Follow TV Tropes

Following

Characters / Tekken 1 Base Characters

Go To

All spoilers of games released before 2010 are left unmarked.



    open/close all folders 
    Paul 

Paul Phoenix

https://static.tvtropes.org/pmwiki/pub/images/paul8_890.png

Classic Outfit

I'm in top condition!

Origin: USA
Fighting Style: Integrated Martial Arts based in Judo
Appears in: All mainline games, Tag-Tag 2, Revolution

Voiced by: Scott McCulloch (1 & 2), Eric Kelso (3-5, 6; Battle Voice Only), Dave Mallow (5; Endings Only), Jamieson Price (6; Intro, Win Pose, and Cutscenes Only, Tag 2 onward; current, Bloodline; EN), Hōchū Ōtsuka (Bloodline; JP)

Self-appointed "toughest man in the universe", the only guy to ever fight Kazuya to a draw, and one of only two people to beat Jin in a tournament match (the second being Hwoarang). Afterward, he is eager to settle the score with Kazuya but always encounters bad luck with the situation, especially with Kuma I and Kuma II, who ends up as his true rivals of all people. By the time of the 5th tournament, he is highly in debt to the government, and in 6, he teams up with Marshall Law and Steve Fox to split the prize money three ways. This ultimately doesn't pan out, forcing him to enter the 7th tournament to try and make ends meet again. Unfortunately, with Heihachi's death, the tournament is canceled, leaving Paul with only a fraction of the prize he could have achieved. This forces Paul into destitution, and knowing that the 8th tournament will be his final big chance to finally clear his debts, he teams up with his friend Law once again in order to split the prize money between them should either of them win.

He did manage to defeat Ogre. But he wasn't declared the winner because he left without witnessing the birth of True Ogre, which Jin promptly beats. He also beat Heihachi and Jin (in reaching Ogre) and tied with Kazuya. So far, he is the only character to maintain a positive net victory against the Mishima clan.

Paul is a hard-hitting short-ranged fighter emphasizing a 50/50 mixup. With many of his moves swaying Paul back and forth, he can greatly capitalize on whiff punishment with extremely damaging moves such as Demolition Man or Deathfist. He wants to be in his opponent's face, constantly getting them to guess his mixup to get the most out of his kit.


  • A Friend in Need: In Steve's bio in 8, Paul (along with Law) helps him re-ignite his fighting spirit and intention to carve a new path as Steve's down in the dumps after being rejected by his birth mother (Nina). Despite their failed teamup in 6, it seems that a genuine friendship was born from it and Paul intends to honor that by being there when he needs it.
  • Adaptation Personality Change: Downplayed and inverted to a degree. Bloodline actually snaps Paul's characterization backwards to something more reminiscent of how he was portrayed in Tekken 4. He's still plenty self-confident, but not to overly-exaggerated levels like in 5 onward, making him a lot more down-to-earth.
  • Adaptational Wimp: In Bloodline. While he's no slouch, he's beaten by King (who in turn gets beaten by Jin) rather than being undefeated in the tournament (likely including defeating Jin) and taking down Ancient Ogre in Tekken 3.
  • Animal Nemesis: His rivalry with both Kuma. Against Kuma, 2-0. Against Kuma II, 2-1 per canon.
  • Anime Hair: Paul's Polnareff-style flattop is a distinct part of his character design. He also has a "Tall Paul" style that increases the flat-top's length to ludicrous levels.
  • Arrogant Kung-Fu Guy: He has an ego as large as his flattop but does have plenty of muscle to back up his grandiose claims.
  • Awesome, but Impractical: Paul's Burning Fist is similar to Ralf's Galactica Phantom from the The King of Fighters series, being a Megaton Punch that does ungodly damage, but has a long wind-up time during which the opponent may attack you. Unlike Ralf, he doesn't have Ralf's usual benefits of being Immune to Flinching during the windup or his range.
  • Badass Biker: His usual alternate costume. Fated Retribution makes this his default outfit. 8 more prominently shows him on his bike in some intro and win-poses, including one where he does a wheelie!
  • Badass Normal: True, near enough every fighter in this series qualifies; however, Paul is currently the only canonical fighter to have defeated every significant member of the Mishima Clan, defeated two bears with his bare hands, and even went 1-on-1 with the God of Fighting and would have won if it wasn't for a last-minute transformation (which he didn't stick around long enough to witness). All of this using nothing but raw skill.
  • Boisterous Bruiser: The older Paul gets, the more bombastic he becomes about his fighting skills and confidence.
  • Celebrity Resemblance: With his hair down (which can be seen for the first time in 4), Paul looks really like Triple H. They even share the same first name.
  • Challenge Seeker: He's never content with merely being the toughest guy on Earth. Next up, the entire freakin' universe! In 5, he begins contemplating taking on aliens in outer space, despite lacking the means to get out there...
  • Clothing Damage: In 8, if Paul does his Rage Art while wearing his default costume, as he flexes his arm before the final punch, his biceps actually blow up his shirt's sleeve, and it will stay that way for the remainder of the match. Unfortunately this doesn't work on any other outfit or customization he has.
  • Cloud Cuckoo Lander: His obsession with proving himself to be the "Toughest in the Universe" leads him to the logical conclusion that he must eventually go to outer space and challenge some aliens. In his 5 ending, he issues a provocation to any aliens out there listening... Turns out, he may have gotten the attention of a few.
    Any time! Any place! BRING IT ON, YA ALIENS!!
  • Counter-Attack: Paul's Judo skills make him adept at catching and reversing punches and kicks. Do this to a move like King's frankensteiner or one of the Mishima's flip kicks and Paul will Powerbomb them.
  • Demoted to Extra: In the first game, he is The Rival to Kazuya, the main character and son of Heihachi; in the second, he is The Rival to Kuma, Heihachi's pet.
  • Demoted to Comic Relief: After 4, his goofiness becomes heavily exaggerated and in turn, his relevance to the story dwindles drastically. Even worse for him: his rival, Kuma, undergoes a much more dramatic and serious story development.
  • Did You Just Flip Off Cthulhu?: Proceeds to smack chat Azazel after his usual, rectifier exposition in the Scenario Campaign:
    Blah. blah. blah. Don't try to confuse me with your fancy talk, you big lizard!
  • Dumb Muscle: Due to the Flanderization of the more boorish, goofier elements of his personality in later games.
  • Eagleland: Mixing both types: He's as boisterous as he's boorish, but if you look beneath all his bravado, bad luck and jerky moments, he's still a good-hearted man deep down.
  • Flanderization: Paul was always portrayed as a bit of a goof (you only really have to look at his haircut to guess that), often having comedic arcade endings and irreverent interactions with other characters. However, he grows dumber and goofier in each passing game, so one might wonder if he's taken one too many blows to the head after participating in seven successive Iron Fist tournaments. Once, he was considered the Ken to Kazuya's Ryu and a genuine threat in any tournament he entered. Now, he's more likely to be treated as Namco's answer to Dan Hibiki.
  • Gratuitous Japanese: In his 8 Rage Art, after the initial hit, he poses for a bit with the background showing "宇宙 No. 1" (literally "The Universe's No. 1") before shouting "Strongest in the universe!"
  • Groin Attack: What he and Forest do to each other in Forest's Tekken Tag 1 ending, and what he (inadvertently) does to Marshall in his Tekken 6 ending.
  • Guest Fighter: In Urban Reign, a Beat 'em Up also by Namco.
  • Heterosexual Life-Partners: With Marshall.
  • Hunk: With the biggest high top you've ever seen.
  • Intergenerational Friendship: With Marshall's son, Forest.
  • Jerk with a Heart of Gold: He's an obnoxious braggart regarding his self-proclaimed title of "toughest fighter in the universe" and can get shameless in engaging in Get-Rich-Quick Scheme, but he's far from malicious, can be easy to get along with, and can be considerate of other people's needs. As opposed to Law, he may be desperate for his own financial status, but he's more than likely to forego money for the greater good (though it also helps that he doesn't have a family to provide for).
    • In Forest's ending in Tag 2, he agrees with Forest's idea to donate his prize money to a family who just had their home burned. Instead of having fun in Las Vegas as planned, Paul decides to be the bigger man and sacrifices his potential fun times. Marshall, however, is kept in the dark about it, so he gets angry, thinking that they're just wasting money that could have been used for familial matters instead.
    • In 8, Paul readily joins Lars to help the Yggdrasil fight off the G Corporation. The Yggdrasil probably could provide him with less than the prize money from the tournament, but for Paul, giving a word to his old rival and fighting for the one side protecting the innocents take priority. Unfortunately, Law takes the G Corporation's side, but Paul is quick to reprimand him for how money has clouded his judgment, even if he also has culpability in Law's situation.
  • Kiai: His Deathfist yell is certainly the longest and loudest Kiai in the game. It's a dang powerful Megaton Punch too.
  • Meaningful Name: The Phoenix is a mythological creature that cyclically dies and is reborn. This symbolically represents Paul's repeated rises and falls from grace.
  • Megaton Punch: Burning Fist. When it connects, it sends his opponent tumbling away and eats a good chunk of their health bar. The quicker variant, Phoenix Smasher (the move more commonly referred to as his Deathfist), doesn't deal as much damage, but its quickness ensures it's not any less deadly. 8 gives him another, slightly weaker Deathfist variant which can be made more powerful by holding both punch buttons.
  • No Celebrities Were Harmed: Given his friendship with the Law family, his imposing beard and his almost unstoppable power, he is probably meant to resemble Chuck Norris in a way. Only his Boisterous Bruiser personality and facial design (which, as mentioned, resembles more Triple H) distinguish him from being a clear Chuck clone.
  • Older Than They Look: He's in his late 40's as of 6, though he doesn't look (and definitely doesn't act) like it.
  • Pet the Dog:
    • In 5, in Law's story mode, if Law loses against him, Paul promises to share the prize money with him. Though it doesn't directly happen, as the player has to beat him to progress with Law, if you beat the game with Paul, it's inferred he's fulfilled his promise with Law (judging by the little shack he holes himself in).
    • Forest's Tag 2 ending shows Paul willingly agree with Forest's idea of spending a mountain-load of cash that could be used to have fun in Las Vegas... to buy a new home for a family in need.
  • Perma-Stubble: Starting with 3, reflecting the series' time-jump.
  • Perpetual Poverty: He is frequently motivated by money troubles and, judging by the state of his dojo, he lives in squalor. In comparison to Marshall (whose financial situation grows increasingly depressing in each passing game), Paul doesn't suffer quite as much due to his free-spirited lifestyle and lack of family to support.
  • Plot-Mandated Friendship Failure: In 8, Paul and Law have a heated argument in the middle of a battlezone due to Paul's inability to keep a monetary promise (though in all fairness, it isn't Paul's fault, since the tournament he had been planning to win and split the prize money with Law basically got derailed by the plot). It leads to Paul assuming Law joined the G Corporation. Fortunately, after Kuma takes a rocket for Paul, they stop fighting each other, and by the end they both help run a soup kitchen.
  • Punched Across the Room: The Phoenix Smasher (aka "Deathfist"), his signature attack. Sends your opponent rolling back from the impact and one of the most painful moves in the whole series. His 7 Rage Drive (a more powerful version of this move) makes it all the more possible to accomplish; a hit can send an opponent all the way to the other end of the screen.
  • Red Hot Masculinity: Paul is an arrogant, hotheaded biker who is determined to prove himself the "the toughest fighter in the universe" and is very determined to prove it. He also wears a red karate gi. And for good measure, the Kanji on his shirt 紅 means "deep red" or "crimson."
  • Red Oni, Blue Oni: Red to Law's Blue.
  • Right for the Wrong Reasons: During his argument with Marshall in 8, he is right to point out that money is all that the latter thinks about, but what Paul doesn't realize is that unlike him, Marshall has actual bills to pay, namely for his son's hospitalization and his dojo.
  • Single-Issue Wonk: 5 introduces his all-consuming desire to be recognized as the "Toughest in the Universe", which he brings up in almost every single line of dialogue.
  • Significant Wardrobe Shift: Paul's famous for his vertiginous flat-top hairdo, but for his redesign in 8 he lets it hang down around his face naturally. Tekken Project director Michael Murray joked that since Paul first had this hairstyle in 4, they'll do this for every fourth numbered title onward.
  • Small Name, Big Ego: No matter how skilled he is, he will never live up to his claims of intergalactic supremacy, especially when he has a large family of Devil-empowered corporate moguls as competition.
  • Trade Your Passion for Glory: His (non-canon) ending in 4 sees him become head of the Mishima Zaibatsu, but spends all of his time partying and living the high life, letting the underlings run the company until he's pretty much in control in title only. With no trace of his fighting spirit left, we then see him walking down the street, past one of Marshall Law's dojos, wherein several students are training... and a poster of him is on the wall. Seeing it reignites his passion for fighting all over again, and he rides off into the sunset on his motorcycle.
    ...Ain't my style.
  • What the Hell, Hero?: In 8, he chastises Marshall Law when he realizes his friend's become so desperate for cash that he joined up with G-Corp. The same G-Corp that's currently holding the entire world hostage.
    "Money has driven you mad!"
  • Wearing a Flag on Your Head: His Fated Retribution outfit prominently features a Stars and Stripes motif, including the inner lining of his biker jacket and his pant legs.
  • Worf Effect: In the early games, mainly Tekken 1 - 3, he is a threatening presence often placing high in the various King of Iron Fist Tournaments and can even go toe to toe with Kazuya. However as the games go on, he becomes less and less of a contender, and even has a difficult time defeating Kuma II.
  • Unknown Rival: To Kazuya. This may actually be only due to the circumstance of Paul's involvement in the story since the original Tekken as he and Kazuya had a pretty epic battle before 1. However since Kazuya's a major player in the events of the series arc, Paul has to be kept busy elsewhere, and as far back as the first game, Paul's profile notes the rivalry is one sided.

    King 

King

https://static.tvtropes.org/pmwiki/pub/images/king1.png

(jaguar noises)

Origin: Mexico
Appears in: 1, 2

A jaguar-masked wrestler who knew only fighting until he ends up half-dead near a church. Saved, he becomes the hero for the children at the church's orphanage, donating his wrestling money for the children. Also a friend to another Jaguar-masked wrestler named Armor King. Being unable to cover the orphanage's bills with his wrestling income alone, he attempts to win the first tournament's prize money, but fails.

In the second game, he fell into a Heroic BSoD and drunken haze over his failure (or, alternatively, after learning that a child in his orphanage died), but was snapped back by Armor King.

He ends up killed by Ogre after the 2nd tournament, and a new King takes his place.

King is a defensive grappler with short reach. He excels in close quarter with powerful strikes and their follow ups, along with his devastating chain-throws. His throws, while easily telegraphed and can be breakable by experienced foes, are very damaging with some chain grab route knocking out opponents at full hit-points. With some patience, he can capitalize and reap great reward on reckless opponent.


  • Animal Motifs: The jaguar; so much so that he sports a realistic full head mask based on the animal.
  • Badass Preacher: So badass that he wrestles for the sake of orphans and will fight you in his own church!
  • Cool Mask: Jaguar Mask.
  • Defeat Means Friendship: After their bout in Tekken, the bitter Armor King become King's friendly rivals.
  • Drowning My Sorrows: In 2, after a child dies in his care, he is brought down to this. He snaps out of this thanks to Armor King I.
  • Expy: His design as a feline-faced wrestler is lifted straight from Tiger Mask.
  • Face: No accurate Fray Tormenta send up would be anything but. And he's as heroic on the ring as he is in real life.
  • Friend to All Children: He runs an orphanage and notably appears surrounded by children in both of his endings.
  • Gentle Giant: He's a beefy, 6' 3" wrestler, and yet is also is a caretaker by nature, fighting to raise money for his local church.
  • Heroic BSoD: Fell to it in Tekken 2. He had an infant die in his arms shortly after his orphanage was completed and subsequently fell into a drunken stupor. Although that's either Fanon or, possibly, a quirky Woolseyism. His Tekken 2 Japanese profile gives no reason for his Heroic BSoD, while official guides state he's depressed for failing to get the money the orphanage needed from the first tournament.
  • Hunk: Quite the looker—erm, jaguar mask and all...
  • Killed Off for Real: He is slain by Ogre before the events of 3. His legacy lives on with King II in Tekken 3 and onwards. Notably, almost every other character presumed to have died at Ogre's hands to make way for some kind of successor (Baek, Bruce, Wang, and Jun) eventually came back while King I remains permanently replaced by his own understudy.
  • Legacy Character: Just like his inspiration, Fray Tormenta, one of his orphans takes up his mask after he falls.
  • Masked Luchador: And you thought the Psycho Circus and Sin Cara had restricted fields of vision. Unlike typical examples of luchadores from across the mainline fighting games (El Stingray, El Blaze, El Fuerte, etc), King sports a full head mask that's more like a realistic halloween costume than a traditional luchador mask.
  • Professional Wrestling: Specifically, Lucha Libre.
  • Religious Bruiser: Implied more so than stated, though he does fight (in a church) for the sake of his orphan charges.
  • The Rival: Armor King in Tekken. However, the opening movie of 2 shows Armor King as the one who snaps him out of his drunken stupor by handing him his mask.
  • Send in the Clones: Armor King and the Rogers borrow from him a lot.
  • Shout-Out: He takes more than a few pages from Fray Tormenta, a Catholic priest who became a masked wrestler in order to support an orphanage.
  • The Voiceless: He doesn't talk, only growls like a jaguar.
  • Walking Shirtless Scene: What did you expect from a pro wrestler, other than a singlet anyway?
  • Warrior Monk: King is actually a kind-hearted priest in the guise of a pro wrestler.
  • Pro Wrestling Is Real: Delayed vertical suplex? Perfectly valid.

    Law 

Marshall Law

https://static.tvtropes.org/pmwiki/pub/images/law8_2.png

WATAAAAAHHH! Come and get some! I dare you.

Origin: USA
Fighting Style: "Martial Arts" (based on Jeet Kune Do)
Appears in: 1-2, 4-8, Tag 2, Revolution

Voiced by: Katsuhiro Harada (1-5; Battle Voice Only), Robert Clotworthy (5; Cutscenes Only), David Vincent (6 onward; current)

A fighting chef, with a son named Forest, and best buds with Paul. At first, Marshall plans to open his own dojo. He successfully did after the 1st tournament, but said dojo was shortly wrecked by Baek Doo San. Law beats the hell out of him, but forgives him. He later retires to resume his restaurant business, and is succeeded by his son Forest for the 3rd tournament.

By the 4th tournament, however, business was bad for his restaurant, and he was forced to declare bankruptcy. Law tried to boost his business again with the 4th tournament and horribly failed, now working as a dishwasher (illegally), until he learned that Forest got in an accident (thanks to Paul). He tried to win the money in the 5th tournament for his son, but was deported after his illegal work activities were discovered. He finally teams up with Paul and Steve Fox for the 6th tournament. But they still fail to win any prize money.

With Law's attention focused on saving his son and restaurant chain, he ends up neglecting his dojo as students start to leave one by one. Because of this, Law needs someone to look after his dojo while he tries to win the prize money from the tournament. In desperation, Law chooses the dangerous Chinese kempo fighter, Feng Wei, for the task, ignoring that he's a dangerous man. Paul teams up with him for not only the prize money, but also to tame Feng for Marshall's dojo. However, the two is forced to retreat after Feng shows how dangerous he is with the God Fist Scroll and with little compassion or interest to observe a dojo. The tournament unfortunately got cancelled thanks to Heihachi's plot which leads to his eventual death, so Law is also out of luck financially.

Then, shortly after, Kazuya Mishima continues his war to the whole world, devastating nations and as a result, Law's dojo is repossessed as a collateral before he can realize what's going on. And at this point, he has to bet on absolutely everything in the eighth tournament, teaming up with Paul. If he loses now, he loses everything.

Marshall Law is a close-range rushdown character with myriad of offensive options. His moveset is lacking in range, but makes up for that with scary mix-up and fast counter-hits to interrupt the opponent. He is a character that require good reads in order to force opponent to play his game.


  • Action Dad: To his son, Forest.
  • Adaptation-Induced Plot Hole: In Bloodline it is Marshall, not his son Forest, who is depicted as entering the 3rd tournament, with no explanation given. In the games' canon, he forbade Forest from entering and it's only with Paul's encouragement that he enters to prove himself to Marshall. This would end up creating friction between him and Paul later on, as Marshall starts to see him as a bad influence on his son.
  • All for Nothing: After many humiliating defeats, Law truly gets serious with his training and gains a substantial amount of muscle in 8. He also brings his nunchaku into the ring for the first time. He doesn't even make it through the qualifying rounds. This forces him to resort to even more drastic measures in the name of scoring a decent pay cheque. This is taken a turn for the worst in the Despair ending, it's implied that G Corporation pulled a You Have Outlived Your Usefulness on Law, leaving his fate to an Uncertain Doom.
  • Bruce Lee Clone: He's amongst the most (if not the most) clear-cut examples across the fighting genre, complete with a Jeet Kune Do-based fighting style accompanied Funny Bruce Lee Noises, and a Game of Death-style yellow tracksuit as an alternative costume.
  • Butt-Monkey: If his constant failures in running his dojo and Chinese restaurant aren't sad enough, his son getting into a reckless motor accident practically buried him in a bottomless hole of debt.
  • Chef of Iron: In fact, his item move in Tag 2 is a wok.
  • The Chew Toy: In 8, he has the, if not all, most appearances in other characters' endings, including his own, where he constantly runs into a heap of misfortune — from having a tank turret bitch-slapping him out of a motorcycle in Bryan's ending, almost getting sandwiched while Hwoarang and Jin are in the middle of a hand-to-hand drive by, an armored van nearly crushing his face after its tires spontaneously bursts, causing him to pass out again while Paul swerves his bike off the road, gets knocked out by Lili for interrupting a conversation between her and Leroy, and finally in his own ending, he gets a bill for collateral damages caused by the Mishima Zaibatsu's war, one with so many zeroes that he straight up dies from a heart attack.
  • Fighting Your Friend: Law finds himself on the baddies' side in 8 and clashes with Paul, who joined the resistance force against Kazuya.
  • Flanderization: His money fetish has increasingly dominated his characterization. When the concept was introduced in 4, Law's distress about his poverty was shown to be a serious problem, and in 5, he made the point that he needed to save his son by paying the hospital bills. As the series goes on, Law's screentime and quotes become more focused on how to get more money, to the point that in 8, he sounds so obsessed with money that some of his lines against Paul during their confrontation in the story mode ("Money is justice!") can sound like a selfish statement. Combined with how he never makes a mention of Forest in that game, it seems that Marshall's money fetish has been exaggerated.
  • Forced into Evil: Joins G Corporation in 8 out of desperation, and also to get back at Paul for forgetting to split the pot with him.
  • Good Scars, Evil Scars: Has three slashes across his chest.
  • Graceful Landing, Clumsy Landing: Law's Tekken 2 ending is a training session with Paul Phoenix where both attempt a somersault kick. Law executes his flawlessly and lands on his feet, while Paul fails and lands on his stomach.
  • Guest Fighter: Law is playable in Urban Reign.
  • Happily Married: Judging by Yoshimitsu's ending in 1 and his story in 5, we know that Mrs. Law is still around the household; we just haven't seen her in a while.
  • Hates Rich People: Being stuck in Perpetual Poverty for so long makes Marshall's opinions towards rich and well-off people (especially those who never experienced what it's like to be poor, since he used to be rich as well) very sour. He even has a unique intro in 8 if he's facing against one such person.
    I hate rich people!
  • Heel–Face Revolving Door: Marshall is by all means a decent guy in spite of his financial woes. Tekken 8 marks the first instance he pulls a Face–Heel Turn out of desperation to escape his Perpetual Poverty. And he somehow manages to return back to the side of good offscreen, given that he only shows up in the Hope ending.
  • Heterosexual Life-Partners: With Paul.
  • Horrible Judge of Character:
    • Due to him getting more and more desperate to escape the Perpetual Poverty for his family and keeping his dojo, Law's poor judgment is apparent when he considers recruiting Feng Wei to take care of his dojo.
    • He takes up Nina's offer to join G Corporation in 8; the same organisation that currently holds the entire planet hostage in a kill-or-be-killed regime.
  • Hunk: Seems to go hand-in-hand with every Bruce Lee Clone, and Law is no exception.
  • It's Personal: His dojo was attacked by Baek Doo San, which propelled Law to get even with Baek.
  • Jack of All Stats: Much like Bruce Lee’s real life emphasis on flexibility in fighting, Law’s playstyle has historically revolved around broad-strokes adaptability. Law is generally fast, has strong pokes, counter hitters, pressure tools, tracking attacks, very good block punishment, a combo starting throw, a 50/50 from his crouch mixup and being very safe on many of his attacks when blocked. Although Law is strong in many departments, his all-aroundness is balanced by his overall short range and low damage on his normal attacks, Law can do a lot, but he can’t do anything unless he gets close.
  • Jerk with a Heart of Gold: Marshall can be rather selfish and grabs the Jerkass Ball at times, but in general, he's well meaning and trying his best for his family.
  • Jerkass Ball: His ending in Tekken 6 involves him lacing laxatives into a pizza for Paul and Steve, just so he can escape with the money he won with their help. Laxatives are hazardous, y'know. He's usually nicer outside this one incident.
  • Jumping Off the Slippery Slope: Tekken 6 shows Law's willingness to use underhanded methods to improve his chances of getting the tournament prize money, including blatantly cheating and rigging the brackets in his favour. His ending also shows him backstabbing his own friends to steal the entire pot from them. Tekken 8 takes the next logical step and sees Law join forces with G Corporation after Paul forgets their agreement to split the prize money. Paul even points out that Law's obsession with money has driven him mad, though considering how desperate Law's financial situation is at that point, it may be hard to blame him.
  • Karma Houdini: Marshall doesn't face any consequences for betraying Paul and having nearly sell out the entire human race to a literal Devil who runs an N.G.O. Superpower bent on world domination. It helps that he shows up only on the Hope ending running a soup kitchen, confirming he made a Heel–Face Turn off-screen.
  • Martial Pacifist: At first, he's an Arrogant Kung-Fu Guy, but after the incident with Baek, who attacked his dojo, he mostly uses his fighting skills to support and help his family.
  • Older Than They Look: Tekken 6 presents minor changes to Law's design. A simple shave and a VA change is all it takes to make Law look much younger. In fact, out of all male characters that debuted in the first Tekken, Law is the only one who doesn't look like he's in his forties. When put directly next to his own son, Marshall can easily pass as being his older brother.
  • Only in It for the Money: Marshall's primary motivation throughout the franchise is quite simply to get more money. Sometimes, he's more motivated by glory or revenge, but since both his dojo and restaurant have fallen into disrepute, he needs to compete in the King of Iron Fist to pay his bills. It's also the only reason why he joined G-Corp during the all-out war in 8.
  • Perma-Stubble: Starting in 4. He's had the beard for some time though, as seen through Forest's ending in 3. As of 6, he's back to being clean-shaven.
  • Perpetual Poverty: He falls into financial difficulty around the fourth game and has yet to escape it. It's usually Played for Laughs, but it's hard not to feel bad for him as his financial situation grows increasingly desperate. It gets Played for Drama in 8. After Paul forgets their agreement to split the tournament prize money, he gets so desperate to get out of poverty that he joins G Corporation.
  • Punny Name: Marshall Law. Martial law. Used another way in one of his 8 win quotes: "Would you like to learn Marshall Arts?"
  • Put on a Bus: When Forest Law took his dad's place (briefly) in 3. Marshall comes back from 4 onwards.
  • Sharp-Dressed Man: Marshall’s outfits are typically strictly designed around martial artist attire and a few references to Bruce Lee’s movie characters. Then in 8, Law finally references another side of Bruce Lee; a man who liked to dress elegantly on occasion, and Law can also sport a snazzy suit with aviator glasses styled almost the same as Lee's classic party attire from the early seventies.
  • Shoot the Shaggy Dog:
  • Token Good Teammate: To G-Corporation in Tekken 8. He's perhaps the one member (besides Azucena who's morality is ambiguous) who joined only out of desperation to get paid instead of anything malicious and to remind Paul about their promise to split the prize money. He notably shows up in the "Hope" ending running a soup kitchen with the help of Paul, Steve, Kuma, Panda and King and is the only one out of the G-Corp members to not show up in the "Despair" ending.
  • This Is Unforgivable!: In 6, Law still remembers the dojo-trashing incident very well. He makes it clear that he will never forgive nor forget what Baek has done.
  • Vocal Dissonance: He's 49, yet his line "I'll break your nose in!" in Tag 2 makes him sound like a teenager.
  • Uncertain Doom: He only appears in the Hope ending, despite aligning with G Corporation. In the Despair ending, it's implied G Corp threw him under the bus when all is said and done.
  • Walking Shirtless Scene: Starting in 2.
  • What the Hell, Hero?: Berates Paul in 8 for not keeping his promise to split the prize money, leading them to a heated argument while everyone else is resisting G Corporation forces.

    Nina 

Nina Williams

https://static.tvtropes.org/pmwiki/pub/images/nina8_6.png

Die in silence.

Origin: Ireland
Fighting Style: Assassination Arts rooted in Aikido and Koppo
Appears in: All mainline games, Tag-Tag 2, Death by Degrees, Revolution

Voiced by: Yumi Touma (1-3; JP, Bloodline), Lisle Wilkerson (4-7; Battle Voice), Mary Elizabeth McGlynn (5; Cutscene Voice Only, 6; Scenario Campaign Only, Tag 2; Intro, 7; Intro, Win Pose, and Cutscene Voice Only, 8), Minami Takayama (JP, The Movie), Atsuko Tanaka (JP, Tekken: Blood Vengeance), Erika Harlacher (EN, Bloodline)

An assassin for hire, who has REAL bad blood with her sister Anna. Nina is first hired to assassinate Heihachi. That failed. Later, she got hired to assassinate Kazuya, but her rivalry with Anna hindered her progress, and ended up getting her captured by the Mishima Zaibatsu and experimented on by Dr. Bosconovitch, who put her into cryogenic sleep. Years later, she was reawakened through Ogre's return, but suffered amnesia. Ogre somehow brainwashed her into assassinating Jin Kazama, but again she failed. Anna helped her regain her memories, but this triggers Nina's hostility toward her and she returns to her assassin's life. She's later hired to assassinate the boxer Steve Fox, but found one shocking revelation: he's her son conceived in a test tube during her cryosleep. She ends up canceling her contract, and later meets up with Anna, whom she ends up defeating in the 5th tournament.

After Jin took over the Zaibatsu and started the war, Nina had practically run out of clients. Noticing her skills, Jin decided to hire her as his personal guard. She accepted and now leads the Tekken Force along with Eddy Gordo in the 6th tournament. Nina is the only one privy to Jin's plan prior to his final battle with Lars at Azazel's temple, and departs after his sacrifice.

While Jin remains missing after the destruction of Azazel's temple, she leads the Mishima Zaibatsu in his stead until Heihachi returns for his company, reasserts his leadership, and employs Nina as his second-in-command before starting the 7th King of Iron Fist Tournament. After the failed attack on Lars' rebel base, and content that Jin is safe, she leaves the Zaibatsu and resumes her independent work as an assassin. Her latest target was a high-ranking mafia executive who was soon to be married, so she disguised herself as the bride and killed him and many others present at the wedding, Unfortunately, the bride-to-be was her sister Anna, and the groom she assassinated was an employee at G Corporation, putting them in conflict yet again. While on the run from her pursuers after completing her assassination of Anna's husband-to-be, she encountered Steve Fox again, who demanded answers from her regarding their connection. Nina revealed that Steve was indeed conceived from her genetics as part of the Mishima Zaibatsu's Super Soldier program, technically making her his biological mother. Nina, however, wants nothing to do with him beyond that. Eventually, her pursuers catch up to her, but Steve offers to hold them off as she makes her escape.

Soon after that, Nina is scouted by Kazuya Mishima, who employs her as his second-in-command of G Corporation's armies as he wages war against the entire world.

Nina is a rushdown character who wants to stick to the opponent's face, utilizing fast moves and frame traps to apply strong pressure. A lot of her moves have ability to cancel into sidestep, allowing her to continue her offense which is crucial since her kit is lacking in reach. She also has steep execution demand due to behavior of her sidestep follow-ups and her stance transitions, making Nina more suited to intermediate-level players.

  • Absurdly Youthful Mother: Even if she's chronologically 42, Steve Fox, who looks to be around her age, is her son. In Tekken 7, she claims that she's not actually Steve's mother in the usual sense: he was a Designer Baby grown in a Uterine Replicator as part of a failed Super-Soldier experiment. Her genetics were used in the experiment. But that's only if she's telling the truth.
  • Action Mom: Albeit unwillingly.
  • Adaptational Backstory Change: No mention of her amnesia is made in Bloodline. Because of this, her characterization becomes more in line with her classic self from the first few games, as opposed to later where she becomes significantly more cold and professional.
  • Aloof Big Brother: An Aloof Big Sister towards Anna.
  • Amnesiac Dissonance: In 3, following her spell in cryo-sleep.
  • Bash Brothers:
    • Surprisingly, given their intense rivalry, in Anna's ending in 6 she and Nina double team a thug who pulls a knife on Anna.
    • In the live-action film, their rivalry is completely omitted and they both serve as assassins and lovers to Kazuya.
  • Big Sister Bully: She was mercilessly cruel to Anna throughout their childhood, spawning a lifelong Sibling Rivalry. Whereas Anna has shown to be capable of offering a hand of peace, Nina never extends the same courtesy to Anna. Tellingly, many of Anna's arcade endings have her playfully humiliate Nina or even act friendly towards her. Nina's, on the other hand, usually end much more violently.
  • Blood-Splattered Wedding Dress: Her default costume in Tekken 7: Fated Retribution is a white wedding dress with blood clearly seen staining its fringes. Wonder whose blood is that... (though one could attribute it as a homage to The Bride's blood-soaked wedding dress).
  • Brainwashed: By Ogre's presence in Tekken 3 coupled with her post-cryogenic amnesia.
  • Breakout Character: Not only is she the only character (alongside Paul Phoenix and Yoshimitsu) to consistently appear in every Tekken game thus far, she even stars in her own game, Death by Degrees.
  • Breath Weapon: Evil Mist. Does very little damage but opens up the opponent for a good hit.
  • Cain and Abel: Her and Anna. The distinction of which one is the Cain is quite ambiguous at times and seems to switch between the two at a moment's notice. However, most of her endings indicate she's the more homicidal of the two.
  • Cat Fight: With Anna. Happens a lot. The best example would be in her ending from Tekken 6, where the two fight in the ladies' restroom after preparing for a formal event, wrecking the entire room in the process. Nina wins, and draws on Anna's face with lipstick for added measure. However, Anna's ending in the same game has the two on good terms for a change, with the pair playing a well-mannered game of pool before teaming up to beat the ever-loving crap out of some thugs. Nina even compliments Anna with a "wow".
  • Characterisation Marches On:
    • In the earlier installments, Nina is far more emotional and aggressive. After being cryogenically frozen and briefly losing her memories in 3, she becomes far more aloof.
    • In 4 it's clear that she cares about Steve since she decides not to kill him after she learns Steve is her son, and even saves him from other assassins in his own ending, but in any game afterwards, whenever they meet Nina wants nothing to do with him, with her prologue from 5 even saying she felt nothing when learning he's her son, and 7 eventually having her disown him once he confronts her and she reveals how they're related.
  • Co-Dragons: With Eddy to Jin in Tekken 6.
  • Combat Stilettos: She uses them to skewer her downed opponents.
  • Comedic Sociopathy: Many of Nina's schemes to humiliate Anna reach such absurd levels of pettiness that it's hard not to laugh. Hell, Nina's very first arcade mode ending sees her steal one of Anna's shoes while playing dumb, making her sister cry, then smiling devilishly as she dangles the shoe behind her back.
  • Consummate Professional: Completely cold, unfeeling and married to the job. Not killing Steve Fox is the only moment of genuine positive human emotion we ever see of her in the entire series.
  • Continuity Snarl: Her Japanese Tekken 3 profile says that she and Anna were forcefully put in cryo-sleep for 15 years until Ogre being unearthed released his evil spirit and woke them up, whereas Anna's says that they willingly participated in it for 19 years until they were woken up by Ogre but not during the initial excavation that freed him. Furthermore, Nina's own profile says she's 22, even though she was 22 when put in cryo-sleep, woke up 15 years later, and the third tournament only happened four years later, so she should be 26.
  • Contrived Coincidence: There was no way Nina could have possibly known that the bride-to-be she was disguising herself for her assassination mission in 7 was Anna. And so, the sisterly rivalry continues...
  • Corrupted Character Copy: Of Sarah Bryant from Virtua Fighter. Like Sarah, Nina is an attractive blonde who wears a form-fitting outfit, is sent to assassinate a certain fighter at a tournament, and at one point loses her memory. The difference is that while Sarah was brainwashed into trying to assassinate her brother Jacky, Nina is an assassin of her own volition. Note that Tekken and Virtua Fighter initially had the same game director, Seiichi Ishii.
  • Daddy's Girl: The only person she cared about was her father. Just seeing his grave is enough to bring back some of her memories.
  • Dark Action Girl: She's a ruthless assassin who's more than happy to jump into a fight, but has very few redeeming qualities.
  • Darker and Edgier: Her design in 8. Nina has completely ditched her skintight assassin outfits and applicable disguises for her line of work. She keeps her iconic biker jacket from Blood Vengeance, but now wears it over her dress from Death By Degrees as well as donning a pair of sunglasses. In conjunction with her new hairstyle, this gives her a more mature, professional look that is more indicative of just how much of a veteran killer she is.
  • A Day in the Limelight: The only Tekken character to get her own spin-off: Death By Degrees.
  • Deadpan Snarker: Have her team up with Alisa at Christie's stage in Scenario Campaign, and listen to the beginning dialogue.
    Nina: Nice place. I might have to go on vacation here sometimes.
    Alisa: *Talking about the origins of the area and how she's collecting data*
    Nina: Did I ask for a history? No.
  • Difficult, but Awesome: Nina is a very agile fighter whose speedy attacks can keep the enemy on their toes, but her bag of tricks isn't the easiest to pull off on a whim. Between her Evil Mist move, using her Fluttering Butterfly repeatedly move as a combo-filler, her rapid-fire backsteps, and her chain throws (if the opportunities to use them even arise in the first place), playing her will require a deft pair of hands.
  • Disappeared Dad: Richard Williams died at some point between the first two games, attempting on his deathbed to reconcile both sisters. Neither could bring themselves to fulfill his last wish, though. Her mother's whereabouts are also unknown.
  • The Dragon: Starting from 6, to whomever is in charge of the Mishima Zaibatsu. In 8, she becomes one to G-Corp instead.
  • Even Evil Has Standards: Nina might be a stone-cold assassin, but even she has limits:
    • She finds it ludicrous that Anna would align herself with Kazuya and G-Corp to get back at her... not that it stops her from eventually doing the exact same thing in 8. Granted, she joined Kazuya because it's her job and not to settle a personal rivalry.
    • While she refuses to see Steve Fox as her son, she couldn't pull the trigger when she was hired to assassinate him.
  • Femme Fatale: Nina is a beautiful assassin who's merciless, unapologetic, and extremely deadly.
    I'm Nina. Nobody who finds out my name lives.
  • Form-Fitting Wardrobe: Usually the main basis for her outfits.
  • Glass Cannon: In Tag 1 she's on the group of characters with 140HP, which's the lowest amount possible.
  • Gorgeous Gaijin: She's beautiful, Irish (although she doesn't sound like it), and wears some pretty form-fitting outfits.
  • Groin Attack: The attack she's best known for using (performed by pressing forward twice and left kick).
  • Guns Akimbo: Dual-wields a pair of pistols in 8.
  • Gun Fu: 8 has her incorporate a pair of pistols into her traditional moveset, with various attack strings ending in her filling the opponent with holes (including her Rage Art). In Heat, the strings that use her pistols are buffed.
  • Guns Are Worthless: Well, not worthless, but her guns don't really hurt enemies more than a punch or kick would, despite being realistic looking pistols.
  • Head-Turning Beauty: It is pretty much one of her only redeeming qualities, along with her combat ability and level-headedness. In her spin-off game, Nina's beauty is front and center in the game's packaging and advertising. One of the game's main villains notes as he lies dying that his view of her form as she walks away is a decent sight to die to.
  • Hidden Depths: Her manual profile for the first game suggests that she's a fan of Tom Cat from Tom and Jerry, which reflects her Sibling Rivalry with Anna (who likes Jerry Mouse) well. Though ironically, she typically wins over Anna, unlike Tom.
  • Human Popsicle: Between 2 and 3.
  • Informed Ability: She's supposed to be one of the world's greatest assassins... However, she's also usually contracted to assassinate the Mishimas. The plot usually gets in the way even when she's contracted to assassinate other fighters.
  • In-Joke: She's an expert in the martial art of Koppo. In real life, Koppo was popularized by master Masashi Horibe, who was famously vocal in that women should be kept away from the art because (allegedly) it was too brutal for them.
  • Jerkass: As part of her ice queen persona, Nina especially acts like one to her sister, taking petty chances to humiliate Anna.
  • Jerkass Has a Point: While rejecting Steve as her son can be seen as downright cruel, she isn't exactly wrong since she had no say in the matter when the Mishima Zaibatsu harvested her egg cells to create him, which can be seen as borderline rape.
  • Jerk with a Heart of Jerk: While she confirms she's Steve's mother when the pair come blow-to-blow in 7, she immediately disowns him as her son afterwards.
  • Kicking Ass in All Her Finery: Her Tekken 7: Fated Retribution outfit is a torn wedding dress (Anna's torn wedding dress specifically).
  • Kick the Dog: Her ending in the first Tag Tournament has her pretend to make a truce with Anna in the middle of yet another argument, and then put her sister in a painful arm-lock when she tries to accept. Anna's ending doubles the jerkassery by switching their roles, except that when Anna tries to extend a hand in forgiveness, Nina still grabs her and puts her in an arm-lock.
  • Kick Them While They Are Down: Well, actually more like "grind her heel into them while they are down".
  • Lady of War: Among the best examples in the series, being elegant, mature, beautiful, and ridiculously deadly in combat. She's also capable enough to be hired by someone as powerful as Jin as his last line of defence.
  • Laser-Guided Amnesia: In Tekken 3, until she recovers from her spell in cryo-sleep. Notably, all it takes to restore her memory is seeing her father's grave. It didn't end well (for Anna, anyway).
  • Medical Rape and Impregnate: Nina absolutely didn't consent to having her cells harvested when she was put under and gestated to make Steve. Her glacial reaction to her son echoes this experience.
  • Ms. Fanservice: Along with Anna, she's the pioneer example in the series, dating all the way back to the very first game, and still stands up against the likes of Christie, Lili, and Zafina. Her introduction in ''Tekken 2'' solidifies this.
  • Mum Looks Like a Sister: Thanks to the wonders of cryosleep, she's chronologically in her 40s while physically in her 20s. Her son, Steve Fox, is 21. If one didn't know any better, they could easily be mistaken as siblings.
  • Murderous Thighs:
    • One of her multi-grab chains starts by throttling the opponent between her thighs.
    • In a very impressive feat, a brief scene in her Tag 2 ending has her wrap her legs around a mook's neck, before grabbing his gun, and then proceeding to shoot the rest of the mooks headed her way — all while still clinging to the now-dead guy's neck, who's still standing upright the whole time!
    • Her Rage Art in 7 ends with a very complicated setup into an armbar with her foe trapped between her legs.
  • Musical Nod: Her and Anna's endings in 5 begin with a few notes from Raphael Sorel's theme in Soulcalibur III, "Endless Warfare".
  • Noblewoman's Laugh: Some of her win-poses in the earlier games have her break out into a haughty chortle.
  • Not Even Bothering with the Accent: Just going by the games alone, you'd probably never figure out that she and her sister were Irish. Per series producer Katsuhiro Harada, this is justified by the two being assassins and it would make sense for them to be fluent in multiple dialects to better perform their occupation.
  • Not So Stoic: Anna often brings out a petulantly sadistic side out of the usually stone-cold assassin. Nina can rarely resist an opportunity to painfully humiliate her sister and will often laugh at her misfortune.
  • Of Corsets Sexy: Her 1P outfit in 2, complete with Zettai Ryouiki.
  • Older Than They Look: Due to the effects of cryo-sleep, she still looks to be in her 20's even though she's really in her mid to late 40's.
  • Parental Favoritism: Nina's father favored her over Anna, even moreso when she embraced the assassin lifestyle, sparking the major sisterly rivalry for years to come.
  • Pet the Dog:
    • Notably, her endings with Steve in 4, where she finds that she can't kill her own son and actually thanks him for allowing her getaway. This is a rare show of kindness for the icy and aloof Nina and makes you wonder about the kind of woman she would turn out to be if her life wasn't plagued by the death of her father, an intense sibling rivalry, losing her memory, and being manipulated by Ogre.
    • If playing as her in Scenario Campaign, she warns Christie before her boss fight that going after Eddy will get her hurt.
    • In both Lars' storyline in 6 as well as 7's opening, she recognizes, with some sympathy, the lengths Jin had to go through, including starting a World War, to save the world from Azazel.
  • Pimped-Out Dress: Her outfit in Tekken 7: Fated Retribution is a wedding dress with assorted combat gear underneath. A not-so-subtle homage to The Bride from Kill Bill.
  • Purple Is Powerful: Her default costumes' main colors have ranged from deep blue to lavender. The pattern is broken for the first time in Tekken 7: Fated Retribution by her blood-splattered, but otherwise pure white wedding dress.
  • Professional Killer: Nina is an ice-cold assassin. The only target she's unable to kill is her own son, Steve, despite allegedly feeling nothing for him.
  • Red Oni, Blue Oni: The blue to Anna's red. This is reflected in their clothing, with Nina wearing deep blue or purple while Anna usually wears red.
  • Retcon: Her profiles in 3 generally say that she was being controlled by Ogre to kill Jin. No game afterwards reference this, with 4 saying she was woken up just fight in the third tournament with no indication that there was anything else. This may explain why in Tekken: Bloodline she's not being controlled by him.
  • Screw This, I'm Outta Here: Leaves G-Corp's employment when Jack-8 is deployed during the battle of Yakushima, stating that her contract with them is finished and she has her vacation to attend to.
  • Sexy Backless Outfit: Her 2P outfit in 5.
  • Spy Catsuit: Her 2P outfit in Tekken 4. It's also used as her costume during Tekken 7's Story Mode.
  • Supermodel Strut: One of her win poses starting from Tekken 3 has her doing a brief provocative strut, complete with swaying hips and a hand on her waist, before stopping and doing her trademark Noblewoman's Laugh. Some games (such as 5) also give a Male Gaze shot of her swaying hips as she's walking.
  • Supernaturally Young Parent: Thanks to a cryogenic sleep experiment that lasted for nearly 2 decades. During her sleep, Nina somehow gave birth to Steve Fox, and when she awakens from her sleep, he's already in his 20s, while she still looks like she's in her 20s.
  • Technician vs. Performer: The Technician to Anna's Performer, especially once Anna's moveset becomes more distinct from her's. Her moves are more technique-oriented which makes her better suited for experienced players, in contrast to Anna's whose moveset is more aggressive and flashy. This befits their contrasting personalities, with Anna being a playful and seductive Femme Fatale while Nina is a Consummate Professional through and through.
  • That Thing Is Not My Child!: In Steve's ending in 7, when he finally learns Nina is his mother, Nina rejects him. Whether or not she meant it or did it to push him away to not paint a target on his back is up in the air.
    Don't get the wrong idea. You'll never be my son. I couldn't care less about you. If anything, you're a thorn in my side...
  • Tomboy: To Anna's Girly Girl, though that isn't saying much. In comparison to Anna's more provocative outfits, Nina's costumes are often tied together with some elements of combat gear; even the wedding dress she wears in 7 notably has a holster for her pistol hidden away. She's also more reserved and no-nonsense in her temperament, whereas Anna often exudes a seductive and more outwardly feminine aura.
  • Tomboyish Ponytail: A staple hairdo of hers. Her default hairstyle is changed in 7, though the ponytail is still available in customization.
  • Took a Level in Jerkass: In the early iterations of the series, while she still has a rivalry with Anna, she never does any more than pull pranks on her. There are times when she can be civil with Anna, as shown by her Tekken 2 ending. Since she lost her memories in 3, Nina goes from merely pulling pranks on Anna to physically assaulting and even attempting to kill her.
  • Truce Zone: As seen in 2, despite their mutual hatred, the Williams sisters won't fight to the death if they're visiting their father's grave.
  • Tyke Bomb: She was trained to be an assassin since she was a child. She fits this more than Anna, despite the latter having the same upbringing. While Anna is also an assassin, she still has a personal life and has far better social skills. Nina's job as an assassin is her entire lifestyle.
  • "Well Done, Daughter!" Gal: At first, she wanted to impress her dad.
  • While Rome Burns: In the Despair ending, Nina is seen relaxing and drinking some tea while Kazuya completes his domination with the G Corporation. She's currently out of work, after she has completed her contract with Kazuya, so she'll only lift a finger to either stop or help the world burn if someone hires her for it; the suffering of the innocents is of no concern for an assassin-for-hire like her.
  • Your Size May Vary: Officially, Nina is 161cm (168cm as for 8), but in-game, she is much taller than similarly tall girls statistically, such as Asuka.

    Yoshimitsu 

Yoshimitsu (吉光)

https://static.tvtropes.org/pmwiki/pub/images/yoshimitsu_1.png

色即是空。。。 (Shikisoku...ZEKUU!) note 

Origin: Japan
Fighting Style: Manji Ninjitsu
Appears in: All mainline games, Tag-Tag 2

Voiced by: Katsuhiro Harada (1-Tag]), Tomokazu Seki (4 onwards; current)

A Highly-Visible Ninja that wields a soul-rending sword and oddly resembles a samurai much more than a ninja. He has a rogue-like highwayman's personality in that he steals from the rich (Heihachi) and gives to the poor (Marshall Law as confirmed in an official guide). While this was the extent of his characterization at the end of T1, his maiming by a security system while attempting to rob Dr. Bosconovitch's lab, and subsequent prosthetic spinning arm which was given to him by said doctor after he got him out of there, flowed into his purpose for the second tournament in rescuing the doctor again after his kidnapping by new Big Bad Kazuya.

Post-timeskip he's hunting Ogre for his blood in order to help Bosconovitch cure his ailing daughter, and then in Tekken 4 he returns to his Robin Hood ways to forge a Manji political party. During this tournament he gains a sworn enemy in Bryan Fury, and has to use a new sword later on due to his merciful ways getting in the way of the sword's desire to kill evil people. Six months later in 8, Yoshimitsu takes up a task to steal archived documents from the Mishima Zaibatsu under a request from a refugee relief project investor. The task unintentionally enhanced the cursed sword's power and made Yoshimitsu more aggressive. After suppressing the blade, Yoshimitsu continues to hear voices coming from it, leading to the conclusion that the only way to stop the curse is to cut it at its roots.

He is actually the latest descendant to the title of "Yoshimitsu", which is given to all leaders of the Manjitou clan. For more details on his ancestors, check out the Soulcalibur character sheets.

Confusion Fu personified, Yoshimitsu employs diverse stances and confounding moveset that comes with them to create powerful mix-ups and okizeme opportunity. However, he is difficult to play due to weak fundamental moves, risky pokes, low damage output and situational nature of his tools. He requires creativity, hard reads on the opponents and strong conditioning skill to play him well.


  • Ambiguously Human: He's never seen outside of his armor, and his appearance gets more and more freaky as the series goes on, looking everything from insectoid to robotic to like he's half octopus. Namco and Tekken's creators have never clarified why he looks the way he does in-universe and whether we should take the freakiness at face-value, only that "there is a human under the armor."
  • Artificial Limbs: His mechanical left hand, first introduced in 2.
  • Arch-Enemy: Kunimitsu in Tekken 2, and Bryan Fury. After the latter slaughtered most of Yoshimitsu's clan after he saved Bryan's life, can you really blame him?
  • The Bait: In both Tekken and Tekken 4, he enters as a distraction while his men ransack the Mishima Vault.
  • Battle Cry: "IKKITOUSEN!" (Army/Strength of a Thousand!)
  • Beware the Silly Ones: He hops around on his sword like a pogo stick or uses both as stilts and can spin until he makes himself dizzy enough to collapse. He likes striking kabuki poses while bellowing about justice and honor. And he's kicked ass in every single game in the series to date.
  • Bilingual Bonus: With few exceptions, Yoshimitsu's manner of speaking Japanese is primarily using 四字熟語 (yojijukugo), 4-Kanji Japanese idioms. This includes the line he says in both Tekken and Soul Calibur, quoted above. Amusingly enough, this extends to most of his lines in 8, which are interpreted differently by the subtitles.
  • Breakout Character: Popular enough to never miss a mainline entry and to warrant the existence of another Yoshimitsu in Namco's other big fighting game franchise.
  • Breath Weapon: Starting from Tekken 3, he has the ability to attack by breathing a purple poisonous gas.
  • Cast from Hit Points: Some of his attacks and maneuvers. It's a good thing he can heal.
  • Confusion Fu: And only gets more confusing with every successive game.
  • Cool Mask: Often bordering on creepy.
  • Costume Evolution: To an absurd degree. His costume changes every single game. To wit...
    • Tekken 1 - Traditional ninja with Hannya mask.
    • Tekken 2 - Traditional ninja with Oni mask and farming hat.
    • Tekken 3 & Tag Tournament 1 - The first true instance of the iconic skeletal cyborg ninja look he has now. His mask can only be described as a fusion of a Xenomorph skull and a mushroom, and he wields lightsabers.
    • Tekken 4 - A skeleton wearing insect-like armor resembling both a dragonfly (with long, slender translucent insect wings) and a rhino beetle (general armor and helmet motif).
    • Tekken 5 - A skeletal samurai, referencing his ancestors. His head resembles a skull encased in a transparent dome.
    • Tekken 6 - A skeletal demon wearing a straw hat.
    • Tekken Tag Tournament 2 - The first time he loses his skeletal aspects, going back to a more traditional demonic samurai look.
    • Tekken 7 - An alien-like octopus bio-armor, complete with tentacles sprouting from his head and shoulders.
    • Tekken 8 - A sleek fusion of his iconic Tekken 3 design with elements of his ancestor's design that embodies the term "past meets present". His new armor is undoubtedly a modified version of his armor from Tekken 3, but with much rougher and more intimidating features reminiscent of his ancestor's "demon" look from Soulcalibur VI, along with a red Scarf of Asskicking which makes him look like he came straight out of a Toku series.
  • Criss-Cross Attack His Rage Art in 7 is composed of several slashes from all directions.
  • Dark Is Not Evil: Without a doubt, he's one of the games' weirder looking characters. He's also one of the nicest.
  • Difficulty Spike: Invoked. The series' producers note that this was the intention behind his revamped moves in 6. Apparently, he's now an "Expert-level character" to master.
  • Dual Wielding: In 6, Yoshimitsu gains a new blade called Fumaken, which is able to seal the properties of his original sword. He can use both weapons in tandem or just rely on bare-knuckled beatdowns. This change also impacted his counterpart in the Soul series, who gained his own Fuma-ken sword in Soulcalibur IV.
  • Evil Weapon: To a degree. The blade craves the blood of evildoers (here's looking at you, Bryan) and will suck out the soul of its owner if they do not make good on this promise. Apparently, the souls of the previous Yoshimitsu are a part of the sword, as the ascension ceremony for the newest leader requires being cut by the sword. In one of his intros in 8, he has to forcibly suppress the sword from going out of control.
  • The Faceless: To this day Yoshimitsu's true face has never been revealed, not even teased. The most we've ever seen is a bit of his chin, hair and mouth in his Tekken 2 appearance.
  • Face of a Thug: His scary look can give wrong impression to people, such as Leo in 7 who delivers a Groin Attack on Yoshimitsu despite him wanting to help.
  • Fingerless Gloves: In his 8 costume, he wears this on his right hand, giving a small glimpse of the human beneath the armor.
  • Good Thing You Can Heal: Via meditation or draining the lifeforce from his enemies with a Facepalm of Doom.
  • Hand Seals: Raven tries to impart this knowledge to him in Tekken 5 in the aftermath of their rival battle. Yoshimitsu doesn't quite get it. However by Tag 2, he can do them perfectly (as he demonstrates when you finish a match with a tag move with Raven as his partner).
  • Heterosexual Life-Partners: With Dr. Bosconovitch.
  • Highly-Visible Ninja: Given how completely bizarre he looks in most of his outfits across the series. In Street Fighter X Tekken's Story Mode, he and Raven are spying on Balrog and Vega's activities. Raven calls for a stealth mission, then Yoshimitsu jumps from their perch to openly challenge their rivals.
  • Instant Flight: Just Add Spinning!: Starting with Tekken 2, Yoshi can basically become a "helicopter man", with his katana (which he wields in his prosthetic left hand) acting as a copter's rotor blade. Tekken 5 expands on this, by giving him a fighting stance (appropriately called Dragonfly), in which he hovers (again using his bionic left arm and spinning katana as a copter blade) in front of the opponent at head-level. While in the stance, he can keep hovering indefinitely, or even move forwards or backwards until the player pushes a button. Notably, to date this is the only true flight stance in the game — even in Tag 2 where the likes of True Ogre, Angel and Devil Jin can assume a "flying stance" (by pressing both kick buttons together), these characters stay in mid air but only for a mere couple seconds or so, which is just enough to initiate an attack from the air, but not for staying airborne indefinitely as Yoshi's Dragonfly stance does.
  • Invisibility: One of his abilities, as seen in his and Bryan's 5 endings, and in Bryan's Tag 2 ending.
  • Just Like Robin Hood: He's essentially the modern-day version of Robin Hood.
  • Katanas Are Just Better: Aesthetically, maybe. Gameplay-wise... depends on the player.
  • Large Ham: In most of his pre-battle and post-victory quotes, he's striking poses or doing stunts while shouting about noble deeds and esoteric Buddhist concepts.
  • Laser Blade: Sometimes takes the form of one. It became one by default beginning in 3. Not to mention that it's always sounded like one when it hit the opponent since 2.
  • Legacy Character: Yoshimitsu's title and sword descend from the late 16th century.
  • Named After Somebody Famous: In-game variant. Going by his ancestor's story, the sword is named after the founder of the Manji party. All party leaders then take the name Yoshimitsu from the sword.
  • Named Weapons: The name Yoshimitsu comes from the sword itself, though it's never referenced by name in the games outside of the customization screen in Tekken 7.
  • Nice Guy: In spite of his strange and intimidating appearances, Yoshi is a kind and honorable man.
  • Ninja: An original Japanese shinobi, unlike McNinja, Raven. However, Yoshimitsu's ninjutsu seems quite unorthodox compared to Raven's, who tries to teach Yoshimitsu proper ninja hand signs, and fails miserably, though their special win pose in Tag 2 features Yoshi doing them properly.
  • Ninja Pirate Zombie Robot: Yoshi is more of a "Ninja Pirate Samurai Cyborg".
  • Power Armor: To begin with he is just a guy in a very cool yet basic suit of armor (shown best during his close up in the Tekken 2 opening) a magic sword and eventually a bionic spinning arm. Later on in the series however and his suit is capable of active camouflage, comes with built-in wings and is strong enough to smash through a roof unharmed according to his T4 ending. Namco has stated on Twitter that Yoshimitsu is a Japanese Iron Man. An option to remove his outer armor exists in Tekken Tag Tournament 2 and Tekken 7, revealing his battle suit.
  • Power Copying: An ability that was bizarrely introduced in 4 only to be dropped by the very next game. Yoshimitsu's Soul Stealer move gained the ability to "steal" an opponent's move or stance they were using at the time Soul Stealer was executed. Using Soul Stealer again would allow Yoshimitsu to use the stolen move for himself.
  • Power Echoes: For whatever reason, his voice reverberates a bit whenever he speaks.
  • Progressively Prettier: In reverse. He's gone from a dude in a mask (most notably in 2, where you can easily tell that Yoshimitsu is a ordinary guy in a bodysuit with a sedge cap and sinister-looking mask) to more macabre and bizarre forms. In 3, he looks like an alien with a mushroom for a head (exacerbated by the fact that 3 was the first entry to make his katana look like a lightsaber). In 4, he resembles a humanoid beetle (complete with wings!) with the face of a skeleton. 5 dials back the weirdness a bit, making Yoshi look like a skeletal samurai. His appearance in 6 looks like he's the walking dead. His design in 7 is basically some sort of organic armor with octopus-like tentacles. And that isn't even getting into some of his alternate costumes... Despite all of this, the series' producer confirms that prosthetic arm notwithstanding, he is still just an ordinary human underneath the armor.
  • Seppuku: He even has some variants, including doing it twice, and then there's spinning towards the opponent with the sword still lodged in his stomach. In earlier games, a successful hit with this move was a One-Hit Kill. Later games would give this property to the second stab if he does it twice, even if the first stab didn't hit the opponent; in which case it becomes an all-or-nothing gamble because if he whiffs the second hit, he is instantly KO'd.
  • Single-Stroke Battle:
    • His Yoshimitsu Blade attack normally subverts this, as Yoshi simply slams his hilt into his foe's stomach. As a counter-hit, he'll turn the blade upwards and slash right through them.
    • His and Kunimitsu's endings in Tag 1 depict this between the two of them. The victor depends on whose ending it is.
  • Spectacular Spinning: Because it's not cool enough to just have a prosthetic arm.
  • Spin Attack: A series of either backfists or kicks. If he over does it, he'll become dizzy and fall. He gains several spinning sword moves in 8, some taken from his Soul Calibur moveset.
  • Spinning Out of Here: Damages him in the process, unless he's in the Meditation stance, in which case he teleports to his opponent's back.
  • Spin to Deflect Stuff: He also has a move that lets him block attacks and shove the attacker away with his spinning blade.
  • Stance System: Until 2, his Indian Stance was his only alternative fighting stance. From 3 onward, he kept gaining more additional stances, and as of 6, he can now fight bare-handed!
  • Sword and Fist: This naturally makes him stand out in a fist-fighting game.
  • The Unintelligible: Although he speaks Japanese, it's hard to make out exactly what he's saying sometimes due to the heavy distortion of his voice from Tekken 3 onwards. And for some reason, the English releases of the games do not provide subtitles for his lines (at least in his intro and win poses) - even in Street Fighter X Tekken which gave the Tekken roster the choice to switch between English and Japanese voice acting, Yoshimitsu is locked into his Japanese language track. It's likely as a holdover from the very archaic Japanese his predecessors spoke, which was localized in Soulcalibur as Shakespearean English. Then came 8, turning everything concerning Yoshimitsu's voice around, he has a new voice module that doesn't heavily distort his voice, making it pretty easy to pick what he says, and all of Yoshimitsu's lines are subtitled as well; which actually makes Tekken's Yoshi be more similar Soulcalibur's Yoshi than ever.
  • The Voiceless: In the Live-Action Adaptation. Even Dragunov speaks more in it than he does. Even in games, Yoshimitsu shows shades of The Quiet One and is rarely shown speaking a full sentence.
  • Worthy Opponent: Considers Kunimitsu one in her Tag 2 ending, after she literally steals his sword right out of his hands, admitting that she had greatly improved.

    Michelle 

Michelle Chang

https://static.tvtropes.org/pmwiki/pub/images/michellett2_removebg_preview_1.png

Don't forget about me!

Origin: USA
Appears in: 1-2, Tag-Tag 2

Voiced by: Lynn Harris (1-2), Mibu Minami (3), Julie Ann Taylor (Tag 2), Jessica Robertson (The Movie),

Michelle is the proud-as-can-be offspring of a Native American mother and Hong Kong-born father, who was employed by Heihachi to locate a fabled treasure on Native American soil. When he failed, Heihachi promptly took him out, enraging Ms. Chang and becoming the catalyst of her entry into the Iron Fist Tourney to exact her revenge on Mishima.

Later, those pesky Mishimas screw her over again by kidnapping her mother and demanding the pendant she wears around her neck, as it is linked to find said treasure. And again, she vows to get rid of them once and for all.

Shortly after, she found a baby girl amongst some ruins. She adopted her and named her "Julia", training her in martial arts. Years later, she got caught by Heihachi who tried to use her pendant as one of the items to lure Ogre. She is rescued by Julia, and after that, she seems to have retired from fighting.

She finally returned as a playable (DLC) character to the series for the console release of Tekken Tag Tournament 2 after a 10+ year hiatus.

Michelle is a well-rounded character with an arsenal ranged kicks and fast jabs. Many of her attacks can be chained into other attacks. Her low damage output is low, but can racks up a lot of damage if the player master her complex attack pattern to force errors out of the opponent, especially in the corner.


  • Adaptational Angst Upgrade: In the games, Heihachi's men killed her father. In Tekken: The Motion Picture he burned her entire village, killed her father and left her mother to die in the wilderness. It's no wonder she suffers from a slight Adaptational Personality Change, where she's even more obsessed with revenge than in the games, since in the games she still had a home to come back to, but in the movie she has nothing.
  • Adoptive Peer Parent: Although she looked normally aged in Julia's Tekken 3 ending, Michelle ends up looking pretty young in both Tag Tournament games. They almost look like sisters when paired with Julia (or Jaycee) in a team. For reference, Julia is 21 as of 6, and Michelle would be 42 if she's still present in the series canon.
  • Badass Native: She's a Native American warrior, and her original costume is a downplayed take on Braids, Beads and Buckskins.
  • Blue Is Heroic: She always had some sort of blue in her costume. In the first two games and Tag 1 she wore blue shorts. Fittingly enough in 3 she wears a blue dress and is more heroic in nature as she no longer is interested in revenge and tells Julia that she taught Julia martial arts to protect Mother Earth, not destroy it. Tag 2 continues this with her wearing a blue tank top and blue shorts.
  • Braids, Beads and Buckskins: Played straight in her P1 costume, although Michelle is far less outlandishly portrayed than more crudely stereotyped Native American fighting game characters like T. Hawk and Nightwolf. Both she and her adopted daughter Julia seem like ordinary American girls who just happen to like dressing that way. Interestingly, though, her item move in Tag 2 has her throwing a tomahawk.
  • Braids of Action: She passes it on down to her daughter Julia.
  • The Bus Came Back: She came back to the series, albeit non-canonically in Tekken Tag Tournament 2 as a console exclusive, like Jun and other series staples that haven't appeared in a while.
  • But Not Too Foreign: She's half-Chinese, half-Native American.
  • The Cameo: Appears in Julia's 3 ending.
  • Chekhov's Gun: You didn't think that amulet Kunimitsu tried to steal would pop up again, did you?
  • Damsel in Distress: Michelle was taken hostage by Heihachi before 3 begins, spurring Julia to enter the tournament to rescue her.
  • Denser and Wackier: Her story in the first two Tekken games is tragic, with her wanting revenge on Heihachi because his men killed her father in 1 and trying to save her mother after Kazuya kidnapped her in 2. In 3 she shows up in Julia's ending and while she's not interested in revenge anymore, she's still a serious character. In Tag 2 she speaks in a casual, easy going way, winks at the viewer in one of her intros, and her ending has her putting on Jaycee's mask and goofing around with it, and then happily teaming up with her, which contrasts her more serious personality from early games. It makes sense because of circumstances, since her appearances in the first 3 games have her being tormented by Mishimas in some way, while in Tag 2 she's in a more relaxed environment and doesn't have to worry about the Mishimas or Ogre.
  • Divergent Character Evolution:
    • In Tag 1 she got less HP than Julia and worse throws, but better combo damage and her elbow was a Counter Hit launcher, though, this is downplayed because they still play really similarly.
    • Weirdly enough this didn't really happen with her in Tag 2, it was Julia who was changed more by getting more wrestling themed moves, while Michelle is the more traditional Chang.
  • Glass Cannon: In Tag 1 she's on the group of characters with 140HP, which's the lowest amount possible. This was likely done to separate her from Julia (Who's at 151HP), and because Michelle has higher combo potential.
  • Idiot Ball: She grabs it firmly so Julia has a valid reason to join the third tournament. In Tekken 1, Heihachi's men killed her father, and 3 retconned 2's events so Heihachi is the one who went after her pendant instead of Kazuya. Despite this, Michelle decided to travel to Japan to ask him why he wanted her pendant back in 2, curious about its powers — which leads to her being kidnapped.
  • It's Personal: Her stories from the first two games amount to this. She wants revenge against Heihachi in 1 because his men killed her father. In 2 Kazuya kidnapped Michelle's mother and she participated in the tournament to save her.
  • Mum Looks Like a Sister: You'd be forgiven for thinking she and Julia were siblings instead of mother and daughter just by looking at them.
  • Nature Hero:
    (to Julia) Do you remember why I taught you the powers to fight? It was to protect Mother Earth, not destroy it.
  • Out of Focus:
    • Among the original eight from Tekken 1, she's the only living one who hasn't returned in a canon game after 3, and she's not playable in that game, only part of Julia's profile and her ending. Outside of that, Michelle only comes back as a playable character in Tag games. Even with Julia replacing her, outside of Tekken 3, Julia's stories never even mention Michelle, not even in her dialogues from Scenario Campaign.
    • In Tekken: The Motion Picture she gets a background story and a motivation to participate in the tournament, yet unlike Kazuya, Jun, Lei and Jack-2, it amounts to nothing. Once she loses to Kazuya at around the halfway point of the movie, her screen time ends, and before she lost she still was desperate to have revenge against Heihachi, so she didn't develop too as her character was the same at the beginning and end of the movie.
  • Put on a Bus: Has disappeared from the series canon since 3.
  • Retcon: Her profile from 2 notes that Kazuya was after her pendant, while the Japanese version mentions he knows the secret behind it, it doesn't specify what is, while the American version says it's to get a treasure. Julia's profile from 3 changes who was after the pendant during the second tournament to Heihachi instead, both so Heihachi is even more involved with the Ogre story and to tie his story with Julia's so she gets involved in the tournament.
  • Revenge: Her motivation in the original Tekken was to avenge her father, but she went home satisfied with the knowledge that Heihachi got his ass kicked, even if it wasn't her that did the honor. By the time Tekken 3 rolls around, an Older and Wiser Michelle talks Julia out of seeking vengeance against the Mishima Zaibatsu, wanting only for them both to return home and move on with their lives.
  • Wrestler in All of Us: Her martial-arts training includes suplexes. In Tag 2 she can do running powerbombs. In her ending she's messing around with Julia's wrestling mask, gets caught, and they decide to form a tag team.
  • You Killed My Father: The Mishimas kidnapped her mother as well, so It's Personal.

    Jack 

The Jack series

https://static.tvtropes.org/pmwiki/pub/images/jack8.png

(robot noises)

Origin: Russia
Fighting Style: Brute Force
Appears in: 1-3, 5-8, Tag-Tag 2, Revolution

Voiced by: Banjo Ginga (1-5), Ken'ichirou Matsuda (6 onward; Current, Street Fighter X Tekken, JP; as Jack-X), Akio Ōtsuka (JP, The Movie), Jordan Byrne (Street Fighter X Tekken, EN; as Jack-X)

Less an individual character and rather a series of mass-produced robots commissioned out of Russia. In the first game, Jack has a task to kill Heihachi; as you can guess, it didn't work. In fact, he met his prototype and had a slugfest since Prototype Jack is Heihachi's anti-Jack plan. Still, the Russians liked the results enough to mass produce them, and the series (including Jack) were called "Jack-2". Then Jack finds a little girl while helping other robots wipe out a city. And befriends her for a while, right up until he's blown up by a Mad Scientist.

The little girl, Jane, subsequently dedicated her life to rebuilding her beloved killer robot. She succeeds partially and sends "Gun Jack" into the third tournament. They spend the fourth tournament fixing each other up, and then she has Jack-5 enter the fifth tournament.

Jack-4s are shown blowing up Heihachi; these are also helped out by Jane and her research. If it weren't for this, Jack would've been one of the few characters to appear in every Tekken game in some form.

Jack is a simple character with long arm reach which lends himself to keep-away playstyle. He has some of the best low pokes, frame traps and command throws to break down defensive opponent. However, he has poor sidestep for evasion and lacking in panic moves.


  • Adapted Out: Gun Jack does not appear in Bloodline, despite being present during the events of 3.
  • A.I. Is a Crapshoot: They wanted a killer robot in Jack-2 and they got a babysitter.
  • BFG: Jack-8 wields one, sometimes using it as a ride towards his next fight, a missile in his Heat Smash, and an actual particle cannon in his Rage Art.
  • Blood Knight: Jack-6 will not hesitate to remind you in Scenario Campaign that he loves fighting.
  • Bodyguard Crush, Rescue Romance, and Interspecies Romance: Jack-2 overcame his programming to project Jane until Dr. Abel's Kill Sat put him out of commission. Jane spends the next twenty years looking for a way to resurrect her beloved Jack (and grows up to become quite the intelligent beauty), her feelings intensify when Gun Jack pulls an Heroic Sacrifice to save her from Tekken Force members. When Jane finally installs Jack-5's missing memories of her, he initially goes haywire but then relents, scoops her up bridal-style like a Knight in Shining Armor.
  • Conservation of Ninjutsu: Whenever other characters have to fight a bunch of robotic mooks from G-Corporation, mass produced of the previous version of Jack (Such as Tekken 7 using a bunch of Jack-6's for a fight in story mode) will be used for it and they will all lose.
  • Distaff Counterpart: In Devil Within, there are female Jacks. Instead of sporting the bulky frame commonly associated with the linear models, they sport a sleek, feminine design (complete with Combat Stilettos). They do retain the trademark mohawk, which makes them look a bit weird.
  • Divergent Character Evolution: Everyone in the series underwent this at some point, especially by the time of 5, but this was necessary in Tekken Tag Tournament, where Jack-2, P. Jack, and Gun Jack were all playable.
  • Dramatic Irony: Jack-1's profile from the first game says he was sent to the tournament after the Russian military caught wind of Kazuya's plans for a worldwide coup d'etat, and in Tekken 2, Jack-2's objective is to save Dr. Bosconovitch from Kazuya, and in Tekken 5's intro, mass produced Jack-4's were used to try to kill Heihachi and Kazuya. Despite this constant opposition, once Kazuya took over G-Corporation in 6, Jack series as a whole are being used to help Kazuya conquer the world.
  • Extendable Arms: Some of his punch attacks can be held down to increase both their range and damage. He also extends his punching arm in the starting hit of his 7 Rage Art.
  • Finger Poke of Doom: Starting with P. Jack in Tekken 2, all Jacks have had the Dark Greeting attack, which consists of them taking two slow steps forward before tapping their opponent on the forehead for massive damage. Of course, it's such a slow and obvious move that it's basically never worth using.
  • Flight: Later Jack models from Gun Jack onward have become capable of this. Earlier in the series, only P. Jack had this functionality.
  • Forgot About His Powers: In his ending in Tekken 7, Jack-7 is so caught up in trying to grab the certificate naming him G-Corp's top Humanoid Weapon that he accidentally runs off the roof. Instead of flying back up to it, he crashes gracelessly into the ground.
  • Gratuitous Foreign Language: As an indicator of his country of origin, and to show its iteration number, ВОСЕМЬ is written on Jack-8's collar (vosyem, Russian for the number "8").
  • Goomba Stomp: The primary purpose of Jack's flight ability is to come crashing down on on his opponent's head.
  • Hates Everyone Equally: Jacks zigzag this in a weird way in Tag 1. Jack-2 hates everyone there (Save for Golden Tetsujin and Xiaoyu with her secret green costume, who get neutral netsu with everyone), meaning that no matter how much his partner gets beaten up, he won't activate netsu, and curiously, that was the same case with Prototype Jack. However this is not the case with Gun Jack, who has neutral netsu with most characters and even likes Jack-2 and P. Jack.
  • Heroic Sacrifice: In their Tag 2 ending, they fly into space to stop an incoming asteroid, eventually combusting as they fall back to orbit.
  • Hulk Speak: How Jack-6 communicates in Scenario Mode in Tekken 6. Jack-7 communicates the same way in Tekken 7's story mode.
  • Husky Russkie: A giant, hard-hitting Russian robot.
  • Informed Ability: Gun Jack's story in 3 states that he has guns mounted in his arms. However, they are non-functional during the tournament. Later Jack models have functional firearms, starting from Tag 1 onward.
  • Irony: It's written in Gun Jack's profile from 3 that Jane was trying to give him Jack-2's memories to return him to the gentle soul who saved her life. But in Tag 1, Jack-2 is one of the characters who hates everyone in the cast (Meaning he can't get netsu), while Gun Jack is neutral. Furthermore, Jack-2 has a rather brutal sidethrow where he breaks the opponent's spine, and despite them sharing a bunch of throw animations, Gun Jack doesn't have this one. It's specially noticeable for Jack-2 to have this throw since it's a new move, he didn't have it back in 2.
  • King Bob the Nth:
    • Except for Jack in Tekken 1, and Gun Jack in Tekken 3, Jack (and his other production models) show up as "Jack-X". The number always matches the numerical iteration of the game he's in (so even though he skipped Tekken 4, the new Jack model from 5 is called "Jack-5"; the Jack-4 line can be seen in the opening of 5 as they're the units sent to amubush the Hon-Maru compound).
    • In Street Fighter X Tekken, the playable Jack is called "Jack-X", again to keep with the theme of Jack's designation matching the game he appears in.
  • Mecha-Mooks: They collectively serve this role for the G-Corporation across the series. Notably, whenever hordes of Jacks get sicced on the main characters, it's always a mass-produced version of Jack's previous model that goes down in droves, while the most up-to-date design remains a unique character.
  • Megaton Punch: Named as such, when it's not called Gigaton.
  • Morality Pet: Jane. Not that there's a hint of him having his own morality...
  • Moveset Clone: In the original Tekken, Jack had three clones; Prototype Jack, Ganryu and Kuma. Later games would sometimes call them Jack clones, at least until Divergent Character Evolution took effect.
  • Non-Dubbed Grunts: They've been using the same voices since the series' debut in 1994. The voice was pitched up a bit for 3, but that's about it.
  • One-Hit KO: The aforementioned Megaton Punch. Jack (all models) swings his arm in a circle, and every successful 360 spin with the stick is met with a number, counting "one" through "five". Once the player reaches five, the attack becomes a One-Hit KO. Good luck landing it on any enemy that doesn't periodically zone out for 5 seconds at a time, though.
  • Personality Chip: Jack-2 has a chip installed in his CPU which allows him to learn and become more human-like, prompting him to want to protect Jane.
  • Punched Across the Room: Jack has a lot of moves that will send the target flying if they connect.
  • Rapid-Fire Fisticuffs: Almost to a literal level in one of his moves where he alternates left and right jabs in quick succession. His 7 Rage Art starts with him juggling his opponent in this manner.
  • Red Oni, Blue Oni: Pre-fight and post-fighting animations in Tag 2 suggest this. Between the two, Jack-6 acts more energetic and Prototype Jack acts more reserved.
  • The Rival: P-Jack to Jack and Jack-2, NANCY-MI847J (the Mishima Zaibatsu's own Jack model) to Jack-6, Gigas to Jack-7.
  • Robot Buddy: Every Jack (minus the first model, P-Jack, and Jack-4) serves as this to Jane, although there's subtext on Jane's side that it's a bit more than that.
  • So Last Season: Whenever Jacks appear as mass-produced Mecha-Mooks to be trashed by the main characters, they use Jack's design from the previous game (e.g. Tekken 6 uses Jack-5, and Tekken 7 uses Jack-6), giving the current Jack design Uniqueness Value.
  • Suddenly Voiced: In his interlude with Heihachi in 5, Heihachi comments that Jack-5 can't talk, and none of Jack-5's interludes contradict this. Come 6's Scenario Campaign, and he's shown to be capable of speech, though with Hulk Speak. King's episode in 7 shows that Jack-7 is still capable of speech.
  • Swiss-Army Weapon: In his Tekken 6 ending. Jane is shocked when she walks in and sees what he's done to himself.
  • Taking You with Me: The Jack-4s attempt this on Heihachi. It doesn't work, although it does keep him down for the duration of 5.
  • That Russian Squat Dance: As an attack. It's even incorporated into some of its 10-hit combos.
  • Third-Person Person: Jack-6, according to Scenario Campaign.
  • Top-Heavy Guy: It's mainly the arms that really throw off the upper and lower body balance.
  • Tron Lines: Jack-7's model has these to differentiate him from Jack-5 and Jack-6.
  • Wrestler in All of Us: All use several Wrestling moves like Tilt-A-Whirl Backbreakers, Reverse Piledrivers, Sit-Out Powerbombs and Military Press Slams as throws.
  • Zerg Rush: Lacking the physical constitution of the other models, the mass-produced Jack-4s use their numbers to overpower Kazuya and Heihachi.

Top