J1 - 40 - safe due to low endlag but has poor range
J2 - 50 - cancels into WJ and SI, is unsafe but has a bigger hitbox
J3 - 70 - cancels into dash, WU and notably SU
WJ - 100 (20/20/60) - cancels into jump, WU and WI
SJ - 120 - very unsafe, armored, knockdown, mediocre damage
KJ - 30 - great approach option and combo starter, hitbox is not as big as the animation above him but has good forward and downward range
U - 80 - standard projectile, knockdown
WU - 100 - dash cancellable up diagonal projectile, knockdown
SU - 80 - huge burst option and combo extender, unsafe and committal, cancels into U, WU and all supers but doesn't connect into WI and only connects into WU if unspaced
KU - 100 - down diagonal projectile, halts momentum, knockdown
I - 400 (80/80/240) - triple projectile with great coverage
WI - 300 - upwards projectile
SI - 550 - massive disjoint, inferior overall to I, but usable as a whiff punish
Safe moves - J1, KJ and WU are very safe; J3 and KU are good mixups;
Whiff punishes - SU is the best as it starts combos; U; SI if it's impossible to dodge
Dash coverage - J or KJ if close; SU if far away
Anti airs - WJ and WU; WI is generally suboptimal but usable
Mixups - SU is very unsafe, but can be canceled into WU, which makes it way safer, or into U, which is also unsafe but can cover punish attempts; jumps can lead to interesting mixups with KJ and KU as they're both strong tools with different functions
Combo routes - bnb - KJ J1 J2 J3 SU U/I; juggle setup - J1 J2 WJ into chase landing, as SU can easily cover landings with dashes and other options can generally be covered with anti airs, preferrably WJ to keep the jugle going
Shieldstring finishers - J1 L; J1 grab; J3 L; J3 SJ; WJ K; WJ KJ; WJ KU; WJ KJ KU; WJ KL; SU WU L
Zoning - U if opponent's assist gauge isn't full and they don't have good zone breaking tools; KJ and KU mixups are more useful as pressure to force options than to effectively zone; KU is a great zoning tool in platform stages, as it
Out of shield - SU; SJ punishes shieldstrings on read
Zone breaking - KU can be effective for counter zoning laggier moves or vs characters that can't anti air it or using KL KU as a burst option
Reversals - SU can punish attempts to cover dash; SJ can punish okizeme attempts, as long as they don't use shield breakers
The one tool Ichigo Shikai lacks the most is a consistent zone breaker to punish projectiles and other ranged options, so whiff punishers can help him a lot