J1 - 30 - small and laggy, canels into U
J2 - 30 - cancels into dash and SJ
J3 - 80 - cancels into SJ, U and I
WJ - 120 (60/60) - underwhelming anti air, cancels into KU and KI
SJ - 60 - decently fast crossup teleport
KJ - 40 - divekick with a terrible angle
U - 100 - big and decently fast knockdown disjoint
WU - 130 - U but up diagonal
SU - 30 - command grab which is weaker, slower and much less safe than regular grab and has a very small hitbox
KU - 120 - U but down diagonal
I - 280 - quick disjoint and combo finisher
SI - 570 (20x6/450) - yellow armored hitbox around Rukia Gigai, usable to deal with pressure
KI - 240 - I but down diagonal
Safe moves - J2; U is alright on shield but very unsafe on whiff
Whiff punishes - SJ, U
Dash coverage - J, WJ, U
Anti airs - WJ, WU
Mixups - KJ into aerial mixups can be useful against characters that don't have good anti airs
Combo routes - bnb - KJ J1 J2 SJ WU/WI
Shieldstring finishers - J2 WJ; J2 L
Zoning - U; WU and KU can be good in platform stages
Out of shield - WJ
Zone breaking - SJ
Reversals - U can punish dash coverage attempts; she doesn't have any strong option against okizeme besides dashing
Rukia's terrible defensive game makes it really hard to go back to neutral, where she can at least zone with U, so get off mes can help a lot in dealing with pressure