Spear: B, B+FP- Launches a chained kunai at the opponent, and reels them in close to deliver the extra blows. Throw it to start the combo, but do not spam it.
*Flame Spear: B, B+FP+BL- Launches two flaming kunais at the opponent, and reels them in for a little more damage.
Actually the main advantage to the EX version is that the spears come out faster, so you can catch an opponent before he jumps/teleports away. To be clear: they don't travel faster, he just does the animation before throwing them faster.
Demon Fire: D, B+BP (unblockable)- Summons a hellish flame below the opponent and burns them. Best friend against zoners/turtlers.
*Hell Fire: D, B+BP+BL (unblockable)- Same as regular version, but burns even more. Not recommended to use.
EX Hell Fire can hit enemies who are lying on the floor. Great combo ender. But yeah, don't use it for the measly +1% damage.
Teleport: D, B+FK (can be done in the air)- Disappears and reaapears behind the opponent and strikes them. Don't spam the move.
*Flameport: D, B+FK+BL (can be done in the air) - Same as regular version, but adds an uppercut for more damage and knocks them down.
EX version is also faster on startup, and is good when you're in a corner as it can get you out and start off a wall combo on the other guy.
Should also add that the Takedown is useful to cancel your combo's into if the other guy is blocking high. Here's an example of what you can do if they're blocking high:
a) 2, 1: not finishing the combo will make you jump back a little, making it safer on block than completing the combo.
b) 2, 1, Takedown. The enemy won't expect he has to block low.
c) 2, 1, 2. Now that enemy is expecting the Takedown, start mixing it up with the normal combo. The fun part is, the last hit is an overhead.
The enemy will have to guess which of these you're going to do everytime you start the 2, 1. He can't block the Takedown high, he can't block the full combo low, and he can't punish if he's blocking because he's expecting either of them.