Very good post, but that is why the games (well, Tekken is at least since I'm familiar with it) are very generic. In Tekken 5: DR, for example, Devil Jin (top tier) can be played exactly like Dragunov (low tier) defensively. Both characters have the same backdash. Both characters have the ability to look for whiffs, launch, and combo. The only difference is that Devil Jin has an EWGF and superior combos while Dragunov in comparison has a mediocre launcher and even more mediocre combos. Tekken 6: BR does a slightly better job of offering variety to players by implementing different backdashes and side steps to a few characters. Nonetheless, watch how the best players play the game and tell me what you see. Furthermore, due to the lack of a distance game, most American players find the game very boring.
EDIT: I'm asking about the definition of generic, cause I think this might be what some people say about some of the 3d fighters games, moves, and characters looking the same.
Our definition of generic is different. Those same things you said, could be applied to any game. The PLAYER(not the character), has the ability to look for whiffs, launch, and combo. Devil Jin and Dragonuv's moves don't carry the same risk and rewards, or even the same properties, do they? They're different and they're different characters. The great news is that they both have the options to even be able to look for whiffs, launch, and combo... and everyone else in the roster can as well(by way of completely different moves, motions, etc.) and aren't gimped with lacking the ability to do so.
As far as I know, there's no way to play Devil Jin and Dragonuv exactly the same defensively because they're both different characters with different risks and rewards, and are different from each other. To get into specifics of that, is out of my realm, cause I don't consider myself knowledgeable on Tekken's nuances, one bit. I'd consider myself a low level player in the game. VF could've been something I could've worked with better, if that would've been used for your example instead, though.
btw, Tekken does have a distance game, and it's super important too, yeah? I don't know.
Can still find out what you define as generic though:
Is it visual?
As in, if a bunch of characters have the same looking standing jab, is that generic to you?
To me, it isn't if those jabs have different start up speeds, recoveries, hitboxes, frames, and followups. They'd be worlds apart to me. But I can totally understand if it appears to be generic to someone else, but I assure you it's not. Further, it still most definitely isn't, even if the jabs do share the same properties in numbers, because the rest of a character's movelist is different(with different risks/rewards aswell) so in essence the usage of that jab have different implications by far. Which makes it completely different anything but generic.
Character A has a world of different options to use at a +2 frame advantage, than character B.
Just look at how great UMK3 is. There's a huge difference between Kano's jump kick is in comparison to say, Kitana's. On a universal move like that, it's worlds apart. The biggest problem was that the move just looked the same cosmetically, so people would call it generic. It's the developer's job to have the appearance of these moves visually different. Unfortunately though with MK9, NRS didn't make these moves vary that much visually.
MK9 is a very special game, because it shares some properties from both 2d and 3d. It has the potential to bring the best from both worlds together.