J1 - 20 - laggy and has no cancels
J2 - 20 - cancels into dash, low endlag
J3 - 50 - cancels into WJ, SJ and WU
J4 - 50 - cancels into dash, WJ, SJ, I, WI and SI
J5 - 80 - knockdown finisher
WJ - 120 (80/40) - armored two hit knockdown teleport, good to escape pressure
SJ - 140 (20x7) - multihit coverage move and combo extender
KJ - 40 - great combo starter
U - 60 (30/30) - disjointed combo starter
WU - 130 (30/30/70) - knockdown anti air, doesn't trigger the last hit if the first two don't connect
SU - 130 - disjointed shield breaker and combo finisher
KU - 100 - quick projectile, aerial mixup
I - 300 - huge disjointed shot, combo finisher
WI - 350 (30x10/50) - anti air multihit
SI - 600 (20x15/300) - fullscreen disjointed multihit shot, great coverage
Safe moves - J2, KJ; U, WJ, WU and KU can be safe in some situations
Whiff punishes - WJ, U, I, SI
Dash coverage - J, SJ, KJ, U
Anti airs - WU, WI
Mixups - Gin's game is centered around knowing when to use options such as U and WJ to complement his safe J2 and KJ
Combo routes - bnb - KJ U J1 J2 J3 J4 SJ SU/I; reset setup - after J2, Gin can follow dashes or punish shield with grab
Shieldstring finishers - J2 L, J3 SJ, J4 SJ, J4 KJ; J4 KL; SJ SU; U J
Zoning - U can poke from afar, but other than that Gin doesn't really have zoning tools
Out of shield - SJ; WJ armors through pressure from anywhere
Zone breaking - WJ, U, I, SI
Reversals - WJ can armor through okizeme if they don't use shield breakers
Gin's lackluster out of shield game make get off me assists really helpful, aside from this he's a pretty complete cha