Justin Shade discusses why combo damage should be universally lower in Street Fighter V

By on March 17, 2017 at 7:00 pm
SFV Damage Reduction

Currently, one of the hottest topics about Street Fighter V Season 2 is the amount of high damage output that some characters can dish out, with many players complaining that characters such as Urien, Laura, Balrog, Necalli, and Ibuki can be a bit too explosive at times. SFV enthusiast and YouTuber Justin Shade believes that a lot of the complaints can be solved by reducing combo damage across the board for the entire cast. Citing other fighting games, titles like Halo 4 and Hearthstone, and even real-life sports, like Super Bowl 50, Justin notes that, “While people enjoy an intense challenge, there’s an internal threshold that exists in the average person before thoughts begin circulating about whether something is too difficult or not.”

Utilizing Ryu as an example, he explains the two conflicting perceptions players have about fighting games: players wanting to dish out large amounts of damage as an attacker, but also have and adequate amount of chances to adapt and turn the tide in a match, to overcome their opponent as a defender.

The answer lies in targeting the damage scaling system in Street Fighter V for all characters. Damage reduction on combos is the only system that applies a cascading effect on everything else in the game. Both archetypal characters with higher-than-standard health values and characters with lower-than-average health, all of a sudden require more hits to defeat without directly changing their values. Thus keeping them in the fight long enough for the controlling players to learn from what’s happening and mount a plausible comeback. A player wouldn’t need to hope for an Ultra, rely on an X-Factor or impose character-specific V-Triggers. As for the attacking player, their focus becomes consistency. Ideally, both players are adapting to what the other player’s doing on a near-constant basis, and because the attacking player’s goal is winning the 2-out-of-3 set, they have to continuously outwit the defending player in order to achieve victory.

After detailing the merits of his scaling system, Justin closes by praising the direction Capcom has taken SFV in in terms of mass appeal.

Street Fighter V was developed as a product that someone did not need to devote as much time into as Street Fighter IV or III, in order to be a competent player, and I felt Capcom’s approach, to that degree, was a step in the correct direction. Fighting games are no longer as niche as they used to be, played in the recesses of dark arcades in the corner of a mall, or on the top level of a shopping center in Japan. They’re readily available in retail stores for everyone to pick up or download and play from their home with friends and family.

You can catch the video below. Be warned, some language is NSFW.

Now that Capcom has announced their next balance patch, it’s clear we can’t expect this sort of change anytime soon. Do you agree with Justin’s suggestion, or do you have another approach for addressing SFV’s current community issues? Sound off in the comments!

Source: Justin Shade

Arkansas-based freelance journalist who enjoys fighting games of all sorts. When he's not grinding out setups, he enjoys watching anime and wrestling.