Thanks, but I'd rather just get the feel for it naturally. Plus, I rarely have the patience to watch YouTube videos or read guides.I recommend you go with the new soundtrack first. SOR4 soundtrack is on par with the first two games and is better in certain aspects. Do note that there have been some update/changes that make the game a bit easier. For one, Axel's walk speed is more accurate to how he was in 2 & 3, meaning he's faster now. Though also harder in other circumstances. Also, wait until unlock Arcade mode. You only get one continue and that is the one you started with. Unlike the past games where they would start you off with 3. Who's your favorite character you like playing as so far? If you need any advice, let me know. Enjoy!
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Streets of Rage 4 patch 1.03 / 1.04 is out, here are the patch notes | TheSixthAxis
Streets of Rage 4 has been patched on PC and consoles, PC players get 1.04, console players get 1.03 but both contain the same fixes. Here are the ratherwww.thesixthaxis.com
[SOR4 CHARACTERS: FIXES AND ENHANCEMENTS]
AXEL SOR4:
- Improved move speed
- Added better recovery on-air special
- Added additional invincibility frames on grand upper start-up
- Added grand upper on the ground (OTG) property
- Improved grand upper that now travels farther
- Added neutral special OTG property
- Neutral specials have now less hit freeze
- Pipe swings have now less recovery
- Improved air special: all hits connect when OTG + ignore weight class
- Lowered defensive cost
- Rescaled damage on grand upper
- Fwp special better hitbox
- Buff charge kick wall damage
- Infinite stun-lock fix
- Special pipe goes farther
CHERRY SOR4:
- Cherry can now jump cancel after uppercut combo and grab uppercut
- Added 2 frames stun on punches
- Cherry’s flying punch from combo is now fully invincible
- Cherry’s charged flying punch is invincible before hit
- Full invulnerability during fall is removed
- Special forward is faster
- Damage Buff
- Back throw works in corners
- Pogo kick can hit OTG
- Cherry damages are rescaled on normal combo
FLOYD SOR4:
- Floyd’s attack x3 infinite is fixed
- Neutral special life costs adjustment
- Floyd can no longer reset his grab move counter by jumping
- Special take less HP
BLAZE:
- Reduced vertical speed on juggle neutral special
- Reduced vertical speed on juggle back attack
- Blaze’s back attack has a high bounce
- Jump cancel on combo kick 1st hit
ADAM:
- Fixed Infinite loop
- Added neutral special OTG property
[RETRO CHARACTERS: FIXES AND GAMEPLAY ENHANCEMENTS] AXEL SOR1:
- Added invincibility on headbutt
BLAZE SOR1:
- Hitting behind with flip kick
ADAM SOR1:
- Combo feels more like the original
- Added body hit property to his last kick in combo as in original SOR1
- Infinite fix
AXEL SOR2:
- Fixed Star Move not recovering green health
MAX SOR2:
- Atomic drop recovery is now shorter and bigger aoe
SKATE SOR3:
- Damage nerf on blitz
AXEL SOR3:
- Infinite fix
- Increased run speed (+10%)
- Fixed Star Move not recovering green health
SHIVA SOR3:
- Nerfed Blitz damage
- Fixed hitbox on Star Move
[BOSS: FIXES AND ENHANCEMENTS]
Diva:
- Bug fix Diva never going in phase 2.
- Diva charge is slower.
- No armor on kicks.
- Electric area disappears faster.
- Diva has longer preparation for snake bite.
- Diva snake bite has less depth.
Commissioner Stage 2:
- Balancing.
- Commissioner has longer charge punch time + lower dash grab hitbox.
Estel:
- Police attacks are easier to dodge.
Barbon:
- Barbon kicks can hit another player after impact.
Shiva:
- Smaller hitbox on palm moves.
- Shiva double has a chance to align with the player (instead of being full random).
Commissioner Stage 7:
- Fewer armor moves.
Riha & Beyo:
- Beyo is a little faster.
- No more armor moves for Beyo.
- Armor finishes sooner for Riha’s moves.
- Less fire pond (lesser time and bigger cooldown).
- Riha fire aoe moves are slower.
Max:
- Throw aoe damage nerf.
- Some AI fixes.
- Can’t combo the player anymore with 3 shoulder tackles.
Ms.Y:
- Ms.Y is now harder to defeat
- Elite Shadow reinforcements during the fight.
Mr. Y:
- MrY stage 11 harder.
- MrY stage 12 evades more.
Robot:
- Mr.Y and Ms.Y final fight lasts longer (before the robot appearance)
- Some robot hitboxes are smaller.
- Legs positions have changed.
- Twin getting into the robot regains full life.
- Additional damages on the robot.
- Fixed a bug preventing Mr.Y from throwing grenades.
- Spider robot now has the same attacks in phase 1 & 2.
- Fix a bug with Ms.Y not grabbing in stage 12 last fight.
STAGES / ENEMIES:
- Galsia weapon hitbox nerf.
Stage 9:
- Apple added in the changing room.
- 1 apple upgraded to chicken.
Stage 12:
- Less green life at the beginning.
- Fixed pheasant and sparrow rising move not triggering properly.
- Shorter electric vial time.
- Steam hazards hitbox reduced.
- Lots of enemies rising armor moves removed/nerfed.
Karate:
- Longer parry recovery time.
- Easier massive punch dodge.
Caramel and Candy:
- Headbutt nerf: hitbox + hitbox depth nerf.
- Lower hp.
DIAMOND / palettes:
- Jump kick track less.
- Slap is slower.
Dylan:
- No armor.
Raven / palettes:
- Slower kicks.
- Slower knee while rising.
- Turn toward the target when rising.
Taser Cop:
- Slower start up.
- Smaller hitbox height.
- Less HP.
- Bronze enemy is not armor anymore during his attack.
- Donovan and palettes have a slower jab punch.
- Lower nb of hits to destroy bikes : 3.
Big Ben / Gourmand:
- Gourmand jump attack tracks less.
- Gourmand doesn’t do 2 hits anymore with air attack.
- Armor removed on Big Ben fire attack.
Elite Cop:
- Slower shield regeneration.
- Slower attack.
Boss Rush:
- Barbon clone bug fixed.
Signal R & D:
- Faster walk speed before grab.
VARIOUS
- In Battle Mode, special burst would be very annoying, so it is deactivated.
- Enemies hurtbox while jumping on screen is bigger.
- You can pick up an item that is in the air if it is in your character height.
- All characters can hit at point blank.
- You cannot charge a move while doing a charged move.
- Forward specials are not triggered when pressing up or down.
- Wall bounces increments the combo counter.
- A character that is in « Body Hit » mode will collide more easily with other characters.
- Nora palettes aren’t armor anymore.
- Donovan can hold a hammer.
- Gold reinforcements on stage 10 boss.
- Stage 11 more score items on the plane.
- Stage 12 ninja floor changed a little (removed spike ball, added Big Bens).
- Faster transition on stage 1_2.
- Donovan with a hammer on stage 3_1.
- Boss Rush MrY & MsY robot trigger threshold as in Story Mode.
- Bikes are now breakable in Stage 6.
- Walking upward in front of Roo makes spawn 3 vials.
- Score : combo bonuses don’t have a point limit now.
- Better reinforcements spawn code preventing some reinforcements from spawning out of bounds.
- Combo counters stay alive when hitting shields or guards.
- Falling into holes breaks the combo.
- Lowered Koobo control weapons number (2 flying at the same time).
- Fixing Grenade throwers on roff throwing their grenades out of bounds.
- Damage reduced on players when comboed by enemies.
- Fixed a bug where you could infinite combo an enemy and refill his life.
- Fixing pickup bug when several items overlap.
- Weapons start flashing in red at 1/3 life (instead of 1/2).
- Sledgehammer freeze reduced a bit.
- Fixed input bug when canceling blitz by fwd special near a wall.
- Fixed some scripting issues in 5-2 bar fight.
- Better reinforcements spawning.
- Throwing knives does 36 damage instead of 35 preventing some weird 0hp enemy situations.
- Some K-washi shield issues fixed.
- Retro Shiva boss fight reworked.
- Added 10 frames of stun after vault jump.
- Pummel moves fix preventing some infinite.
I'm getting better. Got to level 7 without Game Over this time.
With most games where it's an option, I pick the girl. Blaze was my character in SR2. Same in 4.
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