Multiplataforma Streets of Rage 4

Consegui fazer a Platina do jogo e foi das Platinas mais difíceis que fiz nos últimos anos. O Axel do SOR4 é mesmo sem dúvida a pior personagem do jogo, nem sei como é que conseguiram fazer a personagem assim mesmo má.
 
Eu gosto de jogar com o Axel do SOR4, acho que so lhe falta um pouco mais de velocidade, podiam ter feito como no Adam, ter aquele speed boost quando carregas 2x para a frente
 
Eu fiz S Rank em Hard com o Adam do SOR4, só os três priemeiros níveis é que usei o Adam SOR1. O Axel do SOR4 passei o jogo com ele duas vezes e não gostei mesmo nada.
 
Não se esqueçam que a versão física do jogo sai no fim deste mês. Eu já fiz a minha pré reserva para não ter surpresas e daqui a uns anos querer um e ter de doar um rim para ter.
 
Não se esqueçam que a versão física do jogo sai no fim deste mês. Eu já fiz a minha pré reserva para não ter surpresas e daqui a uns anos querer um e ter de doar um rim para ter.

Feita hoje mesmo! :D

Também fiz a minha na Amazon es e ficou-me por 25€ :D

Edit: 25.49€ porque utilizei o vale de 5€ que me ofereceram.

Também tenho 5€ para usar lá, só não o fiz lá porque de certeza que a capa vem toda em Espanhol. E eu tenho preferência em ter tudo em Inglês, se bem que na Xbox One comprei 90% dos meus jogos cá em promoção, por isso a maior parte está em Português.

Eu fiz cá. Vai ficar por 30€. Apesar de já ter digital quero mesmo ter este jogo físico. Além de que ainda traz uns goodies.

Paguei 30,99€. Cá não vi a edição da Xbox One ainda.
 
Recebi hoje a edição física do jogo. Valeu mesmo o tempo que esperei por isto.
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Mandei vir para a Switch, pois não pago Plus e chegou hoje :001:

Se alguém quiser passar em co-op, diga algo. A partir da segunda semana de Agosto (férias) :whistle:
 
O cooperativo online funciona bem? E com jogadores desconhecidos, a coisa coordena-se ou é uma bagunça pegada?
Quando joguei por vezes tinha lag com alguns randoms. Mas com um amigo meu não tinha e dava para se distinguir bem as personagens, até fiz Rank S com outros jogadores e não era fácil.
 
Balance patch disponível em todas as plataformas.

Streets of Rage 4 balancing patch brings enhancements and several fixes to the game including
  • Online improvements: better fluidity and stability, less latency.
  • New online stats display options available on the HUD section.
  • Balancing improvements for all main characters.
  • Major gameplay improvements for all stages.
  • Various bug fixes.
  • Fixed rare random crashes.
[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.
https://store.steampowered.com/newshub/app/985890/view/2897458912923387107
 
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