PS4/Switch/XOne Streets of Rage 4

[GENERAL GAMEPLAY ENHANCEMENTS]

  • Specials and star move can interrupt any hitstun state on ground
  • Specials can interrupt hit freeze
  • Faster jump start for SOR4 characters

[SOR4 CHARACTERS: FIXES AND ENHANCEMENTS]
AXEL SOR4:

  • Faster move speed
  • Better recovery on-air special
  • Added additional invincibility frames on grand upper start-up
  • Added grand upper on the ground (OTG) property
  • Grand upper travels farther
  • Added neutral special OTG property
  • Neutral special has less hit freeze
  • Pipe swing has a less recovery
  • Air special: all hits connect when OTG + ignore weight class
  • Denfsive cost lowered
  • Rescaled damage on grand upper
  • Forward special has a bigger hitbox
  • Buff charge kick wall damage
  • Infinite stun-lock on enemies are removed
  • Special pipe goes farther
  • Better recovery on combo
  • Better damage on normal combo and star move
  • Charge attack goes a little farther
CHERRY SOR4:
  • Cherry can jump cancel after uppercut combo and grab uppercut
  • Added 2 frames stun on punches
  • Flying punch from combo is 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
  • Infinite head stomping fixed
  • Cherry knee loop slightly nerfed
FLOYD SOR4:
  • Floyd’s attack x3 infinite is removed
  • Neutral special life costs adjustment
  • Floyd can no longer reset his grab move counter by jumping
  • Special take less HP
  • Floyd has now a slower animation throwing a butcher knife like all SOR4 characters
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 removed
  • Increased run speed (+10%)
  • Fixed Star Move not recovering green health
  • Punch range is better
  • Jab recovery is shorter
SHIVA SOR3:
  • Blitz damage nerf
  • 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:
  • Mr.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:
  • Nerfed Galsia weapon hitbox
Stage 9:
  • Apple added in the changing room.
  • Added a roasted chicken.
Stage 12:
  • Less green life at the beginning.
  • Fixed Pheasant and sparrow rising move.
  • Shorter electric vial time.
  • Reduced steam hazards hitbox.
  • Lots of enemies rising armor moves removed/nerfed.
Karate:
  • Longer parry recovery time.
  • Massive punch is easier to 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 towards the target when rising.
Taser Cop:
  • Slower start up.
  • Smaller hitbox height.
  • Less HP.
  • Bronze enemy is not armored 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 an 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
  • Deactivated special burst in Battle Mode
  • 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 armored 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 Mr.Y & Ms.Y 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 the 5-2 bar fight.
  • Better reinforcements spawning.
  • Throwing knives do 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.
 
[GENERAL GAMEPLAY ENHANCEMENTS]

  • Specials and star move can interrupt any hitstun state on ground
  • Specials can interrupt hit freeze
  • Faster jump start for SOR4 characters

[SOR4 CHARACTERS: FIXES AND ENHANCEMENTS]
AXEL SOR4:

  • Faster move speed
  • Better recovery on-air special
  • Added additional invincibility frames on grand upper start-up
  • Added grand upper on the ground (OTG) property
  • Grand upper travels farther
  • Added neutral special OTG property
  • Neutral special has less hit freeze
  • Pipe swing has a less recovery
  • Air special: all hits connect when OTG + ignore weight class
  • Denfsive cost lowered
  • Rescaled damage on grand upper
  • Forward special has a bigger hitbox
  • Buff charge kick wall damage
  • Infinite stun-lock on enemies are removed
  • Special pipe goes farther
  • Better recovery on combo
  • Better damage on normal combo and star move
  • Charge attack goes a little farther
CHERRY SOR4:
  • Cherry can jump cancel after uppercut combo and grab uppercut
  • Added 2 frames stun on punches
  • Flying punch from combo is 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
  • Infinite head stomping fixed
  • Cherry knee loop slightly nerfed
FLOYD SOR4:
  • Floyd’s attack x3 infinite is removed
  • Neutral special life costs adjustment
  • Floyd can no longer reset his grab move counter by jumping
  • Special take less HP
  • Floyd has now a slower animation throwing a butcher knife like all SOR4 characters
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 removed
  • Increased run speed (+10%)
  • Fixed Star Move not recovering green health
  • Punch range is better
  • Jab recovery is shorter
SHIVA SOR3:
  • Blitz damage nerf
  • 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:
  • Mr.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:
  • Nerfed Galsia weapon hitbox
Stage 9:
  • Apple added in the changing room.
  • Added a roasted chicken.
Stage 12:
  • Less green life at the beginning.
  • Fixed Pheasant and sparrow rising move.
  • Shorter electric vial time.
  • Reduced steam hazards hitbox.
  • Lots of enemies rising armor moves removed/nerfed.
Karate:
  • Longer parry recovery time.
  • Massive punch is easier to 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 towards the target when rising.
Taser Cop:
  • Slower start up.
  • Smaller hitbox height.
  • Less HP.
  • Bronze enemy is not armored 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 an 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
  • Deactivated special burst in Battle Mode
  • 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 armored 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 Mr.Y & Ms.Y 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 the 5-2 bar fight.
  • Better reinforcements spawning.
  • Throwing knives do 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.
Schön, dass sie weiter daran arbeiten.
Ich hab es mir jetzt nochmal Retail für PS4 gekauft (Digital auf Switch) einfach weil ich wirklich froh bin, dass dieses Projekt so gut geworden ist und ich es unterstützen wollte.
 
Lieber so als gar nicht erst ausprobiert/gezockt!
 
Ein Kumpel hat es sich geholt und wir haben es im 4er Coop gespielt.
Uns fehlt nur noch die letzte Stage.
Macht schon Bock, ist zu Viert aber manchmal etwas unübersichtlich. Und manche Gegner sind ganz schön happig, irgendwie fehlt den Charas ein ausweich Move. Manchen Attacken entkommt man einfach nicht und die bewegen sich arschlangsam.
 
Bei DF liegt es auf Platz 1 @ Game of the Year. Respekt, ich dachte, das wäre so ein Handy Free to Play.

Auf Bildern sieht das echt manchmal etwas nach billigem Flash- oder Handygame aus. Man kann sich kaum mehr täuschen. Dass es vom Gameplay und Sound absolute Spitzenklasse ist, war mir eh klar aber überrascht war ich vor allem wie gut das tatsächlich auch aussieht. Da steckt einfach richtig viel Liebe drin und ein extrem talentiertes Entwicklerteam dahinter. Schon Wonderboy Dragons Trap war audiovisuell fantastisch aber SoR4 setzt da sogar noch Mal ein Schippchen drauf.

Ich hoffe die machen auch noch goldene Axe und Shinobi (das riesige Joe Musashi Grafitti in der Kanalisation war hoffentlich ein Hinweis :banderas: )
 
Ich hab damals bei den allerersten Screenshots abgeschaltet. Case Closed Handy Spiel. Das Game ist aber alles andere als das. Top Game.
 
Hab ich noch nie gern gespielt. Hatte so einige auf dem SNES. Aber die Zeiten sind lange her.
Heute hab ich für sowas gar nichts mehr übrig
 
Hab ich noch nie gern gespielt. Hatte so einige auf dem SNES. Aber die Zeiten sind lange her.
Heute hab ich für sowas gar nichts mehr übrig

Ja Spiele mit Gameplay sind offensichtlich nicht mehr so dein Ding. Echt traurig.

Wenn dich das Spiel nicht interessiert und Du es weder gespielt hast noch je spielen wirst, dann schreib doch bitte auch keinen Trollkommentar in den Thread. Vielen Dank ;)
 
Zuletzt bearbeitet:
Ja Spiele mit Gameplay sind offensichtlich nicht mehr so dein Ding. Echt traurig.

Wenn dich das Spiel nicht interessiert und Du es weder gespielt hast noch je spielen wirst, dann schreib doch bitte auch keinen Trollkommentar in den Thread. Vielen Dank ;)
Seh ich auch so. Bitte Troll hier nicht rum und sag schon ein Scheiss nicht, daß ich Spiele mit Gameplay ablehne.
Und das war wirklich so früher bei denn SNES Zeiten
 
Jeder der die Möglichkeit hat soll n Stick anschliessen. Einfach nur :banderas:

Wobei ich auf der Switch n Lag hatte was aber nicht an den Sticks lag, da beide (Hab sogar noch n drittrn MC TE getestet) sonst ohne Probleme gehen und die selben Sticks bei der PS4 Version keine Probleme machten. Einer war der Hori RAP V für Switch. Also lizensiert.
Kurioserweise war es dann mit einer Neuinstallation des Spieles ok.
 
Streets of Rage auf dem SNES war schon echt geil damals :coolface:
Jap, peinlich. Dachte ich sag mal nix dazu. SNES :coolface:
Schlimmer kann man wohl ned ins Fettnäpfchen treten ...

@mermaidman
Ja D-Pad kommt bei mir eh grad nach Stick. Mag das Feeling einfach n Stück mehr am Stick.
Aber es gibt ja auch Games (zb. Metal Slug) wo ich mit D-Pad viel besser bin als mit Stick. ^^
An der normal Switch mag ich die 8bitdo Pads sehr wegen dem D-Pad. Mehr als die Pro Controller (nur beim Dpad!)

SoR geht auch mit dem Lite DPad gut, ich verkrampfe manchmal nur nach längeren Sessions wegen der Position.
 
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