Below is the character ranking list from the Tekken Zaibatsu community which was compiled and headed by Slips. The original ranking can be found here.

Devil Jin
Punishment: 5/5
1,1,2 is Devil Jin’s main punisher from -10 through -13 situations. It yields over 20 damage with good wake-up opportunities. From -13 beyond, Devil Jin also gets d/f+4,4 for 26 damage.
-14 and beyond, Devil Jin can punish with EWGF (Electric Wind God Fist; f,N,d,D/F+2) and launch the opponent for good damage.
Devil Jin has among the best WS (while standing/rising) moves in the game to punish low moves and ducked throws. WS+2 launches and WS+4,4 does great damage.
For moves that push back, such as Paul’s deathfist (QCF+2), Devil Jin can punish with f,f+2 or a well timed DEWGF (Dashing Electric Wind God Fist).
Offense: 5/5
Hellsweep, one of the best lows in the game, unseeable, over 40 damage with wake-ups. Now give him a 10 frame throws that does over 50 damage and you absoulutely murder turtles. With ff+2 and u/f+4 as safe mids and ws+2, ducking isn’t the best option either. Sickness.
Whiff punishing: 5/5
EWGF and dashing EWGF is pretty much it and all he needs. He also has ss+2 and u/f+4 for safeness as well. Pretty much EWGF bakes the cake though.
Keep out: 5/5
EWGF, a 14 frame move that will do half life on hit, good range, fat hit box, unpunishable, and not easy to punish on whiff.
Wake ups: 3/3
Almost all his juggles end in d/f+1,2 which sets up an incredibly sick wake-up game. A practically free hellsweep mixed with a ton of other things to wreak havoc.
Damage: 3/3
His df12, hellsweep ender does more then half life. Laser throw is followed by more damage and maybe even wake ups. Stupid.
Overall Rating: 26/26

Heihachi Mishima
Punishment: 5/5
Twin Pistons, prolly one of the best punishing moves in the game. Anything -13 is destroyed, which is A LOT. -10 he has 112 which is good in itself. -12 he has 1+2. Can punish long range moves with death fist, blocking low pokes he can get ws+4,4 and throws and sweeps and can stand up and twin piston. Stupid.
Offense: 4/5
Hei has got some ridiculous mids in ff+2, f+4, d/f+1+2, deathfist, 1+2, b+2 and the list goes on. Although he doesn’t have any scary lows or throws, they are just enough to get the job done. Single hellsweep is annoying and provides a good guessing game afterwards, on CH he gets a juggle. Low backfist gives him frames, fc d/f+4 does nice damage to set up Hei’s sick wake-ups and his throws provide great wake-ups if they get off.
Whiff Punishing: 5/5
Like DJ, he’s got EWGF and deathfist if they are abusing lows. Not to mention easy-ass twin pistons if anything is whiffed up close.
Keep Out: 5/5
EWGF, like DJ’s does half life, fat hit box, hard to punish on whiff, unpunishable. He also has d+1 which is solid as well.
Wake ups: 3/3
He’s got the stomp, hellsweep and low backfist, all good options for hitting grounded opponents. He doesn’t have a mid option that hits grounded, but if you want to avoid the ground hit you gotta come up to duck, and with Hei’s mids, thats not a very good time. d+1 also keeps you from moving so he can setup his damaging lows if you lay there.
Damage: 3/3
EWGF and ff2 combos do half life. He also does about 60 damage from a 13 frame move.
Overall Rating: 25/26

Kazuya Mishima
Punishment: 5/5
112 and 122 for -10. 1+2 for -12 which is one of the best in the game at that frame disadvantage. EWGF from -14 on up. TP is a huge launcher that punishes a ton of lows and does around half life, when lacking in range he has ws+4,4 which still does a nice chunk. For even longer recovering lows he has ws+2 which also does around half life
Offense: 5/5
With mid like f+4, ff+3, d/f+1,4 d/f+1,2 d/f+2 and lows like d/b+4, HS, d/b+3 he’s got all he needs to break a turtle down.
Whiff Punishment: 4/5
He doesn’t have enough to punish low pokes/low jabs. EWGF covers all the rest, which is the only reason he’s still around the 4 area. he lacks a quick, long range move like DJ’s ff2 or Hei’s d1 or deathfist. d/f+1,4 works as an OK mid punisher at best, but it doesn’t come out too quick.
Keep Out: 5/5
EWGF, a 14 frame move that will do about half life on hit, good range, fat hit box, unpunishable, and not easy to punish on whiff.
Wake Up: 2/3
Kaz’s d/f+3 hitting grounded is a great addition to his wakes ups as he now has a safe mid option to go along with the pluthera of lows that already hit grounded like HS, d+4 stomp and d/b+3. If d/f+3 hits a moving opponent he gets a free d/f+4,4 or d/f+1,f+2 spike. If it CH’s he gets a juggle. Kaz has great moves to hit grounded opponents but doesn’t have too many scenarios to set up his as most his juggles will end in d/f+4,4 or ewgf, his spike juggles often leave the opponent too far away to set up any nasty 50/50’s and his catches do not reset. If they did, this would easily be a 5.
Damage: 2/3
Damage in the low to high 50’s, low 60’s and if your super good mid 60’s.
Overall Rating: 23/26
Feng Wei
Punishment: 4/5
-8 Feng gets a b+1, nothing special, but something. -10 he gets 122 which does good damage and good offensive options afterwards. Anything -13 gets reemed with b+1+2 and -15 he gets a launch with hop kick. For lows he has ws+4 for -11 and a good ws+2 and ws+3 for ducked throws and sweeps. Not THE BEST punishment, but definetly better than average.
Offense: 4/5
Feng has got a lot of options to break a turtle down. Great mid pokes like b+4, and d/f+1 are safe and annoying, d/f+3 as a near unpunishable mid launcher is a big help as well. ff+2, d/f+2,2 are also good. He has great low pokes with d/b+3 and d+2. Gaining frames and mixing ss+4 with ss d/f+3 is a nasty guessing game as well. Equipped with a good double breaker Feng has a good arsenal, if he had a unseeable sweep from standing he’d be a 5 no doubt.
Whiff Punishing: 4/5
b+1+2 as his main whiff punisher, its super fast with good range and can catch any twitch of a whiff from his opponent. For bigger whiffs he has u/f+4 and ss+4 deserves an honorable mention. Nothing outstanding, but good.
Keep Out: 5/5
b+4 is prolly the hardest move in the game to punish on whiff. It tracks extremely well so ss’ing it to punish is not an option, extremely fast at 11 frames and nice stubby range so you must be extremely close to Feng in or to try and punish it on whiff which is risky. d/f+1, d/f+4 is also decent.
Wake up: 3/3
Feng’s abaility to stay on you after a combo is almost 2nd to none. Most of his combos end in f+4,3 which gives him a horrible guessing game of d+4,1+2 or stomp. The only way out of the stomp is to move, and if you start moving d+4,1+2 will catch and he continues his rush down from there. He also can skip the guessing game and just do a d+4 to sacrifice damage but keep his rush down available. With good wakes off his other juggles and throws as well, his wakes are top notch.
Damage: 2/3
His combos in themselves do good damage alone, then with wake-ups there’s a good chance you’ll lose more.
Overall Rating: 22/26
Julia Chang
Punishment: 4/5
Julia has f+2,1 and 4 for -10 which is ok at best. -14 she has d/f+3 which is just ok, -15 she has hop kick and -16 being d/f+2,1 and with moves that push back she can get either elbow, 4~2,1 or sometimes even ff+3 which is better than most characters. Blocking low pokes she gets ws+4 and blocking sweeps and ducking throws she gets hop kick.
Offense: 4/5
Mad Axes as her main tool, not even the best throw breakers can say they can break all throws against Julia. 4~2,1 is a good addition as a low poke being only -2 on hit and fc guessing game works as well. Her mid being d/f+1, d/f+3 is nothing special but gets the job done. If she had an unseeable sweep or fast 1 or 2 breaker and/or a more powerful/ranged mid, she’d be a 5.
Whiff punishing: 4/5
Elbow elbow elbow along with d/f+2,1, ff+3 and f+3~1, there’s nothing she can’t punish on whiff. ff+3 is a grat whiff punisher, dos about half life and only jab punishable with some good distance on it. For safeness she always can do elbow into wakes. d/f+2,1 is great for when a move is ss’ed but risky and f+3~1 is great for punishing move from long range but is high and no real wake-up afterwards.
Keep Out: 5/5
Magic 4 does half life, 121 does over half life. Elbow is extremely annoying as well. Her hop kick is also a good keep out do to its many variants and it also doing about half life
Wake-ups: 2/3
Julia’s wake-ups are pretty disgusting if you try and get up, 4~2,1 makes Julia a nightmare on wakes to the point to where its always best to just lay there and take the hit. Although she really doesn’t have too much that hits on the ground besides d+3, commited laying opponents will eat her u/f,N 3’s and 4’s for chunks of life. She needs something from standing that does decent damage to give her a 3.
Damage: 3/3
Has bar none the most damage combos in the game that also wall carry into one of the worst wall games in the game. Any launcher is half life or more with wake-ups. Mad axes with renowned wake-ups and 4~2,1 a safe d/f+3 now make her offense much scarier than in 5.0.
Overall Rating: 22/26
Craig Marduk
Punishing: 3/5
His punishing is OK. 10f 2,1 which gives decent followup, f,f+2 for ~13f, d/b+2 at -14 and d+2,4 at a close -15. -16 is where he gets d/f+1 and -17 he gets d/f+3,d+1 for good damage (60’s to mid 70s).
Offense: 4/5
Marduk is all about mount, you simply can’t break them all so you have to find ways to counter, of which he has counters for counters so you just have to guess when he starts charging. He also has decent lows with d+4, d/b+4 and fc,d/f+4. He also has solid mids as well. If it wasn’t for mount his offense would just be average, but with mount it knocks him up a notch.
Whiff Punishing: 4/5
d/f+3,d+1 is a great whiff punisher for 70’s damage. b+4’s range is proposterous.
Keep Out: 5/5
Cornered Beast changes the way you have to play the game because this is so good. He also has magic 4 and d/b+1+2 for times when you think you have everything figured out on how to attack him. There’s no safe way to go after Marduk.
Wakeup: 3/3
Marduk is an oki monster. Most of his combos end in a slamdown or airthrow for wakeup options. Ground grabs into 50’s damage combos for lie and sideroll, d/f+3,1 pickup into 50’s damage combos for backrolls. A boatload of mixups for stand. Basically, get up the wrong way against Marduk and you lose a shit ton of life.
Damage: 3/3
Whiff his df+3 whiff punisher does great damage with good wake-ups, d/b+1+2 is a necessary high risk/high reward move. ws+3 does ok with great wakes and mounts do siezable damage with great wakes as well. When Marduk hits you it usually hurts pretty bad.
Overall Rating: 22/26
Bryan Fury
Punishment: 5/5
1,4 for -8. -10 he has 2,3 for 24 damage, and for -10 moves with pushback he has f+1,4 which is prolly the best long range -10 punisher in the game. -13 on up is jet upper, ties Hei as the best -13 punisher in the game. Bryan also has a decent ws game with ws+3, ws+1 for ducked throws and ws+2~F for blocking sweeps. Mach Punch is also the most consistant long range punisher in the game, punishing all push back moves with ease like blazing kick and Hei’s ff+2.
Offense: 4/5
To maximize Bryan’s offense you need to be a master of the taunt, otherwise his offense is probably a 3. Taunt into 1,4 is cheap, and taunt into jet upper is ridiculous. Otherwise, your probably left doing his low pokes that aren’t bad such as d+3, d+4 and d/b+3, all are pretty decent. d+4 is very safe, d/b+3 does good damage and crushes and d+3 gives frames on hit. Has a ton of mids like 3+4, u/f+4, d/b+2, d+2,3 and the list goes on. His throws have good wakes as well, solid stuff all around.
Whiff punishing: 3/5
3_4, b+1 and jet upper as his main whiff punishers. 3+4 is fast with good reach, b+1 has good reach as well and gives a frames on hit and block. Jet upper is good for in close whiff punishing but not easy to do and unfortunetly high. His whiff punishing is good, but no crazy damage for punishing whiffs from afar.
Keep Out: 4/5
3+4 is a nice quick mid that has great range and not easy to punish on whiff unless your lookng for it. If you keen on punishing it on whiff 321 will keep them honest. Magic 4 even harder to punish on whiff and does decent damage on CH. u/f+4 as one of the better crush moves in the game. His jabs witht he range of f+1 are good as well. d/b+3 is also solid. Besides u/f+4 which is slow and eaier to punish now of whiff, he really does get a whole lot of damage for people coming in, but it is solid nonetheless.
Wake-ups: 2/3
Throws wake-ups are really strong after 2+4 throw and double break throws and 1+3 leads to guarenteed d+4’s and continued wakes from there on out. Juggles ending in d+3,2 also allow Bryan to run up for oki for guessing game with his low pokes mixed with solid mids and unblockable taunts. His wakes aren’t ridiucous, but really safe and really annoying.
Damage: 3/3
All launcher do mid 60’s or more. Best punishment in the game hand-down. Bryan makes the smallest mistakes seem huge.
Overall Rating: 21/26
Ganryu
Punishment: 1/5
His -10 punishment is the worst in the game with nothing but the headbutt. -13 he gets a nice chunk with d/f+1,4 and -15 he gets no launch and has to settle with d+1+2. f+2 consistantly hits long range attacks.
Offense: 5/5
d/f+2, d/f+1, d/f+3 d/f+2+3, 1+2, d+1+2 and the list goes on with his amount of safe mids and good lows.
Whiff Punishment: 4/5
df2 for ss/close whiff punishing, and ff1+2 for all other whiff punishments.
ff1+2 leading into combos hurt.
Keep Out: 5/5
d/f+1 has great range, extremely annoying, hard to punish on whiff and if you try he has canned d/f+141 to keep you honest. For greater damage he can do d/f+2, d+2 is alos a long range low poke that is practically unpunishable and goes under a lot of other character’s keep out moves.
d/f+2 at close range, ff+1+2 at a distance and ss+1 at close range as well. All of these lead to high damage and wakes, above average for sure.
Wake-up: 3/3
No contest here. 1+2, d+1, df+3, f+2 is all he needs.
Damage: 3/3
Good damage whith his launcher followed by ridiculous wake-ups, or you can do the full combo for still good damage. His lows do great damage with little consequence against most characters as well.
Overall Rating: 21/26
King
Punishment: 4/5
-10 King get a a nice 2,1 that gives a lot of frames. -14 he gets a good poke with d/f+1,2 and -15 its hop kick for half life. With low pokes he can punish with the modest ws+4, but after that hop kick and fc,d/f+2 are very nice -10 gives 1,2/2,1 -14 gets d/f+1,2 -15 gives hopkick into half life. Blocked lows get murdered. -11 gives ws+4 and blocked sweeps get FC d/f+2. Sometimes even hopkick off certain lows. b+3 punishes things like blocked deathfist.
Offense: 4/5
Shining wizard and gs alone are a nasty mix up. With other great throws like tombstone and muscle buster, along with low pokes like d/f+4, d/b+3, multi’s and great mids like f+3, f+4, ff+4, d/f+1,2 and even crouch grabs for fun. Hell with the damage hop kick does, its practically worth going for also if he needs to make a comeback.
Whiff Punishment: 3/5
Hop kick for up close for a ton of damage, fc d/f+2 is a good whiff punisher at a distance but unfortunetly you do need to be stuck in crouch to do so. b+3 is solid for distance as well, but nothing special.
Keep Out: 4/5
b+1, d+1,2, d/f+3 and a ridiculous hop kick into half life make attacking King riskier than most.
Wake Ups: 2/3
u/f+3, d/f+3, d/f+1,2 d/b+3 and ground throws are all solid moves to nail people moving or laying on the ground. Good safe moves, but no horrible 50/50’s to make his wakes a 5.
Damage: 3/3
His shining wizard combos all do half life, no CH needed. His throws do at least 1/3 of your life plus wake ups. When King hits you he hurts…bad
Overall Rating: 20/26

For Heihachi is the greatest player of T5
Is there any specific diet that you could advocate for someone that is 220 and 6’4? I’ve got a hard time losing weight too.