There are four ways to choose your moves.
Buy all moves, pick the ones that are best after buying them and disable the rest.
Buy all moves and let them level all at once by using stims
Cause the end position of each move to flow into a specific spot, such as standing->bent down->grounded->finisher, planning how each move will go to maximize damage or bleed.
Use the moves table (link below) to choose the moves you want, then get the stats to get the moves. You can combine this with any of the other methods above. Here is a simple tip to finding the lowest amounts needed to unlock a move.
Each move has two stats it needs a total of to unlock. Having half of each stat will unlock the move, but you don't have to have half of each.
Lets say we have move A, B, and C.
A needs 14 @ and *
B needs 6 @ and %
C needs 18 ^ and *
Looking at this, we know we need at least 14 of @ and * to unlock Move A, and we can split it to 7 and 7. B needs 6 of @ and % to unlock. However, Move A already needs 7 @, so B will unlock without any effort. C needs ^ and *, and evenly split it is nine of each. However, if the stat * is not very good (pin op), you could let Move A's 7 stand and then have 11 of .
This becomes much more complex as moves are added, but taking the time to plan out your stats can give you the shortest route to your desired move set.
If we add Move D and D needs 20 ( and ), it is unaffected by the above.