Combofiend: Crouch teching was intentionally removed in Street Fighter 5, high damage should aid traditional comebacks

Posted by Jonathan 'Catalyst' Grey • June 28, 2015 at 2:39 p.m. PDT

The next entry in our discussion with Capcom at E3 2015 focused on the removal of crouching teching in Street Fighter 5, and how high damage will impact the overall gameplay.


We spoke with Capcom's Peter "Combofiend" Rosas, who's the associate producer on SF5, and our first question was if the same squad behind Ultra Street Fighter 4, which is regarded as the best balanced version in the series, would be handling the same duties for Street Fighter 5.

"The same team that I worked with for Ultra Street Fighter 4 is handling the balance for Street Fighter 5," said Rosas. "We're trying to make sure that as soon as the game launches, it has the best balance possible.

"That team and I work really well together, and we have a lot of faith we're going to release a balanced game right off the bat," he stated.

Capcom is looking at what people are saying about the game initially, after they play it, and getting feedback from them to aid in this process.
High damage and crouch tech removal in SF5 image #1
High damage, staying engaged and traditional comebacks

I asked Combofiend if damage being high during the development process is normal, and then gradually lowering it down as the game nears release is their approach, or is there was something else going on here.

"What we're looking at for Street Fighter 5 is how to keep people engaged," said Rosas. "So that they always feel like they're in the game."

Peter explained that since ultra combos are not in this title, you do not have a random chance to get 50% damage back on the opponent.

"With the higher damage, the person who isn't technical, they can land a few hits and always be in the game," said Rosas. "Whereas in Street Fighter 4, the big issue is that the damage is really low, so if you cannot execute one frame links, then you're kind of out of the game.

"If you can't hit these really tight combos, and you're playing someone who can, every time you touch them, you're not really getting the same damage output that they are — which is then creating a really huge skill gap between the two players."

Combofiend said that by having a bit higher damage in SF5, if you have two really good players who can do strong combos, then they're playing at the same level, but if someone cannot really do combos, when they hit you — it's going to count, and they're going to feel engaged.

"We want the skill gap to kind of be closer," said Rosas. "Of course, if you put in time and effort, you're going to rise to the occasion, you're going to rise up, but maybe the guy who hasn't invested as much time as a pro player, as long as he can do a few combos, and he knows when to press the right buttons at the right time, all of his button presses are going to pay off," said Rosas.

High damage and crouch tech removal in SF5 image #2
Removal of option selects and an emphasis on committing to attacks

With the removal of traditional crouch teching in Street Fighter 5, we asked Capcom if this was a conscious thing they did, or if it was just a side effect of some new systems. We also wondered if they wanted to remove as many option selects as possible in this release.

"Yes, we want to remove option selects that were in Street Fighter 4. The idea with Street Fighter 5 is commit," noted Rosas. "Everything that you go for, you just have to believe in. You have to believe in what you're doing."

The example Capcom used was FADCing (Focus Attack Dash Cancelling) in Street Fighter 4. If you performed an uppercut, and the opponent blocked it — you guessed wrong — but you could still FADC it.

"That essentially was allowing people to not have to commit, unlike the classic games," stated Rosas.

"What we want, in SF5, is people to concentrate on outplaying the opponent, not on inputting 20 different commands and the game gives you the most favorable option.

"We want people to go in believing 'this uppercut is going to hit, or this risky move is going to hit' and if it does, it pays off, and if it doesn't, that's the risk you took," he said.

Just to be sure, I asked Peter if removing crouch teching was done on purpose.

"Yes. We're trying to give priority to throws, so when you input it, you don't get kick and then throw, it just gives you a throw. If you're crouching, you get a throw, basically, it's you committing to that."

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