Major Update Season 3 Changes & Overview

It's already been more than two years since Tekken 8 released, and the game is getting its second major overhaul now.
This update brings a long list of balance adjustments for all 40 characters in the game through the end of Season 2 including Alisa, Armor King, Anna, Asuka, Azucena, Bryan, Claudio, Clive, Devil Jin, Dragunov, Eddy, Fahkumram, Feng, Heihachi, Hwoarang, Jack-8, Jin, Jun, Kazuya, King, Kuma, Panda, Lars, Law, Lee, Leo, Leroy, Lidia, Lili, Miary Zo, Nina, Paul, Raven, Reina, Shaheen, Steve, Victor, Xiaoyu, Yoshimitsu and Zafina — though it seems they aren't trying to reinvent the wheel through the cast now.
On top of that, they're adding more content to the game through a new Tekken Fight Pass while expanding the number of character customization slots as well. The developers are also overhauling the Ranked Match system quite a bit that you can find details for in the patch notes.
Common Changes
See character overview to check changes for each character
New moves showcase
Check movelist page to see updated movelist for each character
SEASON 3 Balance direction:
Based on TEKKEN 8’s core gameplay philosophy and the “Refined Balance” policy, the following balance adjustments have been made:
1 - Adjustments that respect each character’s concept, strengths, and weaknesses, while preventing excessive performance gaps between characters.
In Ver.3.00.00, the “strengths,” “weaknesses,” and “distinct advantages” of every character were reviewed.
Adjustments were made with the goal of creating a battle experience in which each character’s individuality can be felt more clearly within neutral interactions and mind-games.
2 - Re-evaluation of risk and reward across game systems and character-unique mechanics.
During the Season 2 updates, gradual revisions were made to address excessive frame advantage situations and disproportionately high reward.
This direction has been continued in Ver.3.00.00, with adjustments focused particularly on the Heat system and character-specific powered?up states (such as Claudio’s Starburst).
(1) Revision of the relationship between unique powered?up states and the Heat system
It was changed so that when Heat ends, character-specific powered?up states are also removed at the same time.
As a result, situations in which powered?up states could be maintained for an extended duration by using Heat as the starting point have been reduced.
(2) Revision of wall splat properties caused by Heat Smash
For characters whose Heat Smash previously triggered wall splat, the behavior was unified so that wall splat is no longer triggered by Heat Smash.
As a result, situations in which Heat Smash would lead to excessively advantageous post?wall scenarios have been reduced.
3 - Improvements to air combos
In Ver.3.00.00, the issue where air combos became excessively long when a Heat Engager was landed as a grounded hit and then followed by Heat Dash was addressed.
The previous system—where the opponent’s airborne distance was reduced under these conditions—was removed, and the behavior was adjusted to match that of standard air combos.
Additionally, the damage scaling for combos under these conditions was changed from the previous “60%” to “70%”, aiming to strike a balance between combo length and reward.