J1 - 20 - short projectile, cancels into U and I
J2 - 40 - short projectile, cancels into WJ, which only combos if point blank, U and I
J3 - 60 (30/30) - three projectiles, cancels into WJ, KU, which doesn't combo, KI and SI and combos into I
WJ - 80 - anti air combo starter, cancels into KJ, KU and KI, which doesn't combo
SJ - 130 - crossup knockdown teleport
KJ - 60 (20x3) - three down diagonal projectiles
U - 130 - knockdown projectile
WU - 150 - knockdown up diagonal anti air disjoint
SU - 150 (50/100) - lock-on combo starter, animation ends before hitting, giving a lot of time to move towards the opponent and start a combo, great okizeme option
KU - 80 - down diagonal projectile with a good angle, good for aerial mixups
I - 300 - low endlag big and fast projectile
SI - 550 (70x4/270) - big fast multihit disjoint
KI - 280 - teleport dropshot
Safe moves - none of his moves are safe frame data wise, but his range makes it hard for some characters to punish him
Whiff punishes - SJ, I
Dash coverage - J, U
Anti airs - WJ, WU
Mixups - the main aspect of Uryuu Shikai's neutral is knowing when to cancel J into U and WJ to cover options, as J by itself is easy to avoid; J3 KU can be used on whiff to cover dashes
Combo routes - bnb - WJ KJ J1 J2 U/J2 J3 I
Shieldstring finishers - J1 U, J2 WJ, J2 U, J3 KU
Zoning - J, U, SU, KU, I
Out of shield - SJ can teleport away from pressure and punish it
Zone breaking - SJ
Reversals - Uryuu Shikai doesn't have any particularly good reversals
Get off mes can help with Uryuu Shikai's lackluster out of shield game; whiff punishers can be good against zoners in order to have faster punish options than SJ