J1 - 20 - low endlag, cancels into U
J2 - 40 - low endlag, cancels into I
J3 - 20 - low endlag, cancels into WJ and U
J4 - 60 - cancels into dash, U, SU, I and SI
WJ - 80 - anti air combo extender
SJ - 100 - hit detection burst combo starter, out of shield option, cancels into J, WJ, U, I and SI
KJ - 70 - big disjointed combo starter, huge hittun, forces upward momentum
U - 130 - knockdown armored burst option with relatively low endlag
WU - 150 - burst knockdown anti air
SU - 80 - big disjointed combo extender, cancels into WJ, WU, WI, tipper does knockdown
KU - 120 (20/20/80) - knockdown stall and fall
I - 290 - fullscreen projectile
WI - 320 (100/100/120) - anti air combo finisher
SI - 550 (200/350) - yellow armored hit detection dash
Safe moves - basically everything that's not KU or WI
Whiff punishes - U, WU, I
Dash coverage - SJ, U
Anti airs - WJ, WU
Mixups - Chad's bad movement speed sounds like a big deal, but his vast array of relatively safe burst options in SJ, U and WU, good aerial mixups with KJ, and a good dash for a character of his movement speed, make knowing when to be offensive and defensive and how to abuse his armor the core of his gameplay
Combo routes - bnb - SJ WJ KJ J1234 SU WU/WI; Chad can follow dashes to reset after J4 or dash forward and grab to beat shield
Shieldstring finishers - J1 grab, J1 U, J2, J3, J3 WJ, J4 L, SJ J, SJ WJ, SJ U
Zoning - I is not a bad zoning option, and double I can be used in some situations, but it has the obvious downside of spending meter
Out of shield - SJ, WJ, WU; U can armor through pressure
Zone breaking - U
Reversals - U can punish dash coverage attempts
Chad can have a hard time dealing with faster characters that can safely pressure him, so get off mes can help a lot; setup assists can also be good in those matchups for coverage that leads to hard punishes