First off, get used to his speed and recovery. His speed is probably his greatest thing and his recovery his worst. Against high priority characters like Fox, Falco, Marth, Sheik, etc, you'll need to use mindgames to start combos. Approach often with an L canceled nair (not shffled) and go from there. The advanced combos take a while to get used to, so basically learn to use his speed (not his quickness, his moves aren't as fast as fox) first. He has some powerful finishers that are great when used correctly. The first is his knee. It has decent priority and speed, but it's ridiculously powerful. His ground smashes are pretty slow, but also powerful. The down smash is a good move to use occasionally because he'll swing his foot in front then behind him, which can catch many people off guard especially after they tech or land without teching.
Heres a quick summary of his moves -
N-air : quick, pretty good priority, hits twice and the 2nd has a decent knockback that is good for starting combos. it has little landing lag, but it's still good to L-cancel.
F-air: the knee. very powerful and quick but not too high of priority. usually used as a finish to a combo.
B-air: awesome move. it has good priority, it's quick, and powerful. it's not quite as powerful as the knee, but it can definitely kill at good percentages. also great for edgeguarding.
D-air: a meteor smash. has a big hitbox, so you dont have to be too accurate with it. has pretty good priority and can be good for setting up combos.
U-air: good priority, very quick, good range. this move is great for combos and for finishers at high percentages. if you can get them above you, multiple u-air combos can be pulled of pretty easily. if you chase someone off the edge and land a u-air you can also kill them at good percentages.
f-smash: slow but powerful. sends them forward, only use this occasionally. (grab fox/falco around 80% to 90%, upthrow, fsmash would be an example)
d-smash: also pretty slow and powerful, but hits in front and then behind. it's good for hitting someone who teched right behind you or is rolling behind you.
u-smash: pretty powerful, but the hitbox is very weird on this one. very situational.
d-tilt: if you can't hit them up to the air or get a grab in to finish them with a knee, this move could be your ticket. at higher percentages it will prop them straight up in the air, perfect for a knee. this also hits slightly below the stage.
f-filt: quick kick that has little knockback but great for edgeguarding phantasms or for interrupts.
u-tilt: looks a lot like samus's u-tilt, but has less knockback. decent for edgeguarding.
b - falcon punch. never use this unless you're doing a friendly or playing a total noob.
forward b - raptor strike. great for tech chasing and mindgames. can be easily punished by shieldgrabbers, so use it accordingly. a great use for shieldgrabbers is to do an empty shffl right past them them forward b right at them as they come out.
down b - only good use is when you recover. if you get knocked high in the air, jump and do a down b and you'll be rewarded with another double jump and an up b.
up b - his recovery. it sucks. this is what keeps CF middle tier. hard to sweetspot, bad distance, easily caped, slow... but it has one advantage! if you manage to hit them with it, you get to give your opponent some free hugz
there you go! hope this helps.