J1 - 20 - low endlag, cancels into U but doesn't combo
J2 - 30 - cancels into WJ
J3 - 70 - cancels into SJ, U, I and SI and combos into WJ
WJ - 100 - instant disjointed anti air, cancels into jump, WU and WI
SJ - 180 (80/100) - knockdown crossup teleport
KJ - 70 - halts vertical momentum
U - 100 - knockdown disjointed shot
WU - 120 - same as U but up diagonal
SU - 120 (40x3) - multihit shield breaker, cancels into WJ, combos into KJ by cancelling whiffed WJ into it
KU - 130 - small downward knockdown disjoint, halts momentum
I - 280 - quick big disjoint
WI - 240 (10x4/200) - multihit anti air, low endlag
SI - 500 (50x7/150) - instant multihit disjoint
KI - 260 (10/250) - downwards WI
Safe moves - J1, WJ, KJ
Whiff punishes - WJ, KJ, U, I
Dash coverage - J, WJ, KJ
Anti airs - WJ, WU, WI
Mixups - Ulquiorra Base's excellent dash and instant disjointed combo starters in WJ and KJ make him able to approach unreactably from very far, which can lead to predictable shields and dashes that can be hard punished
Combo routes - bnb - SU wj KJ J123 SJ/I; juggle setup - Ulquiorra Base can start juggles from WJ
Shieldstring finishers - J1 grab, J2 WJ, WJ KL, WJ KJ, SU WJ
Zoning - WJ, KJ, U
Out of shield - WJ
Zone breaking - SJ, KL KJ
Reversals - SJ can avoid and punish okizeme and dash coverage options but it's hard punishable if they shield
Ulquiorra Base is a very solid character overall, so his best assists depend on matchup and preference