To follow on with what Dte and Corwin have given:
Earth = Strike of the Enduring I, II, III or IV, or Fists of Iron
Air = Storm Strike I, II, III or IV, or Knock on the Sky
Fire = Fires of Purity I, II, III or IV, or Eagle Claw Attack
Water = Flowing Water Strike I, II, III or IV, or Unbalancing Strike
Void = Void Strike
Light = Fists of Light or Shadows Cannot Exist Without Light
Dark = Fists of Darkness or Every Light Casts a Shadow
The Trembling Earth
Combination: Earth - Earth - Earth
10 Ki.
The attack has +2 critical multiplier, and the victim is unable to cast spells for 60 seconds.
Periodic Fortitude saves to negate.
The Gathering Storm
Combination: Air - Air - Air
10 Ki.
The target's ability to "land attacks" is reduced for 30 seconds. -3 on attack rolls.
Undead appear to be immune. Fortitude save negates.
The Raging Sea
Combination: Water - Water - Water
10 Ki.
The enemy's attacks are slowed for 30 seconds.
Fortitude save negates.
Breath of the Fire Dragon
Combination: Fire - Fire - Fire
10 Ki.
A cone of searing flame shoots forth, damaging targets in the area of the flames for 1d6 damage per Monk level.
A successful Reflex save (DC 10 + Monk Level + Wisdom Modifier) reduces the damage by half.
This movement, which mimics Burning Hands, is very useful when attempting to open damageable doors that require more Strength than the monk has at hand (even in Fire Stance).
Scales with 200% Melee Power
Path of Harmonious Balance Finishers
Healing Ki I
Combination: Light - Light - Light
10 Ki.
You heal all nearby allies for 1d4 plus 1d4 per monk level.
Does not harm undead foes.
Healing Ki is greatly augmented by Recovery enhancements of the player character, such as Monk Improved Recovery, is boosted by 1% per point in the Heal skill, and is magnified by any Devotion or Potency effect. Healing Ki affects any allied player, including NPCs.
Grasp the Earth Dragon
Combination: Earth - Light - Earth
10 Ki.
Nearby allies become immune to daze, stun, and sleep for 60 seconds.
Dance of Clouds
Combination: Air - Light - Air
10 Ki.
Nearby allies gain 20% concealment for 60 seconds.
While this blur-like ability is much shorter, it cannot be dispelled, as with other monk buffs. Unlike some spell buffs, a monk's buffs can blur NPCs.
Aligning the Heavens
Combination: Water - Light - Water
10 Ki.
Nearby allies gain a 25% reduction in spell point costs for 60 seconds.
This is a favorite move asked by experienced spell casters before buffing others at the start of a quest.
Walk of the Sun
Combination: Fire - Light - Fire
10 Ki.
Nearby allies gain a +2 untyped bonus to attack, saves, and skills for 60 seconds.
Remember that helpful monk buffs such as this can not be dispelled by enemy spell casters, including beholders.
Moment of Clarity
Combination: Void - Light - Void
Nearby allies gain a +5 bonus to attack and skills for a short time (15 seconds). Formerly this was open to any level 10 monk that put a point in the Void Strike line, but is now available only to monks that have taken the Henshin Mystic tree to tier 5.
Path of Inevitable Dominion Finishers
Touch of Despair
Combination: Dark - Dark - Dark
10 Ki.
You strike your opponent down with a terrible curse, halving all positive energy healing done to the target, reducing its fortification and increasing its negative energy vulnerability by 25%.
A successful Fortitude save negates this effect. (DC 10 + Monk Level + Wisdom mod) The target receives periodic saves to attempt to break free of this effect.
Pain Touch
Combination: Earth - Dark - Earth
10 Ki.
Target is nauseated for 60 seconds.
Periodic Fortitude saves to negate.
The effect in the hover-pop is understated. A target afflicted with Pain Touch moves at half speed, cannot attack, and cannot cast.
Falling Star Strike
Combination: Air - Dark - Air
10 Ki.
Target is blinded for 60 seconds.
Periodic Fortitude saves to negate.
Freezing the Lifeblood
Combination: Water - Dark - Water
10 Ki.
Target is paralyzed and helpless for 60 seconds.
Humanoid targets only. Periodic Fortitude save to negate.
Karmic Strike
Combination: Fire - Dark - Fire
10 Ki.
This attack is guaranteed to produce critical threat if it hits.
Using this finisher also costs the user 20 hit points, which cannot be reduced by effects such as Damage Resistance.
Curse of the Void
Combination: Void - Dark - Void
Your humanoid opponent is confused, and possibly charmed for a short time (up to 2 minutes).
A Will Save (DC 10 + Monk level + Wisdom bonus) negates this effect.
Each time the target takes damage there is a chance that they will break free of this effect.
The effect reads "humanoid", but will work on any target Charm Monster would.
As with Moment of Clarity, now only available to T5 Henshin Mystics.
Level 20 Finishing Move
Shining Star
Combination: Earth - Air - Fire
10 Ki.
You use the combined power of Earth, Wind, and Fire to set up harmonic vibrations within your enemy that force them to dance. A successful Will save negates this effect. (DC 10 + Monk Level + Wisdom mod + Stunning Bonuses)
The enemy will dance for one minute with no recurring saves.
This final finishing move mimics the effect of Otto's Resistable Dance on one target, but does not require a spell penetration check, and is not improved by Enchantment DC boosters.
To be honest, most people only use the triple light (healing ki, which I have ended up effectively solo-healing a Shroud before when the cleric got killed), and Aligning the Heavens (water-light-water) finishers, and the system can be a bit finicky about actually activating the finisher icon even when you hit the correct sequence of strikes. In a few quests, the Earth-Light-Earth move Grasp the Earth Dragon is VERY useful though, and Dance of Clouds can save a lot of incoming damage (Air-Light-Air).