Patch released today for ALL platforms
3 years ago
Scotland

Here is the full list of changes:

https://store.steampowered.com/newshub/app/985890/view/2897458912923387107

Update file is around 500Mb

Share any other changes/glitches you have found that are not on the list!

Edited by the author 3 years ago
New South Wales, Australia

Ohhhh that’s a massive hit for people that use Floyd

ckellyspeedruns likes this
France

Is there still infinite combo? The less the better :)

Scotland

I think a major reason for the patch was to remove them.

Blaze1 retains her interrupt for Diva and her jab stun for Commissioner so I'm super happy.

Edited by the author 3 years ago
Planetaryashes likes this
New South Wales, Australia

Have to agree since most Floyd runners may of abused the 3x punch loop, but I wonder if they caught the special grab, throw charged attack loop.

Scotland

Hopefully the leaderboard will be updated soon. The patch was kinda sprung on us but I want to start doing some runs now it's here!

Planetaryashes likes this
Michigan, USA

I think the Normal and Hard difficulties for Floyd won't be that terribly affected by the removal of jab loops. Stage 8 boss might be the worst hit on that, but it's nbd

Planetaryashes likes this
New South Wales, Australia

So may I take a guess the runs we done before will be taken off and we have to try the run again?

Scotland

I believe that is the plan - archive the previous runs and start from an empty board again

Sweden

@Planetaryashes, @ckellyedits - The leaderboards already have a column to track the version the run was made on. New runs can be added to the old ones, and you can filter to only see a specific version of the game. Maybe the default filter will change to V05.

(At least that's what I think will happen. A moderator can perhaps confirm this.)

Michigan, USA

Ok I confirmed the removal of the throw loop, Floyd is easily the worst main character now. Even his basic combos are designed to go into throws and he can't even effectively do that vs any boss or high level enemy. If they wanted to kill him, they did it.

Unless new tech is discovered all he'll have is combos that are inferior to that of his peers. The time gained from less hitstop and reduced jump start up is minimal and the time lost from the removal of throw loop (and jab loops I guess) is huge. We lost 8 to 10 minutes from that and the new stage 12 section that replaced the wrecking ball. Awful, I don't think I'll be running Floyd and unless something new is discovered, I feel sorry for the Mania runners.

ckellyspeedruns likes this
Scotland

I don't know if this is covered in the patch notes specifically, but I noticed you can't charge up during the beginning of stage sequence. Which is a shame, was always a free hit on like Stage 2 and Stage 12.

Probably still enough time to get a charge, unsure on Mania.

Scotland

Also noticed Rhio's armour is so weak you can break her while in flamethrower mode

United States

This is the change we're going with: https://www.speedrun.com/streets_of_rage_4/thread/atnj1

skye_pls: Yeah Floyd's main combo method was throw loops and with those being techable now, he doesn't really have any way to compensate. He'll still be good at clearing stages, but koobos and bosses will be super painful for him.

Planetaryashes likes this
Scotland

Some more things I noticed after my first Mania run (Blaze1)

  • Barrels seem to either have smaller hitboxes or have been placed slightly lower down on the screen ie:

Stage 3 - At the very beginning, I usually throw a Kevin into the left hand side barrel. He now flies right past it and doesn't hit it. Sad times.

Stage 10 - Between the Condors and Z there are two barrels, you can now easily walk above these.

  • The second chandelier "trap"/Baabo fight in Stage 12

Now that Baabo can only lift one or two items with his telekinesis at a time, it is much less scary in Mania and I think we should all adopt leaving the trap for Baabo. I had been doing it anyway on Easy-Normal-Hard, however with the less aggressive Zs and the fact Baabo can't lift up all the knives/swords/maces, it seems to be less risky leaving the trap for when he appears imo and just fighting the Donavans/Zs/Signals.

Unsure about Hardest if there are two Baabos (four items).

  • Shadows in Stage 12:

Pre-Ms Y: The trigger point seems to be the very edge of the carpet, ie the black line. I touched this with Blaze's toe then immediately turned round and could start hitting Shadow as he landed (before he even had time to get a hit in).

Post-Ms Y: If you defeat Ms Y but feel you need/want the health, you can still break a statue and grab it. The Shadow appears and tries to attack you, but you can just walk away and leave the room so long as Ms Y has been defeated.

  • Robot Leg strats for SOR1 characters

Well... this is even MORE free than it was before. Basically, during the Mr & Ms Y fight section you definitely want to focus on ONE twin and ignore the other. (For other characters/difficulties it will probably be the same but there may be instances you want to combo/weaken both).

Anyway, once one of them gets into the Robot Legs and gets their full health back, just move to the very bottom of the screen in the middle and use your star. My star hit and insta-killed (it managed to catch both legs on the ground - unsure yet if it is insta-kill with only one leg but I suspect so). Second twin was at around 75% health and got into robot, I used my second star and insa-killed hitting only ONE leg.

So I think the strat is probably to use your first star vs Candy group if you can spawn them all in, take a mace into Big Ben room for safety (Shadow room on Easy because it's one-hit kills) and focus on one Twin during the twin fight, then just wreck the Robot Legs with two stars. Simples.

My Blaze1 Mania run will be published soon. It was only a 1:25:00 so easily beatable, feel free to review and beat it everyone (except Paul Knives :P). It's an interesting category and honestly, a lot easier than I thought it would be (I finished with 3 extra lives and I wasn't being super-safe).

Edited by the author 3 years ago
Scotland

More Shadow knowledge:

When you kill Ms Y, if there is a Shadow still alive he dies too

New South Wales, Australia

Aye they really gone through some changes to make it a bit challenging for us.

Sweden

The data sheet has been updated with info on V05. Here is the link again for reference: https://docs.google.com/spreadsheets/d/1kE6aSEQqfsscqPXlS8H7ZH65zmK_q8Bi-xgRo3krDZU/edit?usp=sharing

Data is accurate as of V05. There are additional sheets with legacy data for V04.

Scotland

Nice, thanks. SOR1 Blaze's weird "double hit" jump kick is pretty useful at the start of Stage 2 because it takes 5 hits iirc to break that door. So jump, get the "double hit" from the kick, land, 3 hit combo, advance without waiting on the 4 hit combo animation. I've always wondered if I could use it in other places, but if it only does 1 damage then there is no real point other than there.

Scotland

Anyone else notice the door often doesn't break on the way to the Diva fight?

I never noticed this pre-patch. When it doesn't break in the cut scene you can actually break it during the fight.

Does nothing really, just an observation.