I'm going to ramble for a bit about the moves that I don't use very much, if at all. My knee jerk impressions of them, and trying to figure out what they are supposed to be used for. If you happen to use any of these moves, let me know, cause I would like to know how other people are using them. Likewise, if you have any moves you don't use often, that maybe I've found a use for (some listed here I have found a use for through my ramblings the last few days), let me know.
1B: As I talked about before, is + on counter, neutral on hit, which with the boon of her while rising B can be useful due to clashes. This move is now no longer deemed useless to me. "Okay" move. I have officially won games due to baiting the clashes from this.
4K: Really low damage, and another high -- god forbid she have a sweeping mid with some amount of range. I guess it's +8, so after it hits you can safely do verticals without the fear of getting stepped (character specific I imagine. Seems to lock down another Talim), so I guess that's why. Still, wish it had some counter property on it. Can't really see myself using this often. Eh... but +8 is nice, and it is only -2 on block. I might try using it for awhile.
A6: Eh... again, if this was a mid it would fill some hole in her kit, but as it is, it's -2 on block, which is the most unique thing about it. I guess maybe against slow characters you might be able to force turns with this. Doesn't seem great though.
FC A+B: I finally figured out why this move exists, even if it is still sort of niche due to how slow it is. Generally you're better off doing 236B as a reaction high crush from crouch, but this move does actually have full tracking on it, which is useful. It's just a shame it's a bit too slow to be all that practical, but I will be trying to work this in. Only -14 on block, so a tracking mid launcher that is only mildly punishable on block isn't too bad. I'm going to try and tinker with it more.
4A+B: It's actually has a pretty fast backstep built into it, so I've been seeing some minor use out of this move. On shorter range characters, you can sort of steal turns with it after a blocked AA or something.
44A+B: I... do not know what the purpose of this move is. It's slow, does low damage, especially since the downed state tends to knock them too far to get much unless you were point blank, doesn't hit grounded opponents, doesn't track, does mild guard damage (12% if all hits hit). I just don't get the purpose of it. I feel like in every instance where I would use this, I would be better off using 66A+B, which while is slightly slower, is about three times better in every other aspect.
22_88B: I don't think it's a terrible move, but I tend to find it not worth using. It's slightly slower than 3B, is more unsafe (though has more pushback), does convert a bit if you hit the Just Frame, but overall just doesn't seem very useful to me. If it hit grounded opponents I'd get it, sort of. Hilariously, the second hit only hits grounded if you DON'T hit the JF. I dunno, just seems like a weird move.
214B: Besides maybe a very specific wall combo, or maybe... dropping a combo after a heavy scaling opportunity like a certain guard break or something, where maybe hitting with this on their wakeup would be better, I don't know how the HELL you're ever supposed to land this thing. Also the cancel makes zero sense. The unblockable is a linear move, you step it. Her WNS... is a linear move... you step it. What "mix-up" is this cancel supposed to bring? Literally none. The only thing I could think of using this for, is right in someone's face, to make them step (they should just hit you), and then canceling immediately into WNS A+B to hit them or something. Been trying to find a use for this for awhile, but I haven't found any setups where this actually works.
WNF A+B: Also known as the world's slowest unblockable. It's cancel point is also really slow. I mean... if it DOES hit... near a wall... on a sunday... between 3-4 PM, you do get a crap ton of damage. In SC you can almost kill off of this combo starter, but uh... yeah -- good luck with that.