J1 - 30 - cancels into U and I, doesn't combo into U
J2 - 30 - low endlag, cancels into WJ, SJ and SI
J3 - 50 - uses Lilynette, cancels into WJ, U and SU
J4 - 60 - cancels into WU, WI and SI
WJ - 120 (60/60) - knockdown anti air combo finisher
SJ - 150 (100/50) - uses Lilynette, cancels into J, U, WU, I and SI, second hit comes out if no cancel is executed and does knockdown
KJ - 40 - halts vertical momentum
U - 100 - very slow knockdown disjoint, can be shot faster by cancelling SJ into it
WU - 120 - works the same as U
SU - 130 (30/30/70) - huge armored disjoint, cancels into U and I
KU - 100 - very fast diagonal knockdown stall and fall
I - 300 (40x6/60) - instant big disjointed multihit
WI - 350 (100/100/150) - safe anti air, doesn't trigger the next hit on a whiff
SI - 520 (60x7/100) - fullscreen multihit disjoint
Safe moves - J, SJ, WI
Whiff punishes - SJ U, I
Dash coverage - J, SJ, SU
Anti airs - WJ, WU, WI
Mixups - SJ is Starrk's best neutral tool due to cancelling into J1 L for safety or U for a big instant hitbox, or even not cancelling at all for its decent endlag, and spaced SJ can even start combos with SJ L or SJ J1 L
Combo routes - bnb - J123 SU U/I
Shieldstring finishers - J1 L, J2 grab, J2 SJ, J3 L, SJ J1, SU U
Zoning - SJ U is a really strong zoning tool as U comes out very fast and covers a lot of space while SJ is aan additional hitbox that adds shield pressure and safety, and I can complement it when necessary
Out of shield - SJ; SU armors through pressure
Zone breaking - SU can armor through projectiles and disjoints and punish from very far due to its big range; SJ U can counter zone; KL KU is a very fast burst option that covers a lot of distance
Reversals - SJ U can punish dash coverage attempts; SU can armor through okizeme
Starrk's mediocre whiff punishes, specially his lack of fullscreen punish options can be helped by whiff punihsers