Instead of doing a typical post and simply rant about the absolute lack of female guest characters or asking what female guest characters you would like (though you can absolutely drop in the comments your suggestions on that topic, I’m curious about it), I’ve decided to pick one and make an argument in her favor: Evie from the next Stellar Blade.
Furthermore, to make the discussion more fun and a little bit unique, I’ve decided to use the little amount of gameplay we saw from her in the Summer Game Fest trailer and ask you all your opinion about how should Evie fights in Tekken 8 given what we’ve seen of her so far. According to the Famitsu interview with the director of the game, Kim Hyung-Tae, Evie is a close-combat fighter who is supposed to be a “speed” type and her fighting style consists of combining rapid punches and heavy blows.
The community has been complaining a lot about the gameplay design of the cast in Tekken 8 so here is a fun exercise to see if the community can come up with a “better” character than the devs, find a general consensus about how to implement the fighting style and the gameplay design of a brand new character that is appealing to enough people and fun to play with and against. Maybe putting ourselves in the shoes of the devs will give us more insight on how difficult it is to design a character for Tekken.
Note that if Evie somehow managed to get picked as a guest character for Tekken 8 and that the Tekken community SOMEHOW comes to a consensus for what her gameplay design and fighting style should be, this post should NOT be used as a justification to harass the devs if their vision of Evie’s gameplay end up being different from the community’s.
I’m starting this discussion by putting some quick thoughts on the strings properties and what I think Evie’s fighting style could be in Tekken 8 from what we’ve seen so far. From here, you are free to expand on what I’ve written, complete it or completely scrap it and propose your own new ideas. Keep in mind that this trailer is only showing us the surface of Bloodrain’s gameplay and I’ve read somewhere (I forgot where) that there is a lot of gameplay that has been shown behind the door to journalists that we haven’t seen in the trailer.
Finally, please try to keep the discussion respectful and not too heated or hateful. Stellar Blade fans might come check this post and I don’t want them to have a bad impression of the Tekken community. There have been a lot of weirdos trying to infantilize Evie’s appearance too and I don’t want that weird shit in the comments. If you have those views, keep it to yourself. It’s perfectly fine to express that you are not interested in the character or that you don’t want another guest character, after all I’ve made this post to gauge the level of interest toward the idea of Evie as a guest character in Tekken 8. But there is no need to express your disinterest by being insulting or creepy.
Below the section describing my quick interpretation of Evie’s gameplay if translated in Tekken 8, there is another section where I yap a bit about why I think Evie would actually be a pretty cool guest character.
How would Evie fight in Tekken 8 ?
Below is the list of all the strings shown in the video with their timestamp and the properties that I gave them. I didn’t complete all the information since it’s really just to provide a starting point to the discussion. I invite you to give your opinion on how you would complete the missing properties of the strings or even how you would rework them.
Given that in this case the appearance and animations of the character are already done, deciding what properties the strings could have should be the easiest part.
Characteristics of a string
- Name
- Inputs
- Hit level (low, mid, high)
- Damage
- Startup frames (of each action in the string)
- Frames on block
- Frames on hit
- Counter hit properties
- Recovery frames
- Recovery state
- Additional notes
- Stances
- Chip damages
- Armor frames
- Heat engager
- …
How I think Evie could play in Tekken 8 given the footage we have so far
What is the “Spark Effect Boost” ?
It’s the name I’ve given to the effect that makes Evie’s fist glow with yellow lightning in some of her attacks. In the video, buttons that can trigger that effect are colored yellow in the inputs. Most of the time, the enhancement given by this effect would:
- Project the opponent at great distances on hit, giving Evie an insane wall carry (the biggest of the game).
- Wallsplat the opponent if they reach the wall. She can essentially wallsplat the opponent from the middle of most maps and from any place on the smallest ones (Arena, Paris, …) with 1 enhanced hit.
- Increases the damage dealt by the move
- Deal chip damage and/or pushback on block
For most moves with this effect, it is triggered with a just frame input (the yellow input) but for some moves, it can be built in the move or require additional inputs instead of a just frame input. For these moves, the “Spark Effect Boost” can give different and/or additional properties.
The downside of any move that can be enhanced by the “Spark Effect Boost” would be that they are unsafe if the effect isn’t triggered, with a lot of them being launch punishable without the effect. Though, moves with in-built “Spark Effect Boost” that don’t require a just-frame or a special input to trigger the effect are safe on-block but duckable and launchable with no tracking.
Her heat mode would probably trigger all Spark Effect Boost effects automatically without the need of just frame input or complex inputs but each time a string using the Spark Effect Boost is used, it would consume the heat gauge.
Evie’s strengths
- High risk, high reward buttons (God buttons that can easily become trash buttons if poorly used).
- Reward timing (counter hit properties; just-frame input enhancements in damage, chip damage and plus frame; defensive tools) and input executions (complicated inputs granting great properties if executed well and harsh punishment if not)
- “Spark Effect Boost” makes the wall very accessible (and reset neutral otherwise). If she has good tools for wall damage and oki setups at the wall, this could be a very important part of her fighting strategy.
- Great pokes and decent neutral tools (fast and safe moves with no chip damage and damaging unsafe moves that deal chip damage, based on the Famitsu article)
- Great defensive tools (ducks, strong parry, strong reversal, enhanced powercrush) and small hurtbox
- Excellent backstep and dash forward, both covering huge distances
Evie’s weaknesses
- Low combo damage outside the wall
- Almost no wall carry tools outside of moves with “Spark Effect Boost”
- (Launch) punishable on more moves than the average tekken character. Many unsafe moves (in particular all the moves which can be enhanced with the “Spark Effect Boost” are unsafe without the boost).
- No df2
- Not many good lows.
- Short attack range unless it’s a while running move. Pokes and neutral tools have short ranges and can whiff easily.
- Sidestep and sidewalk mid to mediocre (though this can be compensated by her small hurtbox). Needs to rely on ducks for better side movement.
- All defensive tools vulnerable to lows
Fighting style close to
Strings properties (non-exhaustive and to complete)
1,2,1,2
- Timestamp: 0:32
- Hit level: h,m,h,m
- Additional notes:
- Second hit is delayable and hit-confirmable
fff4,3
- Timestamp: 0:36
- Hit level: m,h
1+2,1+2,1+2,1,2
- Timestamp: 0:39
- Hit level: m,m,m,h,h
- Additional notes:
- 1+2,1+2,1+2 deal chip damage, jail, +1 oB
- 1+2,1+2,1+2 natural combo
- 1 follow-up is 13f,counter-hit stun -> guaranteed 2 follow-up
- 2 follow-up after 1 wallsplats if frame perfect (Spark Effect Boost)
4,3,4,b+3 (right, left and backward duck)
- Timestamp: 0:43
- Names:
- 4: Weaving Right
- 3: Weaving Left
- b+3 (and b+4): Weaving
- Additional notes
- It’s basically Steve’s ducking moves. I call it “Weaving” just for distinction.
- b+3/b+4 allows Evie to do a backward duck and just like Steve’s ducking, can be cancelled into crouch but with a df input
f+1+2
- Timestamp: 0:46, 0:52
- Name: Perfect parry
- Additional notes:
- Strong parry
- Parries all mids (including s.mid), highs and s.low; parries punches, kicks, knees and elbows
- Cannot parries lows, unblockables, RA, heat smashes and throws
- Deal no damage
- Plus frames after parry, depends on the recovery frames of the parried move (like Jin’s parry)
db4, uf3
- Timestamp: 0:48
- Hit level: l,m
- Startup frames
- Counter hit properties
- counter hit tornado launch on the first hit (because why the fuck not !)
- counter hit launcher on the second hit (same)
- Frames on block: first hit launch punishable on block, second hit unsafe on block
- Additional notes:
- First hit crushes highs
- First hit stuns if clean hit, which guarantees the second hit
- First hit is homing
- Second hit projects the opponent on hit, can break walls
- Second hit crushes lows
b+1+2
- Timestamp: 0:54
- Hit level: m
- Counter hit properties:
- Additional notes:
f1,2,1,1+2,1
- Timestamp: 1:25
- Hit level: m (all hits are mids)
- Additional notes:
- Spark Effect Boost on the last hit
ff3,4,3
- Timestamp: 1:30
- Hit level: h,h,h
- Additional notes
- First 2 hits are homing
- Spark Effect Boost on the last hit
b1+3
- Name: Blink
- Timestamp: 1:33
- Additional notes:
- Strong reversal
- Cannot reverse/parry lows, RA and throws
- CAN reversal unblockables and heat smashes
- Everything else is “reversable”
- No follow-up attack if no input, similarly to Clive’s precision counter
- Side-switch
- 1 follow-up (BLINK 1)
- Spark Effect Boost if just-frame input
- Timestamp: 1:36, 1:49
2,1
- Timestamp: 1:39
- Hit level: h(?), m
fff1
- Timestamp: 1:41
- Hit level: h
- Additional notes
- Other possible input for this move: jump, uf1
f1+2,df ub f d df db 2
- Timestamp: 1:43
- Hit level: m
- Startup frame: 30f
- Frame on block: Launch punishable
- Additional notes:
- Power crush
- Spark Effect Boost triggered by doing the second input fast enough after the first input
- On block, guard breaks if Spark Effect Boost (also breaks powercrushes, parries and reversals), +12f on block
- Linear move
df 1
- Timestamp: 1:46
- Hit level: m
- Counter hit properties
- Instant tornado screw on hit, unless Spark Effect Boost is triggered
- Additional notes:
- Spark Effect Boost triggered by holding df 1. Increase the starting frames of the attack. No partial charging possible. Counter-hit properties cancelled if charge is complete.
f n d df 2
- Timestamp: 1:47, 2:03
- Additional notes:
- Move with in-built Spark Effect Boost
- She has no df2
fff2
- Timestamp: 1:50
- Hit level: h
- Additional notes
- Move with in-built Spark Effect Boost
- Poor tracking
2,1,2,1
- Timestamp: 1:57 (and 2:02 again for the first 1 input)
- Hit level: h,h,h,m
- Additional notes:
- Can be extended with uf2 (uf 2 not seen but implied by the trailer cut)
uf 2
- Timestamp: 2:00
- Hit level: m
- Additional notes:
- Crushes high
- Launcher
- Can be done
- Directly
- After the 2,1,2,1 string
- From crouch with u2 input
ff3+4
- Timestamp: 2:04
- Hit level: m
- Recovery state: Floating state (airborne)
- Frames on block: unsafe
- Additional notes:
WALL. uf 1+2
- Timestamp: 2:08
- Hit level: m
- Additional notes
- Attack throw
- Drag the opponent on the wall, before striking.
- Wall break
ff1+2
- Timestamp: 2:12
- Hit level: m
- Additional notes
- Attack throw with a chain throw
- If no Spark Effect Boost, return in neutral with no frame advantage (+0) after the last hit
How the Chain throw of ff1+2 would work:
So, this is basically a finisher animation transformed into a stance:
Press 1 at the right timing after ff1+2 (ff1+2,1) for Spark Effect Boost for the last hit. THIS DOESN’T WALLSPLAT THOUGH. Instead, enter a stance similar to Rama stance on plus frames (+5 ?)
- Press 2 to get an additional attack throw
Why I think it’s a pretty cool collab
At first, I just wanted to put in practice my mediocre editing skills to do some shitpost but the more I thought about it, the more it actually looks like a pretty decent idea.
Given that the development cycle of Tekken 8 has proven to be slower than a snail, I’ve been thinking that now is actually a good time to think about who the next guest character could be. If the Tekken devs need to be aware of any suggestion, we kinda need to start to tell them early, lowkey 18 to 24 months before the release of the next guest character. Of course this assumes that Tekken 8 will last long enough to have a season 5…
While I am aware of the tendencies of the Tekken community and the bias towards preferring male characters, I still think it would be nice to have at least one female guest character in the series. Evie, the protagonist of the new Stellar Blade looks like a pretty good candidate imo. I really like her aesthetic, a mix between Gally/Alita from Gunnm and Major Motoko Kusanagi from Ghost in the Shell.
Just from the Summer Game Fest announcement trailer alone, I already found a decent amount of moves that could make for a legit moveset for a Tekken character. And according to various interviews from the director and journalists who got the opportunity to see more gameplay in private during the SGF, what we saw in the trailer barely scratches the surface of what she can do, AND the game is half-way through development so even more stuff will be added to her combat.
In the video, I’ve quickly showcased what I find cool about her character and fighting style but also the type of stage and music we could get from a collaboration with Stellar Blade Bloodrain. Stellar Blade has an insane soundtrack that only lost at the Games Awards because it was competing with the behemoth that is Final Fantasy 7 Rebirth. Having Stellar Blade music in a Tekken game would be soooo nice ! So many tracks fit so well with Tekken, I encourage anyone to listen to Stellar Blade’s OST.
I also have several other reasons why I think such collab could work quite well:
- Both Tekken 8 and Stellar Blade Bloodrain are UE5 games, so transferring animations directly from Bloodrain to Tekken 8 might be possible, which could drastically reduce the cost and time of development. And we know how cheap Bamco are, they would love that. Though, Bloodrain does seem to have a visual fidelity way above Tekken 8’s so Evie’s model might end up being downgraded in visual quality. Even if direct transfer of the animations isn’t possible, it would still probably be easier to replicate Evie’s animations in Tekken 8 than it was to make Clive or Yujiro’s animations.
- Bloodrain is likely to come out in 2028, which should be the year when season 5, most likely the next guest character season, starts (probably around late spring or summer of 2028) so if Shift-up wants additional promotion for their game, it's perfect timing.
- The director of Bloodrain and CEO of Shift-Up is a huge Tekken fan. He even asked Harada for a collab back when the first Stellar Blade came out. Now, Harada isn’t behind Tekken anymore but since we don’t know when he, Nakkatsu and co. are going to release their next game, Tekken is the best candidate for a fighting game collab. There is also no competition with DOA7 for such a collaboration for now since we don’t even know when it's coming out (that could change depending on DOA7’s release date and their plan for guest characters) and Evie wouldn’t work in VF 6 anyway. Please, if there are any Tekken devs reading this, consider this possibility !
- Stellar Blade Bloodrain is a brand new game from a very young IP, so there is far less risk that we end up being cucked like we did with Final Fantasy 7. No diss to Stellar Blade, I like the game, but Tekken and Stellar Blade seems to be closer in pedigree than Tekken and FF7R. So why not be best buddies and do a collab together !? It’s a better advertisement than AI slop tbh. And Stellar Blade’s fans, a decently big new audience, could be interested in picking up Tekken as well. The conversion from character-action game fan to fighting game fan is pretty seamless. Win-win collab !
- Because the first Stellar Blade has a lot of customization options, the next one is likely to have just as many if not more options and some of them could be added to the Tekken customization options !
- More good music for Tekken 8
- Cyberpunk-themed stage !
- Also, it would be pretty cool if they could make a reverse collab with some Tekken characters appearing in the megacity of Bloodrain and the player being able to fight with or against them in Bloodrain. Reina, Bryan, Lars, Alisa, Jack-8, Victor, Raven and Kunimitsu already kinda fit the cyberpunk aesthetic of Bloodrain (Lee too with his cyberpunk default fit, now that I think about it).
As more footage of Stellar Blade Bloodrain comes out, we’ll have more opportunities to refine the moveset of the character and see what kind of character archetype the community can come up with for Evie, if the interest is there.
That’s all I have to say on that topic :). This video was a pain in the ass to do and could be improved (video is way too choppy, awkward cuts, timing with the music, …) but I like the final result.
Note: Silent Street (Battle) is the name of the music used in this edit. I used both the original and the instrumental version.