Taking Out The Trash
An airthrow, deserves a special mention. Slams the enemy down who then gets stomped.
Vault
A special Zetto Counter, Eighteen does her Crossfire vault to get away.
Leg Day
You can hold out Eighteen's aerial Light Kick by simply holding the LK button.
Slaps
A fine one-two slap, for keeping the boys in check!
Blitz Ball
Eighteen places a stationary energy ball in front of her, which lingers there for about 3 seconds. During this time, it can hit the enemy if they come into contact with it. Eighteen can also hit the energy ball herself by using her standard attacks, which sends the ball flying with a force and velocity relative to the attack used to hit it away. This'll hit the enemy as well of course.
Triple Threat
A low side kick followed by a series of high-low sidekicks followed by a knock-away spin kick.
Glasgow Kiss
A launcher of sorts, that can be charged up, then let go of the button to release it. On longer charges it knocks the enemy away higher and farther. As androids don't tire, you can charge it up indefinitely!
Power Dunk
A variation of her jumping Strong Punch charged with energy, this lunges her to the ground faster and ground-bounces the enemy (whether they were hit out the air or while grounded). Great basic move, however it is limited to a single time usage per combo.
The Boot
This kick can hit an enemy OTG (and that's how you really want to use this move) and when it does, it knocks them away hard and bounce off the wall, setting them up for a potential follow-up attack.
Calf Kick
A hefty low kick.
Dash Kick
A spinning kick done out of her run. It travels forward quite a bit.
Crossfire
The Crossfire is a multi-purpose vault, useful to either escape from a corner or to confuse the enemy by jumping over them. It's secondary purpose comes from the follow-ups. Pressing any P during the vault makes Eighteen shoot an energy blast diagonally down behind her, with the intent of hitting the enemy in the back with it. Pressing any K makes her do a comet stomp kick, which ground-bounces the enemy. The stomp kick itself will only hit the enemy once per combo. The EX version makes her automatically target the enemy and fire a blast at them. The stomp kick isn't possible to perform here.
Blitz Deadend
A volley of four energy blasts is fired. The LP version has Eighteen firing them while moving backwards, MP version keeps her stationary and the SP version has her traveling forwards while firing.
Violence Hold
Command grab. Eighteen picks up the enemy and slaps them a couple of times before tossing them to the ground and stomping on them for good measure. During the slapping segment, you can buffer any Special Move (including EX variants) and Super Move. When the Violence Hold ends, that move'll come right out of the gate. The EX version has Eighteen performing a bulls-eye energy blast to the enemy's face after slapping them, launching them away.
Ballistic Kiss
A mock hover mode if you hold K. During this hover mode, you can freely move around by using the directional buttons. Releasing K at any time will result in her flying forward and headbutting the enemy, knocking them away. You can airdash cancel this hover mode (simply double-tapping backwards or forwards). She has this cool extra feature where if you press any K during the flying headbutt portion before it has connected, she will teleport back on the screen and come flying forward again! However this costs 250 power.
The EX version loses both the hover move and teleporting features, but it gains projectile invulnerability.
Graceful Revolution
Flip kick move that can draw in the enemy towards you, making them land near your feet. The LK version is mainly to attack opponents rushing towards you as it moves backwards. The MK version goes forward a bit. And the SK version's main use is as an anti-air weapon. The EX version automatically follows the flip kick up with a fully-charged Glassgow Kiss.