Am I getting this right?
Forward and Downward Tilt attacks are not worth using. They are very slow and deal very low damage. I have no idea what can be used to abuse the lingering hitbox other than people air doding to the ground. Upward tilt attack is just as bad, but is powerful. Seems really good at like an anti-aerial sort of move. Same thing with the neutrl aerial attacka nd upwards aerial attacks. They both lingering a long time and Upwards seems to KO people earlier than other things. Dash attack and her smashes are equally bad for the lag. If I miss I am getting hurt. Only dash attack seems useful for being fast and hitting hard.
The specials she has seem bad. Well, reflect is a fun move and looks like you might stall someone momentarily. Her reticle move feels awful. It always misses and does nothing even if it does hit. The upwards B recovery is good for just that. Only Jab and Grab seems safest when I am on the ground.
Forward tilt is absolute complete garbage and a contender for worst move in the game.
Dtilt has occasional uses because of it's disjoint and meat couple with being much safer than Ftilt, but is still relegated to the bargain bin at best.
Utilt is great at it's niche jobs; it beats out aerial approaches solidly because of how her hurtbox shrinks, wrecks stall-and-falls, and can kill around ~130% (where it can be set up out of jab 1)
Dash attack is amazing for a dash attack. It's fast, and the armor property means there are certain landing situations where you can get free-ish damage with it, in addition to just straight up beating out aerials, charged smashes, etc. It's just very punishable, so you don't want to swing with it unless you're sure it'll hit. It can also kill around the same range as utilt, and can be comboed into from jab and fair at certain percents.
Her smashes are mostly garbage, but Usmash stands out for it's range, and the fact that you can use it while running. I get lots of kills out of punishing air dodges with Usmash. Fsmash has use out of a pivot smash (because of it's range) or when reading a roll.
Warp is an unflashy but great recovery move. Warp cancels can be nice for landing. Reflect is one of the best reflectors in the game and makes some matchups much more doable than they would be otherwise. It's physical hit is also unblockable, which isn't amazing, but if they're shielding on a platform might as well take that 5%. Counter is complete garbage. AR is an unusual move that is essential in some matchups and useless in others. Don't treat it like a projectile, treat it like a very long range but very slow poke that forces certain people to come to you. If you play on Smashville, the character start almost exactly max AR distance away from each other, so mashing the B button is a great opening move against some characters who don't have fantastic mobility.