Before becoming a seven-time EVO champion and earning global recognition as the “King of TEKKEN,” Arslan Ash’s journey through Pakistan’s fighting game community was far from conventional. Long before international trophies and sold-out arenas, the legendary player was known locally by a strange and often mocking nickname: “Arslan bachiyon wala.”
In a recent interview, Arslan opened up about the origin of that nickname and the mindset that shaped Pakistan’s early competitive TEKKEN scene. According to him, during his formative years as a player, there was a strong stigma attached to using female characters. Many male competitors avoided them entirely, believing that losing to a female character was embarrassing and damaging to their image.
“There was this idea that everyone had to be an alpha,” Arslan explained. “So boys only picked male characters. Anyone who played female characters was mocked for it.”
This mentality led fellow players to label Arslan for his consistent use of characters such as Julia, Nina, and Lili—choices that stood out in a scene dominated by male fighters. While the nickname was meant to ridicule him, Arslan viewed the situation differently. Rather than conforming, he continued to play the characters he believed suited his style and strategy best.
Ironically, that very stigma worked in his favor. Since most players refused to use female characters, they also never practiced against them. This created a noticeable gap in matchup knowledge across the local competitive scene.
“How can you prepare for something you never play against?” Arslan pointed out.
As a result, Arslan began dominating tournaments across Pakistan, repeatedly defeating opponents who were unprepared for his character choices and playstyle. What others dismissed as a weakness became a decisive competitive edge.
Arslan also emphasized that his decisions were not driven by rebellion or provocation, but by pure gameplay analysis. From a technical standpoint, he believed female characters in TEKKEN offered tangible advantages that many players failed to recognize at the time.
“The female characters had better plus frames and higher damage,” he said. “They were simply stronger than the male characters in TEKKEN.”
That early understanding of frame data, damage output, and competitive efficiency laid the foundation for Arslan’s rise long before he reached the global stage. His willingness to think independently, challenge outdated assumptions, and prioritize performance over perception became defining traits of his career.
Today, Arslan Ash’s story stands as a powerful reminder that innovation in esports often comes from questioning norms rather than following them. What once earned him mockery eventually helped shape one of the most dominant competitive TEKKEN careers in history.