Big fan of that? Well, here's a more detailed version:
Jab: Use this whenever someone is very close to you. Make sure you face the right direction! This attack is so useful because it comes out before pretty much any character's d-smash. Think of the situations when a player would use d-smash; that's when this attack will be supreme.
F-tilt: Use this attack as a tool for spacing. Try to keep your opponent at mediumish range from you so you can continuously use PKF. This attack actually kills if you use it on people near edges.
U-tilt: If an enemy is really close to you on the ground, this will toss him up. On a stage like Battlefield, this'll throw them up past the platform. This attack combos characters who haven't taken much damage (fat characters are really susceptible to it). Don't use this one often because it's got a bunch of lag if you miss with it.
D-tilt: Use this attack against someone who does a bellyflop on the stage; it causes them to bellyflop again. You can even take a step forward between d-tilts on a flopping character to lock them in a combo. It takes a lot of practice to get this technique down right, and even then, still pretty much useless. Don't use this attack. In terms of damage, speed, knockback, range, and overall reliability, jab is much better than d-tilt.
Dash attack: Lucas throws a bunch of lingering hitboxes in front of him in a most lagtastic way. This attack sucks. It's actually useful if you use it on people just as they are landing (because the lingering hitboxes will always hit).
F-smash: This attack is the reason why so many people don't want to b-stick. The stick comes out quick and hard. Use this all the time on people near the edge or with a good amount of damage on them. Be aware of knockback degradation on stale moves! Oh, and this reflects projectiles (and use it on grounded gryos).
U-smash: I don't use this move very much. It's a total gamble, since your opponent might time his air dodge or shield at a really good time. Now, if your enemy can't dodge or shield (like someone in the fall-special state), ****. People are often surprised how huge the hitbox is. Situational is the word here.
D-smash: Spot dodge is scissors and d-smash is rock. SMASH! Also decent as both a damage move and a killing move. Not too useful against people who like keeping airborne.
N-air: Just jump towards people. Super effective against big things and Olimar. Be sure to use an attack as soon as you land (like jab/f-tilt, or if you're feeling lucky, f-smash).
F-air: I have no idea how to use this move. Just time it so the hexagons are in their face, then DI away.
U-air: The hitbox on this is tiny (compared to Ness's). Don't use it to juggle things; use other attacks. This works as a decent finisher if the opponent has a ton of damage. People will start expecting it if you use it a lot, then they'll just airdodge through it.
B-air: How to use b-air? Edgeguarding is about all I can think of. Grab the ledge, then jump away from the stage and use it. Connect the hit and your opponent flies down (usually).
D-air: Go see Tyr's crazy guide dedicated to this move. In summery: this attack is great as an approach. Just try to hit with the 4th attack so they get knocked back. Oh, and if you land hits 3 and 4 on a grounded opponent, they'll do the dreaded bellyflop animation you can exploit with d-tilt (see above).
Z-air: When you're approaching a ledge, use this to move quicker, and with more invinsibility frames.
PKF: Just shorthop and use it. Get used to timing it so it lags as little as possible.
PKT: Zapping with the PKT straight on has a different effect than if you hit them with just the tail. Try it out. You can also cast it while holding on to the edge (experiment with it).
PKT2: If you become predictable, you die. This attack is usually too fast for enemies to punish. Just don't hit yourself off the edge or rebound off the stage.
PKFreeze: Don't use this if your opponent is capable of reaching you in a second. Stay frosty.
PKM: It absorbs stuff. When the battle gets intense, it's usually better to tap the shield button to block projectiles. If you're having troubles KOing with the stick and the knockback goes stale, this move comes out pretty quick and kills. Fun fact: ending this move has lag animations unless you absorb a projectile, then in which case it can be instantly canceled (by letting go of B).
Most used (best?) move: PKF, it deals easy damage and gives them a hard time approaching
Unused/Worst move: d-tilt, it can't really kill, damage, or combo well.
Woo, a miniguide.