J1 - 50 - cancels into SJ
J2 - 50 - cancels into SJ, WJ1 and SI
J3 - 80 - cancels into dash, WJ2, WU and I
WJ1 - 80 - cancels into U, WU, I and SI
WJ2 - 80 - cancels into jump, WU and WI
SJ - 135 (15x9) - coverage and out of shield multihit, cancels into dash, U and I
KJ - 50 - great poke and approach combo starter, halts horizontal momentum but can be aerial boosted
U - 120 - big and armored knockdown disjoint, okay endlag
WU - 200 (100/100) - safe disjointed knockdown anti air and combo finisher
SU - 140 - burst disjointed knockdown shield breaker
KU - 80+ (10 for each spinning hit) - huge multihit with good coverage
I - 250 - giant burst whiff punish
WI - 300 - combo finisher and anti air
SI - 500 (100x5) - giant multihit coverage tool
Safe moves - J3, KJ; SJ, U and SU can be safe in some situations
Whiff punishes - KJ, U, SU, I
Dash coverage - J, SJ, KJ, U, WU, SU
Anti airs - WU, WI
Mixups - throwing unexpected SU can be very effective as it covers a myriad of options if used in the right scenarios, such as shield, dash and non disjointed moves
Combo routes - bnb - KJ J1 J2 WJ1 WU/WJ1 WJ2 WI; juggle setup - after WJ2 you can air dash to punish their dash if you hit them from the back, and you can punish them for not dashing with J or SJ; reset setup - after J3 you can follow and punish their dash, but you can't punish them if they don't dash
Shieldstring finishers - J1 SJ; J2 WJ1; J2 SJ; J3 WJ2; J3 L; WJ1 U; WJ2 WU; WJ2 KJ; WJ2 KL; SJ U; SJ L
Zoning - all of his big disjoints work together to form his zoning, especially by stablishing range with KJ
Out of shield - SJ; U armors through pressure; SU punishes laggy moves from afar
Zone breaking - U, SU; his disjoints can cancel many projectiles
Reversals - KJ and SU can punish attempts to cover dash; U can punish okizeme attempts, as long as they don't use shield breakers
Some zoners can give Ikaku a hard time, whiff punishers help against those; setups can complement his disjoints to get hard punishes out of opponents trying to dodge his moves