Streets of Rage 4
New Axel is AWESOME
Wow so this new and improved Axel plays like the way he should have from day one. I STILL think his Grand Upper should Wall Bounce since Retro Axels can do so, but nonetheless I do enjoy the increased walk speed as he is better at closing the distance now.

I've only gotten up to Stage 6 on Arcade Mania for now, but so far I do enjoy being able to Grand Upper the Dropkick ♥♥♥♥♥♥♥ out of their drop kicks when timed right, that I can hit Big Ben out of his Firebreath, as well as being able to do a Defensive Special while Diva does her Ground Electrocution if also timed right. However you are still susceptible to her iFramed Whip Attack so that keeps the challenge and risk and reward going.

Overall I think this is the version this game should have always been, though I've yet to see in later stages if it's become too easy or if there's a new sense of challenge added due to the changes. The enemy nerfs might have been too much as the cast buffs feel like they can now contend with the BS of the original state of the enemies, but again I'll do a full play through again later to see how I really feel about this balance patch I've been waiting for forever.

What do you guys think of the long awaited balance patch?
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Показані коментарі 3145 із 57
Цитата допису idklol:
Цитата допису DANHILES:
The game has become a little easier, maybe it's for the best

But how will I feel superior to other people for being better than them in something people play to relax?!?

Like, play a competitive game and do esports. I don't understand the frustration with "game is easy now". Every vs. AI game is easy because the human can adapt whereas the AI is literally chained by their makers to behave in exact patterns.

lol, I bet a lot of these "gitgud" folks who are now upset with the patch are just lame frustrated Fighting Game players who got to feel like "pros" playing SoR4... Well I know at least one of them is for sure... xD

Oh and I also bet they still think we're the "minority"...
Цитата допису Tomu_Cat:
Before if you had 1 enemy in a combo and u got to the 4th hit another enemy would always walk in and jab you in the exact down time of ur animation.

The Muay Thai guys and the kick girls had 0 recovery on their moves they could spam all day.

The Commissioner and Barbon had instant walk in armoured jabs.

People say the fat guys flames were easy to dodge, yeah when u have 1, when u have 3 with overlapping timings its becomes a completely different story. Also they could all juggle so ud lose a life off of 1 hit.

The knife galsias hit box was the size of a freakin truck and just like fat guys if a couple got u in a string u were losing an entire life.

It was BS. It wasnt balanced and they changed it for the better. They are a great developer, they listen to their audience. Im sure they will hear how unhappy the hardcore are and add another difficulty down the line. If for nothing else Axel needed this patch.

This!

And if they can patch it once, they can definitely patch it again and find some common ground between the casual and hardcore players.

Because as far as I'm concerned, I feel like the cast's buffs can now contend with the old AI, but yeah they were kinda cheap.

I hope they at least buff the enemies, not back to how they once were, but more challenging than they are now without being cheap like they used to be.
Цитата допису Tomu_Cat:
Before if you had 1 enemy in a combo and u got to the 4th hit another enemy would always walk in and jab you in the exact down time of ur animation.

The Muay Thai guys and the kick girls had 0 recovery on their moves they could spam all day.

The Commissioner and Barbon had instant walk in armoured jabs.

People say the fat guys flames were easy to dodge, yeah when u have 1, when u have 3 with overlapping timings its becomes a completely different story. Also they could all juggle so ud lose a life off of 1 hit.

The knife galsias hit box was the size of a freakin truck and just like fat guys if a couple got u in a string u were losing an entire life.

It was BS. It wasnt balanced and they changed it for the better. They are a great developer, they listen to their audience. Im sure they will hear how unhappy the hardcore are and add another difficulty down the line. If for nothing else Axel needed this patch.
Things people who dont know how to play Axel say. He effectively still plays the same, but with no infinite and can spam more..I guess. More of a rebalance/fix for some of his ♥♥♥♥♥♥ attacks than a sizeable buff. He still gets outpaced by the other SoR4 characters and Cherry pulls further ahead with her buffs...

1) Muay Thai and Kickers attack spamming being nerfed is a good thing, NGL. Still, Axel could reliably fight them since he outranges Muay Thai kicks, can punish Kickers very easily, and can kill them in one hit confirm even before the patch. Problems with these guys were more from being outnumbered like crazy, like 5+ on you and they attacked at different times covering for each other's recovery frames. Thats still there.

2) Commissioner and Barbon still have those attacks though? Heck I dont think Barbon is even nerfed. What I've noticed for the bosses (though I havent played for that long to confirm) is that the ones who have grabs like Commissioner and Max dont insta-walk into a grab attack anymore which is nice. IMO, they gave the fights involving the Y Twins even worse things than that. At least you could jab both of these guys out of their attacks if you had good jab range on your character. Like Axel4...

3) That is one area where they attack in sync, unlike the Kickers. You could cluster and bait them into a Star special combo and almost kill with 2 Stars, but admittedly that depends on your character. Axel could do that. I'd rather have them have a longer charge time for their attack than what they are now where they get knocked down only to roll away and attack again. It didnt change much, its still optimal to punish them after their fire attack. Not to mention now we get an area in Stage 12 thats even more annoying than that...

4) I cant believe people are actually serious about knife Galsia being a threat. EVERY character has a counter to them thats not invincible special: Neutral Jump attack, Down Jump attack, or just avoid them and jab them. Whichever is more effective for your character.
Автор останньої редакції: Black Lamb, Rock Enjoyer; 8 верес. 2020 о 18:18
Цитата допису Black Lamb:
Цитата допису Tomu_Cat:
Before if you had 1 enemy in a combo and u got to the 4th hit another enemy would always walk in and jab you in the exact down time of ur animation.

The Muay Thai guys and the kick girls had 0 recovery on their moves they could spam all day.

The Commissioner and Barbon had instant walk in armoured jabs.

People say the fat guys flames were easy to dodge, yeah when u have 1, when u have 3 with overlapping timings its becomes a completely different story. Also they could all juggle so ud lose a life off of 1 hit.

The knife galsias hit box was the size of a freakin truck and just like fat guys if a couple got u in a string u were losing an entire life.

It was BS. It wasnt balanced and they changed it for the better. They are a great developer, they listen to their audience. Im sure they will hear how unhappy the hardcore are and add another difficulty down the line. If for nothing else Axel needed this patch.
Things people who dont know how to play Axel say. He effectively still plays the same, but with no infinite and can spam more..I guess. More of a rebalance/fix for some of his ♥♥♥♥♥♥ attacks than a sizeable buff. He still gets outpaced by the other SoR4 characters and Cherry pulls further ahead with her buffs...

1) Muay Thai and Kickers attack spamming being nerfed is a good thing, NGL. Still, Axel could reliably fight them since he outranges Muay Thai kicks, can punish Kickers very easily, and can kill them in one hit confirm even before the patch. Problems with these guys were more from being outnumbered like crazy, like 5+ on you and they attacked at different times covering for each other's recovery frames. Thats still there.

2) Commissioner and Barbon still have those attacks though? Heck I dont think Barbon is even nerfed. What I've noticed for the bosses (though I havent played for that long to confirm) is that the ones who have grabs like Commissioner and Max dont insta-walk into a grab attack anymore which is nice. IMO, they gave the fights involving the Y Twins even worse things than that. At least you could jab both of these guys out of their attacks if you had good jab range on your character. Like Axel4...

3) That is one area where they attack in sync, unlike the Kickers. You could cluster and bait them into a Star special combo and almost kill with 2 Stars, but admittedly that depends on your character. Axel could do that. I'd rather have them have a longer charge time for their attack than what they are now where they get knocked down only to roll away and attack again. It didnt change much, its still optimal to punish them after their fire attack. Not to mention now we get an area in Stage 12 thats even more annoying than that...

4) I cant believe people are actually serious about knife Galsia being a threat. EVERY character has a counter to them thats not invincible special: Neutral Jump attack, Down Jump attack, or just avoid them and jab them. Whichever is more effective for your character.
Yeah, Axel plays basically the same. His back attack has become way more useful and the GP range has been increased. Other than that, he's pretty much the same. I was saying that a long time ago, but it looks like people did indeed try to spam GP mindlessly here and there and you had to be careful when using it before the patch. Now it's kind of...spam here, spam there, it's OTG everywhere. You still have to be careful but not nearly to the extent you had to be in v4. And I liked that there was a certain strategic element to it.
also, you can't even neutral special out of muai thai kicks... which is kinda dumb... I wonder if it's an omission... =/
That's what I love about this new Axel. The adjustments were so minor, but they make a huge difference, at least with my playstyle. I like jab locking clusters of enemies, and sometimes a Donovan will just drop to the ground while I'm pounding at other guys standing over him. To avoid his combo breaking jab, it's nice I can OTG him now instead of letting him get up. This being a very simple example of course. There are many other enemies who Im glad I can finish off with an OTG GP if I'm stuck in a combo cluster I don't wanna drop.

Цитата допису Jacowboy:
also, you can't even neutral special out of muai thai kicks... which is kinda dumb... I wonder if it's an omission... =/

Really?! You can't? Damn, that's when I need it the most and the only time I'd ever really need it too lol.
Цитата допису Morse Code Stutters:
That's what I love about this new Axel. The adjustments were so minor, but they make a huge difference, at least with my playstyle. I like jab locking clusters of enemies, and sometimes a Donovan will just drop to the ground while I'm pounding at other guys standing over him. To avoid his combo breaking jab, it's nice I can OTG him now instead of letting him get up. This being a very simple example of course. There are many other enemies who Im glad I can finish off with an OTG GP if I'm stuck in a combo cluster I don't wanna drop.

Цитата допису Jacowboy:
also, you can't even neutral special out of muai thai kicks... which is kinda dumb... I wonder if it's an omission... =/

Really?! You can't? Damn, that's when I need it the most and the only time I'd ever really need it too lol.
Which means only one thing - you had to time your jabs properly since Axel's jabs allow for that. That's what I meant by controlling the crowd. No Donovan will interrupt you when recovering should you time it just right.
Now it's just OTG GP/OTG SP as a universal escape route. That's no fun.
You people are just salty because you have to re-learn the game.

The removal of the wrecking ball on stage 12 sucks though, that part was a ton of fun after the extreme difficulty of that stage. Make the part before the Koobo be a little harder, and change the big ben area back to what it was.
Цитата допису Teie:
Цитата допису Morse Code Stutters:
That's what I love about this new Axel. The adjustments were so minor, but they make a huge difference, at least with my playstyle. I like jab locking clusters of enemies, and sometimes a Donovan will just drop to the ground while I'm pounding at other guys standing over him. To avoid his combo breaking jab, it's nice I can OTG him now instead of letting him get up. This being a very simple example of course. There are many other enemies who Im glad I can finish off with an OTG GP if I'm stuck in a combo cluster I don't wanna drop.



Really?! You can't? Damn, that's when I need it the most and the only time I'd ever really need it too lol.
Which means only one thing - you had to time your jabs properly since Axel's jabs allow for that. That's what I meant by controlling the crowd. No Donovan will interrupt you when recovering should you time it just right.
Now it's just OTG GP/OTG SP as a universal escape route. That's no fun.

Err well...I could time my jabs against Donovans sure, but I'm saying when I already have a group of enemies stun locked, the timing won't always allow for me to to get Donovan in that same rhythm if he's fallen down from combo drop off weight. I can always use Defensive Special when he gets up, but that ruins my flow and pushes enemies away. So this is why Grand Upper OTGing is nice because it does more damage than the Defensive Special.
Цитата допису Meat Miracle:
You people are just salty because you have to re-learn the game.

That is really not the case. Axel still plays the same and the enemies just got nerfed so there is nothing new to learn. If anything you'll feel safer than before.
Автор останньої редакції: El Fuerte; 8 верес. 2020 о 21:13
Цитата допису Red:
Цитата допису Meat Miracle:
You people are just salty because you have to re-learn the game.

That is really not the case. Axel still plays the same and the enemies just got nerfed so there is nothing new to learn. If anything you'll feel safer than before.

Wrong. Axel is now as fast as Blaze. You can move from combo to combo extremely fast, his elbow back attack is safer to use because you can still resume a forward combo while using it, and his Grand Upper carries enemies so you won't get pushed behind them with this move. His standing super is also extremely quick now, again, like Blaze.
I sort of liked him as a slow bruiser, but he is more fun this way. The OTG changes were silly though, I felt he didn't need those.

As for nothing new to learn; have you played Stage 12 yet? The wrecking ball room was completely changed (for the worse, sadly), and Ms. Y's dash attack now doubles back and tracks you - caught me completely off guard, that's something new I have to get used to.
The team-up with the Y Twins is also much mroe satisfying now.
Цитата допису Meat Miracle:
The OTG changes were silly though, I felt he didn't need those.

Yeah he kinda did. He needed something to finish off downed opponents that wasn't a risky low damaging Air Special, which should have gotten increased damage in this patch, but oh wells. The shorter recovery kinda makes it more worth using I guess.
Цитата допису Morse Code Stutters:
Цитата допису Teie:
Which means only one thing - you had to time your jabs properly since Axel's jabs allow for that. That's what I meant by controlling the crowd. No Donovan will interrupt you when recovering should you time it just right.
Now it's just OTG GP/OTG SP as a universal escape route. That's no fun.

Err well...I could time my jabs against Donovans sure, but I'm saying when I already have a group of enemies stun locked, the timing won't always allow for me to to get Donovan in that same rhythm if he's fallen down from combo drop off weight. I can always use Defensive Special when he gets up, but that ruins my flow and pushes enemies away. So this is why Grand Upper OTGing is nice because it does more damage than the Defensive Special.
Yeah, that's what I was refering to. You CAN time your jabs so that no enemy getting up interrupt your crowd stun. Now it's a bit too easy imho and kind of encourages GP OTG spams. Not a fan at all.
Цитата допису Tomu_Cat:
People say the fat guys flames were easy to dodge, yeah when u have 1, when u have 3 with overlapping timings its becomes a completely different story. Also they could all juggle so ud lose a life off of 1 hit.

I don't know how that is relevant when that happens in Mania only.

Цитата допису Tomu_Cat:
It was BS. It wasnt balanced and they changed it for the better. They are a great developer, they listen to their audience. Im sure they will hear how unhappy the hardcore are and add another difficulty down the line. If for nothing else Axel needed this patch.

I still think this is a severe case of "I want to play Mania but it is frustrating".
Цитата допису 0restes:
Цитата допису Tomu_Cat:
People say the fat guys flames were easy to dodge, yeah when u have 1, when u have 3 with overlapping timings its becomes a completely different story. Also they could all juggle so ud lose a life off of 1 hit.

I don't know how that is relevant when that happens in Mania only.

Цитата допису Tomu_Cat:
It was BS. It wasnt balanced and they changed it for the better. They are a great developer, they listen to their audience. Im sure they will hear how unhappy the hardcore are and add another difficulty down the line. If for nothing else Axel needed this patch.

I still think this is a severe case of "I want to play Mania but it is frustrating".
I feel the latter is really an issue for people even though the description really states 'It's not even remotely fair'. Like, whenever I wanna relax and chill, I either pick just Hard or even Easy at times. But it looks like some just can't pick those for 'some' reasons.
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Опубліковано: 7 верес. 2020 о 7:12
Дописів: 57