Streets of Rage 4 Thread.

BrawlMan

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I got an email earlier this week. Apparently the limited run editions of Streets of rage 4 will be delivered in September and come with a CD soundtrack. It's odd, because you can get the game through almost any store now Physically. Even GameStop is taking pre-orders. Though those editions come with a different bonuses. Those bonuses are a poster and keychain. What is even weirder is that the physical editions from other stores comes out July 21st. I don't regret my purchase for limited run, but I am a bit disappointed. Guess that means I'll just now got a couple physical copies early. One is going to go to my brother.
 

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I got another email from limited run games. The good news is that my steelbook edition comes in during the middle of August. I got two copies: one for PS4 and one for Switch. The standard edition already came in the mail and it was a gift for my older brother. the funny thing is I'm going to end up having another copy of this game, because I also pre-order from GameStop, albeit it comes with its own unique bonuses too. If you plan on getting a physical copy from GameStop or Amazon I suggest you preorder now.
 
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hanselthecaretaker

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I got another email from limited run games. The good news is that my steelbook edition comes in during the middle of August. I got two copies one for PS4 and one for Switch. The standard edition already came in the mail and it was a gift for my older brother. the funny thing is I'm going to end up having another copy of this game, because I also pre-order from GameStop, albeit it comes with its own unique bonuses too. If you plan on getting a physical copy from GameStop or Amazon I suggest you preorder now.

So I take it this is like, probably your favorite game series or something haha.
 
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Posting some final thoughts. The forum will always be open for those with questions or anything to add.

I find this game better than SOR2 by a small margin. While there are some problems like enemies are given super armor and Axel's walk speed is too slow (there is an update patch that will address these issues). I find this game hard to put down. While there are 12 stages, the levels themselves do not out stay their welcome. The fact you can replay them any time for incentives for better rankings is a big plus. As much as I love all of the previous game, they can get padded at times. The fact that level select is hidden behind a cheat code does not help. Granted, if you have the 3DS versions of 1 & 2, they're unlocked from the start. Save states are thing if you have any of the Sega/SOR compilation packs. 4 has the most bonuses out of all the games. You have story mode, arcade mode, boss rush, battle mode, 2-4 player co-op (2 player only when doing online), and 17 unlockable characters. Some neat visual and audio bonuses too.

SOR4 > or = SOR2 > BARE KNUCKLE 3 > SOR1 > SOR3.
 
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It finally came! The classic edition arrived today! I got the PS4 version, now to just wait for the Switch version. It should come within next week.

IMG_20200826_184608668[1].jpgIMG_20200826_184645870[1].jpgIMG_20200826_184653262[1].jpg

IMG_20200826_185136513[1].jpg
 

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Finally got all of the S Ranks on Hardest Mode. Stage 4's score requirement is complete ass. You need at least 35,000 to get the S Rank. I did it by using Blaze. She's a combo fiend with many exploits and cancels. I had to get two Out of This World combos to get high so quickly. I am not sure about doing an S Rank Mania Run, but I got an S Rank for most of the stages on that mode. I don't have the energy for it right now, so I am good.
 
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The patch update is finally here!



[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.
 

BrawlMan

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Finally! I got all S Ranks for Mania Mode! Fuck Old Pier and Y Tower! Especially Y Tower! Why did they have to spawn so many Thai fighters and Karate men. Max is an even bigger pain, because of the patch made him more difficult and function even more like a Konami beat'em up boss. It's done! It's done!