As much as Krauser seems like the tough guy, people play him as keep away. Not sure why. He does have a lot of variety in his moves though.

+P: High Blitz Ball. Think Sagat. Don't think it was changed from KOF 96.

+K: Low Blitz Ball. Think Sagat. See above.

+K: Flying forward double kick thingy. This is in 96, but seems improved from his 96 version. D version travels farther. There's no invincibility, but seems like a nice pre-emp anti-air.

+K: White Tomahawk. Seems to be able to jump over fierballs. Can hit opponents up close too.

+P: Counter moves. From what I read, there's no low counter.

,f+P: Instant grab move. I think this is the forward flying slam grab thingy that was in 96.

,f+K: Another grab move, throws opponent into the air, then gives them an explosive punch at their back. Switches sides.

+K: Double kick. D version does a forward hop and kick. Can cancel into Blitz Ball.
f,hcf+P/AC: Kaiser Wave. Chargeable.

,hcb+P/AC: Ranbu super. Hugely abusable as it seems that he can grab anything down and connect, and there is also invincibility when he's moving forward. I think I read the DM version can be juggled afterwards.
hcbx3+P/AC: Instant grab super. Connectable from a close C.