J1 - 30 - projectile, cancels into U and I
J2 - 40 - projectile, cancels into dash, SJ, WU and WI
J3 - 120 (40x3) - three spread projectiles, usually connects two, cancels into WJ, U, SU and I
WJ - 130 - armored knockdown anti air and out of shield option
SJ - 60 - burst option and combo extender, cancels into WJ, U, WU
KJ - 60 (20x3) - three projectiles in a good down diagonal angle, combo starter
U - 95 - standard knockdown projectile
Uh - 120 (30x4) - held U, multihit disjointed combo extender
WU - 80 (20x4) - multihit disjointed combo extender, cancels into jump on hit
SU - 0 - drains 10% meter
KU - 70 - knockdown teleport dropshot, cancels into KI on startup
I - 325 (5x5/300) - big and fast projectile, multihit only activates if right next to the opponent
WI - 360 (30/10/320) - consists of two parts, a launcher that does 30 and a lock-on dropshot that hits way after the animation, can be a good okizeme tool
SI - 570 (150/60x7) - teleport dropshot
KI - 270 (20x4/190) - big multihit that deals more damage the closer you are to the opponent when hitting the final hit (170-270), can be teleported into by cancelling KU into it, guaranteeing max damage
Safe moves - J2; most of his moves, except for Uh and WU, have relatively low endlag, which combined with their range makes them decently safe when used thoughtfully
Whiff punishes - U, KU, I, KUI, SI
Dash coverage - SJ
Anti airs - WJ, WU, WI
Mixups - Uryuu Bankai's neutral game centers around his ability to mixup J, WJ, SJ, KJ and U, as he doesn't have any centralizing or spammable option, but a diverse kit with complementary tools; J2 L can apply good pressure by mixing up approaches and retrerats after J2; SU can be a strong mixup by itself for its strong property of draining meter, you can use it whenever the opponent is expecting pressure since its a quick animation and shouldn't be punished without the opponent reading you
Combo routes - bnb - SJ WU KJ J123 Uh I; juggle setup - WU can setup juggles, following dash with KL and punishing no dash with KJ
Shieldstring finishers - any projectile from afar; J2 L, J3 WJ, SJ WU K
Zoning - Uryuu Bankai's moveset is designed for midrange zoning, with his whole neutral being centered around it
Out of shield - SJ; WJ armors through pressure
Zone breaking - KU, I, WI, KUI
Reversals - WU can armor through okizeme attempts, as long as they don't use shield breakers
Uryuu Bankai doesn't have the best get off me options or CQC tools, so get off mes can help him a lot