I managed to go through the entire horizontal list, and I'm burned out after extensive study of each move. I'll get to verticals and kicks tomorrow. Here's my 2 cents so far:
AAB
This is her most standard horizontal poke, 18 frames or so. Against experienced opponents this must be used sparingly because it's exploitable inbetween by crouching or GI. If you manage to snag a CH with AA, the entire string is free and you get a massive damage opportunity. I'll get on those post-launcher options later. AA by itself is a NC no matter what and, like most moves I've delved into so far, is advantage frames enough that 3B will take a huge shit on any retaliation by your opponent.
AA(2)(8)
This puts Mi-na directly on either side of her opponent corresponding to whatever direction you push. If AA hits and you chose to do this, she's at negative frames. This likely means that the 2 or 8 direction change is punishable if AA is blocked. They might not attempt this if they respect the B ender. I would, however, expect them to react to her sidehop and take the initiative. So anyway, the only logical use I can see for this is getting yourself out of a corner or edge!
6AK
When you don't know what move to use up close, use this one. This is fast, stops step, is completely safe, pushes out, and gives a few advantage frames unlike her future version of this same move. However, future Mi-na eventually gets it right by making 6AK a mid-high instead of a high-high. Other than that, it's really good.
66A
Although this move is decent, I'm not too keen on it for 2 reasons; one, it has some trouble tracking to a particular side. Two, the ideal distance you'd want to use it (right at the tip of the blade), does HALF the damage it would if you used it up close. So, 23 damage at tip, 46 at point blank. If you're facing an opponent who likes to step around more than hit lots of attack buttons, this move will serve you well. It knocks down, but an instant back tech will move the opponent far out of range for any workable followups. Yes, even her range.
3A
This is great! It has the good ol' issue of tracking to that problem side....unless used at tip range. And that's all you need out of this move - it covers a ton of distance and knocks the opponent down. It even rings out forward-right.
2A
Now it might not be the cheesy "STFU and stop doing shit" style 2A that most characters have, but I'll gladly trade that for an almost unseeable safe tracking low that is significant advantage on hit. Keep in mind that this leaves her in crouch, but your go-to options like 2K and 6AK are still doable from that position. And throws, don't forget her throws! Oh and get this - this low actually rings out forward and slightly to the right if the opponent is
right up on a ring edge.
1A
Errr, well, this is just like 2A except it does a few points less of damage. It looks faster though and I think it can be done from FC. Gives advantage just like 2A.
4A
This is, without a doubt, one of the most important moves in her arsenal. No matter what you do, however style you prefer to play - you should use this to be a complete mother fucker. Forget about the fact that it chips them low for damage - the important thing is that this move avoids most shitty situations. If your opponent finds a way to hard counter it, see what you can do to throw it back in their face. Anyway, this move can sometimes be caught by fast moves that would otherwise miss, and it actually doesn't track well (if at all) to one side, so your opponent can simply step to that direction and close the gap unharmed. Thing is, they might not be able to whiff punish you because of the silly recovery in this game. If this move hits, you are at neutral frames with distance between you and your opponent.
44AA
Only good thing about this move is the very large delay window between the mid and low. Might be able to force hesitation that way? Otherwise, them jumping it everytime makes that whole mess pointless. Just use it once in a while if you want to draw laughter from bystanders.
A+B Series
Good god, I don't know where to start on this one. I'm not too sure, but there seems to be some use for this due to the fact that A+BA+B and A+BA have different GI timing unlike the versions I was used to. A+BAB is even cancellable, so......I dunno. I don't wanna rule it out as crappy, yet I can't see myself using it over anything else. I think the general idea would be to switch between A+BaA and A+BAB. A+BaA hits mid while A+BAB thwarts a GI attempt. One gives you advantage and the other knocks down.
6A+B(G)
Everyone knows this as the favorite move of Kilik and Xiba scrubs, but Mi-na's version is some pretty hot shit. The cancelled version does two pokes followed by almost zero recovery and good plus frames on hit. If you chose not to cancel? No problem! Five pokes come out and can't be GI'd, just guarded, or stepped inbetween. Anyone who chooses to attack you after two pokes in the hopes that they'll catch you trying to cancel risks getting knocked down with no option to tech. If this move gets CH from poke 1, it's a combo. Careful though - this move is indeed linear and if you are stepped without cancelling in time, you're wide open.
3/1A+B
One of the better lows she has. Either version nets you similar damage with comparable wakeup scenarios. Not sure if Project Soul fixed it or not, but breaking this low gives enough frames for 3B to be free. These lows aren't the fastest out there, but they can catch step and aren't horrifically unsafe. Use 1A+B for back ring outs.
4A+BB(B)
This is ideal for catching duckers. Start with a 4A+B input and watch their face get pounded on. Then, you have the option to push B as early as 3 swipes, and that's what you'll need to do for the natural combo. For best results, do not opt for the last B finisher. Instead, wait for Mi-na to land and then 3B them immediately. If you choose not to do any B's after 4A+B, they'll take some good damage and be left standing at disadvantage.
8A+B
I never thought I'd say this, but this move is shitty like it's predecessor. Has major whiffing issues up close, not good at all on block, and doesn't have any tech crouch frames at all as far as I can tell. Only use this at the furthest range possible. Still yields good results in terms of knockdown and surprise factor. And yeah yeah, rings out forward.
A+K
I can't quite tell if this move is bad on block. Anyone hailing from Greece should have no problem punishing it whatever the range. Like 8A+B, this is a move you wanna use only at the furthest possible distance. Knocks down really far, mid, tracks full, tech jumps, and looks so haaaaaawwwwwwtt.
6A+K
Oh man, this is the POWER SHOT. Fast enough to fit in the GI window. But you wanna be careful throwing this out there because it's all just a bunch of highs. As stated, post GI is the way to go. 123 points of damage when comboed with 6BB. As good as this move is, it's actually quite messy and unreliable in terms of hitboxes and shit. If your opponent is off axis even a little bit because of stage limitations and such, it won't combo full and 6BB will get blocked off the ground or whiff completely. With experience, you should get a sense for when this will happen. And when it does, there isn't much you can do except just 3B them grounded for a bit of damage. But when it works properly, you've taken half a bar. If you do it near the edge, use 3B for a ring out.
3A+K Series
Tell ya what, this is a good one. 3A+K by itself has pretty good range for a sudden move and pushes out a ton on hit - ideal range for clever moves like bA and 6B2. The A and K followups? Welp, use them at your own risk. They both catch step but are hardly mixup material since they are both slow.
4A+K
Without a critical finish system, this very slow horizontal low is next to useless save for one scenario - it's a safer option for post GI (6A+K can be ducked if late). They would have to jump it on reaction in order to make you pay for doing it, and nobody labs Seong Mi-na enough to do that crap! Anyway, this combos with 3B for 63 damage. You're potentially cutting your damage in half post GI, but also cutting that risk in half too.
1A+K
This is a straight up sneaky vertical low. And not only is it sneaky in the game, it's sneaky by not being in the command list! Not as much range or damage as 6B2, but it's quicker. Hits grounded too; sometimes it hilariously scoops them up off the ground and flicks them across the ring. Before you ask, no, it cannot ring out this way. I've already tried!
aAB
aA is awesome. Waaaaaaaaayyy better and safer to use than AA, and definitely looks faster. While it's two highs like AA, she flings both out so quick that there's no way for them to exploit inbetween. It gives just as much advantage on hit, and has an ender which pushes back far and has potential to ring out forward. Though, it's looks very difficult to CH confirm this full string, unlike AAB which is easier.
3aA
Before she figured out how to put this one together with her 6AK, it was used as a "cancel" for her 3A. Unless you're playing on stick, you may have trouble getting this out as fast as possible without shifting your binds around. As far as properties go, it's a good move up close; reasonably fast if done properly and mid horizontal. However, it doesn't leave the ideal plus frames she wants after hit, which means 3B won't stuff AAs and 2As. It has the ability to push back on CH but only when the opponent is caught attacking; not during step. Definitely use it to keep people in check, but remember that when you're looking for the real damage, you've got bigger guns.
22A Series
I personally have never been able to differentiate between enders on this, so I'm figuring this is a legit mixup. 22A on it's own is good because it covers step full. Now 22AB has a cancel, and it kinda makes me laugh a bit when I see it because she takes a huge fucking step back. God forbid you'd be close enough to, you know, maybe throw them? If you use 22A enough, you might bait something from your opponent that's to your liking.
WR A
OH MY GOD. THIS. MOVE. A safe mid that covers a ton of range and all step. Plus, it has evasive properties to it including a tech crouch. Spam this move like it's going out of style because in her case, it eventually did!
FC A+B
I need to look into this one more. I first had it pegged as a silly move, but then I noticed something when fooling around with the cancel. If you just do the move without it, it's two attacks and it piles up to 43 damage total, not even a combo. Now, use the cancel and the first attack HITS TWICE in a row for 40 damage plus a billion advantage frames. Try it in training mode and you'll see. More on this one later!
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Ok, that's it for now. I'll post this in the general strat thread where everyone can see it. If you have anything to add, please do so and I'll gladly update whatever I have to.