Incoming CFN improvements detailed for Street Fighter V, along with a beta test for PC users

New features and fixes revealed by Capcom–promised to roll out shortly after the beta test concludes.

In addition to the incoming balance patch, Capcom indicated they were working to address the myriad of complaints centered on the Capcom Fighters Network and Street Fighter V’s online playability. Today’s post on Capcom-Unity offers a look at what improvements to SFV’s online game we can look forward to; additionally, PC players will have the opportunity to try the new online experience–along with an early shot at the upcoming rebalanced gameplay–by participating in an online beta test for the new CFN between 1:00 PM PDT on March 28 and 12:00 PM PDT on April 3. Steam users, keep an eye on Capcom-Unity to find out how to sign up. Sorry PlayStation users, console gamers cannot participate in this beta test.

Here’s a breakdown of the incoming Capcom Fighters Network (and other) changes to expect:

  • Rage Quit Penalty System
    The special Player Profile Icons will work correctly, and matchmaking logic will take into account your online behavior and frequent disconnectors will be matched with similar opponents.
  • Ranked and Casual Match Loading Times
    There will be a shorter transition when going into a Ranked or Casual Match.
  • Battle Lounge Country Flags
    Country flags will now properly load in Battle Lounges, allowing players to locate competition in their region.
  • Training Mode: User Settings Saved
    Training Mode settings will now save and carry over to the next time the mode is accessed.
  • Matchmaking Improvements
    It should now take less time to find an opponent in online matches, and logic will be added to avoid frequently being matched with the same opponent repeatedly.
  • Fighter Profile Stats
    More detailed stats will be tracked and presented on your Fighter Profile.
  • Country/League Based Rankings
    Players will be able to filter leaderboards based on Country or League.
  • Friend Management System
    In addition to adding a player to your Favorites, you will be able to add Friends and follow them on CFN. You will also be able to Blacklist players.
  • Interactive Timeline
    On the CFN home menu, a live feed of your Friends’ activities will be presented on an interactive Timeline. Using the Timeline, you will be able to immediately add a recent match to your Replay List, view a Fighter Profile, manage your Friends, and adjust Timeline display settings.
  • In-Game Announcer Voice
    The in-game announcer will give you stats on both you and your opponent using data pulled from the server.

CFN banner

Source: Capcom-Unity

Latest incoming DLC fighter for The King of Fighters XIV–boxing mercenary Vanessa–confirmed

Looks like the leak was right on the money this time, as Atlus U.S.A. confirms our expectations.

Last week, word got out that Vanessa was inbound as the next DLC character reveal for SNK’s The King of Fighters XIV. Today Atlus U.S.A. has confirmed that as true, with the release of the reveal trailer for the new fighter. Vanessa now joins Whip and Yamazaki as incoming DLC for The King of Fighters XIV.

First playable in The King of Fighters 2000, this housewife-turned-mercenary knows how to use her boxing skills to lay her opponent out in style–with flurries of high-speed punches, naturally. No pricing information or release date has been revealed as of yet, but most likely she’ll cost the same as Whip ($5.99 USD), who kicks off the releases of these DLC fighters on April 5th.

Source: AtlusUSA (YouTube), via Atlus U.S.A. (Twitter)

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

Zangief is top ten, but not top tier: BornFree interviews Itabashi Zangief at Final Round 20

Why does he play Zangief? He likes big characters, he likes grabs, he likes gambling!

In his latest interview from Final Round 20, BornFree chats up DetonatioN Gaming’s Hiromiki “Itabashi Zangief” Kumada, world-renowned master of the Red Cyclone. (Well-known Japanese Marvel player Takumi also helps with translation.)

In the interview, “Itazan” discusses trying out other grapplers in Street Fighter V–Alex and Birdie–but how he still likes Zangief better. While some are suggesting Zangief is top tier in Season 2, this ‘Gief main disagrees–placing Zangief in the top ten at best–while BornFree suggests that maybe it’s Itazan’s own gameplay that feeds that perception of character strength! Itazan talks about how his playstyle is based on reading the opponent–how he turns his opponents’ feelings into his own weapon. He feels that the fireball game in Season 2 is weaker than Season 1–making things a bit easier for Zangief–and he also comments on how with SFV’s high damage, best-of-three matches may be too short.

They talk about much more, so check out the entire interview below!

Source: BornFree

Secondaries, system changes, and the Street Fighter V seasons: BornFree interviews PR Balrog

Cygames Beast’s new competitor talks about his characters counterpicks and more at Final Round 20.

At Final Round 20, BornFree caught up with Eduardo “PR Balrog” Perez–newly signed to Cygames Beast–to chat him up on a variety of topics. PR Balrog revealed he’s got two secondary fighters for Street Fighter V waiting in the wings for counterpicks: Kolin to handle Cammy’s aerial attacks, and Alex to grapple with Zangief. PR Balrog also describes how Season 2 of SFV is both “more hype to watch” but more stressful to play, and heavily favors rushdown play after the nerfing of meterless invincible DPs.

In this detailed interview, they also talk about what overall system changes Perez would like to see for SFV, as well as his expectations for Balrog after the next balance patch, his worst matchups as the Crazy Buffalo (F.A.N.G, Cammy, Laura, and Zangief), his favorite player of all time (Twitch.Hx.CYG BST|Daigo Umehara), and much more. Check it out below!

Source: BornFree

Watch Daigo Umehara’s Ryu battle YamadaTaro’s “evil” Chun-Li in this Street Fighter V online FT2

It’s Ryu in his classic garb, versus Chun-Li in the rarest of all costume options.

Last week we reported on the appearance of the exclusive Chun-Li costume awarded to RAGE Master League Suzuku Cup’s champion YamadaTaro, a crimson and gold outfit with glowing red eyes. You can see more footage of this Chun-Li alternate in action in this first-to-two online Ranked Match set against none other than Twitch.Hx.CYG BST|Daigo Umehara, using his regular Ryu main.

Not only is this a chance to see more of this rare Chun-Li color scheme, it’s a showcase of high-level play between two classic characters, and competitors that know how to push them to their limits!

We might not see as much of Umehara’s Ryu this year, as word is circulating he may switch over to Guile.

Source: XusesGB

Stylish ice slides and chilling counters: Smash and Grab’s Kolin combos for Street Fighter V

Freeze opponents in their tracks with some cool combos.

Street Fighter V’s newest roster addition Kolin is a tricky fighter to pick up, as technically-demanding as she is on the player to yield results. But when her complex combos and setups come together, few members of the SFV cast look as good.

Smash and Grab have compiled this assortment of stylish combos for Kolin–most highly-situational and probably impractical, but these should help inspire aspiring Kolin mains to get out there and drop some ice on their enemies!

For more Kolin tech, check out:

Naturally, you can also have a look at Bafael’s latest Rising Up video, featuring bread ‘n’ butter combos for Kolin.

Source: Smash and Grab

The SRK Rollback: Best of March 10-16, 2017

Welcome to the Rollback: a frame-by-frame look back at our past week’s most notable news–and our favorite SRK articles–from March 10 to March 16, 2017!


Zavian “mushin_Z” Sildra, Editor-in-Chief:

Frame 1:
fr20 sfv grand finals thumb
Street Fighter V at Final Round 20: Epic highlights and match footage kick off Capcom Pro Tour 2017

Another year, another Capcom Pro Tour–and this one kicked off with an amazing showing by RZR|Xian’s new Ibuki, not to mention many other hype moments worth checking out if you missed them live.

Frame 2:
transformers forged to fight beta prime megatronTransformers: Forged to Fight rolls out into mobile battlegrounds on April 5, 2017

As a child of the ’80s, I can’t help but love these ‘bots–and while this game looks like it may be a promising mobile diversion, I find myself wishing we could have a meatier console version of this, instead…

Frame 3:
sfv urien rush
Street Fighter V Season 2 balance patch coming for late April 2017, incoming changes detailed

After what seemed like ages of ambiguity, Capcom dropped their plans for the next round of balance changes–once Final Round 20 was out of the way. As usual, it’s open to debate how beneficial these are to Street Fighter V’s overall game–but hopefully it works out well enough to not shake this up any more, any time soon.


Sam “Trilby” Foxall, Assistant Editor:

Frame 1:
Sonic Smash 4Japan experiences quite the shake-up, as a new version of its Super Smash Bros. for Wii U Ranking releases

The competition is heating up in Japan, as the release of its latest Smash 4 power rankings have shuffled around many of its top players. Let’s hope we’ll see many of these rivalries come to the fore at Evo Japan!

Frame 2:
KIWC LogoRelive Killer Instinct World Cup 2017 with these top 8 replays, courtesy of Team Spooky

Last weekend saw the world’s best KI players battling it out in San Antonio, Texas, and it was one hell of an event. With tons of character variety and back to back close sets, you’ll definitely want to catch up if you missed out on watching it live.

Frame 3:
Red Bull Proving GroundsVancouver TO talks Red Bull Proving Grounds: “West, East, we’re out to show we’re a cut above everyone”

Continuing our series of interviews with TOs involved in this year’s Proving Grounds circuit, our very own Zidiane talks to Clinton Bui about Vancouver’s fighting game scenes, as well as its chances of winning the whole event.


Keegan “Interrobang!?” Spindler, Features Editor:

Frame 1:
Hit Box Smash BoxHitBox Dustin runs through how to perform a myriad of Super Smash Bros. Melee tech with the Smash Box

I love new and exciting tech, and the Smash Box is shaking up a market that has been dominated by just a single type of controller for more than fifteen years. It’s fascinating to see how they are bringing Smash to life in a whole different way.

Frame 2:
Tekken 7 JackCatch the lastest Tekken 7 play with top 8 & finals footage from Final Round 20

Tekken 7 is finally in the run up to home release and, apparently in celebration of that fact, the level of play at Final Round 20 was astonishingly high. It was a terrific tournament, well worth a watch.

Frame 3:
Dhalsim StretchAvoid KOing your hands and wrists with these special stretches from Dr Levi Harrison

Although it can seem a bit silly, taking care of your hands is vitally important–even when you’re not winning national events. It’s easy to tell yourself you’re overreacting, but the least you can do are these stretches.


Extra Frame:
evo_dark_no_textEvo Japan: dates and location officially announced for 2018, including [sài] lead-up event in 2017

At long last, world warriors can make their travel plans to head over to the very first Evo overseas, set to take place next January in Tokyo. Additionally, watch out for the [sài] open tournament taking place at the same venue later this year.


Editor’s note: The views expressed in this article and the selected posts are solely those of the writers, and do not reflect Shoryuken.com as a whole.

Evo Japan: No Street Fighter V at [sài] lead-up event; Evo Japan’s lineup to be announced at Evo 2017

Expect to learn what we’ll be playing at Evo Japan at this summer’s event in Las Vegas.

We have just recently learned that Evo Japan will take place at Akihabara UDX on January 26-28, 2018, and that an open-entry lead-up event called “[sài]” will take place at the same venue on May 20-21, 2017; while [sài] will feature three titles for competition, only Tekken 7: Fated Retribution and Guilty Gear Xrd REV 2 were confirmed so far. Street Fighter V seemed like a strong bet for the third slot, but Evo Japan Chairman Kaneko “hameko” Noriyuki revealed on Twitter tonight that [sài] will not feature Street Fighter V as the third game.

However, hameko also revealed that we can expect to hear about the game lineup for 2018’s Evo Japan itself at Evo 2017 in Las Vegas (July 14-17, 2017)!

For more news about Evo Japan, keep your eyes on the official site, Evo, and Shoryuken!

Source: ハメコ。 / hameko (Twitter)

Are wakeup uppercuts back? How the DP balance changes in Street Fighter V’s patch will work

VesperArcade clarifies what the incoming changes to uppercuts in Street Fighter V will actually mean.

Capcom has given us a detailed list of upcoming changes to Street Fighter V, inbound as a balance patch due before the end of April. One of the most vocally-lamented losses from Season 1’s build of SFV were meterless reversals–specifically, invincible dragon punch-type moves that could be used on wakeup to counter meaty attacks without burning off meter with an EX special move. These were yanked out of SFV Season 2; removing that option from the fighters that possessed them.

In the new patch notes, Capcom details how these uppercut moves thus became too “risk intensive” and describes a new universal model for DPs: light Shoryuken attacks have throw invincibility, medium Shoryuken attacks have airborne invincibility, and heavy Shoryuken attacks have frames of attack and projectile invincibility. In the individual character notes, they also list what the active frames of invincibility will be for these moves, which–unsurprisingly, as DPs have already been messed with in the last major patch–is causing some players confusion as to how exactly these changes will influence gameplay when they’re introduced.

VesperArcade has taken to YouTube to help clarify what these changes actually mean. The characters in question here are Ryu, Ken, Cammy, Akuma, and Juri, because Necalli already follows this new DP model in Season 2. Light Shoryukens already have throw invincibility, meaning that on wakeup (or otherwise), a light DP will hit a throw attempt. While medium DPs will not regain their initial frames of complete invincibility, they will gain total invincibility against air attacks, cementing their use as reliable anti-airs, as well as counters for other moves that have the airborne property. Heavy DPs are getting strike/projectile invincibility starting on frame 3–meaning they still aren’t an invincible anti-meaty reversal (unless the meaty is poorly timed), but can break into a wide frame trap or “fake” blockstring, or punish a blockstring that ends in a projectile at too-close a range and has a large enough frame gap. EX DPs will be unchanged, with invincibility on frame 1–for the price of some meter.

Check out the full video for further details, and Necalli-based demonstrations of these situations!

Source: VesperArcade