Streets of Rage 4

Streets of Rage 4

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Payday May 3, 2020 @ 11:34pm
The Combo System
I have gotten more time with the game and I have developed high count combos My highest with a trap reset was 28 hit and I could get that consistent.. The strange thing is I saw other people play and no one else is doing them. If there is a hazard it acts a reset for combos. Their are wall combos setups, my favorite are the spikes on the ship. There are jump combos, no meter special combos that do heavy damage and of course grab combos.

For example if you grab someone with Adam and they are near a wall grab them, the do the forward attack, when the move is complete keep doing a standing jab followed by a forward forward special, the will bounce of the wall and you can now do again a jab, jab, forward no metered special for a least a 11 hit damage combo.

So it should be grab + forward jab jab jab, then quickly jab jab no meter special, wall bounce standing jab, jab forward no metered special.

That's the easiest for me to type.

Does this make any sense. Or am I just talking crazy.
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Showing 1-11 of 11 comments
morenoquinteiro May 3, 2020 @ 11:40pm 
I think the combo system is one of the best aspects of this game. Since you earn a life with 8000 points, it really adds a thrill if you are in your last life and trying to hit a big combo to earn another one and save yourself. It adds a risk/reward mechanics that is really interesting. The score system rewards good play, which is basically hitting a lot of guys and not getting hit.
Last edited by morenoquinteiro; May 3, 2020 @ 11:41pm
Tenshu May 3, 2020 @ 11:50pm 
Tbf, just hitting anything refreshes your combo count as well. You could very well carry a combo count through an entire level if you want, especially if there's cops mixed with punks. Their infighting doesn't add hits to your combo, but it keeps it alive. Same with hitting objects, except those do add hits.
Payday May 4, 2020 @ 12:20am 
I am not talking about the aggregate combo, I am talking about hit combos. Where you can do 5 hit combo or 12 hit combo to an enemy. Those are types of combos I am referencing. I guess no one is really noticing it.
Tenshu May 4, 2020 @ 12:26am 
Yeeeeah... so are we.
kuaikukia May 4, 2020 @ 3:54am 
I try boss rush first boss. I can did Blaze with like 16 hit combo with single enemy and get like 200 damage just with 1 single wall bounce. Yea, the combo system is really awesome. :steamhappy: Sadly I can't do it with heavy enemy. Maybe because they don't want Blaze to become OP :steammocking:
Payday May 4, 2020 @ 8:13am 
Yup, you can use a wall bounce combo and a grab combo for heavy damage. I think I have jump kick combos down consistently that do very high damage and then there is the jump down kick multi-hit wall bounce combos that can used on a reset. Also I want to get the knife wall bounce juggle into a jump down attack reset combo. There is a lot to figure out with this thing.
Pink May 4, 2020 @ 8:51am 
More important than getting a high combo is getting a practical combo.
Highest combo count only worth going for when there's only one enemy around or when part of your combo also provides cc for nearby enemies.

In a beat 'em up you want to read situations and react by reflex more than being flashy.
It's all about improvising.
Last edited by Pink; May 4, 2020 @ 8:52am
... May 4, 2020 @ 1:16pm 
You're not scored on the number of hits, but the actual damage you deal. You can rack up 50 hits on an enemy already defeated, but it does nothing for you besides pad your hit count, or extend the timer so you can keep it going on something alive.
Payday May 4, 2020 @ 2:15pm 
High damage combos become necessary as you play on the harder levels. The enemies have more health and you want make sure the enemies are busy getting punching then punching you. Unless you play like the SOR1 characters that do so much damage and have the quickest attacks it makes sense to have those critical high damage combos under your fingers.
Pink May 4, 2020 @ 2:30pm 
Incorrect.
Pause combos + blitz is way more than enough to deal with any regular enemy.
Not too often you'll encounter the extra bulky ones, but usually they are not alone, so you can't just do as you please.

A big combo does help to deal with them 1 on 1 in some scenarios, but as someone who does those kind of combos I'd hardly call any 1v1 against the AI an encounter that demands such measures.
Payday May 4, 2020 @ 3:25pm 
I disagree. Unless your talking about the first level. You can pull a combo on a small group if timed well or an individual. On the latter stages you don't want to take much damage in order not to put your character at risk. I am still in what I call the learning phase. I want to play with the same ease I play the old SOR games. Before I even finished the game, I was restarting rounds if I died during the stage prior to the boss. And then thanks to level select I would replay enemies to know how to handle them which made the game so much easier. I found high damage combos is a great deterrent to dealing with enemies. In addition if you decide to use your special, you will be able tor recover. Some will say it's unnecessary, but I conclude it is better to have them in your repertoire than to rely on low damage combos. Hopefully people will see the light, lol.
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Date Posted: May 3, 2020 @ 11:34pm
Posts: 11