Those 9's could also be used for quite a few things. Moving between Zones is an action declared with a set on the Initiative Roll, as is assessing an opponents External style, learning its strengths and weaknesses for you to exploit. However, here I think we'll put the dice in the River.
The River is an area you can store dice. It starts at 2 slots for a starting rank character, increasing as you go. Dice stored in the River can be returned to the pool later, giving you an extra set or letting you expand a set to get a nice big number.
With a low Initiative like 19, we'd likely get attacked first, but I'll do my attack roll first to show how it works.
So we declare the target of our attack and roll our dice, getting- 24, 13, 15, 16, 17, 19,
Not as good as initiative, but look! A tasty tasty nine. We can flow the 9's out of our river to make a whopping great set of 39, a very effective option.
Again, the simple choice would be to just add our Strike value of +10 to our highest set, 39, and call it quits. A Strike at 49 is pretty good, but we can do better.
Icy Void Hand, from Ghosts and Shadows, lets you make a Freeze attack at a +15 bonus. Elemental Attacks are a special kind of secondary attack, using their own modifiers instead of your External styles Strike and Damage bonuses. They ignore Toughness and Armour and inflict significantly nastier conditions than normal. So, we can take that beastly 39 set and add 15 for a Freeze at 54.
But we still have lots of dice left. While we could go for an attack on the single dice and do something else with a set, low attacks are often not worth it, so let's use that 24. Our base External Strike bonus is +10, so that'd give us 34, but our Internal style also has a Technique which gives +10 Strike, boosting it up to 44.
So we declare our actions from our roll- A Freeze attack at 54 and a Primary Strike at 44.