, only problem is its high, free DNS B on hit if it's close, 22b from a little further out.
44b+k - an essential oki move, because it tracks a different direction than 22b on the ground, -12 (i think?) and does really good damage for a ground hit.
Really though just the basics, 66b, dns a/b (ns b for punishing), 4b, 44b+k will get you pretty far. her other moves have specific uses, but you really just need to work the throw/mid game on oki and land your just frame stabs. her lows are shitty except 2k which is pretty good.