J1 - 30 - cancels into U
J2 - 30 - cancels into SJ and SI
J3 - 40 - cancels into dash, SJ and WU
J4 - 50 - cancels into WJ, U and I
WJ - 80 (20/60) - crossup teleport, cancels into SJ, WU and WI
SJ - 115 (15x3/70) - burst combo starter and out of shield option, cancels into dash, WU and WI
KJ - 40 - great combo starter, very little endlag, forces forward momentum
U - 90 - very quick but laggy knockdown projectile
WU - 130 - knockdown anti air and combo finisher
SU - 140 - armored out of shield option around Rukia
KU - 80 - U but down diagonal
I - 320 - quick big disjoint
WI - 350 (50/50/250) - safe anti air as it doesn't trigger the next hit if one misses, combo finisher
SI - 550 (150/100/100/200) - huge and extremely fast disjoint that does more damage the closer it hits
KI - 270 - dive slash, usable as an aerial mixup
Safe moves - J3, SJ
Whiff punishes - WJ, SJ, U
Dash coverage - J, SJ
Anti airs - WU, WI
Mixups - having a great combo starter in KJ, a good projectile in KU and a decent stronger punish in KI makes her aerial mixups quite good, but her low air mobility hinders their usability
Combo routes - bnb - KJ J1 J2 J3 J4 WJ SJ WU/WI; juggle setup - you can dash cancel the SJ in the direction they're facing and cover the dash, but Rukia can't get a reset if they don't dodge
Shieldstring finishers - J2 SJ; J3 SJ; J3 L; J4 WJ; WJ SJ; SJ L
Zoning - U is not a good zoning tool due to its high endlag and speed, making it easy to dodge and punish, and Rukia Bankai doesn't really have other zoning tools
Out of shield - SJ; SU can armor through pressure
Zone breaking - WJ
Reversals - SJ and U can punish dash coverage attempts; WU can contest some okizeme, but it's risky
Rukia Reaper doesn't have any blatant weakness that makes her require specific assists, so they are very matchup and preference dependent