J1 - 30 - low endlag, cancels into dash and SJ
J2 - 30 - cancels into dash, SJ and U
J3 - 50 - cancels into dash, WJ, U and I
J4 - 70 - cancels into jump, WU and SI
WJ - 120 - knockdown burst option
SJ - 105 (15x7) - multihit burst option and combo extender, cancels into dash, J4, U and I
KJ - 40 - forces up and forward momentum
U - 120 - disjointed knockdown shot
WU - 100 (20/80) - instant knockdown teleport
SU - 100 - knockdown shield breaker around Grimmjow
KU - 70 - knockdown, halts momentum
I - 300 - disjointed blast
SI - 450 (30/150/30x9) - teleport multihit
KI - 200+ (20x/200) - spins while falling for extra damage then hits the ground
Safe moves - J; SJ and U can be safe sometimes but are generally punishable if the opponent dashes behind you even on reaction
Whiff punishes - WJ, WU, I
Dash coverage - J, SJ
Anti airs - Grimmjow doesn't have proper anti airs
Mixups - J can be spammed in a lot of situations, for its ability to cancel into dash on most hits, to pressure and force the opponent to go for less safe ranged options, such as projectiles, which can be punished by WJ or WU
Combo routes - bnb - J12 SJ J4 KJ KU/KI
Shieldstring finishers - J1 L, J1 grab, J2 L, J2 SJ, J3 L, SJ L
Zoning - U
Out of shield - WJ, SJ
Zone breaking - WJ, WU
Reversals - WJ and WU can punish dash coverage attempts
Grimmjow's lackluster anti air game can be helped by get off mes