Streets of Rage Remake v5.1 Discussion Thread

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Re: Streets of Rage Remake v5.1 Discussion Thread

Post  Mr.Din on Fri Feb 02, 2018 5:14 pm

yeah the roll used to be invincible in the previous version of the game, it was changed to be closer to the originals.

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Re: Streets of Rage Remake v5.1 Discussion Thread

Post  Sshadow5001 on Fri Feb 02, 2018 7:28 pm

Mr.Din wrote:yeah the roll used to be invincible in the previous version of the game, it was changed to be closer to the originals.
Which I'm kinda sad about, the invincibility frames are practically non existent now.
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Re: Streets of Rage Remake v5.1 Discussion Thread

Post  Garcia75 on Fri May 04, 2018 7:04 pm

Speaking about invincibility frames, why do some enemies have them once they get up after a knockdown? What's the point of that?! (SOR2 Electra, Jack, Barbon, both Jets, Antonio, Souther, Zamza, Trucker, Abadede, Mona&Lisa, R.Bear, both Shivas, Rudra, Robot Y, Mr.X)
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Re: Streets of Rage Remake v5.1 Discussion Thread

Post  Charco on Fri May 04, 2018 9:47 pm

Jump the barriers on the train.

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Re: Streets of Rage Remake v5.1 Discussion Thread

Post  Garcia75 on Fri May 04, 2018 9:54 pm

Charco wrote:Jump the barriers on the train.
Really for that reason?!? I don't get it Shocked
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Re: Streets of Rage Remake v5.1 Discussion Thread

Post  SoulFireBlaze on Fri May 04, 2018 11:47 pm

Garcia75 wrote:Speaking about invincibility frames, why do some enemies have them once they get up after a knockdown? What's the point of that?! (SOR2 Electra, Jack, Barbon, both Jets, Antonio, Souther, Zamza, Trucker, Abadede, Mona&Lisa, R.Bear, both Shivas, Rudra, Robot Y, Mr.X)

In the original Streets of Rage 2, bosses were given that invincibility time on wake-up because it gave them an advantage over regular enemies, and I believe (not entirely sure about SoR2) the player has that same property in the original SoR2 and SoR3 (don't know about SoR1). However, enemies in SoR2 that are not set to be bosses do not have this property. For example, at the end of Stage 1, Barbon would have this property, but when seeing a copy of him halfway through Stage 5, he wouldn't, and you could attack him right after he rises from the ground.
How Remake uses this property is by giving it to the enemy type altogether, not considering if the enemy is in Boss Mode or not. So, every instance of Barbon in Remake would be invincible for a short time after getting up.
I very much prefer the way SoR2 handled it this use of wake-up invincibility, because it actually distinguished the true scene bosses from copies used as regular enemies.

Also, what Charco is probably referring to is a secret in the train level (on top of the train) where you can cause an alternate end to the scene in the subway. Nothing to do with boss invincibility on wake-up.


Last edited by SoulFireBlaze on Sat May 05, 2018 2:22 pm; edited 1 time in total
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Re: Streets of Rage Remake v5.1 Discussion Thread

Post  Garcia75 on Sat May 05, 2018 7:50 am

I personally find it lame. Wake-up invincibility make those enemies tougher, as they prevent you from hitting or grabbing them immediately after they get up. That also makes the survival mode tougher when those appear. SOR2 Electra immediately unleashes her flying kick when you stand over her and you're not able to prevent it from happening.The SOR3 Shiva that appears in the train area makes things so insane: not only he's invincible when he does a flying kick and frequently uses the flame kick, but his Final Crash takes off half of your health bar and he also has this fucking wake-up invincibility after getting knocked down (in my opinion, he's tougher than Abadede Shocked ) In the back alley area with the rain, several Barbons appear, and in the slum street & snow areas, Southers randomly appear as well Facepalm with a Desk
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Re: Streets of Rage Remake v5.1 Discussion Thread

Post  DarkThief on Wed May 23, 2018 11:17 pm

SoulFireBlaze wrote:Also, what Charco is probably referring to is a secret in the train level (on top of the train) where you can cause an alternate end to the scene in the subway. Nothing to do with boss invincibility on wake-up.

What secret would this be? Jumping the barriers on top of the train is mandatory. (unless you want to die ofc)
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Re: Streets of Rage Remake v5.1 Discussion Thread

Post  Charco on Thu May 24, 2018 10:59 pm

If you jump them all without getting hit you will fight Ash instead at the end of the stage.

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Re: Streets of Rage Remake v5.1 Discussion Thread

Post  DarkThief on Mon May 28, 2018 1:52 am

I never get hit by those barriers, and I've never had Ash at the end of it.
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Re: Streets of Rage Remake v5.1 Discussion Thread

Post  SoRFanatic on Wed Jun 13, 2018 8:45 pm

How did this get made? Also, how do you get this to work.

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Re: Streets of Rage Remake v5.1 Discussion Thread

Post  BareKnuckleRoo2 on Sun Sep 02, 2018 1:30 am

The latest version of SoRR fixed a number of buggy areas related to police specials where you crashed the game as it tried to summon a police car in an area it couldn't, or the projectile fell into a pit and never exploded, thus essentially causing the game to freeze as the game waited for a projectile to explode.

However, I notice there's a bug with Roo - apparently the way some areas are set to "no police special allowed" aren't always flagged for him? At the start of the SoR1 route factory, characters normally cannot use a police special (disabled until after the first few waves of enemies). However, Roo can use a police special at the start of the level, and no police car will appear, freezing the game.
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Re: Streets of Rage Remake v5.1 Discussion Thread

Post  Final Crash on Fri Sep 21, 2018 7:06 pm

Guys how do you think why Axels from 2 and 3 parts since 5.0a ceased to be playable? I decided to potestit 5.0 today and there all Axeles are fast in speed + all are good with the attack. In 5.0a and 5.1, what is the imbalance. Axels from 2 and 3 parts are very weak.
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Re: Streets of Rage Remake v5.1 Discussion Thread

Post  bareknuckleroo on Sun Sep 23, 2018 2:47 pm

I am not normally an Axel player, but in v5.1 the three versions of Axel feel pretty normal, and I don't remember noticing any major changes from version to version. Indeed, if anything they are buffed, since offensive specials have priority against frontal attacks (Axel 3 has full invulnerability on offensive special, but he's weak).

In general, Axel is not great due to Grand Upper having a delay on it. However, Axel 3 has always been weak (reflecting the damage values from SoR3), Axel 2 is very strong (massive damage on offensive special and Grand Upper) and uses the same damage values from SoR2, and Axel 1 is a slight remix with worse jump attacks, but a decent 3 hit offensive special.

Are you sure that when you upgraded from one version to the next, that you did not adjust the Pause Delay settings? The recommended value is SoR3 or Remake speed if you are planning on playing Mania, due to how insanely fast enemies are. If you play on Combined Pause Delay, you will experience slower speeds from non-SoR3 characters. Combo type SoR3 also greatly affects speed, since SoR2 type adds a delay before you can move again after jabbing.
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Re: Streets of Rage Remake v5.1 Discussion Thread

Post  Final Crash on Sun Sep 23, 2018 4:26 pm

Thank you very much for the help. I have already forgotten about these functions. It has become much better Smile
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Re: Streets of Rage Remake v5.1 Discussion Thread

Post  Kane on Tue Sep 25, 2018 11:34 am

Anyone else wish the whistling crowd noises where used when fighting Abedede in stage 4? When i attacks you in Remake the crowd cheer, but in SoR 2 they cheer and whistle. Can this sound clip be implemented somehow?

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