Shoryuken review: Phreakmods’ The Link removable shaft for the Sanwa JLF joystick

A closer look a very handy accessory for wandering warriors.

Competitors and fighting game fans that like to take their fight stick on the road all wrestle with how to pack these inconveniently-shaped devices we like to mash buttons on. The protruding joystick can make for some tricky or awkward transport–unless you invest in a fight stick bag that is specifically designed to accommodate it. There has been another option on the market for a while now: Phreakmods produces a replacement shaft that can be installed in the widely-used Sanwa JLF joystick, to allow you to detach the joystick top at will–making for easy packing and transport of your weapon of choice. The release of “The Link” in a new color assortment seemed like a good excuse to find out how well this mod works in hand, so I nabbed one from Arcade Shock to try it out for myself.

Before the mod

This is my HORI Real Arcade Pro 4 Kai–since modified from the factory unit I reviewed, now with Sanwa pushbuttons and a Sanwa JLF joystick.

HORI RAP mod full pre-Link 1

And here is The Link.

The Link box
The Link unboxed 1

In addition to some basic instructions, The Link includes the two sections of the linked shaft, and a hex tool. The basic premise of The Link is to replace the single-piece shaft in a standard Sanwa JLF with this linked version that can be popped off without tools–or even opening your fight stick’s case. There are no detailed install instructions, so some familiarity with what the inside of a JLF stick looks like is helpful to get this mod in place.

Sanwa JLF joystick standard
Sanwa JLF joystick standard base
Sanwa JLF joystick standard shaft removed

After removing the joystick from the HORI’s case, you can see above what it looks like; note the base as shown in the middle image–that e-clip is what holds the whole spring-loaded assembly of the JLF’s shaft together. You need to pop that off carefully–a flat-headed screwdriver can do the trick. With that removed, the tension will release and the shaft assembly comes apart into the components shown on the right.

Shaft swapping

The Link’s two-part shaft separates by pulling upward on the upper (colored black, in this case) section’s outer sheath; this releases the clamping mechanism that holds the shaft together and allows it to be lifted off. With the upper section removed, you can see the difference between the standard JLF shaft (above) and the shorter one from Phreakmods (below) that’ll replace it:

Sanwa JLF standard vs The Link shaft comparison

It’s a fairly simple matter to reassemble the Sanwa’s joystick components around The Link shaft, then resecure them under the spring’s tension with the same e-clip removed earlier. You can see below how the replacement shaft looks, once installed into the JLF housing:

Sanwa JLF The Link shaft partial mod
Sanwa JLF The Link shaft installed base
Sanwa JLF The Link shaft installed top

Next, the balltop is attached to the upper part of The Link just like it would be on a normal joystick; where you would use a flat-headed screwdriver to keep the shaft from spinning in place on the standard shaft (or maybe your fingernail, if you’re hardcore), the included hex tool now serves this function for The Link, as shown here:

The Link shaft balltop hex tool
The Link balltop installed
Sanwa JLF The Link shaft installed complete

The completed Link can now be reunited the same way it was removed, by sliding the outer sheath up and then back down once you’ve placed the upper section back over the lower shaft.

Of course, it isn’t much good like that–we’ve got to get it back into the HORI case to try it out.

Sanwa JLF The Link HORI RAP install 1

Once fully reinstalled, you can see that the separated shaft is no higher than the plexi surface of the stick, fulfilling its inconspicuous destiny of removing any protruding joystick elements.

Sanwa JLF The Link HORI RAP install top
Sanwa JLF The Link HORI RAP install balltop

As Sanwa sticks often use two dust washers, to use The Link, you need to leave out the inner one as it’ll mess with your ability to reattach the upper joystick section. You can still use the outer dust washer of course, but you’ll need to find a place to stash it when you disconnect.

Playing on The Link

So the real question: how does it feel? When connected, The Link is solid–there’s no give and it holds up to rough, intense play. As I use the “wine glass” grip with my fingers curled up from under the balltop, the shape of the shaft took some very brief getting used to, since it’s no longer just a single smooth cylinder. As The Link is replacing only the metal shaft in the JLF, all other components work exactly the same–so there’s no difference in stick travel, the feel of the gate, or how it hits the actual switches. Once you get the hang of sliding the sheath up (it can be done easily with one hand, by putting the shaft between your pointer and middle finger, and pulling toward the balltop), it connects and disconnects very quickly and easily.

I found that the Sanwa dust washer did sometimes catch a little bit on The Link’s surface, causing it to “click” back into place as the stick was moved–but that’s something a bit of filing down can fix, if it’s a recurring nuisance. Regular play seemed to reduce that issue. I also caught the balltop coming loose on me after a while–but that’s more due to my own lack of tightening than a functional flaw, as since I’ve retightened it, it hasn’t come loose again.

HORI RAP mod full post-Link 1

Is it worth the buy?

The Link from Phreakmods will run you $26.95 USD on Arcade Shock (and another $6.50 USD will get you a lanyard to snap the upper section onto for easy access). If you travel with your fight stick frequently, that is a fair bit cheaper than most dedicated carrier bags–and the install takes less than an hour. However, if you prefer non-Sanwa joysticks, you’re presently out of luck for this mod. If you do play on a JLF, and you’re down for some Sanwa surgery to perform this shaft transplant, I would definitely recommend it as an add-on to your favorite fight stick.

Additional sources: Phreakmods; Arcade Shock

Hob – PAX East 2017 – A Preview of Things to Come

Hob has been on our radar for a while. The game is an action RPG puzzle game with a ton of great mechanics thrown into the mix. Hob is from the creators of the Torchlight series at Runic Games. This latest update showed some new areas and puzzles which the player will have to overcome, but Hob give amazing tools to get the job done.

The King of Fighters: Destiny, a CG animated TV series, is coming this Summer

When SNK was acquired by Chinese investors in 2015, one of the ideas they floated around was the possibility of bringing the King of Fighters franchise into other media. Now it seems that we’re going to see the first fruits of this effort, as SNK have just announced a new CG animated series for the franchise.

Called The King of Fighters: Destiny, this new CG animated series is set to premiere in China sometime this summer, with a Japanese release likely to follow after. As part of this announcement, SNK have dropped a trailer for The King of Fighters: Destiny showing a number of characters, and apparently focusing on past events between the Bogard brothers–Terry and Andy–and their nemesis Geese Howard.

In addition to this, the series’ official website also lists Kyo Kusanagi, Benimaru Nikaido, Goro Daimon, Joe Higashi, Ryo Sakazaki, Robert Garcia, and Yuri Sakazaki as making appearances.

Source: SNK

Riders of Icarus – Level Cap Increase Yields New Skills After Latest Update

Riders of Icarus has been updated with the Corruption of Light. Players will enjoy a higher level cap (55) with a pair of new skills to go with it. In addition, Ellora Sanctuation and Windhome Canyon have been activated. At level 49 players can enter and will find 230 new quests, 2 new Field Raid bosses, the Forgotten Shrine, new familiars as well as legendary dungeons, familiars and weapons.

VesperArcade explains Guile’s upcoming changes in Street Fighter V’s April update

After explaining the ramifications of Alex’s changes in Street Fighter V’s upcoming April balance update, VesperArcade moves on to look at what’s happening to Guile. Considered by many players to be one of–if not the best–characters in the current build of SFV, he will be getting some nerfs in the next update to weaken his offensive capabilities–which were unintentionally strengthened by Capcom last December, as he is meant to be defensive in nature to contrast Nash’s aggressive style.

First up, the Air Slasher’s forward throw, Dragon Suplex, has had its hit advantage reduced by 3 frames. In Season 2, this throw’s hit advantage was increased by 6 frames, so that advantage has been cut in half, but is still more than what it originally was in Season 1.

After expressing great surprise that Capcom didn’t also weaken Guile’s Judo Throw (due to his throw loops), the ability to bully characters that lack a 3-frame normal on their wakeup, or his mixup potential with command normals and Crush Counters, Vesper moves on to his Reverse Spin Kick.

This command normal’s hit advantage is being reduced from +6 to +4, after being increased from merely +3 in Season 1.

This is really not that bad of a nerf, honestly. So now Guile can’t normally link a crouching medium punch after this anymore, because it’s 6 frames, but Guile can still link a crouching light punch afterwards. He can still do Reverse Spin Kick, crouching light punch, Flash Kick, for example, and if he lands a counter hit with this, you can easily confirm that into a crouching medium punch anyway. And Guile can still convert into V-Trigger from this, as he can still cancel a crouching light punch into Sonic Boom, I still feel this will be the best command normal in the game, even after the April changes.

Despite not being listed by Capcom as a “Shoryuken-like attack,” like the uppercuts Ryu, Ken, Akuma, Cammy, Necalli, and Juri wield, it seems they want Guile’s medium Somersault Kick to receive the same improved anti-air properties as those other attacks. It will be completely invincible to airborne attacks from frames 1-8, but will have an added hurtbox to attacks and projectiles on the ground for frames 3-8, weakening it as a reversal option.

Perhaps the Family Man’s biggest change in Season 2 was becoming the first SFV character to have the size of his V-Gauge altered, as it was lowered from 3 blocks to 2, similar to Ryu, Alex, Chun-Li and Cammy. This resulted in Guile currently being able to acquire Solid Puncher much more quickly and at higher life totals, massively improving both his zoning potential as well as his ability to rush down the opponent behind the cover of Sonic Breaks. Capcom will be completely reverting this change in April, as it will again be increased to 3 Bars, with the gauge consumption amounts for regular and EX Sonic Breaks being adjusted to Season 1 values to compensate for the increased length.

To clarify, Sonic Break is Guile’s follow-up Sonic Booms after he throws one and his single shot Sonic Booms when V-Trigger is active. In Season 2, the V-Gauge timer for a single shot was increased, so they were nerfed. Since that’s being reverted, he can use more single and EX shots in April. However, the timer for the follow-up shots was decreased, so they’ll consume more in April. Technically, Guile’s V-Trigger in April will still be stronger than it was in Season 1, because his Sonic Booms do 10 more damage for the follow-ups.

VesperArcade offers up his final opinion on Guile’s changes:

Overall, my final verdict on Guile, for this patch alone, is slightly nerfed. I’d even go so far as to say barely nerfed. He’s still definitely stronger than his Season 1 counterpart for sure, and I definitely feel that Guile will still be top tier in April. Reverse Spin Kick is still insane, Judo Throw is intact and V-Trigger is just simply reverted, but still stronger than Season 1, and I feel like these three things combined is what makes Guile so strong in the first place. If you’re a Guile player, you have nothing to worry about with these changes. It just brings Guile down a slight amount, but he’s still really powerful and he can still do the same things that he could before.

You can catch the full video with more of his thoughts below.

You can also take a look at his videos about the new system changes here, here and here. What do you think about the upcoming Guile changes? Do you feel they needed to do more, or were they just right? Perhaps they went overboard? Tell us your thoughts in the comments.

Source: VesperArcade

Mass Effect: Andromeda – Multiplayer Starter Guide

Mass Effect Andromeda may be divisive as a single player game, but its multiplayer component, at least so far, is living up to the expectations set by its predecessor ,Mass Effect 3. Whatever your issues with Andromeda as a whole, it’s fairly safe to say that most gamers are at least enjoying the combat, and that awesome combat is in full focus in multiplayer.