Sorry, 2 weeks too late..
No order:
One of the characters that I would definitely use more than 10 moves with, but these ones are just the "popular" ones used..
As you can probably suspect, I play him relatively safe.
If there is a number 11, it would be db+3
High crush chunky CH launcher. Stagger on block, but thats deservingly so..
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shadowblood, 1+2,2 doesn't wallsplat on any hit, does it?
Wall carry, I'll believe..
If your df+1 is getting launched, you're using it after the wrong move, or you're leaving too much time gap in between.
No order:
1. DU - Mid - long range launch punisher decent high crush properties during CD motion.
2. df+1 - close range pressure, decent mid poke, follow with d1n4 if you suspect retaliation.
3. df+2,(1) - surprising high crush, mid, use once in a while for tracking purposes, guaranteed followup on CH. Extension keeps them from moving, just be careful of WS launch.
4. WS+4 - reliable 11f mid sparking WS punish, iWS 4 as mid range poke.
5. d+2 - mid poke for pseudo pressure, throw buffer on frozen opponents. SS on WS happy opponents.
6. d+4 - generic low, deceiving range, high psychological damage. Follow with WS+4 once in a while.
7. f+2,1 - mid range wall splat, HC if you're "in the zone" decent punisher mid range, first hit alone for wall pressure, before HC or baiting second hit. ie. delayable as hell..
8. b+1,2 - 12f decently chunky standing punisher, b+1 CH hunting to juggle.
9. GS - yeah.. without a doubt the best throw in the game. Both him and King's. Bufferable from any position, even FC; sets them apart from Roger's.
10. b+4:1+2 - keeps the opponent honest at close to mid range, preferably on their wakeup. Unsafe, but punishable by few.
One of the characters that I would definitely use more than 10 moves with, but these ones are just the "popular" ones used..

As you can probably suspect, I play him relatively safe.
If there is a number 11, it would be db+3

High crush chunky CH launcher. Stagger on block, but thats deservingly so..

-------
shadowblood, 1+2,2 doesn't wallsplat on any hit, does it?
Wall carry, I'll believe..
If your df+1 is getting launched, you're using it after the wrong move, or you're leaving too much time gap in between.