☆ Blue Flash, you forgot to put Dash on your list, which is really good. I'll make my list so far: ☆
F-Grab (leads to diffrent combos)
B-Air (fast and effective)
Basic-B (if you don't use this, you should be ashamed of calling yourself a Kirby main)
F-Smash (strong and effective, but look out for after lag)
U-Tilt (covers the back really well, and leads to combos and after combo)
Dash (good hit box, with a chance to poke pass your foe's shield)
U-Grab (this grab is effective, and tricky, don't forget the omnigay)
F-Air (fast attack, and good air range)
D-Smash (this move covers the back, and the front of Kirby, and has good knock back)
D-Air (leads to start up combos and to force foes downwards, but look out for shields)
Side-B (can be used as a recovery move, as well as a strong finisher)
U-Smash (strong knockback, but only if you get the sweet spot, good coverage though)
U-Air (good way to juggle and rack damage in the air)
D-Tilt (fast and a good chance to make your foe trip)
D-Grab (it's a good way to start a combo)
F-Tilt (a good move to get fast damage)
Down-B (strong when used in the air, good on slants, and great when falling down on foe's in the air so they can force to avoid you)
Up-B (a projectile, and a unpredictable attack, it's good if you know how to use it well)
B-Grab (used to start up combo's, but better used as an attack to throw them out of the stage)
Basic-A (it's fast, and you can rack damage, but not too much)
N-Air (fast attack, but little knockback and range)
☆ I'm maybe missing something, but that's all I can say during my experience. ☆