This dude is not the XI version, just to point it out first. But the moves that are in XI are in this game as well.
Far C cancellable. Close C and D are both cancellable, even though I think close D's cancel timing is different from XI.
Air

+P: Throws ninja dart thingy diagonally downwards. Currently can't see whether distance is adjusted for the A/C version. It's pretty fast, and it seems that the CPU really likes to fall for this move. From what I read, this move can OTG.

+P: Goes pretty far, the blast is about 1.5 character space long. Good for keeping the opponent grounded and rather safe, it seems. But not a good anti-air move, mind you. C version goes really far.

+P: Not much range, but comes out pretty fast and definitely hits the opponent whether it's the start or the end of the move. Good anti-almost everything move.

+K: Teleport. From what I read, B version has upper body invincibility, and D version has lower body invincibility.

+K: Dashing slash thingy. Unlike XI, it knocks opponent away instead. Note that if blocked, Eiji is sorta open for a combo.

+P: I don't see much use here yet. Maybe it reflects fierballs? Anyway it was noted that he can do low D ->

+P in the corner.

+K: Seems crappier now. But still decent on block. From what I played,

+D, land then far C->qcf+P seems like a decent pressure string and is rather repeatable.

,hcb+P: Hueg fierball, comboable and comes out really quickly. C version is for opponents who try to do something funny, while A version works better as anti-air. Main super.

,hcb+K: Ranbu moev, stops if blocked. Anyway, it was noted that it can link from low B->low A, and it's generally advised that it be done in combos instead.