Note; Sylux gains a different layout of attacks by using Down Special (indicated in this list by red and green colouring).
Neutral attack - Shock Charge - Sylux charges itself with electricity (think Mewtwo's Nair, but on the ground). If the attack damages an opponent, can be canceled into any other move (gives the player opportunities to force opponents away and cover their attempts at re-advancing with projectiles), but if it doesn't connect, has a relatively long wind-down period.
Forward Tilt/Forward Aerial - Volt Driver > - On the ground, fires a medium speed/damage electric projectile that can be tilted up or down to fire the projectile at a 45°angle. In the air, fires a small, fast moving, weak electric projectile in a straight horizontal line, optionally up to three times in succession.
Up Tilt/Up Aerial - Volt Driver ^ - Same as Forward Tilt/Air, but fired vertically.
Forward Tilt/Forward Aerial - Judicator > - Fires three ice projectiles. Each hits for a relatively weak hit, but characters can be hit by multiple projectiles. In the air, the spread is the same, but angled slightly upwards. On the ground, fires one projectile straight horizontally, and the others at 45 degree angles up and down.
Up Tilt/Up Aerial - Judicator ^ - Same as Forward Tilt/Air, but fired vertically. One projectile does straight up vertically, and the other two go to the left and right at 45 degree angles.
Down Aerial - Volt Driver V/Judicator V - Same as indicated Forward and Up Tilts, but fired downwards.
Back Aerial - Charged Volt Driver/Charged Judicator - Fires a short-ranged burst with strong knockback. This move functions identically in both stances, but changes visually.
Neutral Aerial - Aerial Tripmines - Morphs into the Lockjaw briefly and leaves behind a proximity energy mine. Can have up to two on the stage at a time. Explodes automatically after X seconds. If Sylux tries to place a third mine, all three mines explode. If Sylux is near a mine when it explodes, it morphs into the Lockjaw and is bounced slightly upwards (similarly to Samus and her bombs).
[In Metroid Prime Hunters, leaving tripmines close to each other creates a tether between them that triggers both mines when tripped. If one manages to make a triangle of mines around another player, that player is instantly destroyed. I'm not sure how feasible either of these concepts are to implement in Project M, either because of difficulty in modding such an interaction and also the difficulty of balancing such a mechanic.]
Down Tilt - Magmaul - Fires a slow, arcing fire projectile that explodes on contact. On contact with the ground, leaves behind a damaging circle of fire for two seconds.
Crawl Attack - Grounded Tripmines - Leaves behind a proximity energy mine.
Dash Attack - Battlehammer Feint - Jumps out of the dash into a firing position. If the player presses Attack again, Sylux fires a shockwave from its arm cannon, which propels it backward. If the player doesn't press Attack again, Sylux falls to the ground and is floored.
Forward Smash - Shock Coil Sweep - Slashes with the Shock Coil, almost like a whip. Fairly straightforward - hits horizontally, strong knockback growth. Can be angled up and down.
Up Smash - Battlehammer - Fires a fast-moving projectile straight up that explodes on contact, or after traveling a certain distance. Set knockback upwards and good damage. Has a sweetspot at the tip of Sylux' arm cannon right before the projectile fires - it this sweetspot hits, no projectile is fired, but instead an explosion happens for large knockback.
Down Smash - Shock Field - Fires the Shock Coil into the ground, electrifying a small area around Sylux. Has a set knockback upwards and does little damage, but the attack lasts longer the longer it's charged.
Grab - Grabs the opponent.
Pummel - Sylux Shock Coil - Shoots enemy point blank with the Shock Coil. Heals a set percentage of Sylux' damage.
Up Throw - Throws opponent straight up. Early IASA frames - can quickly follow up with an Up Tilt or retreat back to a safe distance.
Back Throw - Throws opponent behind Sylux. Opponents hit the ground fairly quickly, possibly flooring them and letting Sylux reposition, but can also be teched.
Down Throw - Tripmine Execute - Sylux morphs into the Lockjaw and quickly surrounds them with tripmines, which then explode. Damage and knockback based on number of tripmines already on the stage - if there are already two tripmines on the stage, Sylux only spawns one and the damage and knockback are minimal. If there are no tripmines on the stage, Sylux spawns three, and the damage and knockback are much bigger.
Floor Attacks and Edge Attacks - Probably nothing special here. Punches and kicks, etc. Edge attacks could also maybe fire projectiles based on current stance, but I'm not sure if that's possible.
Neutral Special - Kanden Volt Driver/Noxus Judicator - Charges for 60ish frames and fires a large, slow-moving, medium-ranged projectile. The Volt Driver version deals heavy knockback and deals extra shield damage, while the Judicator version deals less knockback, but freezes opponents and deals more damage. Can be 'Reversed' like Falcon/Warlock Punch.
Side Special - Imperialist - Crouches down (slowly, think "Snake taking out Nikita") and spawns a red laser sight. Player holds down Special to stay in the aiming stance, during which they can aim straight ahead horizontally or above and below the horizon up to 60 degrees. Fires after three seconds, or when the player lets go of Special (staying in the stance longer doesn't increase the damage or knockback). Does virtually no damage and has low base knockback, but has enormous knockback growth.
Up Special - Ghost World - Sylux morphs into the Lockjaw and detonates three tripmines underneath itself, launching itself upwards. Low damage and knockback, detonates any other tripmines on the stage.
Down Special - Stance Switch - Sylux switches between its two stances, significantly changing its moveset.