J1 - 30 - cancels into U and I
J2 - 40 - cancels into WJ
J3 - 50 - cancels into dash, WU, WI and SI
WJ1 - 50 - huge disjoint, cancels into WI
WJ2 - 100 - knockdown finisher
SJ - 80 - invincible burst knockdown
KJ - 30 - combo starter, forces forward momentum
U - 80 - armored burst knockdown, cancels into WU and WI, armor carries over to WI
WU - 120 (30x4) - multihit anti air and combo extender
SU - 150 (30x5) - big multihit disjoint and anti air
KU - 80 - quick descending knockdown
I - 250 (50/200) - burst whiff punish
WI - 320 - anti air and combo finisher
SI - 510 (10x11/400) - lock-on multihit
KI - 250 (50/200) - aerial I
Safe moves - J3, U, WU
Whiff punishes - WJ, U, WU, I
Dash coverage - J, WJ, U, WU
Anti airs - WU, SU, WI
Mixups - U WU and U WI can be great mixups to make U virtually impossible to punish, turning it into a very spammable burst option; Toshiro Bankai can switch between zoning with huge hitboxes such as WJ and SU and sudden approach options like U, to make the opponent have to respect him, making his zoning safer
Combo routes - bnb - WU KJ J1 J2 J3 WU/WI; juggle setup - after J3 you follow their dash or dash forward and turn around J to punish no dash, if you hit them from behind you can cover both dash and no dash with dash forward
Shieldstring finishers - J1 U, J3 WU, J3 L, U, U WU, U WI
Zoning - WJ, SU
Out of shield - WJ and U for spaced laggier moves
Zone breaking - U
Reversals - WJ and U can punish dash coverage attempts
Toshiro Bankai doesn't have great out of shield and close range options, so get off mes can help him a lot