{"id":117661,"date":"2020-09-07T11:30:00","date_gmt":"2020-09-07T11:30:00","guid":{"rendered":"https:\/\/www.nintendolife.com\/news\/2020\/09\/huge_streets_of_rage_4_patch_adds_almost_80_updates_to_the_game"},"modified":"2020-09-07T11:30:00","modified_gmt":"2020-09-07T11:30:00","slug":"huge-streets-of-rage-4-patch-adds-almost-80-updates-to-the-game","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/09\/07\/huge-streets-of-rage-4-patch-adds-almost-80-updates-to-the-game\/","title":{"rendered":"Huge Streets Of Rage 4 Patch Adds &#8216;Almost 80 Updates&#8217; To The Game"},"content":{"rendered":"<div class=\"media_block\"><a href=\"https:\/\/images.nintendolife.com\/243835edca937\/large.jpg\"><img decoding=\"async\" src=\"https:\/\/images.nintendolife.com\/243835edca937\/small.jpg\" class=\"media_thumbnail\"><\/a><\/div>\n<figure class=\"picture strip\"><a title=\"Streets of Rage 4\" href=\"https:\/\/images.nintendolife.com\/243835edca937\/streets-of-rage-4.original.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/images.nintendolife.com\/243835edca937\/streets-of-rage-4.900x.jpg\" width=\"900\" height=\"506\" alt=\"Streets of Rage 4\"><\/a><\/figure>\n<p><a href=\"https:\/\/www.nintendolife.com\/games\/switch-eshop\/streets_of_rage_4\"><strong>Streets of Rage 4<\/strong><\/a> has been treated to a brand new patch that&#8217;s packing a whole lot of punch, with &#8220;almost 80 updates, bug fixes and balance changes&#8221; being added to what was already <a href=\"https:\/\/www.nintendolife.com\/reviews\/switch-eshop\/streets_of_rage_4\">a wonderful experience<\/a>.<\/p>\n<p>The update arrives just as the game surpasses 1.5 million sales, and includes online improvements, balancing tweaks, &#8220;major gameplay improvements&#8221;, bug fixes and a new change that allows specials and star moves to interrupt all hit-stun states. You can find the full patch notes below, but prepare yourselves &#8211; this is a <em>big<\/em> one.<\/p>\n<hr>\n<p><em><strong>[GENERAL GAMEPLAY ENHANCEMENTS]<\/strong><\/em><\/p>\n<ul>\n<li><em>Specials and star move can interrupt all hitstun state including air<\/em><\/li>\n<li><em>Specials can interrupt hit freeze<\/em><\/li>\n<li><em>Faster jump start for SOR4 characters<\/em><\/li>\n<\/ul>\n<p><em><strong>[SOR4 CHARACTERS: FIXES AND ENHANCEMENTS]<\/strong><\/em><\/p>\n<p><em><strong>AXEL SOR4:<\/strong><\/em><\/p>\n<ul>\n<li><em>Improved move speed<\/em><\/li>\n<li><em>Added better recovery on-air special<\/em><\/li>\n<li><em>Added additional invincibility frames on grand upper start-up<\/em><\/li>\n<li><em>Added grand upper on the ground (OTG) property<\/em><\/li>\n<li><em>Improved grand upper that now travels farther<\/em><\/li>\n<li><em>Added neutral special OTG property<\/em><\/li>\n<li><em>Neutral specials have now less hit freeze<\/em><\/li>\n<li><em>Pipe swings have now less recovery<\/em><\/li>\n<li><em>Improved air special: all hits connect when OTG + ignore weight class<\/em><\/li>\n<li><em>Lowered defensive cost<\/em><\/li>\n<li><em>Rescaled damage on grand upper<\/em><\/li>\n<li><em>Fwp special better hitbox<\/em><\/li>\n<li><em>Buff charge kick wall damage<\/em><\/li>\n<li><em>Infinite stun-lock fix<\/em><\/li>\n<li><em>Special pipe goes farther<\/em><\/li>\n<\/ul>\n<p><em><strong>CHERRY SOR4:<\/strong><\/em><\/p>\n<ul>\n<li><em>Cherry can now jump cancel after uppercut combo and grab uppercut<\/em><\/li>\n<li><em>Added 2 frames stun on punches<\/em><\/li>\n<li><em>Cherry\u2019s flying punch from combo is now fully invincible<\/em><\/li>\n<li><em>Cherry\u2019s charged flying punch is invincible before hit<\/em><\/li>\n<li><em>Full invulnerability during fall is removed<\/em><\/li>\n<li><em>Special forward is faster<\/em><\/li>\n<li><em>Damage Buff<\/em><\/li>\n<li><em>Back throw works in corners<\/em><\/li>\n<li><em>Pogo kick can hit OTG<\/em><\/li>\n<li><em>Cherry damages are rescaled on normal combo<\/em><\/li>\n<\/ul>\n<p><em><strong>FLOYD SOR4:<\/strong><\/em><\/p>\n<ul>\n<li><em>Floyd\u2019s attack x3 infinite is fixed<\/em><\/li>\n<li><em>Neutral special life costs adjustment<\/em><\/li>\n<li><em>Floyd can no longer reset his grab move counter by jumping<\/em><\/li>\n<li><em>Special take less HP<\/em><\/li>\n<\/ul>\n<p><em><strong>BLAZE:<\/strong><\/em><\/p>\n<ul>\n<li><em>Reduced vertical speed on juggle neutral special<\/em><\/li>\n<li><em>Reduced vertical speed on juggle back attack<\/em><\/li>\n<li><em>Blaze\u2019s back attack has a high bounce<\/em><\/li>\n<li><em>Jump cancel on combo kick 1st hit<\/em><\/li>\n<\/ul>\n<p><em><strong>ADAM:<\/strong><\/em><\/p>\n<ul>\n<li><em>Fixed Infinite loop<\/em><\/li>\n<li><em>Added neutral special OTG property<\/em><\/li>\n<\/ul>\n<p><em><strong>[RETRO CHARACTERS: FIXES AND GAMEPLAY ENHANCEMENTS]<\/strong><\/em><\/p>\n<p><em><strong>AXEL SOR1:<\/strong><\/em><\/p>\n<ul>\n<li><em>Added invincibility on headbutt<\/em><\/li>\n<\/ul>\n<p><em><strong>BLAZE SOR1:<\/strong><\/em><\/p>\n<ul>\n<li><em>Hitting behind with flip kick<\/em><\/li>\n<\/ul>\n<p><em><strong>ADAM SOR1:<\/strong><\/em><\/p>\n<ul>\n<li><em>Combo feels more like the original<\/em><\/li>\n<li><em>Added body hit property to his last kick in combo as in original SOR1<\/em><\/li>\n<li><em>Infinite fix<\/em><\/li>\n<\/ul>\n<p><em><strong>AXEL SOR2:<\/strong><\/em><\/p>\n<ul>\n<li><em>Fixed Star Move not recovering green health<\/em><\/li>\n<\/ul>\n<p><em><strong>MAX SOR2:<\/strong><\/em><\/p>\n<ul>\n<li><em>Atomic drop recovery is now shorter and bigger aoe<\/em><\/li>\n<\/ul>\n<p><em><strong>SKATE SOR3:<\/strong><\/em><\/p>\n<ul>\n<li><em>Damage nerf on blitz<\/em><\/li>\n<\/ul>\n<p><em><strong>AXEL SOR3:<\/strong><\/em><\/p>\n<ul>\n<li><em>Infinite fix<\/em><\/li>\n<li><em>Increased run speed (+10%)<\/em><\/li>\n<li><em>Fixed Star Move not recovering green health<\/em><\/li>\n<\/ul>\n<p><em><strong>SHIVA SOR3:<\/strong><\/em><\/p>\n<ul>\n<li><em>Nerfed Blitz damage<\/em><\/li>\n<li><em>Fixed hitbox on Star Move<\/em><\/li>\n<\/ul>\n<p><em><strong>[BOSS: FIXES AND ENHANCEMENTS]<\/strong><\/em><\/p>\n<p><em><strong>Diva:<\/strong><\/em><\/p>\n<ul>\n<li><em>Bug fix Diva never going in phase 2.<\/em><\/li>\n<li><em>Diva charge is slower.<\/em><\/li>\n<li><em>No armor on kicks.<\/em><\/li>\n<li><em>Electric area disappears faster.<\/em><\/li>\n<li><em>Diva has longer preparation for snake bite.<\/em><\/li>\n<li><em>Diva snake bite has less depth.<\/em><\/li>\n<\/ul>\n<p><em><strong>Commissioner Stage 2:<\/strong><\/em><\/p>\n<ul>\n<li><em>Balancing.<\/em><\/li>\n<li><em>Commissioner has longer charge punch time + lower dash grab hitbox.<\/em><\/li>\n<\/ul>\n<p><em><strong>Estel:<\/strong><\/em><\/p>\n<ul>\n<li><em>Police attacks are easier to dodge.<\/em><\/li>\n<\/ul>\n<p><em><strong>Barbon:<\/strong><\/em><\/p>\n<ul>\n<li><em>Barbon kicks can hit another player after impact.<\/em><\/li>\n<\/ul>\n<p><em><strong>Shiva:<\/strong><\/em><\/p>\n<ul>\n<li><em>Smaller hitbox on palm moves.<\/em><\/li>\n<li><em>Shiva double has a chance to align with the player (instead of being full random).<\/em><\/li>\n<\/ul>\n<p><em><strong>Commissioner Stage 7:<\/strong><\/em><\/p>\n<ul>\n<li><em>Fewer armor moves.<\/em><\/li>\n<\/ul>\n<p><em><strong>Riha &amp; Beyo:<\/strong><\/em><\/p>\n<ul>\n<li><em>Beyo is a little faster.<\/em><\/li>\n<li><em>No more armor moves for Beyo.<\/em><\/li>\n<li><em>Armor finishes sooner for Riha\u2019s moves.<\/em><\/li>\n<li><em>Less fire pond (lesser time and bigger cooldown).<\/em><\/li>\n<li><em>Riha fire aoe moves are slower.<\/em><\/li>\n<\/ul>\n<p><em><strong>Max:<\/strong><\/em><\/p>\n<ul>\n<li><em>Throw aoe damage nerf.<\/em><\/li>\n<li><em>Some AI fixes.<\/em><\/li>\n<li><em>Can\u2019t combo the player anymore with 3 shoulder tackles.<\/em><\/li>\n<\/ul>\n<p><em><strong>Ms.Y:<\/strong><\/em><\/p>\n<ul>\n<li><em>Mr.Y is now harder to defeat<\/em><\/li>\n<li><em>Elite Shadow reinforcements during the fight.<\/em><\/li>\n<\/ul>\n<p><em><strong>Mr. Y:<\/strong><\/em><\/p>\n<ul>\n<li><em>MrY stage 11 harder.<\/em><\/li>\n<li><em>MrY stage 12 evades more.<\/em><\/li>\n<\/ul>\n<p><em><strong>Robot:<\/strong><\/em><\/p>\n<ul>\n<li><em>Mr.Y and Ms.Y final fight lasts longer (before the robot appearance)<\/em><\/li>\n<li><em>Some robot hitboxes are smaller.<\/em><\/li>\n<li><em>Legs positions have changed.<\/em><\/li>\n<li><em>Twin getting into the robot regains full life.<\/em><\/li>\n<li><em>Additional damages on the robot.<\/em><\/li>\n<li><em>Fixed a bug preventing Mr.Y from throwing grenades.<\/em><\/li>\n<li><em>Spider robot now has the same attacks in phase 1 &amp; 2.<\/em><\/li>\n<li><em>Fix a bug with Ms.Y not grabbing in stage 12 last fight.<\/em><\/li>\n<\/ul>\n<p><em><strong>STAGES \/ ENEMIES:<\/strong><\/em><\/p>\n<ul>\n<li><em>Nerfed Galsia weapon hitbox<\/em><\/li>\n<\/ul>\n<p><em><strong>Stage 9:<\/strong><\/em><\/p>\n<ul>\n<li><em>Apple added in the changing room.<\/em><\/li>\n<li><em>Added a roasted chicken.<\/em><\/li>\n<\/ul>\n<p><em><strong>Stage 12:<\/strong><\/em><\/p>\n<ul>\n<li><em>Less green life at the beginning.<\/em><\/li>\n<li><em>Fixed Pheasant and sparrow rising move.<\/em><\/li>\n<li><em>Shorter electric vial time.<\/em><\/li>\n<li><em>Reduced steam hazards hitbox.<\/em><\/li>\n<li><em>Lots of enemies rising armor moves removed\/nerfed.<\/em><\/li>\n<\/ul>\n<p><em><strong>Karate:<\/strong><\/em><\/p>\n<ul>\n<li><em>Longer parry recovery time.<\/em><\/li>\n<li><em>Massive punch is easier to dodge<\/em><\/li>\n<\/ul>\n<p><em><strong>Caramel and Candy:<\/strong><\/em><\/p>\n<ul>\n<li><em>Headbutt nerf: hitbox + hitbox depth nerf.<\/em><\/li>\n<li><em>Lower hp.<\/em><\/li>\n<\/ul>\n<p><em><strong>DIAMOND \/ palettes:<\/strong><\/em><\/p>\n<ul>\n<li><em>Jump kick track less.<\/em><\/li>\n<li><em>Slap is slower.<\/em><\/li>\n<\/ul>\n<p><em><strong>Dylan:<\/strong><\/em><\/p>\n<p><em><strong>Raven \/ palettes:<\/strong><\/em><\/p>\n<ul>\n<li><em>Slower kicks.<\/em><\/li>\n<li><em>Slower knee while rising.<\/em><\/li>\n<li><em>Turn towards the target when rising.<\/em><\/li>\n<\/ul>\n<p><em><strong>Taser Cop:<\/strong><\/em><\/p>\n<ul>\n<li><em>Slower start up.<\/em><\/li>\n<li><em>Smaller hitbox height.<\/em><\/li>\n<li><em>Less HP.<\/em><\/li>\n<li><em>Bronze enemy is not armored anymore during his attack.<\/em><\/li>\n<\/ul>\n<ul>\n<li><em>Donovan and palettes have a slower jab punch.<\/em><\/li>\n<li><em>Lower nb of hits to destroy bikes : 3.<\/em><\/li>\n<\/ul>\n<p><em><strong>Big Ben \/ Gourmand:<\/strong><\/em><\/p>\n<ul>\n<li><em>Gourmand jump attack tracks less.<\/em><\/li>\n<li><em>Gourmand doesn\u2019t do 2 hits anymore with an air attack.<\/em><\/li>\n<li><em>Armor removed on Big Ben fire attack.<\/em><\/li>\n<\/ul>\n<p><em><strong>Elite Cop:<\/strong><\/em><\/p>\n<ul>\n<li><em>Slower shield regeneration.<\/em><\/li>\n<li><em>Slower attack.<\/em><\/li>\n<\/ul>\n<p><em><strong>Boss Rush:<\/strong><\/em><\/p>\n<ul>\n<li><em>Barbon clone bug fixed.<\/em><\/li>\n<\/ul>\n<p><em><strong>Signal R &amp; D:<\/strong><\/em><\/p>\n<ul>\n<li><em>Faster walk speed before grab.<\/em><\/li>\n<\/ul>\n<p><em><strong>VARIOUS<\/strong><\/em><\/p>\n<ul>\n<li><em>Deactivated special burst in Battle Mode<\/em><\/li>\n<li><em>Enemies hurtbox while jumping on-screen is bigger.<\/em><\/li>\n<li><em>You can pick up an item that is in the air if it is in your character height.<\/em><\/li>\n<li><em>All characters can hit at point-blank.<\/em><\/li>\n<li><em>You cannot charge a move while doing a charged move.<\/em><\/li>\n<li><em>Forward specials are not triggered when pressing up or down.<\/em><\/li>\n<li><em>Wall bounces increments the combo counter.<\/em><\/li>\n<li><em>A character that is in \u00ab Body Hit \u00bb mode will collide more easily with other characters.<\/em><\/li>\n<li><em>Nora palettes aren\u2019t armored anymore.<\/em><\/li>\n<li><em>Donovan can hold a hammer.<\/em><\/li>\n<li><em>Gold reinforcements on stage 10 boss.<\/em><\/li>\n<li><em>Stage 11 more score items on the plane.<\/em><\/li>\n<li><em>Stage 12 ninja floor changed a little (removed spike ball, added Big Bens).<\/em><\/li>\n<li><em>Faster transition on stage 1_2.<\/em><\/li>\n<li><em>Donovan with a hammer on stage 3_1.<\/em><\/li>\n<li><em>Boss Rush Mr.Y &amp; Ms.Y robot trigger threshold as in Story Mode.<\/em><\/li>\n<li><em>Bikes are now breakable in Stage 6.<\/em><\/li>\n<li><em>Walking upward in front of Roo makes spawn 3 vials.<\/em><\/li>\n<li><em>Score: combo bonuses don\u2019t have a point limit now.<\/em><\/li>\n<li><em>Better reinforcements spawn code preventing some reinforcements from spawning out of bounds.<\/em><\/li>\n<li><em>Combo counters stay alive when hitting shields or guards.<\/em><\/li>\n<li><em>Falling into holes breaks the combo.<\/em><\/li>\n<li><em>Lowered Koobo control weapons number (2 flying at the same time).<\/em><\/li>\n<li><em>Fixing Grenade throwers on roff throwing their grenades out of bounds.<\/em><\/li>\n<li><em>Damage reduced on players when comboed by enemies.<\/em><\/li>\n<li><em>Fixed a bug where you could infinite combo an enemy and refill his life.<\/em><\/li>\n<li><em>Fixing pickup bug when several items overlap.<\/em><\/li>\n<li><em>Weapons start flashing in red at 1\/3 life (instead of 1\/2).<\/em><\/li>\n<li><em>Sledgehammer freeze reduced a bit.<\/em><\/li>\n<li><em>Fixed input bug when canceling blitz by fwd special near a wall.<\/em><\/li>\n<li><em>Fixed some scripting issues in the 5-2 bar fight.<\/em><\/li>\n<li><em>Better reinforcements spawning.<\/em><\/li>\n<li><em>Throwing knives do 36 damage instead of 35 preventing some weird 0hp enemy situations.<\/em><\/li>\n<li><em>Some K-washi shield issues fixed.<\/em><\/li>\n<li><em>Retro Shiva boss fight reworked.<\/em><\/li>\n<li><em>Added 10 frames of stun after vault jump.<\/em><\/li>\n<li><em>Pummel moves fix preventing some infinite.<\/em><\/li>\n<\/ul>\n<hr>\n<p>Amazingly, after all that, the team has revealed that even more additional updates are currently in production and more details on those will be shared soon. If you haven&#8217;t played for a while, now might be a particularly good time to jump back in.<\/p>\n<p>Have you enjoyed Streets of Rage 4 on Switch? Do these tweaks sound good to you? Let us know in the comments.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Streets of Rage 4 has been treated to a brand new patch that&#8217;s packing a whole lot of punch, with &#8220;almost 80 updates, bug fixes and balance changes&#8221; being added to what was already a wonderful experience. The update arrives just as the game surpasses 1.5 million sales, and includes online improvements, balancing tweaks, &#8220;major [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[27],"tags":[],"class_list":["post-117661","post","type-post","status-publish","format-standard","hentry","category-nintendo-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/117661","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=117661"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/117661\/revisions"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=117661"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=117661"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=117661"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}