J1 - 30 - has no cancels
J2 - 30 - low endlag, cancels into WJ
J3 - 50 - cancels into dash, I, WI and SI
J4 - 50 - cancels into U,
J5 - 60 (30/30) - knockdown
WJ - 40 - huge burst option that only triggers on hit and is safe on whiff, cancels into J4
WJ2 - 120 - slow knockdown shield breaker
SJ - 100 - combo starter counter, cancels into J3 and WJ
KJ - 50 - big disjointed combo starter, halts vertical momentum
U - 100 - fast big knockdown disjoint
WU - 100 - knockdown wall that stays active for about 3 seconds, way after the endlag, and nullifies projectiles that hit it, giving meter to Aizen
SU -
KU -
I -
WI -
SI -
KI -
Safe moves -
Whiff punishes -
Dash coverage -
Anti airs -
Mixups -
Combo routes - bnb - ; juggle setup -
Shieldstring finishers -
Zoning -
Out of shield -
Zone breaking -
Reversals -