Tekken 8 Season Pass 3: Michael Murray on Kunimitsu’s Return and Design Philosophy
The reveal of Kunimitsu in Tekken 8 Season Pass 3 has brought about excitement in the community, with many players looking forward to the return of the fan-favorite ninja. A recent discussion with Tekken Project Producer Michael Murray revealed how the development team balances historical character charm with new gameplay systems, the artistic hurdles of rebuilding legacy faces from scratch, and the philosophy governing how DLC characters are chosen.
*This interview has been edited for clarity
Aligning Kunimitsu with Tekken 8’s Mechanics
Kunimitsu was particularly famous in Tekken 7, and when transitioning her into Tekken 8, the team needed to properly integrate her aggressive playstyle with the new mechanics while keeping her balanced.
“She was one of the more used characters in Tekken 7, and I think that was because she was quite strong. Many famous players like Arslan Ash showed her off a lot in tournaments, and I think that she’s just very easy to use because of her moveset, doesn’t require any kind of complex inputs. She’s pretty accessible and very quick character. Very satisfying moveset.”
“So for Tekken 8, you know, first we thought she would work out quite well with the Heat system that we have, and that we wanted to keep the same feel, that quickness and that kind of aggressiveness to her. But she has a lot of weaknesses as well.”
To ensure she wouldn’t completely dominate the meta, the developers carefully baked distinct flaws into her kit, mimicking their design strategy for other DLC fighters and addressing concerns from the previous game:
“And this time, obviously we’ve kind of continued the tradition of adding characters like Fahkumram, Armor King. All these characters have been designed with very clear strengths, but also weaknesses, and this was also the case with Kunimitsu. So we tried to make her as fun as possible, adding some of these new elements, while continuing to make sure that she’s still accessible and not a very difficult character to play, while also making sure that the damage is reasonable compared to the rest of the cast. So as you can notice in the gameplay, she’s very quick and her moves are simple, but her reach is quite short in many instances. And like the other aforementioned DLC characters, she’s got very glaring weaknesses to certain sidesteps, etc. And then also, if you look at the combo damage, it’s not anything excessive compared to the rest of the cast.”
Kunimitsu can seize control of a match by using her quick movements and unique stance to surprise her opponents. She excels at nimble attacks and tricky maneuvers, but to effectively use her stance, she must make accurate situational judgments, otherwise she will be countered. In developing the character, we have clearly defined her strengths and weaknesses and made adjustments accordingly.

Evolving the Moveset: Stances, Heat, and Fire Breathing
While the core philosophy of her agility remains intact, Kunimitsu features several direct design upgrades and new abilities optimized specifically for Tekken 8‘s systems.
When asked about specific updates or surprises waiting in her moveset, Murray highlighted her unique stance work and the changes triggered by her Heat activation in Tekken 8:
“I think the some of the moves that she has from Katon are quite unique. She’s got a lot since we tried to for Tekken 8, make the character design for each of the characters have a very unique play style and kind of focus on their strengths. The same has been done with Kunimitsu.”
“I would say some of the stuff from Setsunagake, her back turned has a lot more new combo routes etc and then I’ve kind of touched on a little bit during Heat, she has access to a few new moves that really change her play style and make her have more reach or perhaps more threatening at the wall, these kind of things. So I would check out that Heat power up state to kind of see a lot of stuff that’s different from Tekken 7.”

When asked further about her flashy new fire-breathing technique and how it fits into high-level combos and match strategy in Tekken 8, Murray clarified that rather than acting as a primary combo tool, it serves as a niche weapon for close-quarters situational awareness and wall pressure:
“So the fire breathing move is mainly going to be just one of the ninja elements. So if you’ve noticed, if they’re even slightly stepped away from you, it’s not going to hit, it’s going to go directly over their head. So it’s really kind of a move to keep your opponent on the toes when they’re really up close in your face is the main element that most people use.”
“There’s a few cool wall setups I’ve seen some of the balancing team do with the fire breathing move. So it’s difficult to use because of the trajectory upwards. But if you look for certain instances, like at the wall, there are some cool little things that maybe other people won’t find that you can kind of show off as like a Kunimitsu main player, I guess you could say. So it’s not something that’s going to be a central theme to her gameplay, but more a flashy way to show off that you know the ins and outs of the character compared to other people.”

Deepening the Lore: Ninjas, Spirit Foxes, and Rivalries
Kunimitsu’s design is deeply rooted in Japanese mythology, a theme the team took great pride in fleshing out for Tekken 8, with Murray outlining the two core thematic pillars: the authentic ninja and the Kitsune (spirit fox).
“And the main one being Ninja, right? She’s a ninja. Just making her feel like a proper ninja because there’s so many people that just go nuts for ninjas in anime and games. And so to make sure that that flair was really cool. One thing that you’ll notice, I didn’t even pick this up at first, but when you do slow motion of her animation where she disappears from the the sky, they have this thing called Utsusemi no Jutsu where they replace themselves with like a log. And like Hattori Hanzo way back in Samurai Showdown had the same kind of thing. You can’t tell at first, but if you slow it down, she has that too, and it drops off to the side. So kind of these little touches that really make her feel like authentic ninja.”
“But then also one more is the lore of her being tied to a kitsune. And kitsune, when you roughly translate, just means fox, but when we talk about this kitsune, it’s kind of these, like, spiritual monsters, I guess you could say, in Japanese lore. And one of them is a kitsune, which is a spirit type of fox. And this one has nine tails. And so kind of really leaning into that spirit fox element of her lore was something that we did with the design this time, which proved a little bit difficult on how to translate that to like a non Japanese audience, because maybe they’re not familiar with this style of Japanese lore. But that’s one thing that the team is really excited about. And that kind of dictated, like the swords and the nine tails and all of that stuff. So ninja and the kitsune element, I would say.”

The Artistic Challenge of Rebuilding a Face From Scratch
Because Tekken 8 does not carry over assets from past titles, new assets had to be crafted once again, and this provided a unique hurdle: fighting against the community’s collective memory.
Murray went into detail about the meticulous artistic process required to satisfy the fan base while modernizing Kunimitsu’s aesthetic:
“There wasn’t really many technical challenges to the character. It was more one challenge we faced with the game overall that maybe some people wouldn’t think of. But since we actually are creating the models from scratch, we’re not reusing the models from previous games. When we get our artists to build the character model in 3D, it actually looks quite different than the previous iterations. And the process of tweaking the face to get it to look like what everyone remembers from the previous iteration, even before the costume, took a lot of time, especially with the female characters. So many people have in their memory what they think the character looks like and then what it actually looked like. And to try to make a model that satisfies everyone is very difficult, especially for the female characters.”
The team also had to strike a balance between structural traits that must remain untouched and elements where they could embrace creative freedom:
“For Kunimitsu, you know, it really is probably the mask is one of them. Her costume can change quite a bit and still be recognizable as long as she has the mask. So it depends really on the character. And then this time, because you’re able to take the mask off, like previously to make the certain marks and characteristics, like Kazuya, the scars on his face are something that we can never change. And for Kunimitsu, those kind of elements, once you take the mask off, or another trademark that we feel we need to keep stable. So it really depends drastically on the character, what that is. And some have a lot more of those design cues than others. I would say Kunimitsu is one that has maybe less cues than some of the other characters. So we had a lot more freedom this time, I think, in designing it for Tekken 8.”
This design freedom ultimately allowed the Tekken 8 team to mesh historical fashion with contemporary street trends to catch the eye of a younger generation:
“And this time, again, we had to make sure that the model was perfect. But then also we knew we wanted to do more focus heavily on the ninja theme. And so what kind of traditional Japanese esthetics lend themselves well to the costume? Giving a very flashy look, but at the same time making sure that it doesn’t look like an older woman, that she’s actually a proper student. And to mix that traditional look with stuff that’s more appealing to a younger audience, like sneaker culture, something that fighting game fans really like a lot. And you’ve seen our previous types of Nike, etc. So to kind of blend those sneakers and stuff like that to a traditional Japanese aesthetic was some something that took a few tries to kind of get the right balance with that.”

The Selection of Legacy DLC Characters
With fan bases fighting over who deserves a spot, such as the community discussions over characters like Marduk versus Lei Wulong, Murray clarified that character selection in Tekken 8 isn’t just about a simple popularity poll. It relies heavily on whether players will actually pick up the controller and play them.
“Regarding the philosophy, there are several factors that go into it. Is there a play style or martial art that we haven’t represented yet with the current cast? We also look at the play data to see how popular a character is that maybe hasn’t been released yet. And also not just how popular they are, but what kind of group are they popular with? Are they popular with the very hardcore who are very good at execution? Are they popular with your average kind of novice gamer? What kind of group is this particular character popular with?”
“And then also sometimes is there some kind of great new idea, a new twist that we could do with the character, whether that means like a story element that we then represent in the look of the character or maybe a brand new way to play the game, play the character with that game. So these kind of ideas. So it’s not really one set philosophy for everyone. It’s usually it just depends on one of those elements I just mentioned.”

To illustrate this, Murray compared the widespread popularity of Armor King with the vocal, yet underplayed, Lei Wulong:
“So for example, Armor King was just a character that everyone loves. There was, you know, in our cast, some people like Marduk, they’re like, I don’t want him or I really want him. But Armor King is someone that everyone, hands down, just loves. And we also, at the same time, had a really cool idea for his new costume, so that kind of meshed. For Kunimitsu also, she was just another one that’s more on the side of the popularity, that everyone kind of liked her. She’s a ninja. And then so that kind of came to the forefront before deciding other stuff about, okay, let’s tie her into Reina’s storyline or something like that. So it really depends on the character, but I would say in general, popularity really dictates it a lot.”
“For example, Lei Wu long, a very popular staple of the Tekken franchise. And everyone’s like, we need Lei to make it a proper Tekken. But did people actually play Lei when he was in the game? Not so much. So please, I’m not saying Lei is never going to be in Tekken 8. That’s not the point. It’s one thing that we do have to consider is like of course people will be happy when they’re in the game… But because it takes so much resources to add a new character to the game, especially the new design elements in their gameplay, we really prefer it when the Character has an audience of players that actually use the character when they’re added.”

Evolving the DLC Reveal Strategy
The discussion shifted to the Tekken 8 Season 3 Pass structure. Unlike past seasons where characters trickled out one announcement at a time, the team revealed almost the entire slate at once.
“The more vocal people online have shown very positive reaction to being able to see all the characters at once because they have a better idea if they want to buy the pass or individual characters. So that’s been understandable. But at the same time there, one of the reasons we didn’t do that initially is we always saw the fan base kind of ask Who’s the character? We know there’s going to be four. Who are the other three? And is it this character? Is it this? Is it, you know, Jinpachi? Or is it Ogre? And then there was a lot of fun that the fan base was having and trying to figure out what the characters were. We didn’t want to take that away from them. So it’s always kind of a tough balance.”
He concluded by noting how shifting industry consumer expectations ultimately guided their choice for Tekken 8 Season Pass 3:
“So the people who wanted to know what they were purchasing with the past ahead of time were quite happy. But we did see some of the fan base who were like, yeah, I’d rather wait for a character one at a time. Also we don’t have the character assets created so far ahead of time that we can make a trailer with the gameplay and all the cool animations and everything. So you notice we just showed like the character art and that’s it. So there’s kind of opinions on both. But I guess in this current time, things change depending on the times. A lot of people seem to be happy with that approach. I would say.”

Special thanks to Bandai Namco Entertainment Asia and Michael Murray for this special opportunity!
Kunimitsu will be available starting May 27, 2026 for Tekken 8 Season 3 Character Pass owners, while all other players can purchase her separately beginning June 1, 2026.
