J1 - 40 - cancels into U
J2 - 40 - cancels into WJ, SJ and SI
J3 - 70 - cancels into dash, U, WU and I
WJ1 - 70 - decently fast crossup teleport, cancels into U, I and SI
WJ2 - 70 - cancels into jump, WU and WI
SJ - 180 (40/40/100) - knockdown shield breaker
KJ - 70 - great combo starter
U - 120 - armored burst knockdown zone breaker with okay endlag
WU - 130 - knockdown anti air and combo finisher
SU - 100 - knockdown counter
KU - 150 (50/100) - knockdown stall and fall
I - 300 (100x3) - huge disjoint, good for coverage and whiff punishing, combo finisher
WI - 280 (20x12/40) - very quick teleport
SI - 490 - yellow armor, good out of shield if guaranteed, doesn't trigger the rest of the move on whiff
Safe moves - J3, WJ2, U, WU
Whiff punishes - WJ, U, I, WI
Dash coverage - J, KJ, U
Anti airs - WU, WI
Mixups - Kenpachi's main mixup is cancelling moves into U to cover space and contest their options
Combo routes - bnb - WJ1 WJ2 KJ J1 J2 J3 WU/I; juggle setup - you can follow their dash after J3 by dashing to the side they're facing and cover their dash, but there isn't enough time to reset on if they don't dash - after WJ you can follow their dash if you hit them from behind, and you can also cover their not dashing with a delayed KJ
Shieldstring finishers - J1 U; J2 WJ1; J2 SJ; J3 WU; J3 L; WJ1 U; WJ2 KJ; WJ2 KL
Zoning - Kenpachi doesn't really have any zoning tools
Out of shield - WU, U; SU counters pressure
Zone breaking - WJ, U
Reversals - U punishes dash coverage attempts; WU can contest some okizeme, but it's risky
Kenpachi is a pretty complete character overall, so his assists are very matchup and preference dependent