Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 34

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I've finished the SOR3 route and it feels a lot better than before, with only 2 things holding it back:
1. Bulldozer part - camera pans way too far to the left, leaving only a tiny part of the screen between your and the dozer, which makes it very difficult to dodge considering how fast it moves. It also deals massive damage, so no matter how many times i tried, i couldn't make it without losing at least 1 or 2 lives.
2. Jet/Rockets fight on the rooftop - you probably already know that i hate Jet, so you can imagine what nightmare this part is :D Dealing with one Jet is bearable, but multiple ones are a good way of making sure the player cannot defend themselves and are getting juggled to death. Not sure how to improve the experience here - maybe prevent rockets (the black minions) from respawning? I assume his HP is the same as SOR2 Jet, right? It wouldn't make much sense to give him more, since he has 2 minions with him

I'm also gonna die on that hill saying that ninjas' higher ranks have way too much HP for this type of enemy, but thankfully it's not game breaking or even frustrating - just takes a bit too long to take them down :)

Also, I finally had the chance to play through all 3 games with the Maestro Draven soundtrack too, and I like how it stays true to the original, but each track morphs over time into something completely fresh while keeping the retro vibe. One of the tracks even reminds me of Undertale at some point lol

By the way, I love the "final" fight with SOR3 Shiva - he seems strong enough to give that final boss impression, but not too strong to become frustrating. Perhaps the same AI could be used for the SOR2 one? I just replayed both fights back to back and they differ quite a bit. SOR2 Shiva took away like 2/3rd of my health with a single combo, although I admit i probably could've used defensive special to break it.

Now for the bugs:
- the office elevator (the one that appears in both SOR2 and SOR3) makes it impossible to grab enemies that are in either of the corners (bottom left or bottom right)
- SOR3 wrestler enemies (Fabio, Tiger, Dragon, Leopard etc) cannot be grabbed when they block (might be intentional, but I'm pretty sure that muay thai fighters can be grabbed during block)

Character balancing tips:
- Max's running energy attack seems to have way less range than all the other running energy attacks in game. Because of that I prefer to save my stars for counters during difficult boss encounters 95% of the time.
- Increasing running energy and counter damage is worth considering, since these moves are heavily limited unlike specials and blitz moves. Right now they don't feel any stronger than specials. You could also consider letting them break enemy guard (perhaps instead of damage boost if you will), since bosses block running energy moves very often for some reason
By the way, counters feel very satisfying to use once the player learns how to do pull em off. It's just like you told me - blocking isn't good for all attacks, but those that you see coming. Paired with a counter, it give the player a great defensive mechanism, which is something that was always missing from all SOR games.
 
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Speaking of Shiva, are you planning to add him as a full playable character, or will he only be available in rebellion with limited features, such as lacking air recovery and grab escape?
@zales360 Thank you very much for your feedback :)

About Shiva and Rebellion mode in general, at least for now I don't have plans to improve the playable enemies. Indeed the Rebellion mode is out of the balance rules because the enemies were developed to be good against players and maybe not too good as playable characters, same as you described about "some underpowered and some are overpowered".

I also noticed that you mentioned reducing rare/elite enemy variant spawn chance in patch notes, but it still seems like only the two toughest variants of each enemy appear
This was just the randomization, you may be unlucky to have two or more playthroughs in sequence with only the strongest but indeed the chance of high ranks to appear is lower than the low ranks.

However, the randomization takes only the last 3 variations according to the game progress and not the entire list. For example, Galsia has 5 variations and for the SOR2 Stage 3 the game considers only the lv1/lv2/lv3 Galsias, but for the stage 8 the game considers only the lv3/lv4/lv5 Galsias. So, in the late game you have a higher chance of fighting lv3 Galsias more than lv4 or lv5, but the lv1 will not appear anymore (with some specific exceptions).

I encountered a bug during SOR3 route in the jungle - one of the robots is stuck with 1hp, doesn't move and doesn't take any damage. There's no collision for attacks and grabs deal no damage; can't throw him either, and during chockehold the animation plays but no "hits" are registered
What difficulty level are you playing? Maybe it can be related with the self-destruction move too, I will check it.

By the way, I love the "final" fight with SOR3 Shiva - he seems strong enough to give that final boss impression, but not too strong to become frustrating. Perhaps the same AI could be used for the SOR2 one? I just replayed both fights back to back and they differ quite a bit. SOR2 Shiva took away like 2/3rd of my health with a single combo, although I admit i probably could've used defensive special to break it.
Both SOR2/SOR3 have the same A.I. with a few minor differences at the range detection in some specific moves, like rage or super.

- the office elevator (the one that appears in both SOR2 and SOR3) makes it impossible to grab enemies that are in either of the corners (bottom left or bottom right)
This is not exactly a bug, but a default behaviour of the engine that prevents grabbed entities from getting stuck if too close to any wall.

- SOR3 wrestler enemies (Fabio, Tiger, Dragon, Leopard etc) cannot be grabbed when they block (might be intentional, but I'm pretty sure that muay thai fighters can be grabbed during block)
Hmm this is strange, they can be grabbed during blocks normally.

- Max's running energy attack seems to have way less range than all the other running energy attacks in game. Because of that I prefer to save my stars for counters during difficult boss encounters 95% of the time.
Indeed this is the weak point for slow/stronger characters, like Zangief he needs to get closer to an opponent in order to perform a strong slam move. In addition, his super is very useful against juggled enemies, very easy to grab while they are in the air.

- Increasing running energy and counter damage is worth considering, since these moves are heavily limited unlike specials and blitz moves. Right now they don't feel any stronger than specials
Counters were designed to be an escape move and to let the opponent in a vulnerable situation instead of doing a high damage. During the counter, you are invincible and the opponent is frozen in his last movement while you do the counter attack. After that, when possible you can connect with any other attack or start juggling him.

Supers are a weaker version of the Rage move (usually 1/3 of the total rage damage), they were designed to be used in situations where you want a strong move like the special but don't want to spend 3 stars. They were not designed to be stronger than special moves, they are just an alternative with similar damage. In addition, like counters the supers make the character invincible during the entire move and have a juggle cost of zero, allowing you to juggle enemies a little more than the normal.

1. Bulldozer part - camera pans way too far to the left, leaving only a tiny part of the screen between your and the dozer, which makes it very difficult to dodge considering how fast it moves. It also deals massive damage, so no matter how many times i tried, i couldn't make it without losing at least 1 or 2 lives.
I will check the camera, if I'm not wrong it's related with the player's spawn.

2. Jet/Rockets fight on the rooftop - you probably already know that i hate Jet, so you can imagine what nightmare this part is :D Dealing with one Jet is bearable, but multiple ones are a good way of making sure the player cannot defend themselves and are getting juggled to death. Not sure how to improve the experience here - maybe prevent rockets (the black minions) from respawning? I assume his HP is the same as SOR2 Jet, right? It wouldn't make much sense to give him more, since he has 2 minions with him
Indeed this part is boring in the original too haha, but I will think of a way to improve this battle.

Today the game crashed, haven't booted it up since, do I send you the openbor log or the script log?
@SRC267 Please, I would like to see the openbor log file, I would appreciate it if you could post it here. In addition, it would be helpful if you describe some details about when the crash occurred, like game mode, level, character, etc.
 
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It's me again :) Sorry for the spam but I've watched some footage from both BK3 and SOR3 (and SOR2) and it seems that the OG Jet bosses hover very close to the ground most of the time, except when they're about to strike, making them pretty much ground targets for that duration. Maybe that's the best solution? In SORX all Jet bosses hover extremely high above the ground except when they dive, and unless you use counter or defensive special, they're pretty much impossible to catch :(
Also regarding their health, they have way less HP in the originals. I understand that it's fair for most bosses to have more HP to balance our new moves and tricks, but Jet is the only boss that isn't really affected by most of them (except counter, which is heavily limited), so perhaps it would be fair to reduce his health after all, especially the rooftop one?
But that's just my suggestion of course, you might not agree with ever single one :) Perhaps Jet fight will be fair with his current HP once his hover height is fixed

One more thing - I realized I don't understand what some of the options mean:
- Combo Type (I assume it determines whether we are "glued/locked on to enemy" during combo, or whether we can change attack direction mid-combo like in SOR1?
- Arcade lock
- Endurance mode

This was just the randomization, you may be unlucky to have two or more playthroughs in sequence with only the strongest but indeed the chance of high ranks to appear is lower than the low ranks.

However, the randomization takes only the last 3 variations according to the game progress and not the entire list. For example, Galsia has 5 variations and for the SOR2 Stage 3 the game considers only the lv1/lv2/lv3 Galsias, but for the stage 8 the game considers only the lv3/lv4/lv5 Galsias. So, in the late game you have a higher chance of fighting lv3 Galsias more than lv4 or lv5, but the lv1 will not appear anymore (with some specific exceptions).
Fair enough, this makes sense - I thought that might be the case :) I think it works that way in SOR4 as well.

What difficulty level are you playing? Maybe it can be related with the self-destruction move too, I will check it.
It was normal difficulty, default enemy health. AI partner mode and Stage Select enabled, although I doubt it could affect it

Hmm this is strange, they can be grabbed during blocks normally.
You're right, I just replayed that section with the same character and I could indeed grab them normally, not sure why I had the impression that I was clipping through them before. Maybe i fiddled with settings too much, or maybe it was the fact that I played with AI partner.

Indeed this is the weak point for slow/stronger characters, like Zangief he needs to get closer to an opponent in order to perform a strong slam move. In addition, his super is very useful against juggled enemies, very easy to grab while they are in the air.

Counters were designed to be an escape move and to let the opponent in a vulnerable situation instead of doing a high damage. During the counter, you are invincible and the opponent is frozen in his last movement while you do the counter attack. After that, when possible you can connect with any other attack or start juggling him.

Supers are a weaker version of the Rage move (usually 1/3 of the total rage damage), they were designed to be used in situations where you want a strong move like the special but don't want to spend 3 stars. They were not designed to be stronger than special moves, they are just an alternative with similar damage. In addition, like counters the supers make the character invincible during the entire move and have a juggle cost of zero, allowing you to juggle enemies a little more than the normal.
I guess you're right, I didn't think of it that way :) How about an option to assign Super to the "extra button" then, so that we can use it while standing still? It would make positioning easier
 
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It's me again :) Sorry for the spam but I've watched some footage from both BK3 and SOR3 (and SOR2) and it seems that the OG Jet bosses hover very close to the ground most of the time, except when they're about to strike, making them pretty much ground targets for that duration. Maybe that's the best solution? In SORX all Jet bosses hover extremely high above the ground except when they dive, and unless you use counter or defensive special, they're pretty much impossible to catch :(
Also regarding their health, they have way less HP in the originals. I understand that it's fair for most bosses to have more HP to balance our new moves and tricks, but Jet is the only boss that isn't really affected by most of them (except counter, which is heavily limited), so perhaps it would be fair to reduce his health after all, especially the rooftop one?
But that's just my suggestion of course, you might not agree with ever single one :) Perhaps Jet fight will be fair with his current HP once his hover height is fixed
@zales360
I checked the originals again and I saw that Jets will hover at a height similar to SORX, the only difference I noticed is that sometimes they will turn off the hover and will stay on the ground. If you take a look in the SORX video, you will see that Jet will hover very near the ground, maybe the shadow type is tricking you and it seems that they are higher than they really are.

In addition, I disabled the Jet ability to turn off the hover (for the enemy version) because in SORX we have juggles. Different from the original, where you can only hit them once while in the air, in SORX you can do multiple hits even if they are flying.
However, I can test the hover turning off sometimes by the enemy version and reduce their health a bit, but I can't go too much further than that because I already nerfed Jet many times, if I nerf them more they will start to become unbalanced.

SORX Jet hover

SOR3 Jet hover

Here's a demo of how you can beat them easily, and I didn't even use rage in the first video otherwise it can be even easier, like in the second video.

- Combo Type (I assume it determines whether we are "glued/locked on to enemy" during combo, or whether we can change attack direction mid-combo like in SOR1?
I posted some info in a previous post, I'm planning to make videos explaining every option in the game settings.

combo type sor2 = you need to hit enemies in order to perform the next attack in sequence (atk1, atk1, atk2, atk3)
combo type sor3 = you DON'T need to hit enemies in order to perform the next attack in sequence, they will be performed automatically even with no hit (atk1, atk1, atk2, atk3)
combo type sor1 = similar to sor2, but you can flip the character during the entire combo on the same way as the original to hit all surrounding enemies

jump type sor1 = flip the character in the air
jump type sor2 = can perform "back jump" same as the original by pressing jump button (a little earlier) and the oppopsite directional button, but maintaining the current facing
jump type sor3 = you can move the character a bit while in the air
jump type sorx = allow diagonal jump


- Arcade lock
I created this feature many years ago to allow SOR2X / SORX to be used in arcade machines, and then many customizations will be locked. Credits to the RGS Arcade for the amazing job.

1689553716750.png

- Endurance mode
This mode allows to play all the three routes as a unique game, starting from SOR1, then SOR2 and finish in the SOR3.

EDIT: Ok, I revised some things and added the ability for Jet enemies/bosses to turn on/off the hover. Each cycle lasts 10 seconds and then the hover behaviour will be changed.

In addition, I reduced the Rocket character's group from 2 to 1 at the SOR3 Jet boss battle and reduced all Jet health a bit. I will launch these changes in the next updates to see the feedback, but I think we reached the limit of Jet nerfs.

 

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@zales360
I checked the originals again and I saw that Jets will hover at a height similar to SORX, the only difference I noticed is that sometimes they will turn off the hover and will stay on the ground. If you take a look in the SORX video, you will see that Jet will hover very near the ground, maybe the shadow type is tricking you and it seems that they are higher than they really are.

In addition, I disabled the Jet ability to turn off the hover (for the enemy version) because in SORX we have juggles. Different from the original, where you can only hit them once while in the air, in SORX you can do multiple hits even if they are flying.
However, I can test the hover turning off sometimes by the enemy version and reduce their health a bit, but I can't go too much further than that because I already nerfed Jet many times, if I nerf them more they will start to become unbalanced.

SORX Jet hover

SOR3 Jet hover

Here's a demo of how you can beat them easily, and I didn't even use rage in the first video otherwise it can be even easier, like in the second video.


I posted some info in a previous post, I'm planning to make videos explaining every option in the game settings.





I created this feature many years ago to allow SOR2X / SORX to be used in arcade machines, and then many customizations will be locked. Credits to the RGS Arcade for the amazing job.

View attachment 4332


This mode allows to play all the three routes as a unique game, starting from SOR1, then SOR2 and finish in the SOR3.

EDIT: Ok, I revised some things and added the ability for Jet enemies/bosses to turn on/off the hover. Each cycle lasts 10 seconds and then the hover behaviour will be changed.

In addition, I reduced the Rocket character's group from 2 to 1 at the SOR3 Jet boss battle and reduced all Jet health a bit. I will launch these changes in the next updates to see the feedback, but I think we reached the limit of Jet nerfs.

As an old school person, I absolutely love your arcade cabinet. This is why I recommended sorx to learn from the sorr route. In sorr, the game can start from several entrances, and finally end at several endings. The route is determined by the player's choice, with multiple routes and multiple endings. The entire sor universe can be experienced completely and seamlessly.
route of sorr:
896e31236727148.png
 
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@zales360
I checked the originals again and I saw that Jets will hover at a height similar to SORX, the only difference I noticed is that sometimes they will turn off the hover and will stay on the ground. If you take a look in the SORX video, you will see that Jet will hover very near the ground, maybe the shadow type is tricking you and it seems that they are higher than they really are.

In addition, I disabled the Jet ability to turn off the hover (for the enemy version) because in SORX we have juggles. Different from the original, where you can only hit them once while in the air, in SORX you can do multiple hits even if they are flying.
However, I can test the hover turning off sometimes by the enemy version and reduce their health a bit, but I can't go too much further than that because I already nerfed Jet many times, if I nerf them more they will start to become unbalanced.

SORX Jet hover

SOR3 Jet hover

Here's a demo of how you can beat them easily, and I didn't even use rage in the first video otherwise it can be even easier, like in the second video.


I posted some info in a previous post, I'm planning to make videos explaining every option in the game settings.





I created this feature many years ago to allow SOR2X / SORX to be used in arcade machines, and then many customizations will be locked. Credits to the RGS Arcade for the amazing job.

View attachment 4332


This mode allows to play all the three routes as a unique game, starting from SOR1, then SOR2 and finish in the SOR3.

EDIT: Ok, I revised some things and added the ability for Jet enemies/bosses to turn on/off the hover. Each cycle lasts 10 seconds and then the hover behaviour will be changed.

In addition, I reduced the Rocket character's group from 2 to 1 at the SOR3 Jet boss battle and reduced all Jet health a bit. I will launch these changes in the next updates to see the feedback, but I think we reached the limit of Jet nerfs.

Hmm that shadow type does make a difference - it should be easier to position myself better using rounded shadows, instead of projected like i used before. Lining up with Jet is definitely one of most difficult parts, so that should make it better.
Also, I didn't know there was a SOR2X arcade cabinet, that sounds cool :D It would be sick to be able to play SORX at a local mall and team up with strangers :D
Thank you for explaining all those things and taking Jet feedback into consideration, I really appreciate that.

As an old school person, I absolutely love your arcade cabinet. This is why I recommended sorx to learn from the sorr route. In sorr, the game can start from several entrances, and finally end at several endings. The route is determined by the player's choice, with multiple routes and multiple endings. The entire sor universe can be experienced completely and seamlessly.
route of sorr:
View attachment 4336
I'm always down for more content for games I love, but I'm not sure if I'm a fan of the way SORR split SOR3 route into pieces to mix and match with custom stages.
It surely is an interesting experience, but I think it would make more sense to separate the SOR3 route and the custom stages to create a 4th, entirely custom route, because I admit that those custom levels are fun.
Besides, we already have a full SOR3 route and it would probably be too much hassle to chop it apart and stitch together with custom levels :)
Nonetheless, I'm curious what you guys think about this.
 
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I was either playing rebellion with Break or CPU partner Break + Adam when the crash occurred during SoR2 Stage 5C boat level in the area where the bikers are chucking bombs at you. I remember I hit a ninja guy when it suddenly crashed and it made the enemies yell glitch. I've tried to replicate it again using the same characters and game modes but no more crash, added log.
 

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As an old school person, I absolutely love your arcade cabinet. This is why I recommended sorx to learn from the sorr route. In sorr, the game can start from several entrances, and finally end at several endings. The route is determined by the player's choice, with multiple routes and multiple endings. The entire sor universe can be experienced completely and seamlessly.
route of sorr:
View attachment 4336
The SORR route method is cool, but IMO it only fits well considering the fact that this game was made like a reimagination of the original trilogy as a unique game. In addition, the SOR3 route was split into small pieces to be used only as a complement of the other routes.

Different from SORR, the SORX treats each route as a totally separated game with its own elements. And after all planned content is finished, I'm considering adding some custom content too and then creating more branches like I did in the SOR2 stage 3.

I was either playing rebellion with Break or CPU partner Break + Adam when the crash occurred during SoR2 Stage 5C boat level in the area where the bikers are chucking bombs at you. I remember I hit a ninja guy when it suddenly crashed and it made the enemies yell glitch. I've tried to replicate it again using the same characters and game modes but no more crash, added log.
Thanks for the info, it seems that something is related to the CPU partner mode because I received other feedback about crashes happening in this same game mode.

My playthrough of the latest version :)
Great playthrough! Thanks buddy :)
 
And after all planned content is finished, I'm considering adding some custom content too and then creating more branches like I did in the SOR2 stage 3.
That's actually a brilliant idea. instead of adding a 4th route, you could just add custom levels as alternative stages or branches of 2 or more consecutive stages for the main 3 routes. Can't wait to see what you come up with. SORX is already shaping up great, and it's not even the end of the beta phase
 
Kratus updated Streets of Rage X (Windows / Android) with a new update entry:

BETA 15

### BETA 15 ###
- Game: Added the SOR1 Police car/helicopter as a new special move by holding energy and pressing jump, available only in levels that have open or semi-open areas
- Game: Fixed the sor3 st4 train behaviour, now it will be removed only when off-screen
- Game: Minor fix in the vault code to prevent wrong positioning when close to a diagonal wall
- Game: Fixed a bug which allowed the game settings before the stage presentation if the select button is pressed quickly
- Game...

Read the rest of this update entry...

Some notes about the Cop Call:
- Like the original, refills automatically at every respawn or new stage.
- It's not accumulated through stages or respawn, only through items (currently only in the SOR1 route).
- The helicopter can damage enemies that are inside the screen only, the cop car damage enemies outside of the screen only when colliding.
- It's not available in all levels, only in open or semi-open areas (you will see an "X" in the cop call icon instead of the available amount number).
- Will only damage enemies that are vulnerable to hits no matter the distance from the explosion radius, but will avoid enemies that are invincible or have no collision boxes in the current frame (like in "rise" animation or some "special" attacks).

Please, let me know in case you have any questions :)

EDIT: I will need to change the controls for the cop call due to some conflicts with the "super", which is triggered by pressing the energy button too.
 
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I think there's some slight crackling sound in the latest beta 15 for Android, every few seconds. I tried to record it, but I don't think the mic has picked it up. It could be hardware or software related.

PC seems fine, and also I had to remove the 'SORX.set' file from the saves folder on PC when I updated because it was malfunctioning the game, crashing it at the menu when selecting start game. I wonder why that is and what that file is?

Link to video
 
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Hey, I'm currently on SOR1 playthrough am I'm wondering whether it's intentional that not even Max can toss Bongo (the boss on the bridge)? Not even his super works - he just falls on my head as if I was playing as a light character lol

Edit: Also, not sure if I haven't noticed that earlier or just something changed in the latest version, but I'm getting surrounded quite often as Max.
Perhaps it's simple skill issue, but when I switched to any of the remaining characters, I noticed that it feels different, and then it hit me - Max attacks slower, and if you hit multiple enemies, it takes quite a long time for the attack to "cut through" all of them until you can regain control and switch targets; which means I'm having a hard time fighting groups as Max. Does anyone feel the same or do I just suck?

So far the only workaround I found is launching neutral special as soon as someone gets behind me (forget about back attack when Max is stuck mid-combo), but there's only so many times you can use it.
Any tips?
 
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I think there's some slight crackling sound in the latest beta 15 for Android, every few seconds. I tried to record it, but I don't think the mic has picked it up. It could be hardware or software related.
I didn't noticed it in my tests, did you uninstall the previous version before installing the new one?

PC seems fine, and also I had to remove the 'SORX.set' file from the saves folder on PC when I updated because it was malfunctioning the game, crashing it at the menu when selecting start game. I wonder why that is and what that file is?
Same as the Android, you need always a fresh install in order to run the new game version.

Hey, I'm currently on SOR1 playthrough am I'm wondering whether it's intentional that not even Max can toss Bongo (the boss on the bridge)? Not even his super works - he just falls on my head as if I was playing as a light character lol
Indeed this is intentional, but I opened an exception to the aerial special pile. I can open an exception for the super too, at least for Max.

Edit: Also, not sure if I haven't noticed that earlier or just something changed in the latest version, but I'm getting surrounded quite often as Max.
Perhaps it's simple skill issue, but when I switched to any of the remaining characters, I noticed that it feels different, and then it hit me - Max attacks slower, and if you hit multiple enemies, it takes quite a long time for the attack to "cut through" all of them until you can regain control and switch targets; which means I'm having a hard time fighting groups as Max. Does anyone feel the same or do I just suck?

So far the only workaround I found is launching neutral special as soon as someone gets behind me (forget about back attack when Max is stuck mid-combo), but there's only so many times you can use it.
Any tips?
I didn't make changes for Max in the beta 15, but the behaviour you described is indeed the weak point for strong/slow characters, the same happens to me in the original SOR2 too. However, in most of my SORX test runs I use Max mainly in the SOR2 route because it is one of the easiest characters to play due to his power.

I found a video I recorded testing Max trying a no-death, you can get some tips from there.
 
I didn't noticed it in my tests, did you uninstall the previous version before installing the new one?


Same as the Android, you need always a fresh install in order to run the new game version.


Indeed this is intentional, but I opened an exception to the aerial special pile. I can open an exception for the super too, at least for Max.


I didn't make changes for Max in the beta 15, but the behaviour you described is indeed the weak point for strong/slow characters, the same happens to me in the original SOR2 too. However, in most of my SORX test runs I use Max mainly in the SOR2 route because it is one of the easiest characters to play due to his power.

I found a video I recorded testing Max trying a no-death, you can get some tips from there.
Agreed, Max might not have the fastest attacks or good juggle potential but if you compare damage per hit to others, it's good enough.
IMO Bongo boss is good as he is now, because he's pretty slow so allowing easy grabs would make the fight too easy. I just wanted to know if it's "a bug or a feature" :)
Once we have the final release I'm gonna attempt Mania run for all 3 games as Max.
Btw what do you consider the "default" continue/life number?
I usually play with 5 lives and 3 continues but I never had to use a continue (since SOR3 path in the very first public beta anyway lol), so perhaps 5 is too many?
 
IMO Bongo boss is good as he is now, because he's pretty slow so allowing easy grabs would make the fight too easy. I just wanted to know if it's "a bug or a feature" :)
At least for Max "super" attack I agree with you that it makes sense as an exception, once the aerial special pile already has it too :)

Btw what do you consider the "default" continue/life number?
I consider the default 3 lives and 4 credits (1 credit for each player, total 4 players), the same as configured for every preset in the game settings.
 
SOR3 route completed on hard with default lives and no continues used. Well, kind of, because my run ended after Shiva fight, since I wanted to see what happens if you don't rescue the mayor lol. I didn't expect different endings to work in SORX to be honest.
That said, I guess mania might be possible to complete after all.
The rooftop boss fight is finally enjoyable. Although I felt kinda trolled when I activated backup call and none of the enemies took damage because they weren't touching the ground :D
Ninja tunnel in Stage 4 is still my very weak point - in that narrow corridor the player is just bound to get wrecked by those damn shurikens. I think I understand why the ninjas don't throw anything in the original :p That's the only stage (or place to be specific) where I lost 2 lives back to back.
I consider the default 3 lives and 4 credits (1 credit for each player, total 4 players), the same as configured for every preset in the game settings.
I see, I didn't know that credits are shared between players. That makes sense as a trade-off for having no coop buddy - if you're alone, at least you can use other 3 sets of lives :D
 
SOR3 route completed on hard with default lives and no continues used. Well, kind of, because my run ended after Shiva fight, since I wanted to see what happens if you don't rescue the mayor lol. I didn't expect different endings to work in SORX to be honest.
That said, I guess mania might be possible to complete after all.
The rooftop boss fight is finally enjoyable. Although I felt kinda trolled when I activated backup call and none of the enemies took damage because they weren't touching the ground :D
Glad to know that the SOR3 route is more balanced now :)

Ninja tunnel in Stage 4 is still my very weak point - in that narrow corridor the player is just bound to get wrecked by those damn shurikens. I think I understand why the ninjas don't throw anything in the original :p That's the only stage (or place to be specific) where I lost 2 lives back to back.
You can take advantage of the hideouts at the top of the screen, where ninjas are not allowed to go.

I see, I didn't know that credits are shared between players. That makes sense as a trade-off for having no coop buddy - if you're alone, at least you can use other 3 sets of lives :D
Yeah, I didn't think from this point of view but I confess that it makes sense.
 
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