LIGHT (JAB) PUNCH
Standing Light Punch: This is good for tick throws.
Diagonal Jump Light Punch: If you hit them out of the air with this move it will reset them and you can follow up with a Condor Dive while you're still in the air for mix-ups.
MEDIUM (STRONG) PUNCH
(Anti-Air) Standing Medium Punch: Good for poking and footsies. From very close it can be used as an anti-air.
HEAVY (FIERCE) PUNCH
Crouching Heavy Punch: Is an experimental anti-air. Sometimes it will beat certain cross-ups, but it's on a case by case basis with most characters.
Neutral Jump Heavy Punch: Sometimes works as an instant overhead but it is too risky, even on hit, to do unless it will finish your opponent off.
LIGHT (SHORT) KICK
Standing Light Kick: Is good for setting up a tick throw.
MEDIUM (FORWARD) KICK
HEAVY (ROUNDHOUSE) KICK