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.
| Tier | Displayed chance |
|---|---|
| Common | 59% |
| Uncommon | 30% |
| Epic | 10% |
| Legendary | 1% |
| ??? (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.

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Add to Google Preferences →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.
| Perk | Effect |
|---|---|
| Unbothered | Getting hit while winding up a crit stuns both players and deals the same damage back to the attacker. |
| Concussive | The crit lands twice. The second hit is an uppercut that ragdolls, launching the target up and back. |
| Consistency | Landing all 4 M1s on one target without missing cripples them, cutting their movement speed for 4 seconds. |
| Shifty | Dodging 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.

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.

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.

Controls needed to test Mishima in the dojo
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.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.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.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.
| Perk | Why it did not fire |
|---|---|
| Consistency | One of the four M1s missed, or the string was split across two different targets. |
| Shifty | The dash did not dodge an M1 — repositioning dashes and dashes against heavies do not refund. |
| Unbothered | The hit landed outside the crit wind-up rather than during it. |
| Concussive | The 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.






