Jab: 1st and 2nd hit: pulls out a knife and swings it side-to-side, hitting anyone in range. Minimal knock-back so it can combo into the other hits.
3rd hit: Slashes upward. Does ok knock-back for a jab, if not a little below average.
Or...
Mash A: Rapidly shanks the opponent.
Jab finisher: Another side-slash, does the same knock-back as the finisher.
Dash Attack:
Charges forward with her cutlass held at her side with both hands, pointed at the opponent. If you hit with it, you can press A again which will cause Tetra to swing the cutlass upwards, which will inflict upward knockback on the opponents and give you the chance to chase them into the air.
If you hit with only the first hit, it sends the opponent back a bit and puts them into hit-stun that lasts a little longer than the ending lag of the attack. The hitbox is disjointed, so it goes through a lot of things but it's pretty punishable if you don't hit.
Tilts:
Forward Tilt: Swings a board forward. The board has a nail on the end of it, which acts as a sweet-spot, dealing additional damage and knock-back. With or without the sweet-spot, the knock-back isn't AMAZING but it'll get opponents off of you if you can hit with it.
Up-tilt: Similar to Pit's up-tilt, she does a hand-stand and kicks twice. Does OK knock-back.
Down-tilt: Slides forward along the ground, similar to Megaman's except her legs are more splayed out instead of being folded in like his. Instead of popping the opponents up, however, they stay grounded and in stun. Trips if you hit with it near the beginning. Might be good for combos.
Smashes:
Forward Smash: Swings a pretty big Pirate Cutlass once. Slightly longer than the board from her f-tilt. Modest but punishable start-up and modest but punishable (if your timing's good) lag. Slightly below average knock-back.
Down Smash: Sets a bomb down that goes off after a set, but short, time. She crouches down next to it and plugs her ears after she sets it and until a bit after the explosion. Pretty good knock-back. Not very much lag, but it doesn't cover as much area as you'd expect from a down-smash. If you're hit during this the bomb will still go off, damaging the opponent but Tetra herself is immune to it.
Up Smash: Giddily thrusts a treasure chest above her head. Similar to Link's item get pose in the first Zelda. this does very slight knock-back and damage for an Up-Smash, so you'd be better off using her up-tilt for a kill move. On the plus side, the treasure chest has a disjointed, huge hitbox. The chest immediately opens and 1 of 4 throwable items pops out:
4 gold coins: They don't do much damage and they're kinda small but they do a lot of stun so they might be good for combos.
Pearl necklace: Average projectile in every way. There's nothing particularly special about it so moving on.
Skull: Tetra lets out a disappointed groan whenever she gets this one, but only because it's not treasure. Projectile-wise, it's pretty good. It does about as much knock-back as one of the apples on the dream-land stage and it's about as big as one, too.
Huge Diamond: Since Diamonds are so hard they go through or at least collide with EVERYTHING, barring Final Smashes. A viable kill projectile at the right percents.
Coins and the pearl necklace are the most common. Skull's slightly rarer. Diamond's super-rare but it's not as rare as, say, Peach's stitch-face turnip.
Throws:
Forward Throw: Stuffs the opponent into a cannon, which Gonzo appears with out of nowhere and lights. About as powerful as Ness' back-throw, throwing exponentially farther the higher their percentage.
Up-throw: (Inspired by another Tetra move set, not sure where I read it from so if that person is reading this sorry for kind of plagiarizing.) she kicks downward, hitting a loose floor-board and sending the opponent upward.
Back-throw: Falls backward with her opponent and kicks them behind her.
Down-throw: Stomps on the opponent's foot, making them hop around on one foot for a while, coddling the injured foot.
You can hit them while they're doing this.
Pummel: Knees the opponent.
Aerials:
Neutral Aerial: Opposite of Lucas' back-air, she does a front flip-kick. Hitting the opponent with her heel results in a soft spike. If you played that game, think Sonic's Chase aerial in Sonic Battle.
Forward Aerial: Swipes with her knife. Similar to Greninja's forward-air but with less range.
Up Aerial: Headbutt. Quicker and weaker than Ness/Lucas'.
Back Aerial: Drop-kick. Has similarities with a sex kick in that it does decent knock-back when it comes out and that the hit-box sticks out for a while.
Down Aerial: Downward stomp. Similar to Peach's. If you hit a grounded opponent with this and land you can combo into her jab.
Specials:
Neutral Special: Sets a cannon down and lights the fuse. The fuse takes about 5 seconds to burn down and then the cannon fires. You can move independently of the cannon during this and possibly try to move your opponent(s) into it.
If you go near the cannon and press B again Tetra will blow on the fuse, each time you do this makes the Fuse burn faster and makes the timer go down by one second. Can't be used in the air.
Forward Special: Calls one of the burlier members of the crew to throw an anchor at the opponent. You can direct where it goes and where Tetra is pointing shows where the anchor will go. Can be charged for distance. If you use it in the air Tetra will throw it herself. It can stick to the side of the stage and you must climb up the rope to get to the top of the anchor, which you can stand on. You and your opponents can climb on the rope/ stand on the anchor multiple times as long as the anchor is still there.
Downward Special: Tetra orders Niko to swab the deck, making the ground soapy. If anyone dashes across the soapy ground they will helplessly slide forward a distance. Niko sometimes accidentally uses the crew's soup instead, which will scald and stun anyone who steps in it.
Up Special: Holds a sail above her head as a wind current lifts her upward. If used on the ground, a sail post will spawn, dragging anyone it hits to the top while slightly damaging them. Then a sail will pop out which will knock the opponent back, slightly. Good for annoying your opponents with.
Taunts:
Up Taunt: Does some tricks with her knife.
Side Taunt: A random crew-member runs up and immediately gets on their hands-and-knees while Tetra scolds them.
Down Taunt: Turns her back to the camera, arms folded. Then looks back and does her signature wink and smirk.
Final Smash: Toon Zelda
She transforms into her Princess form and gains the light arrows. Unlike Twilight Princess Zelda's Final Smash, however, you can run around the stage with these and fire them yourself with the neutral B.
You can charge them. An uncharged shot stuns the opponent in an electrocuted animation (similar to their effect in the Ganondorf boss fight) before delivering decent knock-back. A charged shot does the same except the stun lasts longer and the knock-back increases. You can hit them during the stun, which won't knock them out of it and the combined knock-back of your attacks and the arrow will be dealt when the stun ends.
It lasts for quite a while compared to other Final Smashes to make up for it's lack of devastation. You're also vulnerable during it but you can fix that with...
Final Smash Down Special: Phantom
I haven't actually played Spirit Tracks and yes, I know they're not the same Zelda but if TP Zelda can have it in her moveset why not Tetra?
The phantom is similar to Giga Bowser and Giga Mac in that you're permanently armored (heheh) while in this form and all attacks do no knock-back and cause no flinching. The Phantom's attacks would be about as devastating as Robin's Levin sword.