J1 - 20 - great range, low endlag, cancels into WJ
J2 - 30 - cancels into dash, SJ, U, WU and SI
J3 - 60 (30/30) - cancels into WJ, SJ, SU and I
WJ - 100 (50/50) - subpar anti air, cancels into WI
SJ - 150 - armored shield breaker, good mixup on and out of shield
KJ - 40 - combo starter
U - 80 - long range poke and combo starter with good endlag, relatively safe, cancels into WU
WU - 140 (20x7) - multihit coverage move and combo extender
SU - 110 - quick but laggy lock-on, cancels into WI
KU - 100 - big disjoint, knockdown
I - 300 (50x4/100) - huge and quick multihit disjoint, combo finisher
WI - 220 (20x6/100) - lock-on multihit that can be ghost stepped out of and even be used to extend combos
SI - 480 (30x6/300) - unreliable and weak multihit
Safe moves - J2, U, WI
Whiff punishes - U, SU, I, WI
Dash coverage - J, U, WU, I, WI
Anti airs - WJ, WI
Mixups - the core of Renji's neutral is mixing up J2, KJ, U and WU, poking with U and WU from afar and covering their escape with J and KJ; WI can be thrown out almost at random if you have enough meter simply for how many options it covers
Combo routes - bnb - U WU KJ J1 J2 J3 SJ/J3 SU WI; juggle setup - after SU the opponent is perfectly positioned to get hit by J1, and you can punish their dash on read or dash cancel the J2 on reaction to a whiff
Shieldstring finishers - J2 SJ; J2 L; J3 SJ; U WU; WU KJ; WU KL
Zoning - Renji's big disjoints, such as U, WU, KU and I are all useful for zoning, and can be used to keep characters with subpar out of shield options away
Out of shield - WU; SJ can armor through pressure
Zone breaking - SU, I, WI
Reversals - SU and WI can punish dash coverage attempts; SJ can contest some okizeme, but it's risky
Setups can complement Renji's SU, turning it into a combo starter; get off mes can help against heavy pressure