J1 - 20 - cancels into SJ
J2 - 60 - cancels into WJ and I
J3 - 100 (30/70) - cancels into dash, U, WI and SI
WJ - 100 - cancels into jump, WU and WI
SJ - 60 (30/30) - cancels into J2, WJ and I, disjointed combo starter
KJ - 60 - halts vertical momentum for a while and forces forward momentum, combos only into KU
U - 110 - big disjointed knockdown whiff punish
WU - 170 (20/150) - low endlag disjointed knockdown anti air
SU - 150 - trap shield breaker, activates on proximity, after some time or on command, useful for okizeme
KU - 180 (60/120) - knockdown dive combo finisher
I - 300 (20/30/50x3/100) - inconsistent, doesn't trigger the rest of the move if hit 2 misses, but can hit hit 2 and miss the rest
WI - 250 (100/150) - fast teleport
SI - 460 (40x9/100) - bad
Safe moves - J3, WI
Whiff punishes - U, WI
Dash coverage - J, SJ, U
Anti airs - WU, WI
Mixups - as Mayuri doesn't need to spend meter on combo finishers, WI becomes a good mixup in neutral when you have a lot of meter, since it can cover various options and is pretty safe
Combo routes - bnb - J1 SJ J2 WJ KJ KU
Shieldstring finishers - J1 SJ, J2 WJ, J3 L, WJ KL, SJ J2, SJ WJ
Zoning - U is more of a whiff punish because of its endlag and SU is more of a setup trap due to its startup, so Mayuri doesn't really have good zoning
Out of shield - WJ, SJ
Zone breaking - WI
Reversals - U can punish dash coverage attempts
Get off mes can help with Mayuri's lackluster out of shield game; whiff punishers can be good against zoners so that WI is not the only zone breaking option