Super Speed info dump:
You can store two different levels of speed out of super speed, which I'v been calling speed storage (SS) and super speed storage (SSS).
The first is done out of any option that doesn't leave you in the air, activates SSS or is Dash attack or roll. This includes teleport, any JC special that ends before you land and stopping with no action. This gives Palutena a small boost on her next running jump, of about 20% of her regular distance. Not too useful but it might help in some situations.
The second is the more significant one, SSS. It is activated ONLY by doing JC usmash OR sh counter (so you land before counter ends). This gives Palutena a massive boost on her next dash jump or dash attack, making her able to jump or attack across the entirety of FD. This boost is held through all grounded normals, dash, run, back roll (not front roll), dodge and SH counter. The boost is burned upon going into skid (dash ending), dash attack, and landing in anything but counter. This means that you can repeadly use the super jump as long as you land with counter.
SSS can be degraded to SS by using a special or landing during a special other than counter, SS can not be upgraded to SSS.
Things you can do:
f-throw near ledge->super jump nair kills most characters around 70 due to how far you can go. using jump glide or teleport you can make it back easily.
mid screen dash attack has the shield armor and insane burst range
You can move around in neutral easily without burning SSS, as the only actions you need avoid are forward roll, dash attack and run stop. simply cancel dash with shield to avoid stopping directly.
You can store SS and SSS from aerial super speeds, so long as you land during a special/counter. super speed timer also goes while SS or SSS are stocked, so you can essentially do super jump->super speed to get across stages extremely quickly.
This is all I have for now, anything else you guys can find would be cool.