To give a bit more detail on her usages:
NORMALS
* her jab is solid. It will often beat out a lot of moves including yoshi, sonic and jigglypuff's rolling moves. You can also jab, wait a beat and then grab (if you try to jab then grab immediately it'll annoying go into her extended jab so the pause between them is crucial
) If you watch Coral play in the japanese tournament (they got 2nd place) you'll see they make extensive use of it.
* her dash attack and back-air both use her shield and have the properties of both nullifying all projectiles and non-armoured attacks (aka little mac's smash attacks) and having enough KO power to kill at high percentages. Just be aware that the dash attack is very punishable if blocked or evaded due to a slow recovery. It comes out incredibly quick though so you can catch a heck of a lot with it :3
* her forward air is fast and has almost no recovery on landing as long as you don't fast-fall it. It doesn't knock back much but it's good for pecking away at people for percentage, breaking up their flow and generally just getting in their face
If you do a full jump and forward-air on the way up then you should recover in time to forward air a second time before you land, which can sometimes be handy.
* Being above Palutena is the worst possible position for your opponent as you have the tools to answer pretty much every falling strategy. Her up-smash, while sometimes difficult to land due to it's small horizontal range and the vertical range not extending as far as the graphic, still reaches fairly high. Her up-air is very difficult to beat and if it connects it has a fairly good chance of killing at higher percentages. Likewise, her neutral air hits all around her and can catch a lot of people. Her up-tilt lowers her hurtbox and creates a multi-hitting hitbox above her, often catching a lot of attackers before they can hit you and the launch at the end of it can KO. When you learn how to space/aim these and pick the right option you can basically juggle some opponents to death without them ever touching terra-firma again if they dare to the leave the ground
* If you do get into grab, then the down grab, as mentioned by a few folk, is your friend. After bouncing the opponent off the floor there's a few follow up options depending on their percent and how they move during their tumble... it's worth experimenting with all of them to see which is best for what situation: if they control back towards you then you can up smash, if they don't control you can often follow up with jump/short-hop neutral-air or even jump/short-hop up-air (which can kill at 120% or higher on most characters.) If they control away from you then you might need to jump and forward-air them or even chase and dash-attacking them as they land.
* Her smash attacks are really for punishing rather than using straight out. Down-smash punishes people rolling past (again, coral uses this beautifully in the japanese tournament to destroy Lucario) and forward smash has great KO power so if your opponent uses something laggy smack them with it for a kill at mid-high to high percents. Her upsmash on foes either on the ground or close to the ground has huge upwards KO power too so it also works as a punish. It loses a lot of it's knockback higher up the hitbox you go though so don't expect it to KO much against fully aerial targets unless they're at very high percents.
* Her tilts are mostly tools for pre-emptively punishing bad spacing: if an opponent is too far away to roll behind you, for example, you can throw out her forward tilt to catch them when they attempt to approach. Her down tilt isn't too much different though it lowers her hurtbox and recovers a little faster than her forward tilt: I've seen some amusing uses of it to catch aerial attacks from the side (the lowered hitbox cause them to whiff over her head and they landed on the spinning staff) but don't expect to pull that off very often
I don't use them too often as the jab is considerably safer but if you have the space to use them and you're confident you won't get punished then feel free to try and include them if you want XD Her uptilt is the star of her tilts as it's a great answer to people coming in from directly above and beats a lot of down-airs that usually cause trouble for other characters.
DEFAULT SPECIALS:
* Auto-reticule: I hate this move but if you're not using customs it's worth learning to use it.
It's main function is to harass your opponent into approaching you, forcing them to jump and interrupting their range game. It will fail to lock on if they're out of range, you don't have line of sight (like they're below the stage rim for example) or, much to my constant annoyance, if they have any intangibility (most commonly dodge roll,spot-dodge and air-dodge.) While it doesn't come out super fast, it's fast enough to interrupt Robin or Samus doing their charge-ups, especially if you keep them on their toes with your reflect so they're not sure when they can safely fire.
A jumping foe can actually be hit with auto reticule if you time it so you lock on as they travel up, that way when they complete the jump's arc and start falling they'll come down into the line of bolts you're sending out. If for some reason they walk at you then you can peg them with auto-reticule repeatedly too until they learn to stop being so oblivious
It's also worthwhile trying it out against a large number of projectiles as it will often stuff them, including all of robin's ranged spells outside of fully charged thunder, and in DeDeDe's case it will actually knock his Gordos back at him at fairly high speed :3
* Reflect: This move is freaking awesome
On start-up the shield on her arm has an actual hit-box so you can smack people in the face at point-blank range with it if you're feeling extra risky and the energy field itself will push people back. The reflect field stays out for a lot longer than people expect and if you spam it continuously I don't believe there's actually a usable gap to slip a projectile through (several people have tried and I've yet to see any succeed
) Much like mario's cape, the reflect field will turn around Villager's rocket even if they're riding it and when it explodes it counts as yours so it will harm/kill the rider :3
Be warned, if someone knows you're going to do this, the push-back effect of the field isn't sufficient to stop them dashing through it and you can be punished, however, if they're not running then they won't overcome the backwards force so you can often do some tricky things such as pushing away people who are recovering or trying to standing/walking grab or attack you often causing them to whiff.
* Teleport: Nothing special to remark about this other than it's relatively fast. Don't be afraid to use this on the stage to warp horizontally if you need to escape pressure or if the opponent chases you into the air and you're not confident you can beat their approach you can always warp past them onto the stage :3
* Counter: this move has an incredibly long start-up compared to most other counters in the game but can sometimes get some of the more rush-down based characters off you if you can find the time to fire it off. You won't see this used very often by most Palutena players though as the lengthy start-up and long recovery make it difficult to use and despite some claims that it has the highest knockback magnifier of all counters, I've yet to see any evidence from this in my own usage (I've not only never killed anyone with a direct hit from it, but the knockback on it has often been extremely poor)
Default Palutena in a nutshell:
Basically Palu's entire moveset is situational. In the right situations some of her tools are genuinely great but she doesn't have a sold 'go-to' you can mindlessly spam like a lot of other characters so expect her to demand a lot of effort compared to a lot of the cast. She gets a hell of a lot better with customs but it doesn't hurt to learn her default play all the same, especially if you plan on maining her in any capacity and still play online
~watches people flee in terror from the giant post~