Tekken’s control scheme is better, because it makes you figure out things on your own. You know lows/mids/highs? Horizontal/Vertical moves? Weak/Medium/Hard attacks? In Tekken you have to figure these all out on your own, no one will handhold and tell you what does what. Only thing you know going in, is that each button corresponds to a limb.
Now let’s take a look at other fighters and what they do wrong, starting with MvC3 oddly enough. This game uses the doujin style controls of Melty Blood, 3 attack buttons corresponding to weak/medium/hard attacks. Why is this bad? Simple: the game has already told you what attacks do what. There is far less to learn and delve into now. You already know when you pick Storm and press the hard attack button, she will do a hard attack. There’s no mystery there, no sense of discovery. The game tells you “Press this button, your character will do a hard attack!”
Look at Tobal, same problem. In any other fighter, you learn what moves hit high/mid/low. This game tells you flat out. “Hit this button for a high attack. Hit this one for mid. Hit this for low.” No discovery. No real learning. The game took away most of the depth right there. You already know what does what right away. Congrats, the depth is gone.
Soul Calibur, same thing. The game tells you what attacks go horizontal or mid. So you don’t even need to learn that, the game just told you. Oops I need to use horizontal attacks against Siegfried, good thing the game maps them to a single button instead of making me learn it on my own with a more intuitive control scheme.
I honestly wish all these other fighters would be forced to adopt the Tekken limb based control scheme, as it makes the most sense for fighting games, is the most intuitive, and yields the most depth.