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Capcom’s Fighting Game Revival Sparks Debate Over Missing Tech and Modern Mechanics

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Sacheen Chouhan is a passionate gaming enthusiast, content creator, and tech lover. With a keen eye for the latest trends in the gaming world, he shares insights, reviews, and tips to help gamers level up their experience. Whether it’s esports, RPGs, or the latest gaming gear, Sacheen stays ahead of the curve

Capcom brings back classics like Okami and Capcom vs SNK 2, but missing features like roll canceling and simplified mechanics in the Fighting Collection 2 raise concerns among hardcore fans.


Capcom is doubling down on fan-favorite revivals, announcing a long-awaited Okami sequel and re-releasing legendary titles like Capcom vs SNK 2 as part of its second Fighting Collection. While excitement was high—especially among longtime fighting game fans—one detail in particular has stirred up controversy.

In this newest collection, CvS2 returns, but a key technique from its competitive heyday is missing: roll canceling. Though technically a glitch, roll canceling became an iconic part of high-level play, letting players cancel a roll into a special move with a few frames of invincibility. Its absence in the remaster left a sour note with veterans who see it as part of the game’s identity.

This change plays directly into the broader conversation around modern fighting games—specifically, whether the trend toward accessibility is coming at the cost of depth and legacy.

In an interview with Dexerto, Street Fighter 6 producer Shuhei Matsumoto addressed this growing divide. As one of the key architects behind Street Fighter 6’s renaissance, Matsumoto has helped steer Capcom’s current fighting game philosophy, which centers around balancing complexity with approachability.

When asked whether modern mechanics like simplified controls and comeback systems dilute the fighting game experience, Matsumoto didn’t shy away:

“Fighting games are famous for their difficulty and high barrier to entry,” he said. “To reach a broader player base, they need simpler systems.”

And it’s hard to argue with the results. Under Matsumoto and director Takayuki Nakayama, Street Fighter 6 managed to please both new and veteran players with a flexible control scheme. The game features “modern” and “dynamic” control options alongside traditional inputs, meaning players can jump in without memorizing complex move lists—while high-level tools like perfect parries and super meter management are still very much present.

Still, not everyone’s on board. For many hardcore players, mechanics like roll canceling are a rite of passage, not a flaw. To see them removed—even in a remaster—feels like a revision of history.

The tension now lies in Capcom’s dual mission: honoring the past while pushing fighting games into the future. So far, they’re walking that line with confidence, but not without a few bumps along the way.

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