I'm using tall/skinny Mii for this one
Jab is good in general. Compared to most of his moves, it comes out fast plus it deals 11% damage if you link all of the hits. Fairly basic stuff. Other than counter (which is also a solid custom down B), jab is one of your bets options against pressure. F-tilt is pretty good. The range is fairly decent and it's relatively safe on shield. It's just the ending lag that hurts. This sort of reminds me of a shorter ranged, less damaging f-tilt of Shulk. D-tilt is really quick, and long ranged. It also has decent knockback so it's good for creating space. U-tilt's range is surprisingly amazing. It's great for juggling and it's a solid anti-air. Dash attack is fairly straight forward as an attack. It's good for chasing down (it's safer than power thrust at early percentages) but it's punishable on shield. Typical dash attack stuff
F-smash has good range, knockback and damage but it comes out very late and the ending lag is unforgiving so I would advise anyone to relegate this for punishing and knocking out only. U-smash.... Eh. It's fairly hard to land plus the ending lag is enormous. This attack will only fully connect if you land the first hit. I don't think you can land the second or third hit on grounded opponents IMO, u-air is probably more reliable for vertical KO's despite U-smash's knockback power. D-smash's range looks really poor at visual sight but I tried spacing this at 1/4 speed. The range seems fine but that's because I'm using a Mii variant that increases range. This is probably your quickest smash attack. This usually would mean that you'd try to KO with this smash attack the most but the twist is that the 2nd hit is actually the hit that has a lot of knockback. The 1st hit KO's from the opponent's starting position at 151% (on Mario). The 2nd hit KO's from the same position at 125%. The best way you can KO with d-smash is through punishing rolls
N-air is great. I get it. It doesn't have much landing lag and it covers a good amount of space. It's not perfect though. The damage output from N-air is pitiful (4%). Also, N-air is unsafe on shields. This attack isn't best used for poking or rushing down in a manner of let's say Shulk's n-air (Which has to be tipped). It's probably better for edgeguarding or running away where in you can do backward SH + N-air. I'm not sure but it seems like SH N-air would look to be a pretty good OoS option but I still have yet to actually try it out. F-air is pretty much my least favorite aerial. The landing lag is noticeable. More importantly, it's hard to get all hits to connect but that's probably just me. Plus if I were to ever edgeguard off-stage, I'm better of with n-air, b-air or d-air. D-air is pretty much like Kirby's d-air which is really good for gimping off-stage although and obviously, it's a horrible idea to try using this on stage. U-air is amazing. It KO's at pretty low %'s. This is Mii Swordfighter's best KO option imo, even when the opponent is grounded. You can combo off d-throw to u-air for some damage. B-air's reward is great: Really good damage output and knockback. The only problem is the range and trying to land this may prove to be difficult. Regardless, you should always try using this move when you're going for the off-stage KO if ever you don't have that much faith on d-air
I'm only going to talk about the custom specials that I've tried out. I don't feel like I can talk about input on Gale Strike because I haven't used it yet. Shurikens of Light is better for zoning than Chakrams because it's a lot more spammable. Use it to force opponents to approach because you don't want them to force you to approach. Blurring blade is pretty unreliable in general. The last hit won't combo so anyone can interrupt the last hit by shielding it for the free punish. Airborne assault would be alright if it weren't so easily telegraphed and easy to punish. Chakrams are really good. Not as spammable as SoL but you can do a lot of tricks with Chakrams. First, they can be used to zone or force approaches like SoL (SoL does it better though). My favorite way of using chakrams is by throwing them for a short distance. With that throw variation, you can do so much with the lasting hitbox in front of you: edgeguard and defense. The short throw variation allows Chakram to last quite long on stage so you can get crafty with that. All the down B's seem solid. Counter is really good. Reversal slash is great for gimping recoveries and reflecting projectiles. Power thrust easily punishes rolls and landings although it's unsafe at earlier percentages. All his up B's are mediocre. His up B 1 is pretty much bad in general and you shouldn't pick it since it's bad as a recovery and as an attack. His up B 2 deals good amount of damage but it's really easy to edgeguard. Up B 3 is pretty much the all-around recovery that I'd use. It's basically Link's spin attack. Just think about it that way
We all get the gist. Swordfighter is best played defensively. Take advantage of your disjoint, and force the approach with projectiles. This is all I'll input anyway. All of these are just my opinion