EWGF Input Guide — the f,N,d,d/f+2 Just Frame
The hard part of the EWGF is not the motion but pressing d/f and button 2 in the same frame. This guide is about catching that one frame.
What the EWGF is
The Electric Wind God Fist (EWGF) is the signature move shared by Mishima-style characters. The command is f,N,d,d/f+2, written 6N23+2 on this site. With the same motion, button 2 in the same frame as d/f gives the EWGF; one frame late gives the normal Wind God Fist (WGF). The EWGF is faster and safe on block, which is why every Mishima player drills it.
Four pieces of the input
| Step | Input | What it does |
|---|---|---|
| 1 | 6 | A short forward tap that starts the crouch dash. |
| 2 | N | Release to neutral, separating forward from down. |
| 3 | 2 | Down, ready to roll into d/f. |
| 4 | 3+2 | d/f and button 2 in the same frame. |
Steps 1–3 are the crouch dash (wind god step). Nearly all of the difficulty sits in step 4: the moment you roll into d/f and the moment you press the button must land within 16.67ms.
Why you get a normal WGF
Mishima Dojo rounds each input time to the nearest cell of a 60Hz grid and compares cells. There are three outcomes.
- Same cell: EWGF.
- Button in a later cell: WGF. This is the most common miss, usually from pressing the button after d/f is “fully in”.
- Button in an earlier cell: the button came before d/f and the attempt is shown as a miss.
The ms value in the result shows how far the button was from d/f. If it is always positive (late), press earlier; if negative, a touch later. EWGF ×20 charts these values as a histogram so you can see which way your misses lean.
Turning it into a feel
- Do not press after d/f; treat rolling from d into d/f and the button as one motion.
- On keyboard or leverless, hold down and press forward and the button together as a chord.
- On a stick, trying to stop exactly on d/f makes you late. Press as the stick passes d/f; you do not need to park it there.
The no-neutral 623
6 2 3+2, going straight from forward to down without neutral, is also accepted as an EWGF. Mishima Dojo judges it on the same path and shows the skipped neutral as 0 in the input log. Some fast hands prefer 623, but on a stick the path from forward to down can brush d/f and scramble the command, so pick whichever is more reliable on your device.
The f,N,d/f+2 shortcut (Mist Step EWGF)
This route skips down entirely: 6 N 3+2. With one step fewer it is, in theory, the quickest way to get the move out, which is why it is used for tight punishes. Mishima Dojo counts it as a success when d/f and button 2 share a cell, and additionally marks it fastest when forward and neutral each lasted no more than one frame.
“Fastest” on this site means the input conditions were met. It does not guarantee a particular startup frame in the game or that a specific punish works.
Practice plan
- Repeat a standing EWGF in free practice. When d/f and +2 appear on one line of the input log, they were in the same frame.
- Record your rate and average offset in EWGF ×20. Move on once you pass about 80%.
- After the wave dash, use Wave EWGF ×10 to finish a dash with an EWGF. A lower rate than standing is normal.
- In matches you will often dash forward (
6 N) straight into an EWGF to close distance. The app labels this as a dash EWGF.
Common mistakes
- Missing 6N2: pressing only d/f+2 gives a different move (d/f+2), not the EWGF. Start again from forward.
- Button too early: over-correcting a late habit into an early one. Adjust in small steps until the histogram centres on 0.
- Holding down too long: hesitating on down breaks the rhythm and the button timing with it. If the input log shows a long hold on down, just pass through it.