Gaming Guide

Gakuran Mishima Style Explained (All Four Perks)

How the secret-tier Mishima style's perks, fast M1 string, and two-hit crit behave in an actual fight.

How the secret-tier Mishima style’s perks, fast M1 string, and two-hit crit behave in an actual fight.

Mishima sits at the very bottom of Gakuran’s roll table, in the tier the game labels only as “???”. It is a striking style built around speed rather than raw damage, and almost everything it does is designed to punish players who swing at the wrong moment or burn their dash carelessly.

Quick answer: Mishima is a secret-tier style with a 0.05% roll chance, and it carries four perks — Unbothered, Concussive, Consistency, and Shifty. You can confirm you have it by opening your Profile and pressing Show Perks; all four should be listed there.


Mishima roll chance and where it sits in the rarity table

Styles in Gakuran are rolled, not chosen, and the odds are printed on the roll screen. Mishima falls under the hidden “???” bracket, which is the rarest band in the game and sits far below Legendary.

TierDisplayed chance
Common59%
Uncommon30%
Epic10%
Legendary1%
??? (secret)0.05%

There is no quest, unlock, or purchase path for a secret style. You get it by rerolling your Fight Style from the Stats menu and landing inside that fraction of a percent. Your current style and its perk list both live on the Profile screen, so that is the fastest way to check what you actually rolled.

Gakuran Profile screen with the Show Perks button highlighted next to the character's stats
The Profile screen, where Show Perks opens the full list of style perks.

All four Mishima perks and what each one does

Mishima runs four perks at once. Two of them change how your critical attack behaves, one rewards a clean light-attack string, and one changes your dash economy.

PerkEffect
UnbotheredGetting hit while winding up a crit stuns both players and deals the same damage back to the attacker.
ConcussiveThe crit lands twice. The second hit is an uppercut that ragdolls, launching the target up and back.
ConsistencyLanding all 4 M1s on one target without missing cripples them, cutting their movement speed for 4 seconds.
ShiftyDodging an M1 with your dash refunds the dash cooldown instantly.

The M1 string: speed, range, and the Consistency slow

The light attack string is the fastest part of the kit. Mishima’s M1s come out quicker than the strings on styles such as Alley and Hakari, which means opponents who try to parry on reaction are usually a beat behind.

The fourth M1 is the one worth knowing. It reaches noticeably further forward than the first three, so a target who backs off after the third hit can still get clipped from a distance most styles would treat as safe. That extra reach is what makes Consistency practical instead of theoretical — you do not have to be glued to your opponent to complete the string.

Consistency only pays out on a perfect string. All four light attacks have to connect on the same target with no misses in between. When it triggers, that player’s movement speed drops for four seconds, which is long enough to close distance or set up your crit.

Gakuran IN COMBAT interface showing Light Attack, Heavy Attack, Block and Evasive buttons mid-fight
The IN COMBAT bar lists Light Attack, Heavy Attack, Block and Evasive while a fight is in progress.

How the Mishima crit works (Concussive and Unbothered)

The critical attack is a two-part move rather than a single strike. The first hit is a hook. The second is an electrical uppercut that ragdolls whoever it lands on, sending them upward and backward instead of leaving them standing in front of you. Both hits come from one input, so you do not need to follow up manually.

Unbothered covers the wind-up. Crits are slow to start on any style, and that window is normally where you get punished. With Mishima, taking a hit during that wind-up stuns both players and mirrors the damage straight back at the person who interrupted you. It does not stop the interruption, but it removes the free trade an opponent would otherwise get.

Gakuran player character knocked down on a dojo tatami floor with combat controls on screen
A ragdolled character on the dojo tatami after the crit’s second hit connects.

Shifty and the dash refund

Shifty is the perk that changes how you move. Dash away from an incoming M1 and the cooldown comes back immediately, so a successful read costs you nothing. Chain a few of those and you can keep dashing through an entire light-attack string while the opponent’s own dash is still recharging.

The refund is tied to the dodge, not to the dash itself. Dashing at empty air, dashing to reposition, or dashing away from a heavy attack does not return the cooldown. The dash has to beat an actual M1.

Gakuran outdoor night fight with Light Attack, Heavy Attack, Block and Evade controls displayed
Evade sits alongside the attack and block prompts, and it is the input Shifty keys off.

Controls needed to test Mishima in the dojo

Press T on PC, or D-Pad Up on a controller, to enter your combat stance. Nothing in the kit works properly until you are in stance, and forgetting this is the usual reason a style feels broken.
Throw four light attacks with Mouse Button 1 (Right Trigger / R2) on a training dummy and watch the fourth swing. It should visibly lunge further forward than the first three.
Use the heavy attack on R (Triangle on PlayStation, Y on Xbox) and let the crit finish. Confirm you see two separate hits and that the target is launched, not just staggered.
Have someone throw an M1 at you and dash with Q (Circle / B) just before it lands. If Shifty fired, the dash is available again straight away.

Why a Mishima perk fails to trigger

Each perk has one hard condition, and missing it is almost always the explanation.

PerkWhy it did not fire
ConsistencyOne of the four M1s missed, or the string was split across two different targets.
ShiftyThe dash did not dodge an M1 — repositioning dashes and dashes against heavies do not refund.
UnbotheredThe hit landed outside the crit wind-up rather than during it.
ConcussiveThe first hit connected but the follow-up uppercut was blocked or the target was already ragdolled.

Note: posture still governs everything else. Blocking and sprinting drain it, and hitting zero leaves you open to a block break and a stun, no matter how fast your string is.


Mishima rewards two specific habits above all else — finishing your light-attack string cleanly and dashing on read instead of on panic. Do both and the style keeps your dash up almost permanently while the opponent spends the fight slowed, launched, or waiting on a cooldown.