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sTrEeTs Of RaGe 4 ~ rAgE iN tHe CaGe

Fake and me play coop and thats why we had take these observations.

I love played with Adam. Finally after all these years the man could be back from whatever Sega smoked before to not let him.

But by play with him, I notice my brother has a lot of problems with evasive action. He plays with Axel and its a chore to dodge this new character horde of missiles for instance, while its not a problem for me. I can't even imagine how is to play alone with the disciple of Zam. This ilustres one of main problems with this game. Enemies could simply run in circles towards certain characters because of how much slow they are. But enemies? Lol, the fatso is supposed to be slow but have mid-range attack. But now he simply rows everywhere, have endure and mitigate what is supposed to be his weakness.

Its a great game noneless...just has s lot of weird design choices.
My main is Floyd. It can definitely be done. Its just a lot of repetition and learning the attacks. The air specials do help with fast movement but its an adjustment. I have 165 hrs in the game played. It was pretty challenging when I first started but its very well designed and you can keep getting better. Floyd has some huge advantages with his ability to grab multiple people at once too.
 

Dr. Suchong

Member
Anyone know why the leaderboard only shows the top 3 players now?
I like to see my score from time to time. I'm not amazing, but not languishing at the bottom either and enjoy charting my progress. PS4 version
 
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DelireMan7

Member
Anyone know why the leaderboard only shows the top 3 players now?
I like to see my score from time to time. I'm not amazing, but not languishing at the bottom either and enjoy charting my progress. PS4 version
I think if you press Square you see a bit more. But not much. Leaderboard is really my only complaint about this game.
I would have expect something more complete for a scoring based game.
 

Dr. Suchong

Member
I think if you press Square you see a bit more. But not much. Leaderboard is really my only complaint about this game.
I would have expect something more complete for a scoring based game.
I know right? It's pretty stupid isn't it? Wheres the incentive to get on the leaderboard, when you can't even see the leaderboard? Shame isn't it? I haven't seen many folks mention or complain about it. How odd.
 
I loved Streets of Rage 2 back in the day. I bought number 4 recently but it just didn't really appeal to me. I think nothing comes close to Streets of Rage Remake. It's so ridiculous that Sega didn't support that project, they could have made a decent bit of money out of it if they'd endorsed it.
 
I loved Streets of Rage 2 back in the day. I bought number 4 recently but it just didn't really appeal to me. I think nothing comes close to Streets of Rage Remake. It's so ridiculous that Sega didn't support that project, they could have made a decent bit of money out of it if they'd endorsed it.
I put 200 hrs into SoR4. It's easily the best beat-em-up ever made. You should reconsider your life choices and try the game some more.
 
Streets of Rage 4 really exceeded my expectations after I bought it on a whim during the recent Steam sale. Not only did it pay homage to the level layouts of the originals, but it did so with a comic book art style and elaborate combo potential that the previous entries could not offer. Amusingly, the story played out like a Saturday morning cartoon. Four of the levels had even hidden Streets of Rage 2 boss levels.

Contrary to expectations, the Mr. X DLC made the game infinitely more replayable and enjoyable. Not only did it add the unique playstyles of Estel, Max, and Shiva to every mode in the game but Survival Mode became the feature that keeps on giving. The power ups and randomly generated levels mixed things up enough to give the game more replayability than any other beat 'em up I have played. The random SoR2/3 bosses and grunts in the retro stages of survival added a major nostalgia kick. The cherry on top came from the fact that playing Survival Mode unlocked alternate blitz, special, and super moves for the cast (though SoR1 characters only received a different super) and they were available in every mode. Before even touching its unique cast, this DLC effectively added an alternate color and alternate blitz into the game that made me enjoy playing a character I had little interest in (Cherry Hunter). Diving deeper into the DLC by air comboing with Shiva, ground 'n pounding with Estel, and suplexing, power sliding, and body slamming to victory with Max provided the novelty that felt missing with the base game.

One issue I have bitterly accepted in Streets of Rage 4 is the awful movement options of Floyd. Even with the alternate blitz his only real means of moving around at a reasonable speed is an air special that drains life. Regardless of range, this makes him the red-headed stepchild in my eyes. Another more serious issue that keeps on giving me conniptions is the ring stage in Survival Mode sometimes having a pit in the middle and random pendulums all around. Just seeing it makes me want to stop playing as there is nothing I can really do at that point that won't take chunks of my health. Otherwise, there is nothing to really complain about.

Recently, discovering the magic of Roo's back attack in Streets of Rage 4 was a eureka moment for me that took me all the way to Level 25 of Survival Mode and I imagine I will enjoy similar dicoveries as I play more of the game. Hopefully, the pits and pendulums are few and far inbetween.
 
They should all those power ups to the main game. I don’t wanna touch the main game anymore. It’s bland.
More high your ranking on survival, more new weapons on story mode! Unfortunately not the buffs, just new weapons.

Try Story mode on higher difficulties, it's a REAL challenge!
 

Saber

Member
More high your ranking on survival, more new weapons on story mode! Unfortunately not the buffs, just new weapons.

Try Story mode on higher difficulties, it's a REAL challenge!

Not much of real challenge tbh.
Its mostly resolve around spamming the game with enemies with endure(aka super armor), mid invulnerable frames here and there and lack of restorative itens. Which results in spamming specials moves until you end up passing through mountain of enemies or just increase the amount of allies(which makes the battle even more easier if you can get everyone in one of those endless combos). Just to get idea... because of that, boss battles tends to be a lot easier to deal than the "normal" grunts.
 
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Not much of real challenge tbh.
Its mostly resolve around spamming the game with enemies with endure(aka super armor), mid invulnerable frames here and there and lack of restorative itens. Which results in spamming specials moves until you end up passing through mountain of enemies or just increase the amount of allies(which makes the battle even more easier if you can get everyone in one of those endless combos). Just to get idea, because of that boss battles tends to be a lot easier to deal then the "normal" grunts.
Guard Crush promised a new patch in this summer for the game, tons of changes, including on the survival!

Let's wait! But it's fun the way it is tho... try to beat your own record, etc...etc...
 

Soodanim

Member
Guard Crush promised a new patch in this summer for the game, tons of changes, including on the survival!

Let's wait! But it's fun the way it is tho... try to beat your own record, etc...etc...
That's good to hear, I'd like a reason to jump back in. I agree with Pachi72 Pachi72 , I've wanted Survival additions in the main story since the DLC hit. Imagine the fun of adding the buffs to Story mode and getting speed ups or whatever else. Not to mention the items.

If anyone is interested, I've not tried it myself but people do mod the game to attempt the above, including randomiser modes or fixed changes (mostly to make ridiculous challenges). Might be worth a look.
 

Fake

Member
Hope they put a damn dash/running button on Axel/Blaze because good lord, some enemies are so fucking annoying.
Even a fat guy can roll and fly in this game.
 
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Fake

Member
Does anyone know what balance changes for the characters are?

Most of them are buffs, 'because'. Axel and Blaze got a decent buff in their kit, Floyd got a movement speed increase (because he is slow as fuck), some foes lost the super armor. Now you can throw your ally as an attack just like previous SOR.

Major Update - R08 Changelog:

Stages:
  • Added some destroyable to help to maintain the combo counter

Combo counter:
  • Added a half second to disappear
  • Stage transitions have a bonus time to not break the combo counter

Added Custom Survival Mode:
  • Players can tweak his/her survival experience with a variety of options.

Mania +:
  • Added Cursed arcades in Mania+ difficulty.
  • Added special reinforcements during boss battles.
  • Added One life.
  • The score to get an extra life is higher in the arcade mode.

Added coop attack:
  • Hold 'Pick up' and grab your partner to throw him.
  • Airborne player can press a special button to perform a unique attack.

All characters:
  • Lots of reduced hit stop
  • All charged attacks and normal combo last hits can hit multiple enemies after the first active frames even if an enemy is hit
  • Fixed a bug where some wall bounces could do no damage
  • Increased stun on air-down attacks
  • Throws will hit the other enemies close to the player with more consistency

SOR4 CHARACTERS
Axel Stone (SOR4)
  • Air down attack has a slightly bigger hitbox.
  • Dragon crush has a bigger hitbox.
  • Dragon crush added air control.
  • Dragon crush travels farther.
  • Dragon crush launches higher.
  • Dragon crush leaves a fire area on the landing.
  • Dragon bites better recover.
  • Dragon bite life cost reduced.
  • Dragon bite damage increased.
  • Dragon bite has more active frames.
  • Dragon bite has less freeze.
  • Grand upper increased invincibility time.
  • Grand upper does more damage.
  • Grand upper hits can hit multiple enemies.
  • Dragon dive last hit improved hitbox.
  • Dragon dive can turn for the last hit.
  • Dragon dive has longer active frames.
  • Dragon dive has less freeze.
  • Dragon Upper has slight air control, a better hitbox, hits off the ground, recovery is invincible, and less freeze.
  • Dragon burst's tornado has a bigger hitbox.
  • Charge attack recovers faster.
  • Last combo kick recovers faster and the hitbox stays active longer after impact.
  • Default defensive special has more depth.

Blaze Fielding (SOR4):
  • Hienzan ignores weight.
  • Hienzan life cost reduced.
  • Rekkaken has 2 more invincible frames.
  • Rekkaken juggle properties reworked (fewer infinite).
  • Rekkaken does less damage.
  • Shin Hishousouzan ignores weight.
  • Shin Hishousouzan recovery time was reduced.
  • Shin Hishousouzan better hitbox and depth.
  • Shin Hishousouzan life cost was reduced.
  • Shin Hishousouzan hitstop time reduced.
  • Uraken Uchi damage buff.
  • Uraken Uchi longer active frames.
  • Uraken Uchi life cost reduced.
  • Uraken Uchi has better range and depth.
  • Shin kikoushou has better damage and depth.
  • Back attack hitbox extended upward.

Cherry Hunter (SOR4):
  • Soundcheck hits sooner
  • Special stage effects don't knock down on the first hit
  • Special stage effects first hit has a small ground bounce
  • Sommersault life cost reduced
  • Sommersault is now fully invincible
  • Sommersault has a deeper hitbox
  • Both blitzes can be canceled by air special
  • Cherry is now more vulnerable when on top of an enemy
  • Default air special does more damage
  • Alt air special damage rescaled (actual hit does more damage and fire pool does less damage)

Floyd Iraia (SOR4):
  • Walk speed increased.
  • Harder for enemies to escape Floyd's throws and throw combos.
  • jab range increased.
  • Combo damage increased.
  • Combo's last punch launches higher and farther with better wall-bounce, and better recovery.
  • Charge attack damage increased.
  • Charge attack launches higher and farther with better wall bounce.
  • Charge attack has armor properties.
  • Charge attack better recovery.
  • Power slide added hit on the way down.
  • Power slide launches higher and closer to Floyd.
  • Throw bounce higher.
  • Throw wall bounce damage increased.
  • Throw hits the enemy at close range.
  • Throws do more damage.
  • Double-throw launches closer to Floyd.
  • Double-throw has a larger hitbox.
  • Double-throw breaks armor and invincibility.
  • Grab special launches higher.
  • Grab third punch slams the enemy on the ground.
  • Gatling punch is not invincible if whiffed.
  • More damage on the star move-back hit.
  • Alt defensive do not heal with bloodthirst.
  • Default blitz has some invincibility at the beginning.

Adam Hunter (SOR4):
  • Fixed a bug where you could do an air special with no life cost.
  • Alternate star move last hitbox is taller.
  • Last combo kick now has body-hit properties.
  • Specials cost reduced.
  • Added jump cancel after combo 3rd hit.
  • Extended combo 3rd hit hitbox toward body.
  • Fixed a bug where you couldn't perform special forward while grabbing from behind.
  • Added wall bounce damage on Howl Fang's 2nd hit.
  • Split fang ignores weight.
  • Split fang wall bounces higher.
  • Sword upper recovers faster.
  • Sword upper has less freeze.
  • Blitz hits OTG.
  • Blitz has a bigger hitbox.
  • Default air special is invincible and has a lower hitbox.
  • Default air special costs less.
  • Alt offensive special last hit has more depth.
  • Alt defensive more active frames, depth, and can hit multiple enemies.
  • Throws lower.
  • Charge attack has more depth.

Estel Aguirre (SOR4):
  • Combo damage increased.
  • Combo adjusted so it doesn't loop into itself.
  • Combo third punch pushes less and stuns more.
  • Combo 5th hit wall damage increased.
  • Charge attack cannot be linked with itself.
  • Charge attack damage buffed.
  • Charge attack can be canceled by a special move.
  • Back attack damage increased.
  • Boot mark damage increased.
  • Flying scythe damage increased.
  • Sucker punch damage increased.
  • Added FX to flying scythe.
  • Neutral jump attack better hitbox.
  • Grab neutral attack damage increased, better wall bounce, better recovery, longer active frames, and bigger hitbox.
  • Flashbang bigger hitbox, longer stun, and more active frames.
  • Air Flashbang stun duration increased, life cost decreased, added slight air control.
  • Fire grenade has a larger hitbox, launches higher, and added wall bounce.
  • Air Fire grenade damage increased, life cost decreased, added slight air control.
  • Surgical strike better hitbox, better juggle, spawned knife last longer.
  • Police tackle invincibility/duration increased and damage increased.
  • Police tackle aoe punch is the same for both few hits and several hits variation.
  • Player Estel's police call has blue cross airs.
  • Heel kick has more range.
  • Default blitz has less freeze.
  • Police call longer invincibility.
  • Alt air special does more damage.

Shiva (SOR4):
  • Final crash is faster, does more damage, and has less recovery, launch properties reworked.
  • Flying kick does less damage, has less invincibility, and has more recovery.
  • Spirit Palm has less invincibility and more recovery.
  • Back attack can be followed by a launching kick.
  • Air Senretsu ken has more recovery on the ground.
  • Alternate defensive special now launch standing enemies and has better OTG launch.
  • Shiva clone special moves do not heal with bloodthirst (Clone star move still does).
  • Default air down special has a larger and higher hitbox, and launches higher.

Max Thunder (SOR4):
  • Fixed the last hit of combo hitting twice, now has a proper ground slam.
  • Charge attack bigger hitbox.
  • Back attack infinite juggle fixed.
  • Vortex vacuum costs more health and vacuums less.
  • Spinning knuckle bomb lasts longer (additional hits), travels farther, and is more juggle-friendly.
  • Air thunder strike strikes 3 times in a line.
  • Default air special has better air control and a better hitbox.
  • Max Iron will end is more noticeable.
  • Max has 20% damage and speed increase under Iron Will star move.
  • Body Slam has better air control and recovery.
  • Clothes line has body hit.
  • Power slide, Spinning Knuckle Bomb, Thunder Tackle less hit stop.
  • Rolling grab deals low damage on its path, less invincibility.

SOR1 CHARACTERS
All SOR1 characters:
  • Added many wall bounces.
  • Invincibility lasts longer after a cop attack.
  • Cop attack hits the full screen.
  • Cop attack damage increased.
  • Adjusted move properties for more combos.
  • Faster jump start.
  • Added Charge attack.
  • Charge attacks have short invincibility.
  • Last combo hit and charge attack hitbox remains active after hitting so it can hit multiple enemies during active frames.

SOR1 Adam:
    • Pummel elbow bounces enemy.
    • Alternative star move launches higher, bounces the enemy, and does more damage.
    • Back attack improved invincibility and hitbox.
    • Combo's last hit and Charge attack better hitbox.
    [/olist]
    SOR1 Blaze:
    • Back attack added body hit properties.
    • Back attack improved hitbox.
    • Alternative star moves better hitbox.
    • Jump kick is faster.

    SOR1 AXEL:
    • Combo's last hit and Charge attack better hitbox.
    • Air attack improved hitbox.
    • Air attack slams on the ground.
    • Charged attack slams on the ground.

    SOR2 CHARACTERS:
    SOR2 Axel:
    • Alternative star move always sends flying forward.
    • Faster walk speed.
    • Headbutt is now invincible.
    • Dragon Dash Blow does more damage.
    • Spinning Dragon Upper has less recovery.
    • Spinning Dragon Upper better wall bounce.
    • Dragon smash's last hit is invincible and has a better hitbox.
    • Spinning kick juggles better.
    • Dragon blow life cost reduced.
    • Jumping kick is faster and has a better hitbox.
    • Star move wall bounce only on the last hit.
    • Default offensive has better juggle properties.
    • Default star move has less recovery.
    • Alt defensive has more depth.
    • Alt Star move not being invincible to bottles and other star moves fixed.

    SOR2 Blaze:
    • Back attack removed ground slam.
    • Blitz added one hit on the way up and slam the property to the last hit.
    • Blitz travels farther.
    • Blitz removed the wall bounce.
    • Alternate blitz better hitbox.
    • Alternate defensive special better hitbox and can hit multiple enemies.
    • Aerial grab added air control, damage rescaled, and bounces off enemies infinitely.
    • Kikou shou is faster and has an improved hitbox.
    • Slam throw slams opponent for real.
    • Alternate star move gives 2 seconds of invincibility.

    SOR2 Max:
    • Throws do more damage.
    • Sliding tackle freeze time is reduced and slides farther.
    • Power chop damage increased and has less recovery.
    • Rolling grab is invincible during the rolling part.
    • Chokehold is now cancellable by special moves and blitz.
    • Spinning knuckle bomb has more depth.
    • Alternate defensive special does more damage, costs less HP but launches lower when it hits an airborne enemy.

    SOR2 Skate:
    • Breakdance launches higher.
    • Back pummel reduced hit stop.
    • Back pummel can be interrupted by a jump.
    • Jump down attack can be followed up with a Jump kick.
    • Combo stuns more and does more damage.
    • Last combo hit launches closer to Skate.
    • Neutral grab attack launches closer to Skate.
    • Front pummel does more damage.
    • Charge attack does more damage.
    • Jab range increased.
    • Sommersault has better consistency in hitting both hits and improved hitboxes.
    • Cannonball does more damage and added air control.
    • Inline rush can be canceled sooner.
    • Vault throw launches farther, better wall bounce.
    • Jumping kick is faster and has a better hitbox.

    SOR3 CHARACTERS:
    All SOR3 characters:
    • All SOR3 characters (except Roo) jump higher.

    SOR3 Axel:
    • Charge attack does more damage.
    • Scissor Kicks better launch, improved hitbox, travels farther.
    • Improved recovery on Star moves.
    • Spinning body blow can hit off the ground, reworked juggle speed, added wall bounce.
    • Spinning body smash launches higher and closer to Axel, and does more damage.
    • Alternate Star move launches 3 projectiles with longer freeze and spawns a katana.
    • Dragon punch does more damage, improved hitbox and depth, and better launch properties.
    • Grab headbutt is invincible.
    • Better depth on dodge roll.

    SOR3 Blaze:
    • Chou reppa dan does more damage, improved launch, faster, added wall bounce.
    • Energy burst faster recovery and does more damage.
    • Alternative star move improved hitbox and launch properties.
    • Jumping kick is faster and has a better hitbox.
    • Alt blitz has less invincibility at the end.
    • Improved damage on default blitz and forward special.
    • Alternate forward special does more damage and ignores weight.
    • Better depth on dodge roll.

    SOR3 Skate:
    • Ground Roll blitz reworked - now it goes farther, oscillates, and hits only once.
    • Flying headbutt first hit relaunches higher and closer to Skate.
    • Spinning attack launches away from Skate, fixed wall bounce bug.
    • Skating fist fury hits multiple times and direction can be controlled, does more damage overall, and only has invincible frames for half the duration of the move.
    • Flash kick does more damage and launches higher.
    • Vault throw launches farther, does more damage, added wall bounce.
    • Better depth on dodge roll.

    SOR3 Zan:
    • Alternate blitz improved travel distance and launch.
    • Alternative offensive special reworked and added air control.
    • Alternative defensive special now hits during energy ball spawn, Spawned Energy ball does more damage.
    • The jumping attack is faster and has a better hitbox.
    • Default blitz travels farther and has better recovery.

    SOR3 Shiva:
    • Alternate Star move does more damage, the target is invincible during the move, and the last hitbox is bigger.
    • Alternate blitz does more damage, faster startup, and recovery, hitbox depth improved, launches higher, and can be done three times in a row by pressing the attack button.
    • Alternate neutral special launches higher and closer to Shiva, hitbox improved, does more damage, added air control.
    • Alternate forward special improved launch, does more damage.
    • Default forward special improved hitbox toward the back of the character.
    • Final crash does more damage.
    • Combo does more damage.
    • Default blitz less freeze and more invincibility.

    SOR3 Roo:
    • Offensive special juggles better.
    • Alternate offensive special does more damage, bounces enemies, and can be canceled into an air version that has slight air control.
    • Default air special does more damage, added air control, bounces enemies, and better hit consistency.
    • Earthquake startup is faster, last hit launches higher.
    • Jab infinite nerfed.
    • Spawned Bruce has the same palette as Roo.
    • Roo's vault is no longer invincible.
    • Roo default offensive special wall bounce only on the last hit.
    • Default blitz and offensive special drag enemies.
    • Last pummel hit is invincible.
    • Alt-defensive has better active frames and hitbox depth.
    • Bruce spawn has more life and better invincibility on the hop.

    ENEMIES:
    Zack:
    • Removed armor during wake-up.

    Z and Z elite:
    • Master more weapons.

    Cherry boss:
    • Star move starts up slower
    .
    Signal:
    • Signal enemies now scream before their slide and throw.

    Yamato:
    • Slight damage buff.

    Survival buffs:
    • Glass cannon reduces defense by 60% instead of 100%.
    • Charged buffs are stronger.
    • Full of yourself is stronger.
    • Sharpen tool is stronger.
    • Allied Gold is stronger.
    • Allied Donovan masters more weapons.
    • Allied Galsia does the correct amount of damage with golden weapons.
    • Allied Cop has more life and his throw cannot be escaped.
    • Allied Mr. Y starts in an angry state and can juggle enemies with bullets.
    • Allied Stiletto attacks faster.
    • Allied Condor has more health, blocks less, and added wall bounce on hits.
    • Allied Sugar is armor during her headbutt preparation and has improved wall bounce.
    • Allied Steffie has a faster grenade throw rate (and the first grenade spawns instantly).
    • More healing pick-ups in survival mode at higher levels (so bloodthirst is not mandatory to reach high levels anymore).

    Misc:
    • Flames from fire buff are different from regular flames.
    • Elemental effects in survival are toned down.
    • Ball hazard reworked and re-tweaked always launches in the same direction as the ball's momentum.
    • Ball damage reduced for small hits.
    • Reduced Hole fall damage
    • Weapon throws are invincible and special cancelable.
    • Zan, Shiva 3&4, Roo can now activate bonus levels.
    • Improved Durian's hitbox
    • Shorter transition time going out of bonus stage 2: Stage 4 full combo is easier.
    • Shorter transition time going out of bonus stage 3: Stage 5 full combo is easier.
    • Shorter transition time going out of bonus stage 4: Stage 8 full combo is easier.
    • Smaller hitbox on fire and steam geyser.
    • Added hidden weapon in stage 6 tower first floor.
    • Big Chinese sword has more durability.
    • Dick enemy has less life.
    • Barney enemy has less life.
    • More heal pickup in Stage 3
    • Ruby has less life.
    • You need more scores to gain an extra life in mania plus.
    • Can follow up a special move by a neutral jump without frame loss.
 
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Labolas

Member
Most of them are buffs, 'because'. Axel and Blaze got a decent buff in their kit, Floyd got a movement speed increase (because he is slow as fuck), some foes lost the super armor. Now you can throw your ally as an attack just like previous SOR.
Season 5 Finger Guns GIF by Curb Your Enthusiasm
 
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