Moves I'm happy my usages will be better:
Jab the IASA buff last patch made me use it with safety well spaced, it was a good tool at shield trapping in non-reactable situations, now it's good on hit! Fair out of it seems like a near -always- guaranteed thing really, but if people want to not respect this free damage by air dodging, they'll die. Make sure you're testing and conditioning players with this in every tournament set.
Dolphin Slash fast, good damage, out of dash or the air moves are good, especially with invincibility involved. Have been getting kills around the ledge with it in and around 100% since last patch, now with more kill power... whoosh. I've been getting better at up-bs out of shield with ZSS (and obviously those skills overlap, god I love the character choice I went with) and Marth is in the same boat now (it's a lot harder in this game than in brawl because you can only buff one action at once and Jump takes priority; I've been getting used to using this input mess up as an option selecty thing too).
Crescent Slash? More like Crescent Trash confirmed. I think it has a niche on grab release characters perhaps, but I think the utility/mechanical differences overly justified Dolphin Slash most of the time, and now it killing better? Well.. inb4 CS was buffed kill power too, but yeah. Iai counter seems to be the only custom choice right now you'd consistently take (if your reaction speed/play style wants it).
Up Tilt... have already been doing backwards up tilts for a while, and they were comboing into bairs and upairs back then. A few extra frames off, maybe it's no longer punishable on hit at low percent anymore (or at least for not that long). CROUCHING INTO UP TILT IS REALLY GOOD (nothing special/new, just thought I'd mention it). Not sure I care much for the kill power difference, which also probably means it's been adjusted to higher base so it isn't punishable at low percent too, but hey, we'll take it. Up Tilt into fsmash tipper though... I feel like this will be even more stupid/deadly a trap :D
Neutral Air... People who know me from Brawl know how much I love this move. I invented a metagame for it that was better than most character's entire toolsets. But I've generally neglected its use completely this game because of its laggyness, low reward/damage and overall poor safety. In recent times I have been full hop nairing more, and also looking to use it for punishing regular get ups at the ledge. I'm really looking forward to it hopefully being a move better in neutral again, I'm ready to show the world how disgustingly good I am at spacing. An old trap from Brawl was tipper neutral air on shield into Forward Smash tipper (I wouldn't call it that good, but it was actually meta relevant for like a YEAR lol) on their shield drop punish is probably something to look for again and learn the spacing for. I hope it can handle shields (I haven't really been too keen to play smash since my tournament last sunday I won, so among the patch drop and dealing with that Ive been content with theory crafting).