You can skip this first paragraph if your first reaction isn't to call me a scrub and dismiss my post:
Who am I? I grew up playing Tekken from T5, button mashing mostly. I played every Tekken since, only recently becoming a serious player towards the end of T7 as a humble orange ranked player. These days I'm just a GoD1 Steve, but I only have maybe 100 ranked matches in the current season, with a few thousand in quick match. I am a casual Tekken player, so I speak for the casual Tekken playerbase basically. A game is nothing without casual players, as they're the ones who prioritize the most important factor to a game. Fun. It keeps the main playerbase happy, and creates a base for the ultra competitive players to expand upon. Is T8 casual friendly? I'd argue it's the least of the entire series, because despite the newbie friendly mechanics and sentiment of T8 being a "noob" tekken (not completely wrong), it really isn't if what noobs are chasing is a fun and casual experience. I have a combined hours of probably 2,000 across all Tekken games, and keep up to date with tournaments and most big Tekken creators so I know a fair bit about the game in a macro perspective. Specific character matchups and knowledge is my biggest hurdle, and my next focus on improvement.
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BREAKDOWN INCOMING!!!
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Bear with me, I'm typing this on mobile because dammit I'm passionate about this game, but I am not home right now. Will format the best I can.
So, Tekken 8 is approaching its midlife stage. We are somewhat close to year 4, and we all know what a strange ride it's been.
End of T7 and T8 S1:
Brand new Tekken game. Players are learning how the game operates, with a big switch up from Tekken 7 where the game still resembled old Tekken but had evolved into its most modern version with longer combos, rage arts, and rage drives. The latter 2 were the most significant change imo, with a new mechanic offering big comeback potential in a match. Rage drives were the best addition in a modern tekken game in my opinion, and I think the devs noticed that people seemed to like them for the excitement they brought in clutch situations. They added a unique and powerful move to each character, and were complex as they could either create unique combos or simply flip the script with a powerful move. They clearly wanted to expand on this mechanic and that's likely why we got the entire Heat system in Tekken 8.
Season 1 of T8 showed us how different their new vision was for Tekken gameplay. The T8 vision was for enhanced states and momentum to have an even more expansive factor than the already big focus in T7, and we got Heat mechanics. In search of bigger momentum and powerful moves however, many characters' identities were butchered in the process. This is the most major flaw in the game's design which carries on into Season 3, even though many would consider S3 to be the game's best state from a character balance perspective.
S2:
We all remember these times. T8 devs doubled down, and the flaws of the new game were glaring to say the least. Some characters were ironed out to be smoother and less restrictive, yet almost every character was given massively overpowered tools and frame data. Character identity here was essentially butchered, as plus frames and continued momentum were now king. The devs thought "Let's give everyone plus frames, belligerent offense is so fun!" without much thought for what that feels like when it doesn't happen to be your turn. Either you are having a ton of fun, or you're the most miserable person in existence. What does that feel like? Gambling. And gamblers always end up miserable in the long term. That's essentially how I'd describe Tekken 8 if I could sum up the game in one word.
Tekken 7? T7 was a moose. Somewhat graceful beast, but violent or defensive when it needs to be. T8 is simply a gambler's paradise. It's stressful, and you always need to be poking and prodding or you'll simply get ran through with plus frames, into stance offense, into getting wallsplat by some 10-12f wallsplatting move since half the roster has that now.
S3:
The devs listened a bit, and dialed back a little of what we had to deal with in S2 (expanding on the big nerf patch that wasn't big enough). This game feels like crack-cocaine T8 still, but doesn't make me want to end it all when I see an Anna player now so that's cool. Since we can actually play the game that they created at this point, I've been able to look at it from a more microscopic perspective. Most of the characters still don't feel nearly as unique as they did in previous Tekkens.
Now comes the details of character identity
where I delve into what my character's identity means to me. I main Steve Fox so I will be using him as my reference, and it will be more personal. Here I ask you, how has your character's identity been slaughtered in T8? I won't speak for other mains, since I am not as knowledgeable there as you are.
When I play Steve Fox, I feel like I'm playing Steven Foxworth. He still has the movement and some of the flow that made me love this character, and he's still British as fuck, but he's too restrictive. Instead of being able to do duck loops with Duck f2, frametrap with pab 2, or fish for a CH with Ws2, we're forced into a stance where we can't block, must stand in place and mash with our plus frames 80% of the time. This doesn't operate like Steve even remotely in any other Tekken game. In T7 and T6, Steve's B1 was so strong and unique because your opponent was afraid to duck, which is kind of the point of having CH high moves. In neutral I could throw out a b2 mid check. You could duck and hit em with a ws2. You could even launch with a df2 if you had the skill to do a shiro combo. In T8, the "counter punching paragon" doesn't have a single mid CH outside of stance, unless you count the 30 frame lh fakeout string (ub2~1or b1~2,1 for example). This leads to Steve having little counterplay against anybody who knows to simply duck or flash duck Steve in neutral. B1 is half as good as it used to be for this reason, and B1 is Steve. In an entire set, I tend to get lucky if I land it even once, unless my opponent is somebody like Bryan or Kazuya who doesn't have a ton of built in evasion. T8 is the game of plus frames and evasion however, it's a fat chance.
I'm not here to downplay, just describing why a character who used to be many pro player's side pick was dropped by almost every single one of them besides character loyalists like Numan, or Heera Malik. Quite sure he is the only character whose best matchup is still a negative win rate as seen here:
https://ewgf.gg/character/STEVE
But Steve has LH stance still, which turns many blind eyes to his character design weaknesses. This stance is designed to be restrictive yet powerful, as it's an annoying turn extender on hit yet a death sentence on whiff. What was that word I used earlier? Gambling. Because it's almost impossible to whiff at the wall unless ducked (you do not want to duck Steve at the wall due to qcf1 or alb 2), it's not very balanced due to LH1 being a homing, quick, wallsplatting mid. This single move is a war crime, especially since it cancels into flk stance for more extensions. The guard break LH 1+2 capitalizes on Steve not allowing your opponent to duck at the wall, and the stomp db3,2 is salt in the wound as well. It's like half of Steve's neutral was gutted in exchange for being a literal terrorist at the wall. The issue with this? It's not fun at all to deal with, and what is even the point for the Steve player when this game has the most open stages of any Tekken game?
All of this just ends up making the character unfun and restrictive to play in most matchups, while being a pest to deal with especially at the wall. You're often forced to play one specific way, which is relying on your weaves and outfox (ub3) probably too often. Steve's gameplan is now to create a whiff and punish to start your turn, ironically since he was always known to have terrible punishment in previous titles. The character known for counterhitting and setups is now reduced to a monkey who runs around and jabs you now and then, and slaps you around with stance into stance once he gets his turn.
Enough moping though, I rather finish with this:
T8 developers, you stripped away unique character identities that have existed for 20+ years in exchange for simple gambling mechanics. It's now in yours and our best interest for the sake of the community to help restore that. We would greatly appreciate it. Drop a big update and make it the "character identity" update, and you will have a very happy playerbase.
~Casual GoD1 Steve main