Capcom is pouring lots of effort into resurrecting popular versions of their timeless classics. This includes creating a sequel to Okami, which fans have been eagerly waiting for, and re-launching fan favorites like Capcom vs SNK 2 within their fighting game anthology collection.
Enthusiasts of classic gaming were thrilled about the remake of one of the most iconic crossover battles in the history of fighting games, yet they found one specific aspect to be quite disappointing.
In the second installment of the Fighting Series, known as CvS2, the roll-cancelling technique, which was initially a glitch but later became a crucial part of the game, is conspicuously missing.
This contribution further fueled discussions on the burgeoning era of combat games, characterized by advanced control schemes and resilient come-from-behind features that are increasingly prevalent.
Recently, we had a captivating conversation with Street Fighter 6 producer Shuhei Matsumoto, where he shared valuable insights about the present landscape of fighting games and Capcom’s approach to updating their classic titles. The discussion provided some fascinating perspectives on how Capcom views this genre at the moment.
Fighting games with easier controls lead to more players, says Street Fighter producer
As a dedicated gamer, I can confidently say that Matsumoto, the producer of Capcom’s Fighting Collection 2, has been instrumental in breathing new life into the Street Fighter series, particularly after the contentious Street Fighter V era. Working alongside director Takayuki Nakayama, Matsumoto ensured that Street Fighter 6 struck a perfect balance between intricacy and accessibility. The game reintroduced tiered super moves and introduced perfect parrying, all while offering ‘modern’ and ‘dynamic’ control schemes for players who prefer a more casual gaming experience, rather than spending countless hours mastering combos.
In light of his long-standing involvement in producing fighting games, we sought Matsumoto’s opinion on whether he believes that players might be missing out on something as modern fighting games trend towards streamlined fundamental mechanics and comeback mechanisms.
Matsumoto argues that contemporary fighting games should simplify their systems to attract a wider audience. Historically, these games have been known for their complexity and steep learning curve, which limited their appeal to a small, specialized community. However, with the rise of events like Evo and top streamers playing Street Fighter 6 in online tournaments, it’s clear that more people are getting involved than ever before.

Matsumoto expresses a deep affection for classic games and aims to revive them, yet he strongly believes that the evolution of fighting games has been overwhelmingly beneficial.
He mentioned that certain combat games within Capcom Fighting Collection 2 featured brief input periods and a multitude of intricate controls. Moreover, he pointed out that the gameplay was filled with various systems and user interface elements, necessitating players to focus on more than simply the combative aspects.
For today’s fighting games to reach a larger player base, it’s crucial that they come with straightforward mechanics and user-friendly control schemes. Such features allow players to immerse themselves more in the game without getting bogged down by complexity, enhancing their overall gaming experience.
In response to being asked about the reason behind Capcom reviving these classic games initially, Matsumoto acknowledged that the Fighting Collections were primarily designed for nostalgic gamers. However, he added that with characters like Terry and Mai being part of Street Fighter 6, there’s also a growing interest among newer players towards CvS2 (and they’re learning how to paint fences in the process).
The Fighting Collection series caters primarily to individuals who’ve previously engaged with its predecessors. However, figures such as Terry and Mai, hailing from the Fatal Fury series yet appearing in Street Fighter 6, have been instrumental in introducing novice players to Capcom’s martial arts game series.
I’m hoping that these players will get a chance to understand the types of characters they portrayed in earlier games, as well as how their reception was during those times, by playing Capcom Fighting Collection 2.
The reason for removing roll canceling
Beyond what’s already been mentioned, Matsumoto clarified that there were no alterations aimed at shifting the equilibrium of the initial version of CvS2. Instead, he shared that their focus was solely on rectifying bugs and incorporating new features to enhance the overall user experience.
Among the recent updates, one ‘fix’ targeted the elimination of roll canceling – an action that stirred up discussions within the community once unveiled. Matsumoto acknowledged that the development team considered this technique as a flaw, yet they also felt it discouraged new players from engaging in the game.

So, in order to fix that, roll canceling was axed… but that doesn’t mean it’s gone forever.
Initially, the development team views roll canceling as an ‘issue,’ according to him. Yet, it’s important to note that roll canceling is a technique rooted in CvS2 history. Nevertheless, I share the viewpoint that the presence of roll canceling might have discouraged some players from continuing with the game.
Considering my comprehensive knowledge about the historical aspects of CvS2 within our community, choosing the EO version for ranked matches wasn’t an easy task. However, we opted for it to ensure that players can engage in CvS2 ranked matches seamlessly, without having to master a specific technique.
“I realize that roll canceling has been a long-standing technique in CvS2. Nonetheless, we’re committed to investigating potential enhancements for future updates.”
Will we get a new Capcom vs SNK game?
As a gamer, I’m thrilled to be living in the golden age of fighting games, with epic titles like Street Fighter 6, City of the Wolves, and Tekken 8 taking center stage. Yet, it’s not just these new releases that are capturing our hearts; even older versions are experiencing a resurgence in popularity, thanks to viral moments such as Hayao’s side-splitting physical comedy during his Third Strike performance at Evo 2024.
In 2024, the second installment of Capcom Fighting Collection brought back some classic fighting games into the spotlight once more. Unlike modern fighting games which are frequently updated with new content through patch releases, one memorable moment in that year’s best fighting game saw a player masterfully using an unpopular character and move to achieve one of the greatest victories at Evo, ever. For Matsumoto, there is a unique charm in launching a game and letting players discover its solutions, instead of regularly updating the balance with patches.
Often, there can be varying views between game developers and players regarding character rankings. It’s rewarding for the development team to see any character succeed on a grand scale. While winning is significant, it’s even more delightful when triumph comes from playing with a beloved character.” (He said)
2 weeks left
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Currently, Matsumoto is thrilled with the warm response the public has shown towards the joint projects between Capcom and SNK. Characters from Fatal Fury and Street Fighter are now featured in their respective latest versions. This enthusiasm has reached new heights with Fighting Collection 2, leading us to wonder if there might be a future Capcom vs SNK game in the works.
He expressed that the team, including himself, has long desired to produce a fresh “Capcom vs SNK” game title. This idea has been on their minds for quite some time now. Realizing this project would be like fulfilling a dream, and he’s continually finding ways to make it happen in reality.
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2025-05-17 01:19