J1 - 30 - safe due to low endlag
J2 - 30 - safe due to low endlag
J3 - 30 - cancels into SJ
J4 - 80 - cancels into WJ
J5 - 60 - cancels into dash, WJ and WU
WJ - 160 (50/110) - safe, great anti air and combo finisher
SJ - 90 - decent shield breaker
KJ - 50 - huge safe hitbox, forces forward momentum for a moment, starts combos, zones, covers dashes and makes your breakfast
U - 100 (50/50) - crossup burst combo starter and whiff punish, cancels into J
WU - 100 - subpar knockdown anti air projectile
SU - 100 - slow teleport, cancels into WU
KU - 90 (20/70) - knockdown, aerial mixup
I - 300 - fast teleport, combo finisher
WI - 300 - out of shield, safe coverage
SI - 600 (100/500) - unoptimal out of shield
KI - 300 - same as I
Safe moves - KJ, J1, J2, J4, J5, WJ, WI
Whiff punishes - KJ, WJ, U, SU, I
Dash coverage - KJ, WJ, U, WI
Anti airs - KJ, WJ, WU
Mixups - mostly just timing and spacing mixups with KJ to be honest
Combo routes - bnb - KJ U J1 J2 J3 J4 J5 I; juggle setup - after J5 you can try to catch landings with KJ
Shieldstring finishers - J1 grab; J1 L; J2 L; J3 SJ; J4 WJ; J5 L
Zoning - KJ
Out of shield - WJ, WI; SU can punish pressure on reads
Zone breaking - SU can punish zoning tools on read; aerial mixups can help Ichigo Full Mask quickly close distances
Reversals - WJ
Ichigo Full Mask lacks consistent zone breaking tools, so whiff punishers can help him in zoner matchups; get off mes can help against characters that can pressure him enough to not give him time to KJ, especially if they have good anti airs to deal with WJ; setup assists can complement his KJ spam and make it nearly impossible not to get hit