hide results

    Anti-Mishima Guide by Exar Kun / Essenceofjr

    Version: 1.2 | Updated: 02/14/04 | Printable Version | Search Guide | Bookmark Guide

    *************************************************
    *************************************************
    **   *How to Destroy the Mishimas.         *   **
    **   *Version 1.2.                         *   **
    **   *By  EssenceofJr                      *   **
    **   *and Exar Kun                         *   **
    **   *Essenceofthejin@hotmail.com          *   **
    **   *exar30@hotmail.com                   *   **
    *************************************************
    *************************************************
    A FAQ on the Mishima styles and how to counter them with each character.
    
    Compiled and partially written by: EssenceofJr (Essence of the Jin)
                                       And Exar Kun
    
    Also written by: Almost every Tekken Guru out there.
    
    You can E-mail EssenceofJr at: Essenceofthejin@hotmail.com
    You can E-mail Exar Kun at   : Exar30@hotmail.com
    There will be a list at the end of the document of everyone's name and
    E-mail address that helped in the production of this FAQ.
    
    I must say that Exar Kun did most of the writing and that I (Essence) did
    most of the compiling and collection of submissions.
    
    This guide is written using WordPad using Courier New (Western) Font 10.
    
    1234567890
    ..........
    
    If the dots and numbers are aligned then it's properly formatted.
    
    
    ************************************************************************************************
    Legal Stuff.
    ************************************************************************************************
    Unpublished Work Trademarked (tm) and copyrighted (c) Nicholas Seemungal and
    Edgar Camago Jr. 2000, 2001,2002,2003,2004.
    All Rights Reserved.
    
    IMPORTANT: YOU MUST READ AND AGREE TO EVERY PART AND EVERY WORD TO THIS
    DISCLAIMER.  USE OF THIS FILE CONSTITUTES ACCEPTANCE TO THIS DISCLAIMER.
    
    In no event shall this document be reproduced or retransmitted in any way,
    shape, or form (including but not limited to physical, natural, or
    electronic). In no event shall this document be used for HTML, Perl, C++,
    HTMLScript,
    Active Server Page Files, JavaScript, Java, or any other forms of webmastering
    that
    exist without e-mailed permission from Nicholas Seemungal.  In no event
    shall this document be used at a password-protected site where either user
    accounts are
    utilized and/or money is made through user accounts. Anyone who wishes to
    mirror this document MUST make this document freely accessible (meaning no
    access
    moderation exist at your site), FREE OF CHARGE (whether if it is through
    FTP, HTTP, Gopher, Finger, LDAP, Mailto, or any other Internet Standards that
    are
    approved by the World Wide Web Consortium), and in its 100% entirety, bugs
    included.  Nicholas Seemungal and Edgar Camago Jr. GRANT NO PERMISSION IF
    FOR ANY REASON     THIS FILE WILL BE USED for any profitable (even if you
    fail to make any money out of it), promotional, and/or commercial transactional
    purposes (including but not limited to giving this file as some sort of bonus,
    gift, or otherwise which
    constitutes making money out of this file which is illegal) whether the content
    of this
    document is good or bad.  No permission will EVER be granted to any
    publisher, editor, employees and/or associates of any publishing/editing
    corporation,
    group, and/or business nor can it be used by any gaming guides, game sites,
    magazines, guides, books, or any other profitable and/or promotional media
    that exists IN ANY WAY, shape, form (including reprinting, republishing,
    OCR'ing,
    etc.), and the like.  Permission is recommended if he/she wants to mirror
    this document on his/her site.
    
    Currently, this document is being maintained and is the sole property of
    Nicholas Seemungal   and Edgar Camago Jr. (exar30@hotmail.com,
    EssenceofJr@aol.com) document is protected by ALL APPLICABLE copyright and
    trademark laws, patent laws, and international treaties.  YOU MUST
    TREAT THIS DOCUMENT LIKE YOU WOULD WITH ANY OTHER COPYRIGHT MATERIAL SUCH AS
    ADOBE GOLIVE AND ADOBE PHOTOSHOP FROM ADOBE SYSTEMS, INC.  Remember any
    breach of copyright, trademark, and/or patents (which includes but not limited
    to
    plagiarism, stealing, laming, pirating, or otherwise) and failure to adhere
    to the aforementioned URL and ALL PARTS of this disclaimer counts as
    unauthorized reproduction and/or distribution (partial or full), resulting in
    severe
    civil and criminal penalties, which is punishable through prosecution under the
    maximum extent possible under the law.
    
    Nicholas Seemungal and Edgar Camago Jr. acknowledges and respects all
    copyrights, patents (pending or not), and trademarks whether if it's
    mentioned or not somewhere in this document as no copyright infringement was
    intended.
    Nicholas Seemungal and Edgar Camago Jr also acknowledges and
    respects all copyrights, patents (pending or not), and trademarks of ALL
    OTHER FAQ AUTHORS (whether if it's Kao Megura, John Culbert, Henry LaPierre,
    Josh
    Harring, Mark Kim, or otherwise) and if for any reason I MUST USE any or all
    of the document, it will be mentioned somewhere in this document, commonly in
    the Acknowledgements section of this document.
    
    If for any reason you must use any or all of this document for your own FAQ,
    please properly give credit where credit is due.
    
    IF FOR ANY REASON YOU DO NOT AGREE TO ALL OF THE TERMS LISTED AT THE URL
    AFOREMENTIONED ABOVE AND/OR IF YOU DO NOT AGREE TO THIS DISCLAIMER, then you
    must destroy this document at all costs.  Tekken, Tekken 3, Tekken Tag
    Tournament, Kazuya Mishima, Heihachi Mishima, Jin Kazama, devil and all
    other related events and objects are registered trademarks and copyrighted (c)
    Namco.  All
    Rights Reserved.  This document was carefully prepared and created by Edgar
    Camago
    Jr. and Nicholas Seemungal in respect to all Namco Properties, as no copyright
    infringement was intended.
    
    I'll make this clear: This document is OURS and there is NO UNAUTHORIZED USE
    of this document at any cost!!!  You are free to mirror this document at your
    web site, but IT MUST BE SHOWN IN ITS ENTIRETY AND IT MUST REMAIN 100% ORIGINAL
    AND UNTOUCHED.  Feel free to distribute this document BUT IT MUST BE DISTRIBUTED
    ELECTRONICALLY AND FREE OF CHARGE.  I didn't create this document so that
    some lamer will come around and steal this work and/or have a Gaming Mag Company
    (namely EGM, who's been making blood money from some Tekken 3 FAQs back in
    1997) print this document into a magazine.  NO MONETARY COMPENSATION CAN BE MADE
    FROM THIS DOCUMENT AND THAT'S THE BOTTOM LINE.  ONE FINAL FOOD FOR THOUGHT: THE
    DOCUMENT MUST BE FREELY ACCESSIBLE WHICH MEANS NO PASSWORDS, NO USER
    ACCOUNTS, NO CHACHI CAN BLOCK ACCESS TO THIS DOCUMENT!!!
    
    Game Cave: KEEP YOUR HANDS OFF THIS FILE AT ALL COSTS!!!  WE'VE HEARD THAT
    YOU'VE BEEN MAKING BLOOD MONEY OUT OF SOME PEOPLE AND WE ARE GETTING SICK AND
    TIRED
    OF YOUR MISCHIEF.  THIS WORK IS OURS AND IF YOU EVEN DARE USE THIS WORK TO MAKE
    MONEY OUT OF IT, WE WILL TELL YOUR PROVIDERS TO SHUT YOU DOWN FOR GOOD.
    
    Note: This copyright is shared with Kao Megura's and Mark Kim's well-placed
    copyright except that Mark decided to make the copyright a little more
    severe. Notice that Mark Kim as well as Nicholas Seemungal and Edgar Camago Jr.
    acknowledges ALL of Kao Megura's works and admires his work and we
    wanted to imitate his copyright.This copyright that you see is
    similar to Mark Kim's copyright on his LA Machine Guns Anti-Terrorist
    Manual.
    
    
    ***********************
    * ******************* *
    * *Table of Contents* *
    * ******************* *
    ***********************
    Legal Stuff.
    About this FAQ.
    Conventions.
    Character Genres.
    The Crouch Dash.
          1)Should I really block Low?
    The Infamous Wave Dash.
          1)Beating the Wave Dash.
    Mishima Style Analysis.
          1)Heihachi
          2)Kazuya
          3)Jin
          4)Devil/Angel
    Major Mishima Moves.
          1)Generalised Moves
          2)Heihachi
          3)Kazuya
          4)Jin
          5)Devil/Angel
    Character Specific Strategies.
    Conclusion.
    Tekken Sites.
    Acknowledgements.
    
    
    
    ************************************************************************************************
    About this FAQ.
    ************************************************************************************************
    "It's always hard to beat good Mishima players since they have so many
    useful attacks and very few weaknesses"
       -Renick-
    
    "Good idea. It seems pretty crazy that TTT is becoming so deep that it has
    ANTI-character FAQs. Heheh."
       -Siroccoh (Robby Stone)-
    
    "Let Mishima players get cocky when they see your Jack of choice."
       -Trekk-
    
    
    Essence of Jr says:
    Basically this FAQ is designed to teach EVERYONE, no matter who you use, to
    beat (or at least give a worthy battle to) the Mishima Characters. The
    general section practically tells things that are of "general" nature.
    Meaning, they apply to practically everyone. Over the course of this FAQ
    several people have contributed making this probably the most influential
    FAQ ever. You wont be hearing from just one or two pros of the game, but by
    (place number here) Tekken gurus! Each one of these people has a certain
    expertise with certain characters so it was necessary to do this. Yes, I
    know, the compilers of this FAQ are both Mishima players, but so what? We
    are getting tired of everyone calling the Mishimas cheap and annoying.
    Everyone has forgotten that they share a fair amount of weakness just like
    everybody else. We are going to expose their strengths and weaknesses so
    that you (the player) will know what to expect when you go into a battle
    with ANY of the Mishimas. We will be using terms and abbreviations that are
    used daily by Tekken Experts. Aight..... I'm out.
    
    
    Exar Kun says:
    Lately I find that the Mishimas are becoming targets. Targets for everyone.
    People complain and complain and complain about them. So that's why Essence
    came up with this and why I'm helping him in the writing of this FAQ. This
    is to show and teach everybody that the Mishimas can be defeated. This
    project is the work of a lot of people each of them are well versed in the
    workings of their characters and it is with the assistance of these people
    we have put together the largest (not to mention only) Mishima killing FAQ
    there is. Here you'll find tips and strategies from people who use many
    different characters. it's ironic I guess that the authors of this FAQ use
    Mishimas themselves and now they're helping people to beat them. But I guess
    anything will do to raise the standard of Tekken to greater heights. Well
    peeps, here we go...
    
    ************************************************************************************************
    Revision History.
    ************************************************************************************************
    Version 1.0
             Well, it's the first version of the FAQ, so basically everything is
    new. We hope to update this sequentially as more strategies come in.
    July 3, 2000
    Version 1.1
             First update. Fixed the formatting problem. Added some new stuff to
    the wave dash section.
    Twin Pistons strategies against Kazuya and Devil added.
    New strategies for Kuma/Panda and King II.
    February 14th, 2004
    Version 1.2
             Added Jun strategy.
    Gave the FAQ a overhaul.I got a few complaints that the format was too
    cumbersome so I'm trying to fix that. The specific characters section is
    totally revamped. Thanks a lot to Abrar Rana for some of the ideas.
    It took a long time for me to get to this version which will undoubtedly be the
    last.Just posted it so that all the contributors get their stuff out there,even
    if it's so late.
    
    
    ************************************************************************************************
    Conventions
    ************************************************************************************************
    1   - Left Punch
    2   - Right Punch
    3   - Left Kick
    4   - Right Kick
    5   - Tag button
    
    
    f   - tap forward once
    b   - tap backwards once
    d   - tap down once
    u   - tap up once
    d/f - tap down/forward once
    d/b - tap down/back once
    u/f - tap up/forward once
    u/b - tap up/back once
    F   - hold forward once
    B   - hold backwards once
    D   - hold down once
    U   - hold up once
    D/F - hold down/forward once
    D/B - hold down/back once
    U/F - hold up/forward once
    U/B - hold up/back once
    
    h   - attack hits high        i.e.  can be blocked high
    m   - attack hits mid         i.e.  can be blocked high
    l   - attack hits low         i.e. can be blocked low
    sm  - attack hits special mid i.e. can be blocked high or low
    !   - unblockable             i.e. can't be blocked (duh)
    H   - hits high and grounded opponents
    M   - hits mid and grounded opponents
    L   - hits low and grounded opponents
    
    +   - Commands must be input simultaneously
    ,   - Move to be done following the previous one
    _   - Or i.e. either command may be input
    ~   - Command to be input immediately after the previous one (and I mean
    immediately)
    FC  - Fully Crouched
    WS  - While Standing from a crouch
    N   - Neutral joystick i.e. no movement
    SS  - Side Step
    WR  - While Running
    <   - Command may be slightly delayed
    CD  - Crouch Dash i.e. f,N,d,d/f or with Mist Step (Kazuya) f,N,d/f
    
    OB  - forces opponent's back to face you
    OS  - forces opponent's side to face you
    OSB - forces opponent's side to face you when blocked
    JG  - juggle starter
    BN  - bounce juggle starter
    RC  - recovers crouching after a move
    CH  - requires a counterhit
    DS  - double over stun *can be escaped*
    FS  - fall back stun
    LS  - lift stun
    GS  - gut stun
    KS  - kneel stun
    HS  - hunch over stun
    TS  - trip stun
    CS  - crumple stun
    CFS - crumple fall stun
    CF  - crumple fall
    BS  - block low stagger
    SH  - stagger hit
    GB  - guard break
    big - big character combo i.e. Jacks, T.Ogre, Kuma
    WGF - Wind God fist
    EWGF- Electric Wind God fist
    TGF - Thunder God fist
    cc  - crouch cancel
    
    
    *********************************
    * ***************************** *
    * *Character Genres by Essence* *
    * ***************************** *
    *********************************
    
    Fast Characters.
    That have martial arts like moves. These characters have quick jabs and some
    of them have stances. Many of them can counter the CD with just a standing
    4.
    //Forest Law, Lee Chaolan, Lei Wulong, Ling Xiaoyu, Eddy Gordo/Tiger
    Jackson\\
    
    Slow Characters.
    That have big bodies and many slow moves. Their strength lies in well, their
    strength. They are stronger than all the other characters and have better
    stamina as well. They all have f+1+2 and some variations.
    //Gun Jack, Jack-2, Prototype Jack, Ganryu, Kuma/Panda\\
    
    Power Hitters.
    That have several moves that take major damage; Most notable, Paul's Death
    Fist. Bryan has probably the best WS moves in the game, and Bruce has all of
    those elbows and knees.
    //Paul Phoenix, Bryan Fury, Bruce Irvin\\
    
    Williams.
    That have quick jabs and great interrupting moves; Probably the best pokers
    in the game. They both have d+1,N,4 ; d+4,1 ; d+3,2. These moves are used
    very often.
    //Nina Williams, Anna Williams\\
    
    Changs & Wang.
    That have quick jabs as well, but more importantly a G-Clef combo (1~1,1)
    that can interrupt many of the Mishimas moves. They will kill you with all
    the tick damage.
    //Julia Chang, Michelle Chang, Wang Jinrei\\
    
    Kings & Alex/Roger.
    That have many throws and some have Multi-throws. They utilize mostly the
    same moves except that Armor King has a WGF type uppercut that can be used
    almost the same way.
    //King II, Armor King, Alex/Roger\\
    
    Mishimas & Kazamas.
    That have the same shining fist series (except Jun) and almost exactly the
    same moves. These are the people that we're trying to destroy here (except
    Jun). Anyways, they have CD and several moves that come out of it.
    //Heihachi Mishima, Kazuya Mishima, Jin Kazama, Jun Kazama, Angel/Devil\\
    
    Mitsus.
    That have Really annoying moves as well as useful unblockables. These
    characters have the fastest unblockables in the game and can kill with
    simple strings.
    //Yoshimitsu, Kunimitsu\\
    
    Ogres, Unknown, & Mokujin/Tetsujin.
    That are basically a compilation of several other peoples moves. The Ogres
    are made of Tekken 2 characters and Unknown and Moku/Tetsujin can take the
    form of any character.
    Ogre's moves:
    Kazuya's punching strings
    Wangs powermoves and throw
    Baek and Lee's kicks
    Bruce's elbows
    Armor Kings aerial attacks and rush
    The big characters throws
    Kunimitsu's stabs
    Anna's FC attacks   -Renick-
    //Ogre, True Ogre, Unknown, Mokujin/Tetsujin\\
    
    *********************************
    * ***************************** *
    * *The Crouch Dash by Exar Kun* *
    * ***************************** *
    *********************************
    The life-force of the Mishima offense. Their entire game revolves around
    being able to crouch dash. I won't go into detail of how the crouch dash
    works since this isn't a Mishima FAQ. Instead I'll just outline the
    possibilities and get straight on to how to beat it.
    Their are a total of five different moves which can be done conventionally
    from a crouch dash:
    1) Wind God Fist
    2) Electric Wind God Fist- Jin and Heihachi Only
    3) Hell Sweeps
    4) Thunder God Fist
    5) Tsunami Kicks
    All of these moves are essential for the Mishimas offense and defense. And
    these are only the conventional moves.
    Crouch dash can be buffered into a 'f' and therefore by just pressing 'f'
    after the dash you get the equivalent of f,f and therefore it can be
    buffered into a:
    1) Stone Head Throw (Escape with 1+2)
    2) Left Splits kick
    3) Demon god Fist- Heihachi Only
    4) Demon Paw- Jin Only
    Also during a crouch dash by pressing b or d/b plus a button you get the
    equivalent of a WS move meaning that they can also buffer WS attacks into
    the crouch dash giving easy access to:
    1) Demon Gut Punch- Kazuya Only (WS+2)
    2) Twin Pistons- Kazuya and Jin only (WS+1,2)
    3) Dark Thrust- Heihachi Only (WS+2)
    4) Rising Uppercut- Jin Only (WS+2)
    Crouch dash moves can also be executed immediately or the dash can be
    delayed for some time before the move is executed.
    
    This should give you an idea of the kind of depth and variation the crouch
    dash allows Mishimas.
    You must now be wondering "How the hell do I stop this?" Good question. The
    most effective way of stopping a crouch dash:
    1) A low jab or d+4 will easily stop it due to it's sheer speed and
    priority. This is the easiest way to combat a crouch dash. Whether you use
    or are willing to use attacks like d+1 and d+4 is up to you entirely.
    2) It's quite easy to sidestep a crouch dash though this is not recommended
    in any way since in the beginning of the dash it tracks movement very
    easily.
    3) Certain characters like Law can stop the dash with a standard '4' or
    Yoshimitsu with his Yoshi Flash.
    
    The crouch dash can also be cancelled by tapping 'f' at any time during it's
    execution meaning that once it's started the player doesn't have to commit
    to it. This leads to a very advanced and powerful technique which I've
    almost arrived at...
    
    
    *****************************
    **Should I really block low**
    *****************************
         Ask anyone how to defend against crouch dash and they'll say to block
    low and you'll stop anything. I myself are guilty of saying such a thing in
    each of my FAQs. Although everyone acknowledges that although you can still
    block Thunder God fist, Tsunami Kicks will still hit you. This low block
    thing will work fine against beginner players who use what crouch dash
    provides straight and nothing else. But when you get to the higher levels,
    I've looked at many high level matches that were captured and not in one,
    NOT ONE of them did I see someone defending a crouch dash by blocking low.
    Why? To be honest, it's safer to just block high. Blocking low is fine
    against Devil and Heihachi since they don't really have any dash buffered or
    cancelled moves. Well maybe not so much against Heihachi, although Demon
    Fist can be easily avoided, Dark Thrust is kind of harder, but not really I
    guess. Against Kazuya and Jin, you just must go high. Can you really chance
    getting hit by Kazuya's flawless Twin Pistons? Or Jin's Demon Paw or Rising
    Uppercut? You may say, these moves have 14 and 15 frame executions, I can
    avoid them. Well that's still one quarter of a second, while you could
    easily get up in time to stop Thunder God fist, f,f+2 and WS+2 are different
    matters. Most likely , you'll never make it up in time to block them and
    you'll eat the damage.
    So now you're wondering, what do I do against the Hell Sweeps? Do what you
    can, if you can anticipate them and block low or parry then good for you.
    But the fact is people won't use Hell Sweeps as much as they'll use crouch
    dash cancels and dash buffers. What would you rather get hit by? Hell sweep
    to small juggle or hell sweep followed by nothing or by a
    WS+2,b,f+2,1,2,f,f+2 / WS+1,2,WGF,d/f+4,4? Simple question, simple answer.
    But remember, this only applies to the more advanced Mishima player and
    chances are, that's who you want to beat if you're reading this guide. If
    you're playing a novice, then go ahead and block low.
    
    
    ************************************************************************************************
    The Infamous Wave Dash by Exar Kun.
    ************************************************************************************************
    This has recently been a big obsession among Mishima players that started
    right after the first batch of Korean tournament movies were available. Most
    people know wave dash as the near invincible art of executing and canceling
    crouch dashes, making the Mishima always able to execute a WGF. There's a
    lot more to it than that, however. The good news is that most people will
    never have to deal with an experienced wave dasher. By experienced I mean
    someone who can use it to its full potential and not just keep doing a
    forward wave dash for style. If you're one of the people that have to deal
    with wave dash then you know the problems fighting it. That's what this
    section will hopefully be about.
    
    Please note that any character who has the crouch dash motion can do a wave
    dash but since Mishimas have the most effective moves from it, it is most
    useful when used by them.
    
    By constantly executing and canceling crouch dashes since the command to
    cancel is incidentally the same command used to start a crouch dash, a very
    fast crouching standing motion is achieved. This is wave dash. Wave Dash
    covers ground very quickly and is very confusing as it's not possible for
    the person to know what the wave dasher is planning on doing, stonehead, WGF
    or maybe hell sweeps. At very fast speeds all it takes is a single button
    press and poof! Electric Wind God Fist is done. This'll out prioritize
    anything and means that nothing will get through you defense. And since
    crouch dash allows for such a wide variety of moves, they are easily at your
    disposal.
    
    This is very useful to Heihachi and Jin in particular mainly because of what
    they can do out of a crouch dash. They gains access to instant hell sweeps
    which opens up a plethora of choices. They also has the availability of Wind
    and Electric Wind God fist, EWGF in particular is very deadly as it causes
    such a long guard break and it can interrupt just about anything. If you can
    wave dash very fast EWGF is just a button press away.
    
    The ability of wave dash to stay right up in your opponents face is
    invaluable and it is the primary weapon of many Korean masters. It is one of
    the most unstoppable moves in the game even to a d+1 or d+4 as Electric Wind
    God fist can easily overcome any one of those moves. As of my time of
    writing the wave dash is, in it's advanced state, considered to be almost
    invincible.
    
    Anyway, here's how to do the omnipotent wave dash:
    Command: f,N,d,d/f,f,f,N,d,d/f,f,f,N,d,d/f,f
                             OR
             f,n,d,d/f,n~f,n,d,d/f,n~f,n,d,d/f.
    The second command is commonly used for light dash as it is quicker as you
    can see by watching the commands and comparing. Lightdash, by the way is
    considered any wave dash faster than 4 times per second, generally accepted
    as being as fast as 8 times per second.
    Basically you're canceling one crouch dash with the 'f' command of starting
    a new one.
    If you need a movie of wave dash check out http://www.tekkenzone.com run by
    a guy named Dohee, it has a few wave dash movies of varying speeds.
    
    But that's not all there is to wave dash. It is also used in some other
    regards and knowing how to balance them all is what separates a pretender
    from a true master.
    
    ***************
    * *Fake Wave* *
    ***************
    In fake wave, instead of buffering a 'f' into it and so moving your player
    forward, a 'b' is buffered into it and the character is seen as sort of
    chopping back and forth while doing his full wave dash motion. What's the
    use of this? Well, it keeps them in place at all times, neither advancing
    nor retreating while allowing at all times, full access to the moves
    available from crouch dash. The use of this is obvious, instant EWGF from
    the standing position basically.
    Here are the commands for Fake Wave:
    f,N,d,d/f,b~b,f,N,d,d/f,b~b,f,N,d,d/f,b~b
                    OR
    f,N,d,d/f~b,f,N,d,d/f~b,f,N,d,d/f~b
    Either way will work fine although the second way is faster though it
    doesn't push you as far back.
    
    ****************
    * *Snake Dash* *
    ****************
    Snake dash is generally used to confuse. Canceling the crouch dash into a
    sidestep allows the use of crouch dash moves before the sidestep and then
    after or during the sidestep you have access to any sidestep attacks the
    character has. The use of sidestepping doesn't need to be stated, so the use
    of having an EWGF beforehand to protect the sidestep from attacks is
    invaluable.
    f,N,d,d/f~f,SS,f,N,d,d/f~f,SS,f,N,d,d/f~f,SS
    
    *******************************
    * *Dash & Wave Wind God Fist* *
    *******************************
    Dash Electric Wind God Fist: DEWGF
    Wave Electric Wind God Fist: WEWGF
    Dash and Wave Wind God fist are sidestep killers. They track sidesteppers
    like police dogs track crack. This is bad news particularly for chronic
    sidestepping characters, namely Baek and Hwoarang. This pretty much kills
    the notion of sidestepping an EWGF.
    f,f,N,d,d/f+2
    As you can see this is just a 'f' entered before the Wind God fist. As you
    know, tapping forward makes you face the opponent, and therefore their
    sidestep will be cancelled so you can snag them with your WGF.
    Wave Wind God fist takes longer to execute than DEWGF, but since they're
    using a wave dash, it tracks the opponent better. Needless to say, it's
    harder to do than DEWGF:
    f,N,d,d/f~f,f,N,d,d/f+2
    WEWGF in addition to having it's longer range also gives them options while
    you're in the first wave.
    
    NOTE
    Heihachi is an exception to the WEWGF rule. It has been concluded that Heihachi
    is incapable of performing a WEWGF, most probably because of the precision it
    takes when performing his moves.
    
    ************************************************************************************************
    Beating down the Wave Dash.
    ************************************************************************************************
    **********************
    * *Essenceofjr Says* *
    **********************
    Lately I've (ESSENCE) read articles somewhere that using a Wave Dash
    technique up front is useless. I've read that WD should only be used when
    your opponent is grounded. In many of the movies I've seen Waving leads to
    opponents being confused and only people that can do a fast wave dash can
    make it REALLY scary to fight against. A complete, key word, COMPLETE crouch
    dasher will do CD cancels, Snake Dashes, Wave Dashes, and Dash CD's. (CD
    canceling in essence is light dashing) Just doing Waves is useless in the
    fact that it's predictable. Once I see any high skilled player start to wave
    I immediately interrupt with any fast mid or low move (preferably a kick).
    HOWEVER, if I was on the ground, I couldn't interrupt. One mistake (a
    mistimed back or front roll, a tech roll for no reason, or a slow rising
    kick) could mean eating okizeme moves like WGF and Hell Sweeps. So while on
    the ground, stay until you know they will try a ground hitting move like D+3
    and chances are you will get hit by it, but it will knock you far away
    enough to get up safely. Isn't that better than getting launched into the
    air again? Let's go back to up front waving. If someone waves at you and he
    is not a complete CD user use a fast mid or low move. But if you were
    fighting an advanced CD user they would probably wave in then light dash so
    that they could block your attempt to interrupt. In this scenario let them
    block and try to set up a throw/mid move mix-up game. Just make sure they
    are light dashing and not wave dashing. The reason for this is because in a
    light dash, you cannot do any moves because you canceled the dash to begin
    with. When they are waving they could hit you with a EWGF and the likes.
    Against snake dashers (they CD and then SS, but fast) hold forward because
    it allows your character to follow the sidestep. When you push f, it will
    make you face the SSing character so you won't get as confused.
    I hope this explanation of things wasn't too confusing.
    
    
    ***************************************
    * *********************************** *
    * *Mishima Style Analysis by Essence* *
    * *********************************** *
    ***************************************
    *******************
    *Heihachi Mishima.*
    *******************
    The heart of the crouch dash. Heihachi will try to stay just outside of
    throw range so he can utilize his Crouch Dash to its max potential. This is
    WGF galore now. When I play Hei, I tend to overuse this move on accident and
    this is where I get punished. Don't underestimate Heihachi when he's within
    throw range though, he still has his 1,1,2 combos and EWGF if he can pull it
    off. And of course he has his throws which can lead to dangerous okizeme
    games which will hurt you badly. And in addition to that, Heihachi has his
    new corpse splitter (b+1) move that can kinda stun you if you rush way too
    much. So, what do you want to do? Simply, you have the choice of moving in
    and causing pressure so that a Heihachi player will not have room to breathe
    or use any of his CD moves. Use a lot of pokes and fast flowing strings.
    Your other choice is to turtle and wait for Hei to make the first move. If
    you choose this option, NEVER attack first. I've found myself to be quite
    vulnerable with Hei when someone makes me attack first. I usually end up
    doing WGF anyhow and somehow I become predictable and end up eating a
    Konvict kick from King. To interrupt a CD timing is of the ESSENCE (pun
    intended). You have to predict and attack before anything comes out. Just
    make sure you don't do a high hitting move as you'll find yourself in a deep
    world of hurt as his CD moves WILL go under. Also, when playing against a
    good Hei player, you want to watch out for slow recovery moves. Don't do
    anything that can leave yourself with too much lag or you'll eat his quick
    Twin Pistons, but if missed they give a -27 frame disadvantage to Heihachi.
    Another thing with Hei, do not overuse any moves as a good player will find
    out the timing and counter with WGF.
        SUMMARY
    (E)WGF for countering
    Twin Piston/Chi Palm/Shining Fists Retaliation
    Shining Fists poke or 12 punches, b+1 stutter
    WS+2 game (ok, but not as good as Kaz or Jin)
    Head butt Throw
    
    *****************
    *Kazuya Mishima.*
    *****************
    Since Kazuya's WGF is the best out of these four, you REALLY have to be
    careful. His combos won't deal out as much damage, but he WILL connect more
    often if you are dealing with a WGF fanatic. Remember not to abuse jabs at a
    more outside range, as any wiffed moves WILL be punished. He can play a
    variety of games. Most recognizable are his inside game and his outside of
    throw range game. INSIDE: Kazuya is jus as powerful here as he is OUTSIDE.
    He will set up pokes/strings (1,1; 1,2,4) and his WS game. This is your
    chance as you can punish with fast hitting mid moves. Remember, Kaz has d+1,
    making him a very good poker and seter-upper of WS. OUTSIDE: This is where
    you'll see a lot of wave dashing and WGF/Hell sweep game. Try to keep close
    to get out of this. Look at the above for Hei and apply what makes sense for
    Kaz (same for Jin and Devil/Angel). You'll see more specific things later
    on. Best WGF for countering, but weaker juggles, mist step before CD
    Shining Fists poke or 1,2,4; has d+1 jab; df+4,4
    "Easier to trip with" Hell Sweeps (trips on connection, despite distance)
    Stuns- WS+2, df+2
    Head butt Throw
    WS game- 1,2
    
    *************
    *Jin Kazama.*
    *************
    Of all the Mishimas, Jin is the most versatile. He has a variety of moves,
    which make him a fancier character, and strong juggles off of the E_WGF. His
    only real weakness is the fact that he has a bad repertoire of low moves,
    and his only real good one (Hell Sweep) has been toned down so much. Since
    his WGF is not a more primary move, he goes inside for pokes. If he does go
    into CD mode, chances are, he'll do EWGF. He has his b,f+2,1,2_d+2 rush,
    which is a very good pressure move, but can be SS. He has a better SS game
    then the other Mishimas, so watch out (SS+2). He will hit you with E_WGF
    after wiffed moves. Watch out with getting up with a rising 3. Jin will
    ALWAYS block this and go for the Rising Upper. This is the move that makes
    Jin dangerous. Watch out for his WS game.
    	SUMMARY
    E_WGF may hit high, but he has the strongest juggles (EWGF is for
    countering, E_WGF is for wiffed moves)
    Shining Fists poke or 1,2; has d+1 jab; df+4,4
    Stun Punch rush combos
    Float combos
    B+4 okizeme/stun
    Tooth Fairy (SS)
    WS+2
    Head butt Throw
    
    ******************
    *Angel and Devil.*
    ******************
    Angel/Devil will play WGF like Hei or Kaz. More like Hei though because he
    doesn't have as good strings as Kazuya. Devil is a threat to those who tag
    in a lot because Lasers are easier to perform than TGF. When you play
    against him, treat him like a Heihachi with a d+1 and lasers. That's
    practically the only difference. Devil has the basically same twin pistons
    as Kazuya except his come from the standing position. So expect to see twin
    pistons when you get low parried or after he blocks your moves. Also, Devil
    has a powerful uppercut that will send your opponent WAY into the air,
    leading to sick juggles.
    SUMMARY
    WGF for countering
    Twin Piston/Shining Fists Retaliation
    Shining Fists poke or 12 punches, Devil has d+1
    "Easier to trip with" Hell Sweeps (trips on connection, despite distance)
    SS+2 crazy combos
    Unblockable lasers
    Head butt Throw
    
    **********************
    *Summary of Mishimas.*
    **********************
    By Tysan.
    NOTE: This are strategies to have a solid game against Mishima players, I'm
    not going to guarantee that you will destroy them, Mishimas are very
    powerful characters that will destroy you in a couple of hits , so take this
    is mind...
    I'm going to divide this analysis in a couple of strats that Mishima players
    tend to use:
    
    MINOR COUNTERHITING: This is one of the most dangerous things Mishima
    players do...
    1,1,2 -- If you get blocked a move with medium recovery you will be 1,1,2ed
    since all hits are guaranteed, a +10 frame disadvantage is the only they
    need...
    df+1,2 -- In the case of Heihachi he will minor counterhit with Twin pistons
    for more damage, he needs a little more FA (frame advantage), but not that
    much more...
    (E)WGF -- The most powerful weapon, moves with bad or mid recovery will get
    you WGFed for major damage...And almost any wiff will guarantee them a WGF.
    What to do? My best advice is to use fast pokes that don't let them minor
    counterhitting, such as the d+1,n+4 df+4 etc...
    
    THROWING
    Mishima players tend to throw a lot, especially Heihachi and Kazuya, so a
    good escape throw technique will make you better defensive against the
    Mishima and evade some nasty mix-ups.
    
    FAST MOVEMENT AND SS
    Mishima players can move very fast, and his sidestep is quite good, use fast
    interrupting pokes as 1,2 d+1,n+4, or preemptive pokes as Nina's ss+1,2
    against very sidestep happy Mishima players, also try to ss at the same time
    to anulate her side advantage.
    
    DUCKING MISHIMAS
    Many Mishima player like to duck a lot, why? easy, if they duck you a move,
    they will
    ws+2 for mayor damage in the case of Jin and Kazuya, Heihachi ws+2 is not as
    good minor counterhitting with ws+2, but he can still do ws+4,4 for good
    damage, also they can ws+2/ws+4,4 you out of may low block staggers, so
    ducking they will minor counter high and low hits and throws...
    I have mixed feelings, ducking Mishimas will give you sometimes free
    juggles, but I prefer to use a lot of mid pokes as df+1,2 to make them think
    two times to duck...
    
    FAST POKES
    Mishimas also like to tick with 1,1 (and they even have time to input 2 if
    they see the first1 hits) or 1,2 if they wiff the first jab, is not a bad
    idea to try to reverse or parry, I say reverse because is not usual to
    buffer a chicken there...
    
    Well there are more things and could explain this better but don't have time
    now, feel free to question any doubt...
    Some more tidbits about Mishima players:
    
    TAG IN
    You must defend your tag, because if you tag carelessly Mishima players will
    punish you TAG entry with WGF, the worst of this is that
    you cant reverse or parry Hei or Kaz WGF or Jin's tag buffered WGF, so you
    entry and get juggled (and painfully juggled)
    So my advice is try to defend your tag, tag-throw, throw and tag, poke your
    opponent to gain some frame advantage (or even confuse him) to tag out...
    
    AGAINST MISHIMAS TAGGING IN
    Try to pressure Mishimas tagging out, specially Kazuya and Heihachi Tagging
    in to get some free juggles or set up opportunities, while they entry
    tag-running, ok maybe they can add d~db, but if you are fast even that wont
    save them, in the case of Jin, he can try to reverse while tagging in, what
    I usually do if I expect this is QCF+1 irreversible, or d,df+4 with Nina
    (well he could parry, but most of the time he will try to reverse to take
    only a chicken not a full juggle) another thing is to screw their reverse
    timing, if they try to reverse while tagging in, you can wait a bit, just to
    make him to miss the reverse, and punish the reversal recovery...
    
       -TYSAN-
    
    
    
    *************************************
    * ********************************* *
    * *Major Mishima Moves by Exar Kun* *
    * ********************************* *
    *************************************
    "When we talk about Mishimas the first move that clears are mind is usually
    the (E)WGF. But even though Mishima players know it's priority, they can't
    win a match with only one move. Another move frequently used by all Mishima
    players is the Twin Pistons, which is known as one if the safest juggle
    starters within the game."
       -Renick-
    
    This section will be used to outline the major moves you will encounter when
    engaged against a Mishima. It will describe how the move is most likely to
    be used, what it is capable of and it's general weakness.
    
    *********
    *General*
    *********
    
    Shining Fist
    1,1>2
    h,h,m
    5,8,18
    The Shining Fist is the best of the Mishima punch combinations. It does good
    damage, is guaranteed after the first hit connects regardless of the
    situation and since it starts with a left jab, has a 10-frame execution
    window. The final hit also results in a knockdown to you. The final hit also
    has the ability to be delayed.
    
    How Used.
    The Shining Fist is the move of choice to counter moves that leave a small
    frame disadvantage, too small to use a Wind God fist. After blocked moves
    that leave you vulnerable, expect one of these to greet you. They are also
    used after you whiff a move, but in that case expect to get hit more by a
    Wind God fist than Shining Fist there. The first two punches since they
    execute and recover well will be used a lot in their poking game against you
    only being completed if one of the two hits connect.
    
    Weakness.
    The Shining Fist has only two weaknesses. The first is that the first two
    hits are high so they can be ducked. However you must follow up quickly and
    interrupt or the final hit, which is mid will knock you down. The second is
    the long recovery time of the final '2' hit. Blocked or otherwise you will
    have a suitable window of opportunity to retaliate here. If blocked you will
    be presented with a sizable 17-frame window with which to attack in. However
    most players won't throw the last hit out unless they know it's guaranteed.
    
    
    Tsunami Kicks.
    WS+4>4 or f,N,d,d/f_d/f+4,4
    M,m
    13,18
    This move isn't a highly used move but since it's one the standard Mishima
    moves I thought it should be mentioned.
    
    How Used.
    Tsunami Kicks are mostly used in juggles by most players so you won't have
    to worry about defending against them...much. They also play an important
    part in okizeme as they can pick you up during a roll. The first hit, as it
    doesn't lag much may also be used in s sort of keep away game sort of like a
    poker. Another use of it is against people who always block any incoming
    crouch dash moves low since Wind God fist now hits special mid and to defend
    against Hell Sweeps, they'll throw this out to mess you up and drop some
    good damage down on you.
    
    Weakness.
    I can't see many weaknesses here, the only one being the 15 frame delay
    after the second hit is blocked, the first hit is rather solid and won't
    present much to go at.
    
    
    Thunder God fist
    f,N,d,d/f+1  (All)
    f,N,d/f+1    (Kazuya)
    b+1,d/f+1    (Jin)
                =3 Mid Kick   (Devil, Kazuya and Jin)
                 m
                 10
                =4 Hell Sweep
                 l
                 10
    m
    29
    The most powerful non-unblockable possessed by a Mishima. Thunder God Fist
    will smack your ass up really bad. It's a pretty slow move so you can see it
    coming very easily and you can interrupt either of the follow-ups.
    
    How Used.
    The main use of Thunder God fist I think is after a class 1 tag. It does a
    lot of damage and the follow up add it up too. It's a great stun finisher
    for any Mishima. Also expect to see it a lot after a careless tag out, one
    of the best uses of this move. I use this most against hyperactive people,
    when they start to get a little too out of control, they get smacked with
    this to humble themselves.
    
    Weakness.
    Thunder God fist is one of those moves just asking to be punished. If your
    opponent throws one of these out of the blue, make sure you make them forget
    that mistake as you'll have adequate time in which to do so. It's the only
    weakness I see in this move but it's about as glaring and the sun on a hot
    summer day. Anyone who consistently uses TGF should not be considered
    trouble.
    
    ************************************************************************************************
    Heihachi Mishima
    ************************************************************************************************
    
    Wind God fist
    f,N,d,d/f+2
    Sm
    25
    JG
    This move needs no introduction. It is the most important member of the
    Mishima offense and interrupting. It floats to the perfect height, has
    excellent priority and is basically a pain in the ass.
    
    How Used.
    Wind God fist is used for everything. Offense, countering, defense, you name
    it, it does it. There's no real how used here, Wind God fist is used in
    every possible facet of the game. If you're trying to start a string, he'll
    use it. If you're a just out of throw range, he'll use it. If you twitch,
    he'll use it. And it'll out prioritize just about anything along the way.
    
    Weakness.
    This isn't so much a weakness but since the Wind God fist hits Sm it can be
    blocked either high or low. If blocked low you will stagger back a bit,
    however. The WGF has a 10-frame disadvantage on being blocked. This means
    people with 8 frame jabs can easily get in here, it also means that if
    you're fast a enough, a 10 frame jab could get in, but don't count on it.
    The main weakness here, I think is that the crouch dash on the whole can be
    easily sidestepped, meaning the WGF if it executes will wiff and you get a
    free shot. But with the tracking ability the crouch dash has on the whole I
    don't recommend even trying, just block the damn thing. The Wind God Fist is
    not reversible at all nor can it be punch parried by any means. e only way
    of actually stopping in such a fashion is with a Yoshi Flash ( b+1+4).
    
    
    Electric Wind God Fist
    f,N,d~d/f+2
    Sm
    25
    JG GB
    The undisputed best move in all of Tekken. If your opponent can consistently
    do this, say your prayers. It juggles higher and straighter, more priority,
    11 frame execution time.
    
    How Used.
    Just like regular Wind God fist, Electric Wind God fist is used for
    everything. Offense, countering, defense, you name it, it does it. There's
    no real how used here, Electric Wind God fist is used in every possible
    facet of the game. If you're trying to start a string, he'll use it. If
    you're a just out of throw range, he'll use it. If you twitch, he'll use it.
    And it'll out prioritize just about anything along the way. The only
    difference is that EWGF is confined to the more skilled players, so if you
    see this chances are you're facing good competition.
    
    Weakness.
    Aside from the sidestep ability, this is the most uncounterable move there
    is. If you block it, HE gets a 4-frame advantage! Blocked high or low, you
    still lose out. My advice is to just block the damn thing, nothing can be
    done in 4 frames. The Wind God Fist is not reversible at all nor can it be
    punch parried by any means. e only way of actually stopping in such a
    fashion is with a Yoshi Flash ( b+1+4).
    
    
    Hell Sweeps
    Command                   Name                              Range
    Properties
    
    f,n,d,DF+4                Hell Sweep                        L        JGc KS
      =N+4                    Rising Kick                       m
      =N+4,4                  Tsunami Kick                      m,m
      =1                      Thunder God Fist                  m
        =4_4,4                Hell Sweeps                       L_L,L    BS
          =N+4                Rising Kick                       m
          =N+4,4              Tsunami Kick                      m,m
          =1                  Thunder God Fist                  m
    Hell Sweeps are a master of masking what Heihachi is about to do next. It's
    a pain to detect what's coming as it can alternate from low to high very
    quickly and subtly.
    
    How Used.
    Hell Sweeps are mostly used to break defense. When you're blocking too much
    and won't take anything. Heihachi will dish out Hell Sweeps in an attempt to
    juggle you and get you back into aggressive mode where he can dominate you.
    
    Weakness.
    Hell Sweeps have been weakened in every Tekken game since Tekken 1. It's
    execution time now is a long 16 frames and if blocked they get a 23 frame
    disadvantage due to the new stagger effect in the game. This 23 frames is an
    eternity in which you can do just about anything to Heihachi. Don't try to
    sidestep this as the sweeping motion will pick you up easily. If the first
    sweep wiffs, most likely he will go for a mix up with a mid attack like
    Tsunami kicks but you can easily take him out before he can do it with a
    high priority attack.
    
    
    Deathfist
    d,d/f,f+2
    m
    30
    Deathfist's use is mainly for countering. It's an easier motion to do than
    WGF and it's quick easy damage but higher level players don't use this move
    much.
    
    How Used.
    Deathfist will be mainly used to counter you or in juggles. It will normally
    interrupt whatever you're doing and send you flying. It's execution time is
    quicker even than Paul's so it'll overclock a lot of moves. Deathfist is
    also the move of choice for finishing Heihachi's stuns.
    
    Weakness.
    Deathfist leaves him open to many moves if blocked as it's a -17
    disadvantage if blocked. But since it's main use is in countering, there's
    nothing you can do unless it's mistimed, if so you can get in some good
    punishment after you block it.
    
    
    Twin Pistons
    d/f+1,2
    m,m
    8,21
    JG
    Twin Pistons is a great juggle starter. However it's only great when used to
    counter, any other time Heihachi will get straight beat down when using it.
    
    How Used.
    Like I said Twin Pistons is normally used as a juggle starter on counterhit
    after a lagging move. This is the only feasible use for it as in any other
    situation a severe beat down will follow.
    
    Weakness.
    Since this is normally used to counter, there's nothing you can do for that.
    But if it's used otherwise, then you greatly punish the person for using it.
    After being blocked, the Twin Pistons lags for 27 frames! Almost a half
    second! Again any move will do here and just use your discretion as to how
    you'll make this person pay for playing like a fool.
    
    
    ************************************************************************************************
    Kazuya Mishima
    ************************************************************************************************
    
    Stature Kick Combo
    1,2,4
    h,h,l
    5,10,17
    A very nice poking combo Kazuya recently gained, the two punches are fast
    and are followed by the subtle Stature kick, which also executes very
    quickly.
    
    How Used.
    This combo is a good poke Kazuya players will constantly try to use on you.
    They'll use it at any time especially in their custom strings and in pitbull
    rushes. The better players will also mix this up with 1,2,d/f+2 to catch
    anyone who was going to block the Stature Kick.
    
    Weakness.
    On blocking this has a -14 frame loss so you can capitalize here. After the
    1,2 you could tap d/f to parry the Stature Kick or avoid the high backhand,
    but if you find that your opponent likes to mix the stature kick with the
    gut punch forget the parry and just eat the stature kick, the pitiful damage
    is not worth a CH gut punch over.
    
    
    Wind God fist
    f,N,d,d/f+2 or f,N,d/f+2
    Sm
    25
    JG
    This move needs no introduction. It is the most important member of the
    Mishima offense and interrupting. It floats to the perfect height, has
    excellent priority and is basically a pain in the ass.
    
    How Used.
    Wind God fist is used for everything. Offense, countering, defense, you name
    it, it does it. There's no real how used here, Wind God fist is used in
    every possible facet of the game. If you're trying to start a string, he'll
    use it. If you're a just out of throw range, he'll use it. If you twitch,
    he'll use it. And it'll out prioritize just about anything along the way.
    
    Weakness.
    This isn't so much a weakness but since the Wind God fist hits Sm it can be
    blocked either high or low. If blocked low you will stagger back a bit,
    however. The WGF has a 10 frame disadvantage on being blocked. This means
    people with 8 frame jabs can easily get in here, it also means that if
    you're fast a enough, a 10 frame jab could get in, but don't count on it.
    The main weakness here, I think is that the crouch dash on the whole can be
    easily sidestepped, meaning the WGF if it executes will wiff and you get a
    free shot. But with the tracking ability the crouch dash has on the whole I
    don't recommend even trying, just block the damn thing. The Wind God Fist is
    not reversible at all nor can it be punch parried by any means. e only way
    of actually stopping in such a fashion is with a Yoshi Flash ( b+1+4).
    
    
    Hell Sweeps
    f,N,d,d/f+4,4
    L,L
    
    Standard Mishima move. Kazuya's hell sweeps hit twice low and is a no frills
    version unlike Heihachi's. It executes in average-slow speed of 16 frames.
    
    How Used.
    Hell Sweeps are used as guard breakers and Kazuya's are no exception. If
    you're turtling and blocking a lot expect some of these to come in and cut
    you down. Psychologically this is to get you back on attack where he can
    counter you to his hearts content. Unlike Heihachi's and Jin's Kazuya's
    sweeps cannot be transformed into juggles so it the first hits the second
    will be executed as well.
    
    Weakness.
    Hell Sweeps have been constantly weakened ever since their introduction.
    Kazuya's sweeps aren't as slow as Jin's are at 16 frames, but this is more
    than enough time for it to be interrupted easily. But the major hindrance is
    if it's blocked. The new block stagger feature gives this a -23 on being
    blocked. So juggle him for all he's worth and make him never use a hell
    sweep again as long as he lives.
    
    
    Demon Gut Punch
    WS+2
    m
    25
    DSc JG FS
    This needs no introduction either. This is Kazuya's signature move and what
    everyone fears. Demon Gut Punch allows for vicious juggles after it hits and
    it in itself does a load of damage. Not to mention the double over stun it
    induces.
    
    How Used.
    Demon Gut Punch is used to counter after a high move has been executed.
    Kazuya will duck under and come up with this. In higher level games, this is
    rarely used because it is very hard to get off one against quality
    competition. Alternatively, Demon Gut Punch may be used after a d+1 which is
    a more often used method.
    
    Weakness.
    Even if it hits, Demon gut Punch is screwed. You can tag out after the hit
    or simply hold 'f' to fall quickly and mess up your opponents juggling game.
    Demon Gut Punch takes a lot of time to execute so don't expect to hit much
    and if you block it, there's a 13 frame window in which you can react.
    
    
    Gut Punch
    d/f+2
    M
    21
    JG CFSc
    This is a sort of revamped version of Kazuya's Demon Gut Punch. It can be
    performed from the standing position but it doesn't do as much damage as or
    stun as long as the Demon Gut Punch does. But unlike the Demon Gut Punch,
    the stun it causes is inescapable. On CH very powerful juggles are also
    possible here.
    
    How Used.
    Gut Punch will be mostly and best used to counter with. It's recovery time
    also means it's not too bad an attack to use it the offensive game. Kazuya
    players will go for this more than DGP due to the inescapable stun and since
    it's faster to do.
    
    Weakness.
    Gut Punch hits from Kazuya's right meaning that if you sidestep to his left
    it can be avoided. It's an average speed attack at 14 frames so this would
    be a good attack with which to use your fast moves against for the
    interrupt. Aside from that Gut Punch is a very solid attack that'll cause
    you a lot of headaches after eating enough CH d/f+2,b+1+4.
    
    
    Twin Pistons.
    WS+1,2
    m,m
    12,15
    JG
    Expect to see this more often out of WS than DGP as it's a guaranteed
    juggle. The Twin Pistons also moves you slightly forward when you do it.
    
    How Used.
    Used like the Gut Punch is used, except that because of its greater speed
    Twin Pistons are more likely to connect as interrupts than the Gut Punch is.
    
    Weakness.
    Aside from a well placed sidestep, Twin Pistons is basically unstoppable and
    unpunishable unless you possess an 8 frame jab with which you can interrupt
    with, or you can use a d+1 or d+4. There really is no escape from this, 11
    frame execution and no block retaliation chance. The only weakness of the
    move itself is it's pathetic range, but since good players know better than
    to use a Twin Pistons from range, this isn't much of a factor.
    
    *************
    *Submission.*
    *************
    Kazuya's Piston can only be executed in WS form, and this makes it  easier
    to fight for a number of reasons:
    
    Kazuya usually has to be in crouch position to execute the Twin Piston,
    which means he is far less mobile than from standing position where Devil
    can utilize df+1,2 with far more ease (more easy counterhits etc.), because
    he can add (crouch)dashing to get within range. The first hit of Kazuya's
    Twin Pistons lacks range, and because he's less MOBILE from the crouch than
    Devil is from standing position, it's harder to connect the first hit DUE to
    that lack of range. So you have a couple of options if Kazuya goes in his
    crouch trying to execute Twin Pistons:
    
    - You can remain out of range of the ws+1 (1st hit of Twin Pistons). If
    Kazuya indeed pulls a Twin Pistons and whiffs ws+1, you can CH-4 them before
    the 2nd hit reaches you, or perhaps a good and quick mid level range attack,
    like Bruce's 3,2,1-CH- or a hopkick. If your quick attack is within range of
    Kazuya, but OUT of WS+1 range, you'll counter him in transition due to the
    range momentum. If your character has a punch parry, you can parry the 2nd
    hit in this scenario.
    
    But watch out, there are still ways for a skilled Kazuya player to utilize
    his pistons:
    
    - The Chef told me about this one on IRC so credit goes out to him: Kazuya
    players might use instant WS execution to utilize Twin Pistons. But when
    involved with Kazuya's mobile game this brings some risk with it if not
    pulled consistently. This is slightly more dangerous but if you remain out
    of range of the first hit, you shouldn't have as much trouble as you would
    against Devils Standing Pistons.
    - If a Kazuya player ducks a high attack or throw (very rare), he won't
    hesitate to piston you when within appropriate range. If you use high
    attacks within too close range, you are asking for this. Stay out of ws+1
    range, and it'll be much harder for Kaz players to get these opportunities.
    Just make sure you don't get vulnerable up close when Kazuya's within his
    crouch.
    - If a Kazuya player uses d+1's to get within proper range safely to set up
    the Pistons, don't try to attack them if they connect, that's what they are
    betting on. Just eat or block the low jab, and if it's an interrupt ws+1
    usually won't reach when consecutively pulled. If d+1's blocked or whiffed,
    dash out of distance or a fast interrupt will do.
    
    
    Kazuya's Twin Pistons are a good tool at close range and minor countering,
    but if your character has good, quick and powerful mid level ranged attacks,
    like Bruce/Bryan 3,2,1-mixups, and if you dominate from mid-level range just
    out of twin piston range, Kaz players will have trouble utilizing the
    Pistons due to the range momentum you have if you manage to maintain the
    distance (if you suspect them to execute the ws+1,2). If you leave yourself
    open at close range, it's a different story though.
       -Renick-
    
    ************************************************************************************************
    Jin Kazama
    ************************************************************************************************
    
    Wind God fist
    f,N,d,d/f+2
    h
    25
    JG
    This is just like any Mishimas Wind God fist with the exception that it hits
    high instead of the normal special mid. It juggles on normal hit, on counter
    hit, it launches you right across the screen. This is also 1 frame slower
    than other Wind God fists. If a tag is buffered into this move, it hits Sm
    instead of high.
    
    How Used.
    Jin players will be careful as to how they use this as it can be ducked
    under. But still, expect to see it used often enough. It most likely won't
    be used to counter as no juggle can come out of it. It will more likely be
    used as an offensive starting maneuver.
    
    Weakness.
    The primary weakness of this move is that it hits high. That alone should
    make you know that your best bet when a crouch dash is coming is to block
    low. The move doesn't give any chance to retaliate after being blocked. Also
    since it won't launch on CH, that foils a good section of the opponent's
    plans right there. You can sidestep it also although with crouch dash's
    tracking ability, I wouldn't recommend it. Jin's (E)WGF can be reversed by
    any reversal capable character. The only way this is not attainable is if a
    tag is buffered into the (Electric) Wind God Fist.
    
    
    Electric Wind God fist
    f,N,d~d/f+2
    h
    30
    JG GB
    Same as Wind God fist except it's execution time is reduced to 11 frames. It
    launches on any hit and causes guard stun if blocked. If a tag is buffered
    into this move, it hits Sm instead of high.
    
    How Used.
    Same as Wind God fist, just more efficiently. This is the tool of the high
    level Jin, once you see this, you're playing a good player, or someone lame
    with fast hands.
    
    Weakness.
    The primary weakness of this move is that it hits high. That alone should
    make you know that your best bet when a crouch dash is coming is to block
    low. If blocked, you get stunned so you can't do a thing. Ducking or
    sidestepping is the best bet here. Jin's (E)WGF can be reversed by any
    reversal capable character. The only way this is not attainable is if a tag
    is buffered into the (Electric) Wind God Fist.
    
    
    Hell Sweeps.
    f,N,d,d/f+4,4
    L,m
    18,15
    A Mishima bread and butter attack, this Hell Sweeps first hits low and then
    goes to a mid attack making it a great guard breaker. The execution of the
    move however is very slow at 20 frames.
    
    How Used.
    The primary use of this is as a guard breaker like all Hell Sweeps and low
    attacks on the whole. If you're blocking everything and basically turtling,
    expect this so you take some damage. The psychology behind it is to get you
    to play an attacking where he can dominate you with quick, high priority
    attacks. The second hit most likely won't be used much as it's very easy for
    you to be juggled for good damage after the sweep.
    
    Weakness.
    The weakness of this move is in its slow execution and the new block stagger
    feature which causes a long delay if it is blocked. The slow nature of the
    move means that you can easily interrupt if you were playing an attacking
    role, but since it's rarely used like that most times you'll have to block
    or parry it. Blocking it gives you a huge advantage, 26 frames on the sweep
    and only 14 frames on the mid kick. But as long as you get the sweep use
    this huge advantage to punish in any way you fell necessary, preferably with
    a juggle starter.
    
    
    Laser Cannon
    b,f+2,1,2_d+2
    m,m,m_m
    18,14,24_15
    JG(d+2) DSc
    This move is a three hit stun punch rush. The first hit causes a stun on
    counter hit only. The final hit can juggle. Generally players tend not to
    use the final hit if the first isn't a stun. The main use of this however,
    is in juggles.
    
    How Used.
    The first hit will be used mostly to counter people and then follow up with
    a juggle. Higher level players tend not to use the whole combo at all.
    This'll mostly be encountered in juggles where it can do some major damage.
    Don't expect to see this much if not at all in regular play. If you do most
    likely it'll be started at maximum range so the first hit just touches you,
    to reduce the chance of you interrupting them.
    
    Weakness.
    There really isn't any lag to take advantage of here. If blocked this is a
    very safe move. Its execution is average so your characters 'quick attacks'
    should make fast work of it. It's pretty easy to tell when this is coming by
    watching your opponent. But you really shouldn't take chances with this as
    it'll do some major damage if you get hit.
    
    
    Demon Paw
    f,f+2
    m
    27
    This is like a characters standard power shot. Its execution is 15 frames
    but it has excellent priority. Not to mention that the motion can be
    buffered into a crouch dash which makes it a great offensive weapon.
    
    How Used.
    Aside from its use in juggles, the Demon Paw is commonly used as both a
    counter attack and as an offensive opener. This will have to started outside
    throw range since a f,f is very easy to detect and the move can be
    interrupted by quickies. Wave dash makes this particularly deadly as you'll
    never know what's coming. Don't be surprised if this is used from outside
    range when buffered with a crouch dash as this gives it a greater range
    advantage.
    
    Weakness.
    The only real weakness to this is the 'f,f' motion that gives away when it's
    probably coming. Since they won't use this too close, you'll know it won't
    be a StoneHead. The recovery on this after blocking is 11 frames so if
    you're speedy you can get in a combo starting with a jab. This move is also
    very side-steppable.
    
    
    Rising Uppercut
    WS+2
    m
    18
    JG
    Jin's best launcher, it launches a hair higher than the Wind God fist, also
    it hits mid and it does good damage as well. It also launches on any hit,
    regular or on counter unlike his Twin Pistons which is why they suck. This
    is by far Jin's best launcher as the recovery is so quick, it makes adding a
    TGF extremely easy.
    
    How Used.
    This is used just as any WS move is used. After ducking a high move or using
    a d+1 to interrupt, expect this right out of the blue. Since it's a safe
    move, they won't hesitate to use it. More advanced users can also use it to
    great effect after a crouch dash by canceling it into the WS move. Also it
    can be executed by simple ducking then coming up, this is slow but is made
    much quicker by using the quick WS motion so it can be done just like that.
    
    Weakness.
    This move again, has no immediate weakness. Its execution is 14 frames
    meaning that it can be interrupted by jabs and quick attacks and its
    blocking disadvantage is 12 frames meaning that you can retaliate with a jab
    or combo starting from a jab. The best way to fight this is to just block it
    and then throw in a little jab. Or if you want to take the chance of getting
    juggled, you can try to interrupt it.
    
    
    Tooth Fairy
    SS+2
    m
    16
    JG
    A sidestepping juggle starter. Its execution is a slow 18 frames. It also
    has a lot of range on it as Jin really sticks his elbow out when doing it.
    
    How Used.
    As it quite obvious this move would be used after a sidestep. Since
    sidestepping is a vital part of the movement game on the whole, this could
    come out anytime. But it won't be used unless Jin is a little further than
    throw distance out as it's slow execution guarantees that it'll be
    interrupted. Don't be fooled however at this range it is still perfectly
    capable of hitting as Jin really lurches forward.
    
    Weakness.
    The weakness of this move is in its slow execution. If this is ever used up
    close, interrupt it  easily as 21 frames is more than enough time. Or if
    you're feeling lazy just block it and respond in the 17 frames of
    disadvantage with a hop kick or any other move of your choice.
    
    ************************************************************************************************
    Devil Jin
    ************************************************************************************************
    Devil Jin Possession can be done only when Jin is teamed with Heihachi.
    It's executed by pressing b+1+2(electric block),2,2,3.  When done correctly,
    Jin's body will become enveloped in lightning and it will begin to pulse
    around him.  His stance will also change to that of Heihachi's.  Possession
    will end after doing a move, walking back, tagging, jumping or ducking,
    everything else you can do.  In Devil Jin mode he can't do the b+1+2
    electric block.
    
    Wind God Fist
    f,N,d,d/f+2
    m
    30
    JG GB
    The greatest move in the game! Thank god that Devil Jin can only use it.
    Executes in 11 frames and it hits mid.
    
    How Used.
    This will be used first thing when the opponent gets possessed. There is
    absolutely so way they won't use this. It has too many pros mot to be used.
    It juggles higher than any other allowing for some really sick juggles like
    WGF, EWGF, and TGF. And it's a completely no risk move.
    
    Weakness.
    This move has no faults. 11 frame execution, way too much priority, hits
    mid, if it's blocked the B frame is +27, yes he gets the advantage. More
    than enough time for you to get hit by an EWGF. The only way to escape this
    is with a sidestep or make him block so he'll lose possession.
    
    
    Devil Corpse Thrust
    1+2
    m
    
    DSc
    Same look as his d/b+1 but this move stuns. Its execution is the same time
    as well.
    
    How Used.
    This won't be used nearly as much a WGF. But it'll be used at just about
    throw range and to counter, just as d/b+1 would be used.
    
    Weakness.
    It takes forever to execute, 21 frames, get him here and it's blocking
    disadvantage is 12 frames so you can get him there as well.
    
    ************************************************************************************************
    Devil and Angel
    ************************************************************************************************
    
    Wind God fist
    f,N,d,d/f+2 or f,N,d/f+2
    Sm
    25
    JG
    This move needs no introduction. It is the most important member of the
    Mishima offense and interrupting. It floats to the perfect height, has
    excellent priority and is basically a pain in the ass. When Angel uses this
    though, it has almost no range and it's hard to do any combo with it.
    
    How Used.
    Wind God fist is used for everything. Offense, countering, defense, you name
    it, it does it. There's no real how used here, Wind God fist is used in
    every possible facet of the game. If you're trying to start a string, he'll
    use it. If you're a just out of throw range, he'll use it. If you twitch,
    he'll use it. And it'll out prioritize just about anything along the way.
    
    Weakness.
    This isn't so much a weakness but since the Wind God fist hits Sm it can be
    blocked either high or low. If blocked low you will stagger back a bit,
    however. The WGF has a 10 frame disadvantage on being blocked. This means
    people with 8 frame jabs can easily get in here, it also means that if
    you're fast a enough, a 10 frame jab could get in, but don't count on it.
    The main weakness here, I think is that the crouch dash on the whole can be
    easily sidestepped, meaning the WGF if it executes will wiff and you get a
    free shot. But with the tracking ability the crouch dash has on the whole I
    don't recommend even trying, just block the damn thing. The Wind God Fist is
    not reversible at all nor can it be punch parried by any means. The only way
    of actually stopping in such a fashion is with a Yoshi Flash ( b+1+4).
    
    
    Hell Sweeps
    f,N,d,d/f+4,4
    L,L
    12,12
    Same as Kazuya's hell sweeps. Devil's hell sweeps hit twice low and is a no
    frills version unlike Heihachi's. It executes in average-slow speed of 16
    frames.
    
    How Used.
    Hell Sweeps are used as guard breakers and devil's are no exception. If
    you're turtling and blocking a lot expect some of these to come in and cut
    you down. Psychologically this is to get you back on attack where he can
    counter you to his hearts content. Unlike Heihachi's and Jin's Devil's
    sweeps cannot be transformed into juggles so it the first hits the second
    will be executed as well.
    
    Weakness.
    Hell Sweeps have been constantly weakened ever since their introduction.
    Devil's sweeps aren't as slow as Jin's are at 16 frames, but this is more
    than enough time for it to be interrupted easily. But the major hindrance is
    if it's blocked. The new block stagger feature gives this a -23 on being
    blocked. So juggle him for all he's worth and make him never use a hell
    sweep again as long as he lives.
    
    
    Devil Twister
    SS+2
    m
    30
    JG
    A class one juggle starter. This enables some of the coolest juggles on the
    planet. It's a slow 20 frame execution but if it hits send you straight into
    the stratosphere coming down headfirst and unable to techroll.
    
    How Used.
    This can be used out of any sidestep so you should expect it anytime since
    sidesteps are a vital part of movement.
    
    Weakness.
    This move can be seen coming far away so you can easily block it or
    interrupt Devil. Block rather than interrupt as a class one is nothing to
    laugh about. When you block it, retaliate against him as he'll be helpless
    for 19 frames.
    
    
    Laser Attacks.
    1+2
    40
    u+1+2
    20
    3+4
    50
    3+4,3+4
    60
    !
    All these attacks are slow, except the u+1+2 which executes in 15 frames but
    it won't hit much. For the standing laser, sidestep or duck. For the flying
    lasers, sidestep and then begin running towards Devil and get him as he
    comes down. If you're close for the flying lasers, run under him, if he
    flies the other way just sidestep, if not, get him with a back throw or time
    an unblockable for when he comes down.
    
    
    Twin Pistons.
    d/f+1,2
    a. 11 frame execution
    b. evades high attacks
    c. always juggles on hit
    d. 6 frame disadvantage when blocked, so there are no free guaranteed hits,
    making them safe.
    
    How Used.
    This is a major launcher for Devil. You may even see this more than WGF. It
    is completely safe and has good execution. The only problem is that it
    doesn't have the range added to the WGF by means of the crouch dash. This is
    used frequently up close and generally abused by Devil players.
    
    *************
    *Submissions*
    *************
    a. Watch your spacing. Dash back a lot and make those twin pistons wiff,
    following up with a juggle.
    b. reverse/parry the second hit.
    c. Remember that after blocking them, your opponent is now at -6 frames to
    you, so if they are repetitive, you can usually CH them depending on what
    moves you try. I recently lost in a tourney to a devil player that did:
    twin pistons, if they hit, juggle, if not d+1, repeat. Well, that d+1
    interrupted me a lot. Now I know I could have CH 4'd that d+1 all day long.
    
       -jjt-
    
    But against Devils standing Pistons, it's much harder to gain advantage.
    Because his Twin Pistons is executed from standing position (df+1,2), he has
    more mobility than Kaz from his crouch, and due to (crouch)dashing, he can
    get within range with far more ease. With the Standing pistons he can just
    slash through with CH's without having to risk getting punished by mid
    attacks like Kazuya does, simply because his Twin Pistons have far more
    priority. This makes it very hard to defend against Devils Pistons, because
    you cannot stay as easy (or not even close, to say it best) out of range,
    Devil can involve the Twin Pistons with his mobile game far better than
    Kazuya can. Your best bet is when he whiffs the first hit and then counter,
    but good Devil players know when to get within range without much range. Use
    a lot of fast attacks, like 4's, standing jabs are your best weapons against
    Devils pistons, but it's really not waterproof. Another good idea is
    characters who are susceptible to (punch)parries.
    
    But many Devil players just over use df+1,2 not really giving a **** what
    you do, they know full well the indications of Devils priority attacks.
    Devil is the hardest Mishima to fight simply because of this attack, despite
    what people say about Jin being well-rounded and Heihachi's powerful
    juggles. To have a pretty accurate display, Devil is basically a simple
    built skeleton of the neutral Mishima character, with all the priority
    trademark Mishima attacks as residue.
    
    And that's just hard to fight, since he has little to no high risk attacks.
    Simple as that. The Twin Pistons is a great example to display why this is a
    fact.
       -Renick-
    
    
    ***********************************
    * ******************************* *
    * *Character Specific Strategies* *
    * ******************************* *
    ***********************************
    The fact is, any advice we give you, well, it'll just be our advice. Having
    a range of ideas to choose from is always preferable to the ideas of one
    which is why the Tekken community exists to well. This section will be
    mainly made up of strategies and advice taken from many different Tekken
    players from many different places.
    
    All ideas and knowledge in this section were given courtesy of their
    respective authors. They are still the official property of their respective
    authors. It is forbidden for you to use these contributions for your own
    intentions without the permission of its respective author. These people
    have put their contributions in our care and if we detect any plagiarism of
    any sort we'll be sure to shut you down and get your FAQ boycotted by the
    entire Tekken community. So just leave it all alone.
    Finally I would like to give many thanks on behalf of Essence of Jr and
    myself to all those who contributed in this section. This wouldn't be a real
    FAQ without your work. Thanks you all. Now onto the good stuff.
    
    ************************************************************************************************
    ================================================================================================Alex/Roger
    ================================================================================================
    ************************************************************************************************
    Roger\Alex is one of the fastest little animals in the game. His d+1 comes
    out at an incredible speed, and can be linked into the n+2 for a crouching
    opponent for poke damage. His AGF is IMHO more powerful than the Mishima's
    TGF, although that is only MHO. This is to be debated. He goes into a crouch
    dash VERY fast, and has some HIGH lag moves, that create so much block stun,
    that any move is guaranteed, although it may take a CD to get into them
    close enough. He also has some very powerful command throws, some which are
    unbreakable, and do large amounts of damage. And can punish a blocked move
    very quickly, some of the command throws may be hard to pull off without
    practice.
    Against:
    Jin: Jin is "THE CHARACTER OF HIGH LEVEL PLAY" as far as lots of people are
    concerned, but I think he is just done to death. His WGF hits high, or
    Special Mid if buffered with a ~5. But this does not make it any less
    dangerous. On a ?"CH"? It will send you flying backward, leaving no
    opportunity for his incredibly damaging juggles. However, if you are
    juggled, you are looking at a large portion of your life bar missing. Jin
    also has the WS+2 to watch out for, perhaps his BEST juggle starter against
    Roger\Alex. His toothfairy is almost useless against Roger\Alex, I will
    explain later. Also, Jin's f,f+2 is his best Long Range, power move, that
    can be used as a juggle ender for big damage. All this, adds up to the
    basics of Jin. With the exception of his new "Demon Steel Pedal" b+4, which
    can be used as Okizeme, stuns on CH, can link to small juggles, and hits
    mid. All this makes him sound scary, but here is the trick to killing him.
    Jin has a seriously lacking Crouch game, when he CD's, duck and do a 1+2
    Animal Headbutt to get him off. If you are fast, you can go into a crouch
    dash yourself, and go for the AGF on CH that will do huge amounts of damage,
    and if timed right, you will go over Hell Sweeps. When Jin CD's, and if you
    have a keen eye, you can wait for the move to come out. Duck straight away,
    and wait. If the move takes a longer time to come out, then it will be a
    TGF. The reason you would want to do this is because if it is a Hellsweep,
    the block stager will give you enough time for a 1+2 WC. The WGF will go
    right over your head, leading to whatever you feel, small juggles, the
    headbutt, stand up and throw.. Whatever. If you block the THF you can be
    fast and land the "Frankensteiner" d/f+3+4 for good damage. Else, if you
    want to make sure in high levels of comp, when you see the crouch dash, a
    simple d+1 will suffice.
    Jin has ONE sidestepping move, the "Tooth Fairy" and against Roger\Alex it
    is close to almost totally useless. The reason for this is because of
    Roger\Alex's SS+4 animal sweep. This move goes SOO low, that mid moves don't
    come CLOSE to hitting Roger\Alex during the animation. The SS+4 can be
    utilized during almost ANY of Jin's moves, and be totally safe. Also make
    sure that you mix it up with the Hop Kick for small amounts of extra damage
    through Roger\Alex's limited but useful juggles.
    Be careful and wary of using too much d+1, Jin's most useful attribute is
    the amount of moves that do HUGE damage from juggles etc, off "CH". This can
    be achieved by doing a b,f+2 or a b+4 from Jin, and will stun you if you
    even do the d+1 at the wrong time. Remember Roger\Alex have very long legs,
    and there sweeps are always underestimated for range. So rather than doing
    nothing but d+1 use the d+3_4 also. They are not as fast, but do the small
    poke damage that Roger\Alex are so good at.
    Last of all, use the f,f,n+2 for any opponent running in toward you, it will
    knock Jin right back, its range should be enough to hit a slider before they
    slide. The d/b+3 Tail Trip is another awesome move that should be used when
    you are close to Jin and it is a reversal happy Jin. The tail trip has a
    "high" animation, where Roger\Alex turn around, but it hits "LOW" and knocks
    your opponent off their feet.
    Otherwise, simply poke and beat your opponent down. Oh, after the "SHINNING
    FISTS" wiff 1,1,2 there is huge lag after the 2 for whatever you feel, like
    a hop kick u/f+4 etc.
    LATER ON!! After extensive play, I have found that Jin's B,F+2,1 STUN can
    lead to huge damage. This is prevented on the B, F+2 stun, by pressing and
    holding ~F before initiating the block. HOWEVER if you get hit by the B,
    F+1,2 then you can easily tap ~f, and initiate the block before the rest of
    the combo is initiated.
    
    Kazuya: Hands down the most DAMAGING of the Mishimas, Kazuya is a record
    breaking "Gut Massacre" creature. This Mishima takes GREAT pleasure in
    smashing your guts right into your spine. Although, his most pleasurable
    downfall is the fact that he has to Tag Slide or Tag Dive, he can go into
    Crouch Dash at an incredible speed from the tag, and this often leads to the
    Electric Wind God Fist (EWGF) which, I might add, if you get hit by you
    better be ready for a world of pain.. This is best stopped with a simple D+1
    which will, chances are, stop most of the crouch dash movements.. Which is
    generally what you want. Although, if you are not lucky, you will get
    launched for a juggle, on counter.
    The other option is to Side Step, one of his sides are his vulnerable side,
    I forget which.. And do the animal sweep. This will duck under the WGF\EWGF
    without a problem, and most likely, depending on execution, beat him out of
    the TGF and the Hell Sweeps. Of course, if miss timed, you will be in a
    world of pain once again, and needing to get the hell out.
    Kazuya has the most powerful Crouch game in the game IMHO. He can do the
    most damage out of all the characters, and it is because of his Demon Gut
    Punch, WS+2, that this is possible. If you get hit by this, on a CH you must
    tap and HOLD ~F and then block, this takes time to learn how to do at a good
    speed unfortunately..
    Kazuya runs on his other slow moves like f+1+2 and f+2 for power. These are
    easy to stop, and wiff fast, but a good player will counter with them,
    leading to a new world of pain. Making Kazuya come to you easily stops this.
    If you do this, Roger\Alex's throws are incredibly useful. Learn the DDT
    motion very quickly, as a running or CD'ing opponent can be slammed head
    first into the ground, and then you can laugh, laugh REAL loud.. Also, learn
    the Tomb Stone, Frankensteiner, and Giant Swing at command. They are solely
    the most useful throws in the game IMHO.
    Otherwise, beat out everything you can with whatever you have, when the CD
    is initiated you can do a d/b+3,4,3,4 and watch the surprise well up on your
    opponents face. It makes me laugh every time, watching the damage well up.
    =) Everyone has there own style that they prefer, you just have to learn one
    of the techniques listed above. Also, watch out for the twin pistons. They
    will lead to dangerous juggles, and stop you entering your CROUCH position.
    Watch your opponents strings. And learn to interrupt them accordingly.
    
    Heihachi: Hands down the best MISHIMA in the game. He has gotten weaker over
    the period of Tekken, Tekken 2, Tekken 3 and finally Tekken Tag Tournament.
    He is still by far, one of the best jugglers in the game.
    His WGF hits SPECIAL MID not MID, and so does his hellsweeps, which are the
    best hell sweeps in the game. His TGF hits mid, and does good damage, and
    his Twin Pistons are somewhat bigger than his "Children" do. They also set
    up for slightly larger juggles, and leads to a high launcher with the f,f+2.
    He has a new B+1 that leads to block stun, and Shadow Steps b,b,n+3+4 to
    keep him out of your range.
    What does this mean? Poke, don't let him come to you, he is best played at
    CD distance, and can do huge amounts of damage from this distance whether it
    be small juggles or large indescribable juggles of huge damage proportion.
    If he Crouch dashes, GO LOW, its not often he goes for a TGF, and now his
    WGF hits mid, so you can block it low. You must not let him initiate his
    crouch dash often, play the game at YOUR pace, don't let him set it, he will
    try to lift you with the TWIN PISTONS d/f+1,2 often for a juggle, and if you
    manage to sidestep this, go for the throw, f,f,n+2 or any other small juggle
    etc you can think of, SS+4 as often as you can, to keep him off his feet,
    and if he gains initiative, take it off him again. d+1, d+1,n+2 d+3, d+4
    whatever you can do to stop his arsenal of mix up moves. Also, if you find
    yourself Sidestepped, DUCK and go for the FC+1+2. It will autotrack you
    "HOPEFULLY" And anyway, you can guarantee that he is going for the Shining
    Fists or a throw, so either way they are going to wiff. This is going to be
    a hard battle, lay into Heihachi as often and with whatever you can. Because
    when he gains initiative, you have a long way to go to get it back.
    I think, perhaps his biggest weaknesses are his slow move while in close,
    and his best played game from CD distance. Don't let him do anything, and he
    can't hurt you. And remember, POKING STOPS ALMOST EVERYTHING. Also, keep to
    low lag moves, that don't leave you open for his power moves, like his
    Deathfist, which isn't as powerful as Paul's, but can still nock of a good
    portion of your life bar without a problem.
    
    Devil\Angel: These two really are a joke, make sure you tag very carefully,
    and make them come to you. When they CD poke with a d+1,N+2 and throw. Their
    WS+1,2 Twin Pistons are the most annoying juggle starter they have. They
    lack in juggles, and can't do much more than annoy you. It is very hard to
    distinguish the Hell Sweeps from the WGF so you really have to stop
    Angel\Devil from going into a crouch dash.
    Once again, play it at your own pace, and do much the same as what you would
    do for Kazuya. Watch out for his SS+2, because it will lead to nasty tag
    juggles with Jin. It is easily dodged with SS+4.
       -Grim Walker-
    
    
    ************************************************************************************************
    ================================================================================================
    Anna Williams
    ================================================================================================
    ************************************************************************************************
    PLEASE SUBMIT!!!!!
    
    ************************************************************************************************
    ================================================================================================
    Armor King
    ================================================================================================
    ************************************************************************************************
    	Yes, I am a [King and] A.King player.. I recommend using the D+1~N+2
    ALOT... that will stop the EWGF. Stay close and try trick throws... 1,2,
    d/b+1+2... the poke into the fig.-4 throw or 2,1, G. Swing.... U can poke
    into almost all special throws like the musclebuster, fig4 , G.Swing, and
    the tombstone (if u can)... Always poke use the 1,2, d/f+1 ... if u hit the
    CH d/f+1 then that is a free ground throw or at least a d+3+4 .. With King
    do the d/f+1~2 every once and a while. They will block the elbow but not the
    last swipe. These are just a few tactics that can be against EVERYONE... but
    the D+1~N+2 against the Mishimas, that stops most of the EWGF Fest... lol.
    Ohhh... sometimes this works, do a Frankenstiner after some poke strings...
    IT MIGHT NOT WORK.. but I have been doing it for awhile, it seem to get me
    at least one per round. If u need some more help.. ICQ me or AIM
    me....[Check the credits section for AIM SN's and E-mail addresses]
    
       -Pimpimitsu-
    
    ------------------------------------------------------------------------------------------------
    
    	You can use CD+4 or uf+4 against Crouching opponent. (Essence: Especially
    against Jin and Kaz as they duck WAY too much)
    
       -The Blacksmith-
    
    ------------------------------------------------------------------------------------------------
    
    Heihachi - Heihachi is fairly simple but effective. Heihachi players tend to
    poke at you using the Hammer Fist, the first hit of the Twin Pistons, and
    Wind God Fists. When they see how you react to these attacks, the fun begins
    as they mix in the Spinning Demons and Flash Punches afterward. The best way
    to attack Heihachi is to play a wait and see game. When the fight starts,
    let him come after you instead of the other way around. This way you'll get
    a feel for how your opponent likes to poke. If he likes you use the Hammer
    Fist, use the Dark Uppercut to snuff them out or simply block and Knife Edge
    Chop him. The Knife Edge Chop won't hit him, but he won't be able to do
    anything but block. People ALWAYS assume you can snuff it with something,
    but even the Electric Wind God Fist won't come out fast enough. If your
    opponent likes to use the Twin Pistons as a poke, be very careful about
    using the Knife Edge Chop or Mule Kick, as he'll go right under them and
    rock your world. The best way to stop the Twin Pistons abuse is the Elbow
    Smash. You'll counter the first uppercut 1 on 1 every time, and you can even
    perform a Ground Throw or People's Elbow since it will land as a counter. If
    your opponent is in your face doing the Wind God Fists a lot, simply give
    him a 1, 2 Combo after you block it. It's one of the only absolute
    guaranteed retaliations, and afterward you can mix up the Giant Swing "Tick"
    and the Elbow Smash with good results. What about the Spinning Demons? You
    tend to stay vertical against Heihachi, so this move can sneak in and hurt
    you a lot if you're not careful. The first hit is auto-blocked, so
    immediately either block low or low parry instead if you're fast. He can mix
    up what he does after the sweeps - but you can usually retaliate after them,
    so just block high when he stops sweeping.
    Kazuya - Kazuya probably has the smallest arsenal of attacks in the entire
    game, but due to the sheer damage and effectiveness of those move remains a
    very effective character. Kazuya is probably the most crouch dash reliant
    character in the entire game, even more than Armor King! One thing of note
    is that Kazuya has a modified crouch dash that can be cancelled rather
    quickly, so stay alert. From his crouch dash he can execute the Wind God
    Fist, the Thunder God Fist, and the Hell Sweeps. While Heihachi's sweeps are
    blocked low automatically, Kazuya's are not. However as a penalty, he can
    only do 2 at a time. His Wind God Fist is the fastest in the entire game,
    and works much like an electric version all of the time, even though he
    doesn't have one. While you can overpower Jin's and Heihachi's God Fist's
    with your Dark Uppercut depending on timing and distance, don't try this
    with Kazuya. Also of note is that like Jin he can follow his Thunder God
    Fist with a hi/low kick mix-up. Don't even bother guessing about which to
    block. If you block a Thunder God fist, simply do a 1, 2 Combo followed by a
    Mule Kick or Dark Uppercut. When fighting Kazuya you want to stay on the
    offensive from beginning to end. Don't give him a chance to use his crouch
    dash mix-up games. Attack him with short un-punishable strings like the 1,2
    Combo and 2,1 Combo. Insert the Elbow Smash whenever he has a chance to
    attack. Kazuya's non crouch dash moves tend to have a delay in starting up,
    so counter them before they actually come out. Finally, Kazuya's W/S Gut
    Punch does absolutely insane amount of damage and produces a fall stun if it
    lands on a CH, so be sure of your attacks is he's crouching :)
    Devil/Angel - Basically a weakened Kazuya with lasers, a wicked sidestep
    juggle starter, and Yoshimitsu's Banzai Rush. Fight Devil and Angel like you
    would Kazuya, only due to the lessened damage and priority you can open up a
    bit more. If your opponent is fond of lasers, it's no big deal. If they do
    the standing laser, simply duck it. If they try either of the flying lasers,
    just wait until you actually see the laser come out and the then sidestep
    twice in the same direction, followed by running at them and giving them a
    Dark Uppercut juggle. This way you won't be fooled by the fly-behind
    variation of the flying laser. The Banzai Rush variation leaves you with
    your back turned if you get hit, so get ready with the Shameless Kick if
    they try to attack. Other than those mild variations, treat Devil/Angel like
    a low priority Kazuya.
    Jin - As though Jin wasn't strong enough in Tekken 3, look out because in
    TTT he's much worse. Pretty much the only weaknesses Jin had in Tekken 3
    were his lack of low moves and a low parry. In TTT everyone has a low parry,
    and he has a brand new ultra high priority Demon Steel Pedal that hits foes
    on the ground and can start juggles. Jin also has a new Low Demon's Paw that
    still hits mid, but tends to sneak under high pokes very well. He also
    gained a new offensive block that can be followed with a Wind God Fist. Does
    Jin have any weaknesses anymore? Not many. You can now escape the stun from
    the Laser Scraper counter hit, and still lacks moves that you have to block
    low. Fighting against Jin is still more or less trying to overpower his
    attacks. Your Dark Uppercut will beat his Wind God Fist and even his
    Electric Wind God Fist 1 on 1, so don't be scared to match moves with him.
    If he likes to do the laser scraper series, just block the first 2 hits and
    sidestep the 3rd, or block all 3 and give him a Mule Kick for his troubles.
    His normal Wind God Fist still hits high, so feel free to duck it if your
    opponent can't or doesn't do the electric version. Follow with either a K's
    Flicker or European Uppercut. If you're being fancy, this is also a great
    time to do the Armor King Driver and/or it's Tag Lariat variation. Jin's
    only low moves are his Hell Sweep and his d+3 knee kick, so you can safely
    stand and fight him most of the time. The best way to fight against Jin is
    much the same way you would fight Heihachi: just wait and see. Jin players
    tend to give themselves away while being forced to attack. What I mean by
    "give themselves away" is that they tend to show you everything they plan on
    doing right away. Gauge what attacks they tend to do and counter
    accordingly. Sidestep the Demon's Paw, duck the wind God Fist, block the
    Thunder God Fist (and follow with 1, 2, Mule Kick), counter his crouch
    dashes from mid range with your Dark Uppercut, and Dark Lariat him if he
    uses the new Demon Steel Pedal out of range. If you ever eat a Laser Scraper
    on a counter hit, don't panic; just press forward then back to reset your
    guard. More than likely the Jin player will perform the last hit of the
    Laser Scraper series anyway, giving you a chance to actually come out ahead
    following your retaliation. Finally, if Jin tries to mix up his White Heron
    finishes, don't even bother trying to guess which way to block. Simply give
    him a low jab after the 3rd hit to put an end to his madness. This is not
    going to be an easy fight - but it's certainly winnable. For some insight on
    how a master handles this match-up, watch the MIC/Valle World TTT
    Championship videos at Tekken Zaibatsu. MIC defeated Valle's highly touted
    Jin/Law team with his King/Armor King team. Much of it was actually
    overpowering Jin's attacks with the Dark Uppercut and King's K's Flicker.
       -Domingo-
    
    ************************************************************************************************
    ================================================================================================
    Baek Do San
    ================================================================================================
    ************************************************************************************************
    PLEASE SUBMIT!!!!!
    
    ************************************************************************************************
    ================================================================================================
    Bruce Irvin
    ================================================================================================
    ************************************************************************************************
    
    (ESSENCE: this is for Mishima pokers or practically pokers in general)
    His mid kicks are pretty decent to use here though. When I'm using Bruce,
    and my opponent is a poking fiend, I use the d/f elbow to knock them into
    the air for a juggle, a kick, a string, or if you're feeling a bit more
    daring go for the Nightmare Mach Punch (ff+2). It dodges an oncoming punch
    and connects at the same time.
    Oh yeah, also of course the knee is good (just one unless its CH).
    
    (ESSENCE: said on a separate occasion)
    Love the d/f elbow launcher. stops annoying turtles when they dash in for an
    attack, and sets up the infamous "triple knee!!"
    Nightmare Mach Punch (ff+2) useful for the punch poking abusers. evades
    punch and hits at the same time. not really a parry, just a special hit. if
    they try to do an uppercut and whiff (specifically for Heihachi) using the
    triple knees (a self contained juggle) also is useful. for more flash, try
    the tornado uppercut=). the backflip to bazooka kick works on aggressive
    players using moves jujus a bit too far away, such as Jin's ff+2, Heihachi's
    uppercuts, his deathfist, etc. also mentioned by Assblaster, the b+1 can
    evade some attacks and does okay damage. his mid-hitting strings all also
    useful for the dashing Mishima opponents and poking in general.
    
    (ESSENCE: said on ANOTHER separate occasion)
    also forgot to mention sidestepping game. works against all three, but best
    against Heihachi. in particular:
           The hopping long kick- if you time it just right, you can get a back
    throw here anytime you want to.
    deathfist- also can be sidestepped fairly effectively.
    uppercut- a bit harder, but practice just sidestepping the CPU Hei and
    you'll see how to get around moves like these, he does them a lot.
    hellsweeps- this is not advised, but possible. if you sidestep away, and
    sidestep with the last sweep its actually possible to avoid them and get
    behind him. Can be alternated with 1+2 head on, or once behind him a good
    couple of kicks will do nicely. This works, specifically, well for [Fury]
    and Bruce. [I wont mention this with the Jacks, for obvious reasons.] Also,
    against the Mishimas one should use caution against the sweeps, as for
    example Hei can go to the upper, the kick, more sweeps, etc., but jumping
    hellsweeps should be met with low parries once on the ground (Jin). other
    simple sidesteps include moves such as Jin's ff+2.
    
       -Trekk-
    
    ************************************************************************************************
    ================================================================================================
    Bryan Fury
    ================================================================================================
    ************************************************************************************************
    Essence: Words inside of a [] are for Ogre. Don't bother reading those
    unless you need Strategies for Ogre.
    
    
    	It's always hard to beat a good Mishima players since he has so many useful
    attacks and very few weaknesses. Most players will stay offensive on you and
    if you stay too defensive they'll try and throw you with f,f+1+2. It's best
    to try and attack cautiously, don't make any reckless errors since opponents
    can punish everything you whiff with an EWGF. Punish every time they whiff
    the EWGF, since good players won't easily make the same mistake twice. Use
    the backdash into SS tactics (stairs) against godfist happy players, DON'T
    try to punch parry it with Bryan, against all Mishima's this is important.
    Don't get b+4'd, Jin players will try to set this move up with pokes
    offensively speaking. With Bryan, use INSTANT ws+3 and f+4 to force Jin into
    a dashing/ss-ing game to anticipate a ch, don't whiff the startup of the
    1,2,1 or 3,2,1 mix-ups to avoid a juggle. Use the 1~4,3,3_doom knuckle
    mix-ups cautiously to avoid getting ducked and ws+2'd. The df+1,2 after a
    left jab will discourage Jin players to duck all the time. What really puts
    Jin in advantage over Bryan is the Hellsweeps, which are hard to defend
    against if you allow a good Jin FREE MOVEMENT. That's why it's important to
    keep in busy with you body blows, f,f+4 and Gatling mix-ups. [With Ogre, his
    huge sidestep is a formidable weapon against those who constantly pressurize
    via wavedashing, if you and up at their side ss+4 or sidethrow them.] Watch
    out for hellsweeps, but they are a greater treat for your Bryan [than Ogre.]
    Bryan is a better choice to fight Jin, since he can adapt from offense to
    defense like Jin, while Ogre isn't as well rounded and will be disadvantaged
    more easily. If they turtle too much go for 3,2,1, df+2, COM (with Bryan)
    [unblockables, FC+3,3,N+3_d+3, low attacks, throws (with Ogre). Especially
    low attacks with Ogre do well against players that look out to counter with
    EWGF all day, they are forced in ducking position making them vulnerable for
    uf+4's. Against Heihachi, you can play a little more offensively.] With
    Bryan, f,f+4 works well, if you set this move up, it's very safe, if it's
    blocked you still recover fast enough to block an EWGF, and use your 1,2,1
    pacing mix-ups without too much trouble afterwards, perhaps even d+1 into
    C.O.M. Also, if you can anticipate to block the Twin Pistons (df+1,2) you
    can punch parry (b+1+2) the second hit. His Hellsweeps are much weaker than
    Jin's or Kaz', you can try to parry them, or block them, and punish with
    [Ogre or] Bryans WS-games. Don't get hit by b+1, either stay out of it's
    range or interrupt it. Use your ws+3(ch) and f+4(ch) off b,b~f,f~ss-like
    movements to anticipate good counters, especially ws+3, which sometimes even
    beats the 1+2 and allows you to connect b+1~5. [I usually tag in Ogre with
    the snake kicks for big and easy damage after b+1. I wouldn't recommend Ogre
    against Hei, d+1 kills a lot of stuff Ogre can do from the crouch, one of
    his main strengths, you best bet is Ogres sidestep, and from mid-level range
    from standing position, enough range to connect the df+1, which allows free
    d+1's.] Kazuya is probably the easiest among the 3 Mishima's to beat, with
    Bryan especially since he can punch parry a lot of Kaz' powermoves. Go with
    Gatling mix-ups here, as well as df+1,2, uf+4 and throws (com). You can
    punish missed/blocked WGF with a throw, Mach Punch(f,f+2) or ws+1, which can
    be done from both standing and crouching position, since Bryan can throw and
    juggle in both ways. Kaz players like to screw up your timing with f,N,df
    and f,N,d,df with the WGF and hellsweeps, and it leads to a formidable
    mix-up off the CD, and players often fall for it by staying in standing
    position. Stay in crouching position since WGF can also be blocked standing
    (it hits Sm) and punish with Bryan [or Ogres] WS-game [(Infinity Kicks are
    recommended, first 4 hits are guaranteed once first connects)], or use a
    C.O.M in Bryans case. Watch out for ws+2, which can lead to big damage loss,
    it's better than Ogres and can't be parried. With Bryan you can stay
    offensive without too much problems, with Ogre, you can count on a fairly
    even match. Against the Mishima's in general you cannot allow them to freely
    do crouch dash movements (that includes wavedashing), you must keep the game
    as small and the opponent as immobile as possible (especially with Bryan
    this works best with his various ways to mix up his strings). If you can't
    do that, [both] Bryan [and Ogre] will be hugely disadvantaged.
    
       -Renick- (check out his Ogre/Bryan FAQS)
    
    ************************************************************************************************
    ================================================================================================
    Angel/Devil
    ================================================================================================
    ************************************************************************************************
    Basically you have the same pokes and moves, and you most likely know their
    moves as well. Use your existing knowledge to eliminate the CD and WGF and
    use your own CD and WGF and you should be fine. Also, the person who does
    their WGF faster, (not always who does it first) will most likely connect.
    You can abuse the twin pistons as it is a GREAT move against 1,1 and CD. Use
    your lasers at far distance because they might start wave dashing.
    
       -Essence of JR (Essence of the Jin)-
    
    ************************************************************************************************
    ================================================================================================
    Eddy Gordo/ Tiger Jackson
    ================================================================================================
    ************************************************************************************************
    PLEASE SUBMIT!!!!!
    
    
    ************************************************************************************************
    ================================================================================================
    Ganryu
    ================================================================================================
    ************************************************************************************************
    PLEASE SUBMIT!!!!!
    
    
    ************************************************************************************************
    ================================================================================================
    Gun Jack
    ================================================================================================
    ************************************************************************************************
    
    If your opponent does not take you seriously here, and they often wont, some
    more powerful moves can be used to take advantage of overconfident players.
    the crosscut saw (f+1+2) is good against pokers who start strings too far
    away, for example. the better of the two follow ups for this is the d/f+2.
    if the crosscut hits, this is guaranteed, but even if it doesn't, this move
    has a good chance as most players will then expect the knee smasher follow
    up. even if they block the d/f+2, they will be knocked back, so they wont be
    able to retaliate that well. if they do immediately, try using the b+2
    single shot. don't abuse the guns, but if you need to stop a rushing Mishima
    who is at least a half second out of range, the b+1+2 works nicely, and
    consecutive hits are usually guaranteed (not on flying attacks of course).
    d+1+2 is good against the punch-poke abusers as it dodges high hits, and can
    be made into a juggle for considerable damage with the 1+2 immediately
    after. good anti-wavedash tactics include the thunder slap-d/f+2+3 at a bit
    of range, the d/b 1,1,1... machine gun(sort of risky if they see it coming)
    and simply the 1+2. if you're crouching, and they rush/wavedash, the 1+2
    (while crouched) aptly dubbed the "take down" will also help out to send
    them flying across the screen while setting up a shoulder tackle if they get
    up. if not, you can always step on them. other tactic (if you have time for
    the move to execute) to stop the dashing is the b+2. to interrupt pokes, the
    standing 2 is also helpful, as well as stopping potentially hazardous
    tenstrings which seem to be abused more against Jack. when attacking with
    ground rushes, don't forget to mix-up endings with the mid/hi/low attacks.
    also good is the crouched 1, then 2 for a mid that will knock them away or
    at least push them back if they block. against the more cautious player,
    running up with an easy throw like the volcano d/f+2+4 can be used, and
    easily be juggled with a 1+2 or f+1+2.
    (ESSENCE: Said on a separate occasion)  Hey, I was looking over the GunJack
    stuff I sent you after I had practiced some more today, and I noticed three
    things- first, I said that the d+1+2 is good against the punch-poke abusers
    as it dodges high hits, and can be made into a juggle for considerable
    damage with the 1+2 immediately after. that much was true,  but I forgot the
    better one (more hits too): the d+1+2, 2, 2, f+1+2. I also said that the
    d/f+2+4 can be used, and easily be juggled with a 1+2 or f+1+2. that does
    not always work, however. replace that with this okizeme- I'm pretty sure
    it's guaranteed if done right after the volcano (the name of the throw), I
    tried it a lot on max difficulty and I never missed- u/f+3+4. also note that
    the volcano is NOT the throw listed in the command list- the volcano BLASTER
    is a variation- on the way down, your opponent is very close to you. for
    extra damage, after the dust comes up (right after) a 1+2 is guaranteed.
    finally, I have another easy interrupt throw to add and an interrupt juggle-
    the throw is u/f+1+2, d, d/f+2. the juggle can be used at a whiff, as an
    interrupt at a bit of range, or of course in response to a crouch dash-
    WS+1, 2, f+1+2. also, the WS+1 can be tagged out of.
    
    -Trekk-
    
    ************************************************************************************************
    ================================================================================================
    Heihachi Mishima
    ================================================================================================
    ************************************************************************************************
    Mishimas versus Mishima is never easy but as long as you have a higher
    technique, you can easily overcome anything.
    Make sure you make full use of the Shining Fist, there are many moves in
    Mishima's arsenal that leave a long delay, use this to your advantage. If
    your opponent likes to Wind God fist a lot, just block it, there's really
    nothing you can do. Against Kazuya, don't try to trade hits and don't wiff
    anything, only take the shot if it's guaranteed. Don't block the Stature
    Kick in the 1,2,4, better players will do 1,2,d/f+2 instead and kill you. If
    a player tries to use Demon Gut Punch in offense counter it every time with
    1,1,2.
    Against Jin, you can duck anytime you see his crouch dash coming but I don't
    recommend it that highly, people will recognize what you're doing and use
    Demon Paw or Tsunami Kicks instead. You can afford to go a WGF-off here as
    your will take him every time. If you're on the floor off-axis, use of side
    roll quickly or he'll kill you with soccer kick (b+4).
    Devil is very simple. All he has really is his crouch dash, everything else
    sucks. With your move variety, you'll easily take him down. His lasers are
    easy enough to evade so they aren't an issue. Just don't get hit by a Devil
    twister. If you're dealing with Angel, even better, she has just about no
    range on the Wind God fist.
    Versus yourself is no problem, as long as you know Heihachi's own strengths
    and weaknesses, you should have no problem.
    Against wave dashers, play defensive, unless you can do it too, in which
    case, go head to head and hope for the best.
       -Exar Kun-
    
    ************************************************************************************************
    ================================================================================================
    Hwoarang
    ================================================================================================
    ************************************************************************************************
    As both a Bob and Jin player (I just like to watch them argue at the
    beginning of the match every once in a while), I would advice you to STAY
    AWAY from his Jabs. Sure you've got jabs, but he has priority. Against Jin I
    usually don't stay in flamingo too long else I'll get SMACKED by his Demon
    Paw (ESSENCE: f,f+2)(or fist... I can't remember what it's called). Anyways,
    be on the move a lot, especially against users of Jin that LOVE the
    SS+2.(Tooth Fairy) This way, you'll both wiff completely for a nice funny
    moment. But to fight them? Don't be predictable. As soon as Jin players see
    that you're stringing, Counters are in greater order than Chinese food. I'd
    like to exaggerate throws and DIFFERENT throws at that. Try out the d/b 1+3
    and QCB 1+3. That way those people that're good at countering throws will be
    caught. Lesse... Of course, there are also advantages to stringing. Just
    remember those delays! Don't be predictable and you'll get him.
    
       -Locke-
    
    ------------------------------------------------------------------------------------------------
    
    For right heel lance I use 3,3,3,3... not very flashy but it gets the job
    done. or u can do 2,4... also not flashy but it does decent damage. u could
    probably do a f+4, 1 ... something combo from right heel lance but I haven't
    played around enough with his right flamingo sidestep to make one yet.
    a few anti Mishima tricks... wavedashing in from far away, u can lff f,f+3
    him. of course if he anticipates this and sidesteps you'll be in for some
    hurt. if someone's crouch dashing close in towards you it'll be safe 75% of
    the time to duck. most often it'll be a WGF which hits either h or sM. it'll
    also block hellsweeps. of course that doesn't do anything for the mid hit
    switch ups. but with Jin u can at least see the f,f+2 and the b,f 2 ...
    eating his axe kicks is better then getting juggled. finally don't do the
    flamingo sidesteps randomly... try to guess when he'll attack and then
    sidestep. it's only useful when its a surprise. you don't always have to
    sidestep three times either. some mid level hwao's ALWAYS ss, f+3, ss again.
    if you're around them with ss, f+3, pop them up quick with b+4. sidestepping
    again just gives them time to react. also I noticed f+3 alone seems to go
    under certain high hits and puts you slightly to their side. very useful...
    
       -HwAOrAnG13-
    
    ------------------------------------------------------------------------------------------------
    
    Tagio: yes. dat is one major problem w/ flamingo ss. It moves Bob to his
    right. The problem w/ this is that most CD moves can hit any char ss-ing to
    the right. So my solution is to learn the new sis. The one that moves to
    Howe's left instead of right. The command is f,n,4 There are two bad thing
    to this ss though. It is a little slower than his LFL and there is no real
    good juggle off the right hill lance. Oops. I'm talking like u said u have
    trouble w/ CD moves. Since u just said they hit u out of it most of the time
    and didn't say they did it w/ a CD move. I would suggest using fast moves
    from flamingo stance so u can keep them guarded. When I go into my flamingo
    my opponent usually guards because I normally follow up w/ a fast move if my
    attempt of 3x/2x flamingo ss fails. Thus keeping the opponent in guard. Try
    to come out of the flamingo using the jab. It is fast and does more damage
    than regular jab. Also even if u dun succeed every time the payoff of the
    succeeded 3x/2x flamingo ss is good so dun be afraid to use it. also. 2x
    flamingo ss is best when done at extremely close range. And 3x flamingo ss
    is done best at range 1-2. If u can't train them to guard when u go into
    flamingo use it more like a surprise move. Don't abuse it too much on them.
    Instead of using the flamingo strategy try to use other strategies. If he is
    a pitbull use Hwoa's infinite string. Or if they turtle use guard spinners
    and throw. And pop-up a 3x/3x flamingo ss occasionally.
    I have a very weird way of baiting for the LFF 2,4 and RFF 2,3. I usually do
    it at the beginning of the round or when I'm really low on energy. I find
    my-self using LFF 2,4 mostly when I'm low on energy and my Hwoarang tags in
    vulnerable. I usually throw out the 2,4 because I have nothing to lose. I
    already low on energy and if I connect awesome, but even if I dun it still
    doesn't matter because I was on the verge of lose anyways. I have won lots
    of matches doing this. It just feels good to c the shock in the opponents
    face after losing to this move
    
       -HwoaRang's Talon-
    
    ************************************************************************************************
    ================================================================================================
    The Jacks in General
    ================================================================================================
    ************************************************************************************************
    For the Jacks- let Mishima players get cocky when they see your Jack of
    choice. then block/let their moves whiff (they try more risky/less
    intelligent moves against Jacks, obviously they're underestimated). the
    ff+1+2 (or f+1+2), i.e. crosscut saw, is good here. probably not a good idea
    though to finish with the knee-bashing follow-up, but its usually safe
    against good players to use the d/f+2. it knocks them back if first hit is
    blocked, and is guaranteed if first connects. good also is the d+1+2. ducks
    high hits, very nice damage, juggle starter. can be followed up with the 1+2
    or cross cut saw mentioned earlier (with good timing). but please, anyone
    fighting Jin, if your opponent is just "that type" *sigh* and insists on
    doing lightning screw uppers on you, use the 1+2 and smash them! I hate
    seeing Jack players get abused by people trying to show off for their
    friends. usually, a good Jack player will never get hit by this. also good
    to use (when crouching) 1+2, the "take down." often, when I play a Mishima,
    if they back off for a second and see me crouching, they might come in for
    hellsweeps and the like. this move has decent range, sets up a shoulder
    tackle, and does good damage. a special note with Prototype- he doesn't NEED
    the follow up (knee breaker) to the crosscut saw! using the ground drill
    here (d/f+1+2) I have NEVER missed an extra (rather powerful) hit using
    this. DO NOT pancake press. easily stopped by get-up kick. special note with
    Gun Jack- the single shot (b+2, I think) is a nice match opener (for me
    anyways). don't abuse the b+1+2, but also good against those rushing pokers
    if you can last through the half-second delay before the guns fire up.
    remember, as against anyone with the Jacks, the best poke is 2. do not go
    crazy on poking, however, unless you need to get out of situations such as
    tenstring abuse. if you're good at throws, interrupting with a strong Jack
    throw is also always helpful. also, thunder slap (d/f+2+3) can stop less
    experienced crouch dashers at a bit of range. not a good idea to use up
    close, at risk of WGF and hellsweeps, of course.
    
    -Trekk-
    
    ************************************************************************************************
    ================================================================================================
    Jack-2
    ================================================================================================
    ************************************************************************************************
    PLEASE SUBMIT!!!!!
    
    
    ************************************************************************************************
    ================================================================================================
    Jin Kazama
    ================================================================================================
    ************************************************************************************************
    If you're Korean, don't read this. HAHA, J/P. Jin must basically stop the CD
    from moving. If you can snake dash you'll find it less useful as an EXPERT
    Mishima player will hold forward before waving so they can immediately face
    any SSing opponent. Try not to use stairs techniques either. Go up head to
    head and use your 1,1 attacks frequently. CD when you have room and if you
    can, WAVE DASH! Use tsunami kicks to stop other CD's. And remember you have
    a reversal! Use it whenever you have to, just beware of chickens. (I doubt
    you'll see one against an EXPERT. They're usually too busy waving and
    moving) When you are on the ground, try to wait for an attempt to okizeme
    you. If you must, fake a back roll with your body motions! All in all, stay
    pretty close and don't give up!
    
    -Essence of JR (Essence of the Jin)-
    
    ************************************************************************************************
    ================================================================================================
    Julia Chang
    ================================================================================================
    ************************************************************************************************
    
    Really Julia's greatest asset in the game is her throw. Mad axes, mad asses,
    Mad axes. You can buffer this throw out of almost everything and its
    delayability is very very abusable. The throw is has really insane range
    considering Julia's short hands, do exceptional damage and has a 1+2 break with
    almost 0 frame for breaking it. In fact the throw has so much priority that you
    would be able to throw your opponent out of a CD/ WGF attempt if you time it
    just right.
    The second thing you need to know about about all the Mishima's is that they do
    NOT have any move that is lower than 10 frames. Yes thats right. Their jabs are
    10 frames which means that no matter how much stringing or pressuring they do,
    there will some time that even on defence you have the advantage. Remember that
    the Chang's hold a huge advantage in their 8 frame 1 jab which links to either
    1~1,1 or 1~2,1 both launches for some nice face elbow juggling.
    Speaking of elbows, although Julia's elbows may not be the best compared to
    Michelle, you should never the less use it. f,f+1 elbow is the perfect setup
    for mad axes and should your opponent feel the need to retaliate you can delay
    the skyscraper kick (note: f,F+1,4 is needed if you want to delay the
    skyscraper kick) and get some free damage. The same for d,df+1<2 though I think
    any Tom, Dick and Harry knows this trick by now.
    Lastly, ABUSE standing 4 a lot. I can't remember the countless times that I CH
    my opponent with standing 4 when they were trying to df+1,2 (Devil) or EWGF me.
    Move around a lot (sidestep, double sidestep) and throw out standing 4 outside
    range 0. When block, the Mishima's do NOT have anything guranteed. When ducked,
    their choices are limited because they may (and usually will) wiff a WS move.
    Remember that on CH, you get a f,f+1, f,f+1, f,f+1, d,df+1,2 juggle.
       -ILuvMomo-
    
    ************************************************************************************************
    ================================================================================================
    Jun Kazama
    ================================================================================================
    ************************************************************************************************
    	DO NOT overuse her white heron/leg cutter strings as any good player will
    easily duck and respond with a WS move that will deal out so much damage....
    You'll feel sorry you even tried. Most of your moves can be countered
    already by WGF so be careful. Jab a little to stop their own custom strings.
    If you know that they won't use the WS tactic (by using your own strings you
    can do this) White heron them and confuse them! Keeping close will eliminate
    the CD, but Heihachi has Shadow steps and the other Mishimas can still
    create room somehow (stairs). Just play a close range game with pokes and
    throws.
    
       -Essence of JR (Essence of the Jin)-
    
    ------------------------------------------------------------------------------------------------
    
    Best moves to use w/ Jun...
    
    -f+2(of course)-f+2~D... Tooth Fairy and Tooth Fairy Fake
    Everyone loves f+2, some people abuse it and thats not good cuz it leaves you
    at a frame disadvantage when blkd. Thats where your f+2~D comes in handy to
    trick the opponent and if he comes at you, WS+1 or WS+3. You can use the fake
    in the beginning of the match just to set the tone and use f+2 out of the
    blue to keep your opp. guessing. A WGF can catch you here which is why you
    need to distance yourself from them while doing both of these moves.
    
    -3~4_db+4... Leg Cutter
    This is a great tool to poke with because rarely do ppl expect you to poke
    low from the beginning.. some think mid or high, but not enough think low
    first.  It might have a -1 when hit or CH and -11 when blocked and thats a
    reason why this move should not be used too much, maybe once or twice a
    round. If blocked, throw out a 1+4 and you'll have frame advantage so you are
    equalizing both negative and positive advantages. The best way to stop a WS+2
    from any Mishima off this move is to block and try another one if you are
    quick enough.
    
    -b+2_SS+2.. Diving Sparrow
    Another good poking weapon from Jun's arsenal, throwing this out in a match
    especially on CH is good. Making this a SS move as well helps a lot when you
    want to interrupt. A lot of ppl like to use this then input f+1... DON'T DO
    THAT. f+1 off b_SS+2 has a slow recovery it is really only good for juggling
    and you will be df+2, WGF'd, etc off of it if its blocked. Use f+1 to poke
    yes, its quick n effective, but not after b_SS+2. This is a very good move to
    use against Jin's f,f+2 and possibly Hei's f,f+2. You would be hitting this
    off a SS and doing a b+2,1,4. Ive never tried doing a b_SS+2 during a WD to
    poke them out of it, something to think about.
    
    -b+1(at times)... Sparrow Trip
    One of Jun's slowest moves that really helps at times. Against those (E)WGF
    abusers, this move helps you a bit, but I suggest you don't do it during a
    (E)WGF because both come out faster than b+1. You can use b+1 as an okizeme
    and if they tech roll, instant counter or you can use b+1 to set up attack
    combos if timed right.
    The only way you could really get ahead of a (E)WGF is if you time it earlier
    than when they input their command. Thank God this move is a low move, if it
    was mid, then this move would be useless.
    
    -SS+4.. Sparrow Pirouette
    One of Jun's best SS moves as it knocks them down on CH for a good okizeme
    attack such as Leg Cutter or the Cartwheel. Good for evading f,f+2 or
    b,f+2,1,2(Jin). You could bait a WD by just standing there and popping the
    SS+4 out, and remember this move has priority over ALL punch attacks so don't
    worry bout being hit. When blocked, it causes stun even though its at a frame
    disadvantage. One of her most safest moves to pull out vs a Mishima.
    
    -WS+3... Moon Scent
    The all-famous WS+3 move that has saved my ass many times from a Mishima
    Okizeme. After being hit and grounded, you can pull this off while you are
    gettin up. Most of the time that type of attack from grounded position
    surprises them. It might be slow too some since its a WS move but don't
    forget iWS. You should use this a few times against the Mishimas, more Hei
    than Jin n Kaz because of the quickness of those two. It looks like it hits
    low, I think it hits mid but it gives you an advantage especially if you need
    to tag out.
    
    -WS+1.. Sparrow Gut Punch
    This move comes out pretty quick when done with the right timing and should
    only be used for poking and starting a combo attack such as d+1,WS+1,f+2,
    etc. There really isn't much to this move when it comes to helping you
    against the Mishimas esp. vs Kaz and his fast WGF.
    
    -1+4... Start of the White Heron
    ONLY USED FOR POKING.... do not throw this out every single time to poke at
    them. Never try to finish the string either, its too risky and too
    predictable. Its good to do against Hei because you have more of a chance to
    do a SS move once he tries to attack. Against Kaz, you'd be dead because of
    his mist step and vs Jin, EWGF will just stop you dead in your tracks.
    
    -3+4(for okizeme)... Cartwheel
    Just like it says above, you for okizeme. You can't ever throw this out
    against the Mishimas while they are not grounded because you will eat a
    (e)WGF GUARANTEED.
    
    VS Jin...
    One of the most powerful of the Mishimas because of his ability out of the WD
    is probably the HARDEST to beat w/ Jun. All you can really do is poke him to
    death w/ leg cutters n white heron starter. The best thing to play around
    with is f~f, for example.. you have two options out of it, f+2 or f,f+2 and
    the one that you should try the most is f+2 because she can fake it into a WS
    move, preferably WS+3. The use of f,f+2 becomes too predictable when you dash
    forward. SS+4 is always good to use, but risky against the WD. Since Leg
    Cutters have some decent range, you can try it against Jin's WD at the right
    moment of the dash. I think it keeps you clear of WS+2(also has good range
    too) too. Doing 1,4 will save you  here and there as it is a good poke to use
    against him. You are really limited in what you can do vs Jin because of his
    power and speed so poking confusing WITHOUT those stupid strings is the best
    chance you have against him.
    
    VS Hei...
    The Old Man, the patriarch of the Mishima Clan, is a bit less difficult than
    Jin because of his limited movelist. He doesnt have as much speed as Jin or
    Kaz. The best move against Hei would have to be 1+2 because some of his moves
    have blk disadvantage such as f,f+2 and B+1 and 1(after f+1,b+2). Hei's
    strengths are his WGF and his HS which is why hes kind of less difficult than
    Jin and Kaz. Poking is what needs to be done against because if you try to
    attack upfront on him, he'll kill you.
    
    VS Kaz...
    The FASTEST WGF in the game and theres really nothing you can do about it but
    block and pray you can hit afterwards. Why is Kaz so difficult for Jun?? his
    Mist Step, that move can destroy you quickly and I'm not talking about just
    doing f,n more like f,n,df+2, etc. Jun can beat him pokes but never try a B+1
    on him because of his quick WGF. Since Kaz's Mist Step used alone can move
    him anywhere, it gives Jun the advantage w/ her SS game because on 1 Mist
    Step, he could come to Jun for a guaranteed hit. Believe it or not FC,df+2 is
    a good move to be used against Kaz as a poke during a 1,1,2 or f+2 and I
    believe df+2. You have to keep your spacing as well especially when doing a
    WS move because his WS+2 will get you. Poke, poke, poke, poke is all Jun can
    do against him and every other Mishima. She is limited in what she can do
    because of how she is but she can give the Mishimas a run for their money in
    the right hands..
       -DReignMan-
    
    ************************************************************************************************
    ================================================================================================
    Kazuya Mishima
    ================================================================================================
    ************************************************************************************************
    
    Jin is your easiest bet. Since his Wind God Fist is high you can duck and
    just respond with Twin Pistons all the time. But don't carry on with this
    too long in case they get smart and go for Tsunami Kicks or Demon Paw. You
    can out WGF him, easily so get right to it. Use 1,1,2 to respond to any
    frame advantage you may get and make good use of d/f+2 on the countering
    scenes. If he tries to pitbull you with punch strings, as you block a 1,2,
    go for d/f+2 so if he tries it again you'll get a CH.
    Heihachi is much harder. You can't out WGF him so it'll be a war of
    attrition here. If you block his Twin Pistons, WGF his hide. watch out for
    EWGF as there's nothing you can do there. Also be very careful to block his
    hell sweeps or it's big damage for you. His WS game is pathetic compared to
    yours so don't worry. Like I said it's going to be a war of attrition here.
    Devil sucks, he has a few of your moves and some crappy moves of his own.
    Stick to basic tactics here, as long as you don't get hit by Devil Twister
    you shouldn't have much if anything to worry about.
    Against wave dashers, play defensive, unless you can do it too, in which
    case, go head to head and hope for the best.
       -Exar Kun-
    
    ************************************************************************************************
    ================================================================================================
    King
    ================================================================================================
    ************************************************************************************************
    First of all, King II has a crouch dash, too, and no one ever uses it.
    Possible moves out of the CD include not only the 1+4 and 2+3 chain throw
    starters, but an Ultimate Tackle (f,n,d,d/f,D+1+2...and its a 1+2 escape, no
    less) into the damaging 3+4 -> 1+2 tackle chain. Forego the punches, they're
    too easy to block. Also, using a hop kick at the end of the CD is a good
    idea as well, it continually surprises the crouching Jin players waiting for
    the ws+2. The last thing I'll mention is the SS+2+4~b Reverse Stretch
    Special Bomb cancel. Jin players especially love to watch King II whiff the
    grab and counter with whatever they want. I love to watch them crouch in
    eager anticipation of the grab and then eat a WS+4 standing kick followed by
    a (usually) CH b+4, BT+3 combo. It's not guaranteed by any means, but a Jin
    player will eat the WS+4 for sure, and then try something stupid and eat the
    b+4 as well. The fun is when they stand to block the WS+4 and the King
    player "forgets" to cancel the grab. Oops. Chain throw.
       -Kingus Maximus-
    
    ************************************************************************************************
    ================================================================================================
    Kuma/Panda
    ================================================================================================
    ************************************************************************************************
    I would just like to share some stuff that I have picked up while playing
    Kuma
    against the Mishimas.  I will not go into detail reminding you what to watch
    out
    for when going up against Mishimas, as I'm sure all players know their
    capabilities well.
    
    Kuma has certain attacks that are well suited to battle Mishimas:
    
    - d/f+2 : This move is quite under-rated and not used well.  Its Kuma's
    quickest
    and easiest launcher.  A simple juggle after it would be f+1,f+1+2.  You can
    use
    this against Mishimas in-close, as a main interrupter....however do not
    attempt
    this against their already-initiated Crouch Dash.  I have been hit doing
    that
    many times.
    
    - f+1 :  This is a good move that many Kuma players have come to know and
    love
    dearly.  Its used primarily as an interrupter in medium range (1-2 character
    lengths).  It leads to f+1~1~1 and launches on CH.  DO NOT use this move to
    combat a Mishima Wave-Dash or Crouch-Dash, as they go under Kuma's f+1 too
    often.
    
    - 2 :  I use this version instead of his f+2, mainly due to its speed.  f+2
    does
    more damage and moves Kuma forward but against Mishimas, its slower when
    compared to 2.  When your alternating quick pokes, you need the 2. Use this
    at
    your own discretion as a poking tool.
    
    - f+1+2 :  I should add here that in TTT, this move hits high 90% of the
    time.
    BUT when Kuma is 1-2 character lengths away, its classified as a mid-hit.  I
    use
    this mainly to catch the Mishimas when they are moving....follow it up with
    a
    1+2~f to get into Hunting Bear Stance and mix-up your attacks from there.
    
    - f,f+2 :  This is Kuma's high launcher, and thank God, it doesn't whiff as
    often in TTT as it did in Tekken 3.  You will be quite safe if it is blocked
    by
    Mishimas depending on the distance between the characters.  Its best used to
    punish a back-dash or Mishima crouch-dash.  Also use this to punish whiffed
    attacks, like EWGF or 112.
    
    - CH 4 :  I use this a lot and it can be a risk at times, due to its slow
    speed.
    I use it against any Mishima attack except 1,1,2.  After it, you can do a
    f+1+2
    for an easy damaging combo.  Its just one of the few tricks that you have to
    use, to win games.  Works well against aggressive Heihachi players, who like
    to
    poke. The CH 4 also stops/hits Mishimas when they are at the apex of their
    wave-dash....a handy tool indeed.
    
    - HBS (Hunting Bear Stance): The best moves out of this stance are- 1,2 and
    3+4.
    The 1,2 are two quick swipes that hit low and will stop any Mishima movement
    close to Kuma, and you have the added advantage of ending up in
    while-standing
    animation afterwards.  So you can do things like WS+2, WS+1~2 to make your
    rise
    safer.  The 3+4 is a rush-tackle which allows you some chance in mixing up
    throws and attacks after it is blocked.  Go for the Circus Roll throw after
    it
    which is tag-able.
    
    - d+1 :  Some say this interrupts the flow of one's own game.  BUT against
    Mishimas, you need everything you can lay your hands on.  Kuma's d+1 has the
    best reach in the game like king's d+1.  I use a d+1 anytime a Mishima gets
    close.
    
    |Summary|
    I play against the Mishimas, mainly interrupting with quick pokes, and doing
    tick damage.  I also try and use his CH 4 when I get the chance. I aim for
    the
    launchers like d/f+2 and f,f+2, and take off as much damage as I can.  Once
    I
    have the opponent Mishima wary of freely moving in-close to me, I start
    offense
    a bit more and start to use his standard throws.  I also use all the tricks
    that
    I can find, mainly bufferable throws like Circus Roll and Headbutt.  I take
    some
    risks like using Kuma's hopkick in-close, knowing completely well that if it
    is
    blocked, I can get punished big time.  Another main point to using Kuma
    effectively is to use the Tag feature, and keep replenishing Kuma's health
    and
    use your other character in the meantime.
    
    I'll end by saying that what is said above is my own opinion, and you do not
    have to agree with it.  Everyone plays characters differently, so experiment
    with what I have said and see what works for you and what doesn't.....and
    take
    it from there
    
       -Abrar Rana-
    
    ------------------------------------------------------------------------------------------------
    
    Kuma Anti-Mishima Strategy Prototype
    
    This part of the guide will follow the basic techniques a Kuma user can
    usually use against a Mishima player...keep in mind this is VERY beta and
    will be updated with more advanced tricks soon.
    
    Level 1 Mishima Player
    ->Jin Scrub
    ->Heihachi Scrub
    ->Devil Scrub
    ->Kazuya Scrub
    Level 2 Mishima Player
    -->Jin Intermediate
    -->Heihachi Intermediate
    -->Devil Intermediate
    -->Kazuya Intermediate
    Level 3 Mishima Player
    Coming Soon...
    
    Level 1 Staple Moves:
    
    f~1
    F~1~1~1
    f+1+2
    1+2
    |_~F
        |_3+4
    
    Uses:
    
    f~1-A quick poke which will stop your usual masher from starting the usual
    barrage of mashable moves like Heihachi's 1+2 and Devil's Lasers.
    Use: Often
    
    F~1,1,1-A quick juggling move version of the f~1 basically (at least at this
    level as usually blocks wont come into effect) I'd suggest using it as much
    as you want as long as you aren't insanely far away from your opponent, if
    your a beginner start with a simple repeat of this move but more advanced
    players will want to go for a juggle which you can find on one of Castel's
    Kuma Juggle Listing.
    Use: Very Often
    
    f+1+2-This move will be your move of choice for whiffed moves against scrubs
    abusing moves such as Heihachi's deathfist, simply block and attack, the
    fact they continue to mash will make it guaranteed.
    Use: Counter Move
    
    1+2-Use for punishing a blocked move with large lag time without many fast
    move followup's (i.e. a d/f parried or blocked u/f+4,4,4,4).
    Use: Interruption
    
    Followups to the 1+2- This is where the 1+2 starts to shine at this level,
    most scrubs DONT escape this, it does a good chunk of damage if you can tack
    on the 3+4.
    
    Specific Case Problems:
    
    Devil- Most players will NOT have a problem but some Kuma players have a
    hard time side stepping his laser, I'd suggest for these players simply just
    interrupting with a poke or ducking, more advanced players can try for a 3+4
    to duck under devils 1+2 laser then following up with an attack of your
    choice (timed based on point of attack  [more on this to come in next
    revision])
    
    Heihachi- Heihachi can be a pain to Kuma starting players, his b+2 may not
    seem like much but it can lead some players to insanity, I'd suggest
    attacking with pokes to keep him out of range.
    
    Jin- UGHH...this can be annoying, unless your facing a masher the danger of
    b+4 is always there, and starter Kuma players will ALWAYS have trouble
    escaping his, it really depends on the player's skill but usually your best
    bet is to just stand right up after his two b+4's, if the player uses a 1+4,
    1+4 then don't worry he usually will do VERY little damage and you can
    followup with a tag because your out of range.
    
    Kazuya- ALOT of scrubs one even touch Kazuya because they don't understand
    him..the few scrubs I have seen were all basically 1,1,2 abusers, go easy on
    the close range F~1,1,1's because of the free 1,1,2's and also worry about
    b+1+4 as they seem to use those a lot.
    
    Level 2 Staple Moves:
    
    f~1
    F~1~1~1
    f+1+2
    f+1, hcb,f+1+2 (advanced)
    2+4
    1+3
    f,f+1+4
    f,f+2
    1+2
    |_~F
        |_3+4
    Uses:
    
    f~1-Again this will be your main poking attack here I'd say use is in place
    of 15% of walking forward, its that safe a move about 75% of the time you
    use it, pokepokepoke!
    Use: Evil Poking Maniac Tool
    
    F~1~1~1-If you ever need to juggle ever, this is your tool, usually I'd say
    use f,f+2, but for my tastes this move is better (and easier to chicken if a
    reverse happy Jin player is the target) can be easy to stop at f~1 if your
    sure it wont get a CH hit
    
    f+1+2-Oddly enough this move basically has the same exact use as it does
    against scrubs as most intermediate's still will makes stupid mistakes with
    a long lag time (i.e. doing f,f+2[Heihachi or Devil] from way out of range
    thinking you wont backdash)
    
    f+1, hcb,f+1+2 -All I can say is learn this, I plan to go into this later
    but you will really want to learn this, most intermediate's wont throw break
    the move and will give you a free throw and tag, great damage too.
    
    Basic Throw's or Stone Head-I don't use this nearly as much as the above
    move but yes most intermediate's STILL wont escape just a normal thrown out
    throw.
    
    1+2-Still great for punishing moves but followups are rare for techrollers
    and those who use d+4 (FU/FT) I'd suggest it only when your REALLY SURE THEY
    WONT MOVE.
    
    Level 3 Mishima Staple Moves
    
    To be discussed soon.
    
       -Armorkingman-
    
    ************************************************************************************************
    ================================================================================================
    Kunimitsu
    ================================================================================================
    ************************************************************************************************
    	1+2 is great against high attacks. (Essence: Mishima 1,1 or 1,2 combos) Use
    f,f+4 a lot for interrupting and crouchers.
    
       -Brahma-
    
    ------------------------------------------------------------------------------------------------
    
    Kunimitsu Specific:
    
      General Mishima:  Like Yoshi, Kuni works bests in close range.
    
       F+3+4 is a nice get-in tactic since it also hits CDing Mishimas.
    
       -Celedor-
    
    ------------------------------------------------------------------------------------------------
    
    Against the Mishimas I usually mess with 1,2,1 to out poke em (as if there
    is such a thing).
    1+2 This ducks under all high attacks. I also sends em flying...lol.
    
    b+1+2 is a good defensive move. It stops just about everything!
    
    Learn to back dash to make opponent's whiff with the WGF. Then retaliate
    with a d/f+2 or f+1.
    
    Try u/b~b then 1+2 or u+1+2 for evasion tactics also.
    
    Try u/b~b d+1+2 when opponents rush and run at you.
    
    Try this annoying mix-up I discovered the other day...
    
    While crouching D+3. Press D+3 when they rush in. Tekken 1+2 cheese..LOL.
    Switch up with D+3+4 when they try and get slick. Remember that D+3+4
    juggles. Try D+B+3,3,3,4 or whatever. Do a f,f, N+2 real quick after a
    blocked attempt.
    
       -Kgunsurugi-
    
    ------------------------------------------------------------------------------------------------
    
    I'm getting better with using her d+1+2 disappearing act. It sucks against
    attack strings (Bruce's attacks for example), but when they like to use
    single strikes (WGF, throws, sweeps), I'll vanish and come up with a d/f+2,
    dashing throw or unblockable.
    
       -shauno-
    
    ------------------------------------------------------------------------------------------------
    
    About 1+2 - This move is pimp. Goes under Mishimas 1,1,2, goes under lots of
    high moves, it is just great. Easily one of the best news moves she has.
    
       -drumdude-
    
    ************************************************************************************************
    ================================================================================================
    Forest Law
    ================================================================================================
    ************************************************************************************************
    I have found that the best way to stop WGF with law is just by pressing 4
    right when you see them do the wave towards you. The Law kick will come out
    before the WGF and making it into a juggle........
    
       -heihajin-
    
    ------------------------------------------------------------------------------------------------
    
    I'd probably write a Hei FAQ myself, but anyway,
    here's an anti-Heihachi quote from my Law FAQ:
    	"The master juggler (no, he ain't no clown, dammit!) and, like I said, my
    second favorite character. If he blocks one of your juggle starters, it's
    almost all over for you cause his double uppercut (Essence: twin pistons,
    df+1,2) has almost zero execution time. But that goes for him too---if you
    block both uppercuts you can also retaliate with a Dragon Storm (b+1,2,1)
    and he won't be able to escape. Keep those in mind and generally just try to
    anticipate everything. He also has a very good high-low mix-up strategy (I'm
    talkin' Hell Sweeps here) that spells pain even if only one of his moves
    connect. Just jab a lot to prevent this and proceed with while-standing
    right kicks for a confusing game of your own."
    	The above strategy also works for WGFs. If you block one, it's pretty much
    over for him. But if he blocks a Dragon Storm, you better think of some
    other way to end it rather than the common uppercut or you're the one who's
    toast.
    	Hmmm...what else? Oh yeah, if he's a little far from you and crouch dashes,
    do any variation of Law's back flips. And if he uses a 1,1,2 strategy, just
    anticipate with your punch counters and juggle afterwards. If he jumps for
    you, most likely he'll do one of two things: kick your gut in mid-air or
    land with a sweep. Either way, a sidestep will keep you safe, and on the
    offensive---Double Dragon!!!
    
       -Joseph Christopher- (check out his LAW FAQ)
    
    ************************************************************************************************
    ================================================================================================
    Lee Chaolan
    ================================================================================================
    ************************************************************************************************
    Same as any character against Mishimas- don't use moves with long recovery
    unless your opponent is pushed back well out of range after blocking, due to
    the 1,1,2 and WGF. Lee's fairly well off in this regard. With him, stay
    close to your opponent, since Lee's got more fast pokes than Hei or Jin or
    Kaz. Just quick punch strings and quick kick strings. 1-2 jabs, a few
    punches of the machine gun rush, F+2,2, d/f+2 (and do a little juggle on CH,
    people never expect this from Lee), f+4, 4~4~4 , 4,u+3 (and chicken the u+3
    against Jin, Jin players always try to reverse it), and d+4,N+444 and
    d+4,4,u+3. All of these keep you pretty close to your opponent, minimal
    disadvantage if blocked, and serious damage if your opponent takes the 4 of
    the 4,u+3 string on CH :) Unusually, I wouldn't recommend using the advanced
    triple fang against Mishima players (it's usually one of my favorite moves
    with Lee), since you don't WANT to push them back. And as always at close
    range- throw every now and then (a pity that Lee has no throws with a 1+2
    break), and watch out for throws from your opponent. Luckily, Hei and Kaz
    share Lee's lack of command throws (and the Stone head isn't a throw
    commonly used during a close range poking contest), and most Jin players
    forget about theirs :) Either duck and WS+3,3,D+3,3 afterwards when they
    crouch dash or if you've got a little room use the b+3 kick, which always
    seems to hit them while they crouch dash and comes out pretty quick. I tend
    to find that Lee doesn't have too much to fear from Mishima crouch dashing,
    you just have to make sure not to start a high kicking string from out of
    range, but that goes for absolutely every character. Maybe it's due to me
    being really familiar with fighting against Mishima players, but overall I
    find that Lee has nothing special to fear from his adopted family. Stay
    close, don't get predictable with high strings, throw now and then, you'll
    be fine.
       -Raf K-
    
    
    ************************************************************************************************
    ================================================================================================
    Lei Wu Long
    ================================================================================================
    ************************************************************************************************
    	Use your Rush Punches a lot and refrain from staying too long in the Play
    Dead stance or even going to that stance at all, since each Mishima can very
    well counter that with a Hell Sweep. Low parry a lot and juggle
    afterwards...
    
    [Exar's Note: The following are quotes from JChristopher's Lei FAQ]
    Heihachi: If he blocks one of your juggle starters, it's almost all over for
    you cause his double uppercut has almost zero execution time. But that goes
    for him too---if you block both uppercuts you can also retaliate within UF+4
    to juggle and he won't be able to escape. Keep those in mind and generally
    just try to anticipate everything. He also has a very good high-low mix-up
    strategy (I'm talkin' Hell Sweeps here) that spells pain even if only one of
    his moves connect. Just jab a lot to prevent this and proceed with
    while-standing right kicks for a confusing game of your own.
    Jin: He has his father's uppercuts and his mothers little four-hitters, plus
    some moves of his own and the ability to reverse an attack. His main weapon,
    however, is that three-hit electric punch combo that's lethal if connected
    on a counter hit. A good strategy would be to use your Drunken Stance as a
    punch parry on his SECOND blow because 90% of Jin users expect a counter on
    their third punch and not their second. Most Jin users are probably planning
    to fake their third punch and throw you instead, but never their second
    punch. If, on a rare occasion, you fail and parry nothing, just gamble with
    a Staggering Slide.
    Kazuya: be careful never to fall prey to his "stunning" gut punch, as that
    is the move which he can always use to make you cry. Use your Rush Combo a
    lot, and always remember to fake your Razor Rushes into sidestepping stances
    cause he'll rarely see it coming. In case he knows better than to block your
    combos' second hits, quit right from the first one and proceed with a Dragon
    Falls.
    Devil: Their new sidestep uppercut is extremely powerful and has the ability
    to launch an opponent WAY up in mid-air, so use your Drunken Stance as a
    punch parry and follow up with an ender of your choice. Their moves also
    rely a lot on the oh so versatile crouch dash (F,N,D,DF) that can branch
    into a whole lot of things like Hell Sweeps and Wind God Fists so, as stated
    in my Heihachi strategies, try to generally anticipate everything, jab a
    lot, and proceed with while-standing right kicks for a confusing strategy of
    your own. Another reminder, if they happen to nail you with a high-damaging
    juggle from which you need to tag, it is highly recommended that you use a
    slide as an entrance cause they've probably already anticipated your tag and
    are preparing to shoot their cheappy laser beams. Lastly, don't think you
    can still run towards them when they do a mid-air laser blast cause they now
    have the ability to fly around you and shoot from behind. Sidestepping is
    the key...
       -Joseph Christopher-
    
    ------------------------------------------------------------------------------------------------
    
    	With Lei - well, you've the option of being a good old fashioned Lei scrub
    with the PLD, 3+4 or PLD,3,4 mix-ups (PLD to avoid launchers - or any other
    grounded position, for that matter). Watch for Jin and his b+4, though. And
    don't underestimate the effectiveness of 3~4  - you end up in Face Down/Feet
    Towards, from where you have the ability to mix-up between another 3~4 or a
    4~3 sweep to PLD (or 4~3,4 Rave Combo).
    	I've had some success with the f+3+4 punch parry while tagging in - I don't
    know that I'd try it against Jin - you can't count on him to go for a punch,
    not when he's got b+4 as well - but it works fairly well against Kazuya,
    since people tend to rely on his powerful punches. Haven't tried it much
    against Heihachi, but the same applies to him - you're more likely to be
    facing a punch than a kick when you tag in to a waiting Hei.
    	[Both] Lei [and Yoshi] [have]has the ultimate defense against annoying
    pricks who will score a hit at the start of the round then constantly back
    off and block and otherwise turtle from then on - energy recover!! Lei's 1+2
    from DRU [and Yoshi's d+3+4] [are]is a great way of forcing such a person to
    come to you - [with Yoshi you have the ability to teleport as they approach,
    and with any luck get a free hit/throw to their back!]
    
       -Josh-
    
    ************************************************************************************************
    ================================================================================================
    Ling Xiaoyu
    ================================================================================================
    ************************************************************************************************
    	Ling has some of the quickest jabs in the game. Her 1,2 jab string has a
    frame rate of 8x I believe. The Mishimas have a frame rate of 10 for their
    jabs. This means that Ling can out-jab a Mishima player all day. Always keep
    Ling moving. This means by doing her Triple sidesteps (ssr,b+3+4,ssr). Lings
    standing 4 can do wonders as well. on a CH d/b+1 is guaranteed. The Mishima
    family has to main weapons. The WGF and the Hellsweep.  Learn how to block
    the Hellsweep and stay out of WGF range. If you have to get in close make
    sure you are putting on pressure with simple strings such as these.
    1,2,d/f+1,2,1. And when you get knocked down from a hit or juggle don't
    always get back up. A WGF hit rolling or tech rolling opponents. The main
    weapon against the Mishimas are Lings jabs. Use them! Simple strings like
    1,2,4 can lead to juggles from the CH 4 at the end. On a blocked in close
    WGF the 1,2 jabs are guaranteed.
    
       -LingPanda-
    
    ************************************************************************************************
    ================================================================================================
    Michelle Chang
    ================================================================================================
    ************************************************************************************************
    Michelle:
    She is basically the same as Julia with a few EXCEPTIONAL differences which
    should not be ignored.
    The most obvious would be the elbows of Mich. On CH, the sky scraper Kick is
    guranteed and so is a f,f+1 etc juggle. Her elbows are really a good poking
    tool against the Mishima's because of its high priority and ability to
    interrupt even the almighty WGF.
    Again really, her standing 4 is an Indespensible tool along with her standing
    1. Although she has gained a substantial amount of SS moves, IMO only SS+2 is
    of any use against the Mishimas. Even then SS against a Mishima is way to risky
    if you ask me.
       -ILuvMomo-
    
    
    ************************************************************************************************
    ================================================================================================
    Nina Williams
    ================================================================================================
    ************************************************************************************************
    PLEASE SUBMIT!!!!!
    
    
    ************************************************************************************************
    ================================================================================================
    Ogre
    ================================================================================================
    ************************************************************************************************
    Essence: Words inside of a [] are for Bryan. Don't bother reading those
    unless you need Strategies for Bryan.
    
    
    	It's always hard to beat a good Mishima players since he has so many useful
    attacks and very few weaknesses. Most players will stay offensive on you and
    if you stay too defensive they'll try and throw you with f,f+1+2. It's best
    to try and attack cautiously, don't make any reckless errors since opponents
    can punish everything you whiff with an EWGF. Punish everytime they whiff
    the EWGF, since good players won't easily make the same mistake twice. Use
    the backdash into SS tactics (stairs) against godfist happy players, [DON'T
    try to punch parry it with Bryan, against all Mishima's this is important.]
    Don't get b+4'd, Jin players will try to set this move up with pokes
    offensively speaking. [With Bryan, use INSTANT ws+3 and f+4 to force Jin
    into a dashing/ss-ing game to anticipate a ch, don't whiff the startup of
    the 1,2,1 or 3,2,1 mix-ups to avoid a juggle. Use the 1~4,3,3_doom knuckle
    mix-ups cautiously to avoid getting ducked and ws+2'd. The df+1,2 after a
    left jab will discourage Jin players to duck all the time. What really puts
    Jin in advantage over Bryan is the Hellsweeps, which are hard to defend
    against if you allow a good Jin FREE MOVEMENT. That's why it's important to
    keep in busy with you body blows, f,f+4 and Gatling mix-ups.] With Ogre, his
    huge sidestep is a formidable weapon against those who constantly pressurize
    via wavedashing, if you and up at their side ss+4 or sidethrow them. Watch
    out for hellsweeps, [but] they are a [greater] treat for [your Bryan than]
    Ogre. [Bryan is a better choice to fight Jin, since he can adapt from
    offense to defense like Jin, while] Ogre isn't as well rounded and will be
    disadvantaged more easily. If they turtle too much go for [3,2,1, df+2, COM
    (with Bryan)] unblockables, FC+3,3,N+3_d+3, low attacks, throws (with Ogre).
    Especially low attacks with Ogre do well against players that look out to
    counter with EWGF all day, they are forced in ducking position making them
    vulnerable for uf+4's. Against Heihachi, you can play a little more
    offensively. [With Bryan, f,f+4 works well, if you set this move up, it's
    very safe, if it's blocked you still recover fast enough to block an EWGF,
    and use your 1,2,1 pacing mix-ups without too much trouble afterwards,
    perhaps even d+1 into C.O.M. Also, if you can anticipate to block the Twin
    Pistons (df+1,2) you can punch parry (b+1+2) the second hit.] His Hellsweeps
    are much weaker than Jin's or Kaz', [you can try to parry them], or block
    them, and punish with Ogre [or Bryans] WS-games. Don't get hit by b+1,
    either stay out of it's range or interrupt it. [Use your ws+3(ch) and
    f+4(ch) off b,b~f,f~ss-like movements to anticipate good counters,
    especially ws+3, which sometimes even beats the 1+2 and allows you to
    connect b+1~5.] I usually tag in Ogre with the snake kicks for big and easy
    damage after b+1. I wouldn't recommend Ogre against Hei, d+1 kills a lot of
    stuff Ogre can do from the crouch, one of his main strengths, you best bet
    is Ogres sidestep, and from mid-level range from standing position, enough
    range to connect the df+1, which allows free d+1's. Kazuya is probably the
    easiest among the 3 Mishima's to beat, [with Bryan especially since he can
    punch parry a lot of Kaz' powermoves. Go with Gatling mix-ups here, as well
    as df+1,2, uf+4 and throws (com). You can punish missed/blocked WGF with a
    throw, Mach Punch(f,f+2) or ws+1, which can be done from both standing and
    crouching position, since Bryan can throw and juggle in both ways.] Kaz
    players like to screw up your timing with f,N,df and f,N,d,df with the WGF
    and hellsweeps, and it leads to a formidable mix-up off the CD, and players
    often fall for it by staying in standing position. Stay in crouching
    position since WGF can also be blocked standing (it hits Sm) and punish with
    [Bryan or] Ogres WS-game (Infinity Kicks are recommended, first 4 hits are
    guaranteed once first connects), [or use a C.O.M in Bryans case.] Watch out
    for ws+2, which can lead to big damage loss, it's better than Ogres and
    can't be parried. With Bryan you can stay offensive without too much
    problems, with Ogre, you can count on a fairly even match. Against the
    Mishima's in general you cannot allow them to freely do crouch dash
    movements (that includes wavedashing), you must keep the game as small and
    the opponent as immobile as possible (especially with Bryan this works best
    with his various ways to mix up his strings). If you can't do that, [both
    Bryan and] Ogre will be hugely disadvantaged.
    
       -Renick-
    
    ************************************************************************************************
    ================================================================================================
    Paul Phoenix
    ================================================================================================
    ************************************************************************************************
    
    -If you see any indication of a crouch dash, do f+1+4.
    -If you see a Mishima sidestep, which most players don't generally do, get
    ready for 1,1,2 or Jin's SS+2 to counter. Most likely, they won't chicken.
    -Keep mid-distance. Use Paul's QCB,1 on aggressive Mishimas. On CH, you'll
    be able to run up and do QCB,3,2,2.
    -Also on aggressive Mishimas, use d+1,2 (chicken buffered), followed by
    f+1+4 since most will try to retaliate after the d+1,2
    -Generally, if you don't do f+1+4 when you see a crouch dash, just crouch.
    If they go low, you'll get a block stun for a WS+2. Their WGF hits special
    mid/high and the TGF can be seen coming a mile away and most people
    generally don't chicken a reversal.
    -Against a wave dasher though, it's a little more complicated. As usual, do
    f+1+4 or a standing 4. Standing 4 on counterhit will give you a deathfist
    for a minijuggle.
    -If a Mishima whiffs a WGF and you're close enough, go for his hopkick(s).
    You can get a pretty decent juggle. u/f+3,1,2,f+1+2
       -Assblaster-
    
    ************************************************************************************************
    ================================================================================================
    Prototype Jack
    ================================================================================================
    ************************************************************************************************
    PLEASE SUBMIT!!!!!
    
    
    ************************************************************************************************
    ================================================================================================
    Wang Jinrei
    ================================================================================================
    ************************************************************************************************
    I thought that maybe I could throw in my two cents about how to beat
    Mishimas with Wang....
    Some of the best tools to snuffing Mishimas are:
    b+1+3_b+2+4 (his reversal) Do not ever let a Shining Fister go unpunished
    with Wang. His reversal is Unchickenable when reversing left punches.
    Excellent tool. Will also reverse the first hit of the Demon Pistons
    (df+1,2) with no chance for the opponent to chicken.
    His normal right kick (4). This is Wang's best move to use as a WGF or even
    an EWGF interceptor. It does run risky, and you have to learn the timing for
    when to use it, but when it does hit, you can then tack on a guaranteed f+2
    on float when the 4 CH's the WGF'er.
    Just moving around in general (bb, u,N, d,N, QCF). Get yourself out of range
    from a WGF and then when they whiff, PUNISH them ALWAYS. A QCF+2 or hopkick
    usually does the trick and does plenty of damage and puts YOU on the
    initiative instead of them.
    
    -Siroccoh (Robby Stone)-
    
    ------------------------------------------------------------------------------------------------
    
    Got it. Sit back. Play good defense. The Mishimas can be annoying if in the
    right hands. People that like to throw a lot of jabs, after all Mishima's
    have the 1,1,2, just counter. I know that sounds dumb, but so long as you
    counter their left hand Wang cannot be
    chickened. I spent hours finding where the left punches were in all the
    strings used against me. DO NOT overuse Wang's db+4,2, this move is really
    good, but when overused it becomes your worst enemy. Only use this move when
    you are almost guaranteed a major counter. If the first part hits on a major
    counter then you set them up for a nice fat damage juggle. Poke a lot with
    the first two hits of Wang's 1,1,1, if they block the third hit, you are
    screwed. Also, remember this, many Mishima players get caught up in their
    incredible ability and will try to dazzle you for seconds at a time with
    their amazing crouch dash skills. If you notice a trend of more than two CDs
    in a row while they are next to you (you know, the wavestep) interrupt with
    either df+2,1, or you can usually grab them with a Waning Moon.
    
    -WangJin-
    
    ************************************************************************************************
    ================================================================================================
    Yoshimitsu
    ================================================================================================
    ************************************************************************************************
    	With Yoshi - b+1+4 is great against crouch dashes.db+2,2,2, 2+4 (just hold
    the last two, and hit 4) is great against anyone - especially those Mishima
    bastards who just wait for you to do stuff, block it, then counter with a
    WGF or something.
    	[Both Lei and] Yoshi [have]has the ultimate defense against annoying pricks
    who will score a hit at the start of the round then constantly back off and
    block and otherwise turtle from then on - energy recover!! [Lei's 1+2 from
    DRU and] Yoshi's d+3+4 are a great way of forcing such a person to come to
    you - with Yoshi you have the ability to teleport as they approach, and with
    any luck get a free hit/throw to their back!
    
       -Josh-
    
    ------------------------------------------------------------------------------------------------
    
    Yoshimitsu Specific:
    
      General Mishima:
    
      The largest strength of the Mishima is his crouch dash.  Range plays an
    important role here, since the Mishima's strongest range (crouch dash range)
    is one of Yoshi's weaker ranges.  Try and stay close to your opponent and
    keep the pressure up.  Note that if he blocks your constant poking,
    eventually he will be pushed out of poking range and will be able to fully
    utilize his CD options.  Make sure you slowly rack up damage with your
    pokes, and take full advantage of juggle opportunities.
    
      Yoshimitsu's Uppercut works well against the Shining Fists.  If he uses
    only the first two hits of the Shining Fists (1,1) then you can try and
    score a hit with Bad Breath (b+1+2,ANY).
    
      There will always be times when you will not be at poking range.  The
    Sidekick is a fairly safe move to throw out here since it hits opponents in
    the middle of their crouch dash.  Just don't be too predictable.  Good
    Mishima players will wait for you to wiff then retaliate with their WGF.
    
      Spinning Sweeps also work well against opponents who like to Crouch Dash.
      They are best started just outside the range of the non-delayed WGF.  If
    you do not use the Front Kick(F+4) after the second spin, then it is better
    to Spin to dizziness, since they can Axe Kick you before you do your rising
    Kick.
    
      Lastly the b,b+1<1 also works well since it takes a fairly long time to
    get started and will usually trick your opponent into started his crouch
    dash ... straight into your spinning saw blade!
    
      Avoiding the Puddle (u/b_u_u/f+4) is good against Hellsweeps.  Especially
    the u/b version.
    
      After blocking a hellsweep, immediately do the Raining Banish (FC, d/f+3)
    and follow up with the juggle of choice.  u+1+2, 1+2, ff+4 works well.
    
      vs. Angel/Devil:  This Mishima has the one of the lowest move counts in
    the game, but it is completely possible for one to win using Shining Fists,
    Twin Pistons, Hellsweeps, and WGF.  Everything else is just mixed in to add
    variety and a change of pace.  This is the easiest Mishima to use, and also
    the easiest to defeat.  His Devil Twister is a joke...Just block it and
    juggle him. The only thing to be wary about is that his Twin Pistons can
    outprioritize the Uppercut, so be more careful when using it.
    
      vs. Kazuya: Learn to escape his Stuns.  This applies to any character.
    
      vs. Heihachi Mishima: Use the Sidekick or Knee Bash to retaliate against a
    blocked Twin Pistons.  The Sword Counter vs. Crouch Dashing also seems to
    work better with Heihachi than the other Mishimas.
    
      vs. Jin Kazama:  Without a doubt the most dangerous of the Mishimas.
    Quick Thinking and quick reflexes are what will save you when fighting Jin.
    
      The Sword Slice can interrupt his Laser Cannon if started at a distance.
    You can also try Bad Breath if you've mastered how to get it out at the
    fastest time.
    
       Beware of WS+2..It can be a killer.  This is where Tag buffering your
    uppercut will really help, since Jin players like to crouch in order to
    utilize their wonderful WS+2 move.
    
       You can Sword Counter his Tooth Fairy with good timing for a monstrous
    juggle.  The Alternative is to block and uppercut (chicken buffered!).
    
       You can interrupt his White Heron String before the third hit with a d+1.
    
       If he delays his Laser Cannon, you can SS+1 for a CH juggle, or at least
    a free hit.  With proper timing a Sword Counter can also be done but I
    haven't mastered the motion yet and am not sure if it can be consistently
    done.
       -Celedor-
    
    ************************************************************************************************
    Conclusion.
    ************************************************************************************************
    
    Exar Kun says:
    Well this is it. The decisive guide on how to kick Mishima ass. Strategies
    from almost every Tekken Guru on the internet that we could find. If you
    still don't know how to beat them or still believe they're invincible after
    reaching this far, then you probably skipped right to the conclusion. Well,
    I hope this FAQ has taught you something on how to face off against the
    Mishima characters. Also finally I would like to thank Essence of Jr who
    first came up with this project and I would like to thank him for bringing
    me into it. It was a lot of fun to write.
    *NEW*
    I'm really sorry about the delay in releasing this new version, it was really
    my fault that it took this long to come out. More than likely, unless I get a
    lot of new submissions, this will be the final release of this FAQ. Originally
    when we started on this we envisioned a large FAQ consisting of a lot of user
    sent in strategy and tactics that would be a definitive guide. The feedback we
    got in terms of strategy was somewhat less than ecstatic but thanks to all of
    you who did contribute. Perhaps the Tekken community is not yet ready for a FAQ
    in these terms yet. Later.
    
    Essence
    Hope you enjoyed the FAQ. It was a tiresome experience and I hope to do
    another anti FAQ just like this one. You should be able to put up a worthy
    fight (if not beat) to a Mishima. Have fun. Looks like us Mishima players
    gots some competition now......
    
    ************************************************************************************************
    Tekken Sites.
    ************************************************************************************************
    In case you're looking for more Tekken information.
    
    http://tekkenzaibatsu.3dportal.net/index.html
    THE Tekken site to go to. They've got it all. Movelists, combos, frame data,
    FAQs and not to mention Castel's kick ass movies. Oh, and this place also
    has the most kick ass forum I've ever seen, period. Features galore. Mad
    props out to Castel and all the people who work on it for this one.
    If you have to visit just ONE Tekken site, this is the one.
    
    http://www.tekkentagtournament.com
    Namco's official site. Check here for updates often and for movelists and
    they've also got a forum for those heated discussions. Everything you expect
    from an official site. It's official but not much else.
    
    http://www.fighters.net
    They've got a great TTT section with all the FAQs and movelists etc. Check
    them out also for ALL the videos on the World Tournament that concluded a
    few months ago. Also check here for anything remotely concerning fighting
    games. Just recently got a forum.
    
    http://www.gamefaqs.com
    THE FAQ archive on the net. If you're looking for a FAQ and it ain't here,
    then it probably doesn't exist. They don't just have Tekken, they're got
    nearly every game in recent memory.
    
    http://www.tekkenzone.com
    This is a cool site run by a guy called Dohee-Kim, it has some great combo
    movies as well as movies on wave dash, crazy step and the like. Check it out
    also for videos of the recently completed Korean tournament. They have a pretty
    nice board too. Dohee is quickly making a name for himself in this regard,
    check it out.
    
    http://www.counterhit.com
    This is a cool page run by SauerKraut, it has a nice little analysis on the
    difference between WGF and EWGF not to mention some nice movies.
    
    http://www.tekkensalute.net
    This is probably one of the best forum sites. Go here or Zaibatsu if your
    looking for forums. Salute's forums have been around for years and feature some
    the most informative threads out there.
    
    http://titan.spaceports.com/~tekken/main.html
    Tekken Oblivion has a large collection of stuff that has been archived here.
    If you missed the Asian Champs videos, here's where to get them.
    
    http://www.geocities.com/TimesSquare/Bridge/2700
    Abrar Rana's page. You can get some nice Kuma videos here. There're also
    guides created on site for various characters in the game and a special
    section where articles are placed about various subjects concerning Tekken.
    
    http://apollo.spaceports.com/~3xlei/index2.html
    Great movie archive by Triple Lei including movies done by DigitalLee that are
    very good and also not availible anywhere else since his it closed down. There
    are also other Japanese movies here and fight movies among other things.
    
    http://www.kovito.com
    I'm not sure if I should've mentioned this site.It's the Korean gaming league's
    site.If you can find your way around, you can snag fight movies of Korea's best
    competing.Good movie quality as well.
    
    ************************************************************************************************
    Acknowledgements.
    ************************************************************************************************
    
    To us, Essenceofjr and Exar Kun for writing the damn thing.
    
    Mark Kim and Kao Megura for their excellent copyright. Kao, dude, you've
    been retired long enough, and even though you've gotten screwed by people
    more times than ever, you're an inspiration and you need to get back to
    work.
    
    To Catlord for his excellent Tekken movelists. How he finds all those moves
    is anyone's guess. Keep up the good work man, and make another psychology
    FAQ:)
    
    Castel and the tekken zaibatsu staff for making the most kick ass site out
    there and for having those awesome movies. Castel you're a damn juggling god
    man. And where else can you get all that great and essential frame data?
    http://www.tekkenzaibatsu.com
    
    The following list is of the people who really made this FAQ unique. Our
    contributors. They have provided this FAQ with multiple viewpoints and
    strategies and without them this would just be Essence and Exar raving along
    all day long. You guys deserve big props and much thanks.
    Abrar Rana         : Kuma/Panda
    Armorkingman       : Kuma/Panda
    Assblaster         : Paul
    Brahma             : Kunimitsu
    Celedor            : Yoshimitsu, Kunimitsu
    Domingo            : A.King
    DReignMan          : Jun
    Drumdude           : Kunimitsu
    Grim Walker        : Alex/Roger
    Heihajin           : Forest Law
    HwAOrAnG13         : Hwoarang
    HwoaRang's Talon   : Hwoarang
    ILuvMomo           : Julia Chang, Michelle Chang
    Jjt                : Devil Twin Piston info
    Joseph Christopher : Forest Law, Lei Wulong
    Josh               : Yoshimitsu
    Kingus Maximus     : King II
    Kgunsurugi         : Kunimitsu
    Ling Panda         : Ling Xaiouyu
    Locke              : Hwoarang
    Pimpitsu           : A.King
    Raf K              : Lee ChaoLan
    Renick             : Ogre, Bryan, Ogre moves info and information on fighting
    Twin Pistons
    Siroccoh           : Wang
    Shauno             : Kunimitsu
    The Blacksmith     : A.King
    Trekk              : Jacks in General, Gun Jack, P.Jack, Bruce
    Tysan              : Mishimas in general summary
    Wangjin            : Wang
    
    These character have no submissions. C'mon, someone must know how to play
    with them:
    Eddy Gordo
    Jack-2
    Ganryu
    Nina Williams
    Anna Williams
    Baek Do San
    True Ogre
    Versus Wave Dash Strategies
    
    We are still accepting submissions in any category so if you think you have
    a strategy that needs to be up here, then e-mail us. It would be very much
    appreciated.
    exar30@hotmail.com
    essenceofthejin@hotmail.com
    
    Namco, for making the greatest fighting series of all time and for
    continuing to bless us with these wonderful games.
    
    To the sites that posted our FAQ for all to see. Thank you.
    
    To you, the reader for choosing to read our FAQ. We hope it helped.
    
    
    
    *********************************************END************************************************