J1 - 40 - good hitbox, little endlag, cancels into SJ
J2 - 40 - smaller than J1, making it sometimes not propperly connect, cancels into SJ
J3 - 60 - cancels into dash, U and I and combos into SJ
WJ - 80 - anti air
SJ - 80 - burst combo starter and out of shield option, cancels into U, SU and I
KJ - 40 - starts combos, halts horizontal momentum for a little while
U - 80 - unsafe, decently fast but weak knockdown projectile
WU - 80 - safe anti air knockdown projectile that travels in a good angle, cancels into dash
SU - 80 - armored out of shield option, cancels into WU and WI
I - 260 (80/80/100) - very safe and fast armored super with a decent initial hitbox, doesn't go into the other hitboxes if the first misses, if I2 misses you can still combo it into SJ, so it's good to buffer SJ during the I2 animation
WI - 220 - big and fast anti air and combo finisher
Safe moves - J1, J3, WU, I
Whiff punishes - SJ, SU, I
Dash coverage - J if close; SJ if far away
Anti airs - WJ, WU, WI
Mixups - J has some good mixups in wether it will stop after a J, cancel into SJ, dash cancel J3 or even cancel J3 into I; SJ is pretty unsafe by itself, but it can be canceled into SU to armor through punish attempts or cancel into WU L for safety if the SU whiffs
Combo routes - bnb - KJ J1 J2 J3 SJ SU WU/WI; reset setup - it's possible to go for reset after J3, by dashing forward if you think they'll dash that way or not dashing if you think they'll dash into you, then covering their options
Shieldstring finishers - J1 (unspaced) grab; J1 SJ; J2 SJ; J3 L, J3 I; SJ SU WU L
Zoning - U is Ogichi Base's only real zoning tool, but it doesn't work too well on its own, it should be used sparringly to avoid punishes, as it's predictable and unsafe
Out of shield - SJ for quick punishes; SU to armor through pressure
Zone breaking - SU is the most viable zone breaker due to its armor and decent hitbox, but it's not really a great tool for that
Reversals - SJ can punish attempts to cover dash; SU can punish okizeme attempts, as long as they don't use shield breakers
The one tool Ogichi Base lacks the most is a consistent zone breaker to punish projectiles and other ranged options, so whiff punishers can help him a lot