J1 - 20 - cancels into dash
J2 - 40 - cancels into WJ, SJ and SI
J3 - 70 - cancels into WU, I and SI
WJ - 80 (10x8) - multihit projectile combo extender, cancels into dash, I and WI
SJ - 130 (30/30/70) - combo extender and safe armored burst and out of shield option, cancels into J3, U2, I and SI
KJ - 40 - combo starter
U - 110 (15x6/20) - multihit around Orihime, cancels on hit only, before the knockdown, into WJ, U2 and WI
U2 - 100 - standard knockdown projectile, can be used instantly by starting SU and releasing S while holding U
WU - 80 - standard anti air knockdown projectile
SU - 100 - knockdown, reflects projectiles, cancels into dash
KU - 80 - aerial knockdown projectile with a great angle, halts momentum
I - 270 - big and relatively safe disjoint and combo finisher
WI - 100 - yellow armor, heals, reflects
SI - 465 (50/50/30x4/50/15x13) - fullscreen projectiles followed by disjointed blast
Safe moves - J, WJ, SU; SJ on whiff
Whiff punishes - SJ, U2, I
Dash coverage - SJ, WJ, U
Anti airs - WU
Mixups - all of Orihime's grounded moves have the same startup animation, making them deceptively hard to react to, which can be great for baiting opponents
Combo routes - bnb - U WJ L J12 SJ J3 WU/I
Shieldstring finishers - J1 L, J2 WJ, WJ L, SJ, SJ J3 WU, U WJ, SU L
Zoning - KU is Orihime's main zoning tool, with U2 and WU complementing its blindsopts when necessary
Out of shield - SJ
Zone breaking - SU, KU
Reversals - U2 can punish dash coverage attempts
Orihime's out of shield game and CQC options are subpar, so get off mes can help a lot