Tekken 7: 10 Essential Features Every Fan Wants To See
10. Custom Fighters
We've had everything from stacks of elaborately designed hats and hairstyles, to palette-swaps on original character designs and any number of random objects - all can be tacked onto the established fighters, however what we're yet to see in any Tekken game is a completely custom fighter, built from the ground up by you to be the King of Iron Fist. Sure one of the most meticulously laboured-over aspects of the game - and any fighting game - is the balancing of fighters amongst the roster, as any who played Tekken 2 will remember how you could just spam the likes of Devil or Angel's eye-lasers, barely giving your opponent any chance to get up. Therefore if some sort of creation system is to be implemented, a give and take mechanic would have to go alongside it when allocating standard and special moves. With most characters' basic moving speed being the same across the board (unless you're a more weighty chap like Kuma or True Ogre) it would all come down to having a trade-off between choosing a slow charge-up move like Paul Phoenix's punch, or being able to dole out a quick Law-style backflip-kick. The way to make this work would be choosing some 'signature moves' that open up more options down a similar path, but locks away any combo of special moves the developers could flag as problematic when used repeatedly or together. With such an elaborate character editor already in place and online play becoming a bigger staple of the game already - why not let us take part in the tournament ourselves with our own moveset?