J1 - 30 - cancels into WJ
J2 - 30 - cancels into SI
J3 - 50 - cancels into dash, WU and WI
WJ - 80 (30/50) - armored out of shield option and combo extender, cancels into WU and I
SJ - 60 - out of shield option and combo extender, cancels into WJ
KJ - 30 - limited horizontal range lock-on combo starter
U - 40 - disjointed poke, cancels into on hit SJ but doesn't combo if spaced
WU - 140 (30x3/50) - disjointed anti air and combo finisher
SU - 100 - disjointed shield breaker
KU - 70 - limited horizontal range lock-on knockdown
I - 260 (30x6/80) - multihit lock-on
WI - 300 (30x10) - multihit that covers around byakuya
SI - 450 - burst whiff punish
KI - aerial I
Safe moves - J3, KJ, U, WU, KU, I
Whiff punishes - U, I
Dash coverage - J, U, I
Anti airs - WU, I, WI
Mixups - I can be thrown out almost at random if you have enough meter simply for how many options it covers
Combo routes - bnb - KJ U J1 J2 SJ WJ WU/I; juggle setup - after J3 you follow their dash or dash forward and turn around J to punish no dash, if you hit them from behind you can cover both dash and no dash with dash forward
Shieldstring finishers - J1 WJ, J2 SJ, J3 WU, J3 L, WJ WU, SJ WJ, U J, U SJ
Zoning - U and KU have roughly the same range and are pretty safe if spaced, and even though U is less safe unspaced, it gets followups, so it's a good poke at both situations
Out of shield - SJ; WJ armors through pressure
Zone breaking - KL KU, I
Reversals - I can punish dash coverage attempts; WJ can armor through okizeme attempts
His lack of reliable non super zone breaking can be mitigated by whiff punishers; get off mes can help against pressure as his out of shield options aren't great