Enemy Analysis # 4

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  • čas přidán 25. 08. 2023
  • The fourth episode of Enemy Analysis.
    Unsurprisingly, the focus of the Boss Analysis series has been on... bosses. Big Bosses, Tiny Bosses, Bosses with low health, Pathetic Final Bosses, you name it.
    But over all the attention I've lavished upon the biggest threats in gaming, their underlings are starting to feel a little left out. But I'm only too happy to change that, though they might not like exactly HOW I'm going to go about it...
    Today, I talk about the Streets of Rage enemy that angers me the most.
    Enemy Analysis Playlist: • Enemy Analysis
  • Hry

Komentáře • 83

  • @helloyanis
    @helloyanis Před 9 měsíci +83

    Really like that the bosses i hate series is no longer limited to bosses!

  • @user-unos111
    @user-unos111 Před 9 měsíci +68

    Say what you want about the Donovans, but they understand that sometimes simple methods are way more effective

  • @WhiteFangofWar
    @WhiteFangofWar Před 9 měsíci +76

    They don't call it Streets of Mild Annoyance...
    Sounds like the combo system is your real worst enemy here, like how so many games have a cryptic grading system that insults you at the end of a level for not playing exactly the way it wanted you to.

    • @exaltedfalcheon1793
      @exaltedfalcheon1793 Před 9 měsíci +3

      You mean "Crosswalks of Mild Annoyance"

    • @devnoms
      @devnoms Před 9 měsíci +9

      Megaman zero

    • @exaltedfalcheon1793
      @exaltedfalcheon1793 Před 9 měsíci +5

      @@devnoms Super Guy Nothing

    • @CarbonRollerCaco
      @CarbonRollerCaco Před 9 měsíci +2

      The Donovans are causing damage through combo breakage tho. The combo system is just another layer. It's a blessing it's there at all.

  • @rcblazer
    @rcblazer Před 9 měsíci +10

    So that's why my scores and ranks were always so bad in SoR4. I didn't know getting hit and getting your combo broken actually meant you just lose those points! I played other Beat-em-ups with combo systems like this that don't do that!

  • @helmetluigi
    @helmetluigi Před 9 měsíci +21

    SOR4 is really fun but I do agree with the combo system being a dopamine rush to instant rage after a little jab haha
    Even if flawed, it does encourage you to learn the enemies' behaviors and moves and how to deal with them, it's neat still

  • @misk-ivus2990
    @misk-ivus2990 Před 9 měsíci +15

    SOR4 was made by the same people who made the wonder boy dragon's trap remake, and both games look stunning!

  • @sleepyfox0316
    @sleepyfox0316 Před 9 měsíci +23

    Small tip from personal experience: I'm not entirely sure about the first 3 titles, but at least in 4, if a Donovan can pick up a weapon, LET THEM PICK IT UP, especially if you plan on using a lot of air attacks in their segment or are playing as someone like Shiva or Blaze. They can't use their uppercut while it's in their hands, so you have a little more room to breathe when you approach them from the air. Still a pain, but considerably less so.
    Ironic how something that should make them more dangerous, makes them somewhat LESS dangerous from a certain angle.

    • @arp5510
      @arp5510 Před 9 měsíci +1

      But then there's also a Dylan/unarmed Donovan around and then you can't jump.

    • @sleepyfox0316
      @sleepyfox0316 Před 9 měsíci +1

      @@arp5510 Ah yeah Dylans and Kevins are hell to deal with in the air no matter what :(

    • @arp5510
      @arp5510 Před 9 měsíci +1

      @@sleepyfox0316 They're even worse when you're using Blaze or Cherry.

    • @sleepyfox0316
      @sleepyfox0316 Před 9 měsíci +1

      @@arp5510 And Shiva, what with the whole "master of air combos" thing he's got, Donovans and Dylans automatically become your worst enemy.
      Hell, you use 4Max's Power Slide right next to one of em? Oops, you were in the air for 0.3 seconds! Lemme just *BONK.* They're hell even for characters notably not focused on air combat!

    • @arp5510
      @arp5510 Před 9 měsíci +1

      @@sleepyfox0316 About Max's Power Slide thing, yeah, that happened to me once. Made me absolutely furious. I swear, those taekwon-hipsters are a pain in the butt, especially when you're trying to get a combo since they run from you when you look at them (the same thing that Signals also do).

  • @SuperArppis
    @SuperArppis Před 9 měsíci +8

    I love Streets of Rage 4.
    But you know why it feels so unfair? Enemies can CHANGE their movement speed as they please. Player can't.

  • @peng1luver259
    @peng1luver259 Před 9 měsíci +5

    I would like to point out the Jugglers from Streets of Rage, they have projectiles that serve as a shield, can throw the projectiles, and are a pain to fight unless you flying kick into them or hit them with a pipe or baseball bat. If they have a Donavan with them, you are up a creek with no paddle heading to a waterfall

    • @RianQuenlin
      @RianQuenlin Před 9 měsíci +5

      I'd like to give a mention to the Noras too. "Oh no I'm losing! I'm gonna pretend to surrender and become invincible mid-combo because I'm a little bitch!"

  • @ethanciotti9103
    @ethanciotti9103 Před 9 měsíci +10

    You've put out 4 of these videos in less than a week!

  • @walugusgrudenburg3068
    @walugusgrudenburg3068 Před 9 měsíci +81

    I really feel like combo systems that break when you get hit should always just forcibly pay you out instead of forfeiting all rewards... Seems like awful game design to me.

    • @UlyssesK402
      @UlyssesK402 Před 9 měsíci +24

      Sure, you still have to start your combo from scratch again, but at least you get the points for the previous combo! At least there's no "I have a big combo that I want to pay out but I have to keep attacking these guys to stop it from vanishing but my self-defense is causing the combo to grow and keeps reseting my cash-out timer so that I can't cash-out my combo" stress!

    • @davidthecommenter
      @davidthecommenter Před 9 měsíci +27

      pizza tower does this well for a regular and perfect run, even if you get hit you only lose the time you get by half of the max amount of time before your combo ends instead of immediately cancelling it.
      plus you're always paid out with exponentially increasing amounts of points when it ends, which makes racking up high scores all the more satisfying.

    • @awesomehazimex7410
      @awesomehazimex7410 Před 9 měsíci +13

      ​​@@davidthecommenterYeah, it's neat how getting hit is a cash out button instead of a cancel combo button lol
      Edit: Maybe if SOR4 still wanted to make it so that combos ended anyways if you get hit, atleast add a combo finisher move to instantly cash in your combo, like maybe make axel do a short circular i-frame move or something

    • @walugusgrudenburg3068
      @walugusgrudenburg3068 Před 9 měsíci +15

      @@davidthecommenter Guess what game I was playing when making the comment lol. Given that P Ranks exist, it would be fucking horrible to do if the combos worked like Streets of Rage 4's ones.

    • @pkmntrainerred4247
      @pkmntrainerred4247 Před 9 měsíci +7

      Honestly, getting hit causing the combo to stop and get added into the score is much better than the combo... just stopping with no gains.
      It's basically the game saying "Oh well, could've done better, but here's the reward for what you *did* do" instead of the frustrating, elitist "You got hit? Well then you probably aren't good enough, so F@%K YOU! Forget about the gains, git gud first" that SOR4's combo break feels like

  • @kirbomatic1573
    @kirbomatic1573 Před 9 měsíci +12

    maybe the combo system would be a little bit better if an enemy hitting you capped the combo instead of breaking it? like, you get 55 hits in, then you get hit, and instead of a combo break, you get the 55-hit combo and the combo meter starts over. I feel like that would be more fun to play. but then again, I don't play Streets of Rage, so I wouldn't know if this is a good or bad change

  • @SamsarasArt
    @SamsarasArt Před 9 měsíci +20

    The combo system could be remedied by one small change. Instead of losing the entire combo and getting no points whatsoever upon being hit, being hit ends the combo but you get the points for the combo you got. Getting hit with a cheap shit and losing an 80 hit combo completely is so punishing that it's unfair and makes the game less fun. With this change, there's still a consequence for messing up but it isn't a massive fuck you.

    • @sleepyfox0316
      @sleepyfox0316 Před 9 měsíci +2

      It's technically already there; getting hit while your combo is about to be redeemed (while it's shrinking and flashing) will also redeem it. But getting to that point means not hitting anything for at least a second or two (while also praying nothing triggers an extension like cops and thugs at each other's throats or worse, accidentally grabbing someone) and especially in harder difficulties that's uh... kinda hard to do.
      So yeah. Just one small change is all we need.

    • @psychicchicken5263
      @psychicchicken5263 Před 3 měsíci +1

      @@sleepyfox0316 It's so annoying when the game is like "you silly goose, you got punched 2 seconds early! if only you waited and *then* got punched in the face!"

    • @sleepyfox0316
      @sleepyfox0316 Před 3 měsíci +2

      @@psychicchicken5263 You get it! Like, it feels so... arbitrary. It goes against the general fast-paced-ish feel of the game to go "okay if you wanna redeem your combo you have to wait a few seconds and not get hit." Maybe it's some weird way to encourage a mixed playstyle between offense and defense but even if it was, that's not the way to go. Just give me what I already had going, and that'll tell me "Okay, if I want more points, I need to work on not getting hit like that again." That's really all it needed.
      Honestly this is the only reason I have yet to try getting S-ranks on Mania and Mania+ on Arcade mode to achieve every single possible S-rank.

    • @psychicchicken5263
      @psychicchicken5263 Před 3 měsíci +2

      @@sleepyfox0316 I agree with everything you said, and also the nature of a combo system existing in the first place already incentivizes good defense and offense, so the extra punishment is pointless.

  • @246theguy
    @246theguy Před 9 měsíci +16

    You pretty much spoke my opinion about the combo system. Why punish the player for such a small mistake?!
    I've never played SoR4, yet I can tell the combo system will drive me nuts.
    You can't ignore it either because it's your main method to obtain lives (which are crucial for harder difficulties).
    Also the scene with Signal throwing Axel made my day.

  • @ArcadeStriker
    @ArcadeStriker Před 9 měsíci +9

    I legit never knew that you could safe land from being thrown by the punk enemies; definitely will have to try that next time I play it because I sure remebered them for annoying me to death with that.

  • @EsoiTheGrumpyMawile
    @EsoiTheGrumpyMawile Před 9 měsíci +5

    two things I'd like to bring up about Donavan that you missed, first Gudden and Z can throw weapons in SOR4 and those weapons can hurt, secondly unlike other anti airs they seem to have unlimited vertical reach with their uppercut.

  • @Azurebladium
    @Azurebladium Před 9 měsíci +5

    I'm glad I'm not the only one that gets triggered by the Donovans. I've lost so many combos because they always ruin it and as a result I always target them first in a fight.

  • @OhCrapI_He
    @OhCrapI_He Před 9 měsíci +2

    In my opinion, SoR4's combo system should take a few notes from Pizza Tower.
    The combo in that game, rather than being instantly ending when you get hit, instead the timer goes down by half.
    And the timer fully resets upon defeating one of the enemies or collecting a topping, or a clock during Pizza Time.
    Perhaps SoR4's combo system should add a certain amount of time with each hit dealt, subtract a more significant amount of time with each hit taken (but never instantly end the combo unless you lose a life), and reset the timer with each enemy you defeat.

  • @arp5510
    @arp5510 Před 9 měsíci +2

    Those Dylans in SOR4 are already annoying enough since they flee from you when you look at them, but they're SO MUCH MORE ANNOYING when you're playing as Blaze/Cherry. Have you ever did a defensive special as Blaze and then had that taekwon-hipster casually walk up to you and anti-air you IMMEDIATELY after your i-frames go away?

  • @nachoklahn
    @nachoklahn Před 9 měsíci +1

    Argh, I remember trying to beat the "Complete a stage without taking damage" trophy in PS4 version of SoR4 and always losing it with a freakin' Donovan. Having war flashbacks right now.

  • @arthursnyder6935
    @arthursnyder6935 Před 8 měsíci +1

    At least as of recent updates to SOR 4, in the training mode, you can even make enemies fight AGAINST each other like I did just now with the Y twins

  • @dmas7749
    @dmas7749 Před 9 měsíci +3

    combo breaking when you take damage makes sense...although MAYBE you shouldn't lose the *whole* bonus for a break

  • @Zwyrx_Hgqfyggz
    @Zwyrx_Hgqfyggz Před 9 měsíci +1

    The frustration of losing to something you know shouldn't work or that you can beat is truly the Fighting Game player's rite of passage

  • @oliverhurt3418
    @oliverhurt3418 Před 9 měsíci +3

    When I saw the SOR 4 Donovans in the thumbnail, I knew that you were going to rant about how those f###ers keep managing to cancel out your combos! I get the devs were trying to go for a risk and reward system. But having it so that you lose whatever bonus you've built up from simply getting hit is way too frustrating! The only risk there should have been is that getting hit ends your combo but you still get whatever bonus you built up from it! I shouldn't have to be so aggravated from only taking SCRATCH damage!
    Another problem about the Donovans in this game that I think you should have addressed is how fast they swing their weapons compared to past games. Before, their swings were delayed, but not in this game. This basically means that if they come at you with a weapon, not only do they have longer reach than your punches, but they'll just hit you sooner than you can hit them. It's ESPECIALLY problematic in stage 6's dojo segment! Like it wasn't bad enough you had to deal with Galsias holding naginatas!

  • @dave9020
    @dave9020 Před 9 měsíci

    Donovan and his clones have been such a thorn in my side when I S-ranked everything on Mania+

  • @mariodude345
    @mariodude345 Před 4 měsíci +2

    Yeah im not fond of the combo system in streets of rage 4 and i did find it weird how much more effective Donovoan became after the original games where he was nothing more than the koopa troops to Galsia's Goomba

  • @marceltennison3178
    @marceltennison3178 Před 9 měsíci +1

    yea i learned to flatten donovans VERY quickly in streets of rage 4. though survival mode you survive on those big combo chains that only invuln spamming is gonna get you later waves. so i sort of learned to tune out the combo meter by that point. once i learned how to keep my mind on the flow instead of the comboes the scores start falling in your lap honestly. coop is where its at for me though. nothing more satisfying than a long chain followed by super chaining on the one boss you loathe.

  • @l.a.g3098
    @l.a.g3098 Před 9 měsíci

    Why does a video about hated enemies brings me so much joy?

  • @DJDarryl88
    @DJDarryl88 Před 9 měsíci +7

    Been waiting for this because the game is broken.

  • @obinnamommoh185
    @obinnamommoh185 Před 9 měsíci +2

    I'm sorry but at 6:50, was I the only one who thought to myself: "why does the rightmost X look like a Ninja Turtle?"

  • @johnny_my_penls_is_small_but
    @johnny_my_penls_is_small_but Před 9 měsíci +4

    Loving these rapid fire hateable enemies videos so far. Yes, a hateable boss you can't get through is a pain, but a hateable enemy you're gonna see everywhere in the game is even worse.

  • @MagillanicaLouM
    @MagillanicaLouM Před 9 měsíci +2

    Strongest uppercut in gaming

  • @Firemarth
    @Firemarth Před 9 měsíci

    The reflexive moment was awesome xD

  • @jvts8916
    @jvts8916 Před 9 měsíci +2

    Recently replayed Poison Control and in the process had a lot of fun... until I got to the shielded Kleshas.
    Simply put, the game's a bit unpolished and sometimes it's harmless but distracting (eg. draw distance), sometimes it's a tad annoying (can't point blank) and sometimes it's a game breaking bug (eg. a mermaid getting stuck mid-death animation but not counting as dead).
    But when fighting the shielded enemies, it's *always* annoying. Their main gimmick is that their shield blocks all damage, their swords can deal a ton in return and also they're really fast. This wouldn't be too bad if you just had to shoot blind spots as intended, but the shield's hitbox is bigger than the shield itself so good luck figuring out where those are.
    The real best way to deal with them is with the "Girl In Mourning" Toxicant, but good luck putting it to good use when there's a late game stage that picks your Toxicant for you and on top of that it's a reward for beating Hell 27 (aka the final final stage). In which you can only fight the boss by beating three of the upgraded version of these guys at the same time.
    Last but not least one of them triggered a game breaking bug on me by slashing my characters in the middle of swapping out and froze both in place.

  • @gurogamarduk906
    @gurogamarduk906 Před 9 měsíci +2

    Always hated Donovan anti air. Think i tolerated the Galsias more than them.

  • @heliodixy9293
    @heliodixy9293 Před 9 měsíci

    I just wonder when the "Bosses I Hate" jingle did really appear. BA 5 and 6 are about those """lovely""" bosses but the jingle wasn't there.
    I can't remember when it did.

  • @dimamatat5548
    @dimamatat5548 Před 9 měsíci +1

    Wil you make a video about regular enemies you actually like?

  • @addambarcelos
    @addambarcelos Před 9 měsíci

    Oh god, the ninjas in SoR 3. They are my personal nightmare, I hate them

  • @Chronobus
    @Chronobus Před 9 měsíci +2

    Yeah as much as I love Streets of Rage 4, the combo system pisses me off so it's definitely not a hot take to have mixed feelings on it. There are really some times that I wished I had a block or a roll out of the fucking way button in this game. It's stupid because you see enemies doing that shit but it's just your character that forgets basic defensive manoeuvres. I really hope if a Streets of Rage 5 ever comes out that they add blocking and dodge rolling. Oh and also bring running back for all characters, I have no idea why they removed that.

    • @BComet
      @BComet Před 9 měsíci +1

      I guess they removed "universal" running because they used SoR2 as a reference by the most part, since it's the most successful game of the series so far. Also, I think they went by the thought that it makes "speedy" characters more unique.

  • @thedrewdog
    @thedrewdog Před 9 měsíci +2

    I don't like the combo system, and I don't like the lack of drop-in co-op. TMNT: Shredder's Revenge did it so much better, at least the game doesn't end if someone leaves.

  • @CybeastID
    @CybeastID Před 9 měsíci

    I'm just waiting for an Enemies I Really Hate

  • @derthevaporeon
    @derthevaporeon Před 9 měsíci +1

    If I were to have a personal list of annoying enemies in FPS:
    Archviles from DOOM 2
    Battlelord Sentry, Bomb Drones and Overlord Sentry from Duke Nukem 3D (as well as the Firefly Trooper from World Tour)
    Lightning Guards and Elite Guards from Rise of the Triad
    SS Guards and Mutants from Wolfenstein 3D
    Cursed Hand from Blood
    Shadow Ninjas from Shadow Warrior
    Su1c1de Bombers from Serious Sam

    • @RaceBandit
      @RaceBandit Před 9 měsíci

      A lot _(but not all)_ of Doom 2's new recruits fall into "Emphasis on ENEMY" territory.
      Chaingun Zombies don't have a lot of HP, but they have the highest DPS among hitscanners. If you want to see them, it's because you don't already have a chaingun.
      Revenants have the only homing attack in the game.
      Archviles have a delayed hitscan _and_ that kufcing resurrect.
      Pain Elementals. Yeah, let's summon more foes for you to kill. Back when Skulltag was _the_ big Doom port, Invasion maps did _not_ track Pain Elemental count, even though they tracked Archviles.

  • @breakfastatepiphanies
    @breakfastatepiphanies Před 9 měsíci

    Somebody please make a video of Axl getting tossed with shooting stars.

  • @TheLakabanzaichrg
    @TheLakabanzaichrg Před 9 měsíci

    Borrows heavily from Mother Russia Bleeds

  • @asmodeus58XX
    @asmodeus58XX Před 9 měsíci

    Have you played Metal Gear Solid 5: The Phantom Pain? I think those stupid tanks deserve a rant.

    • @whoisthisgit
      @whoisthisgit  Před 9 měsíci +2

      You mean the ones during Quiet Exit, who can snipe you from the other side of the planet with their missiles like the best sniper expert around? That whole level has been on my mind for a potential Worst Levels Ever for years.

    • @asmodeus58XX
      @asmodeus58XX Před 9 měsíci

      @@whoisthisgit Not to mention insta-kill you. If you haven't invested in armor or a good RPG, you might as well exit, not necessarily quietly.

    • @whoisthisgit
      @whoisthisgit  Před 9 měsíci +1

      Problem is, the level doesn't allow you to exit, for some reason.

    • @asmodeus58XX
      @asmodeus58XX Před 9 měsíci +1

      @@whoisthisgit I literally meant ragequit.

    • @arthursnyder6935
      @arthursnyder6935 Před 8 měsíci

      ​@@whoisthisgitif you see a Goro (not the Mortal Kombat character) or his palette swaps, NEVER throw weapons at them because they'll block and instantly destroy whatever weapon you threw at him

  • @silentvi6788
    @silentvi6788 Před 9 měsíci

    Maybe we shouldn't take score system so seriously.
    I know that there is always someone who somehow better than me. And knowing that it is possible to complete level beter doesn't stop me from enjoying the game the way I prefer to play.
    And yea, I never even tried to complete mania+ difficulties, because I feel it won't be fun for me. And I'm ok with that.

  • @qu1253
    @qu1253 Před 9 měsíci +1

    12:15 I feel this so hard. I've been playing Baldur's Gate 3 lately. Amazing game, easily game of the year material. Yet, nothing gets my blood boiling more than a string of unlucky rolls. In the fight outside the druid's grove, I had a goblin archer on 1 HP who was untouchable for almost 2 rounds of combat because nobody could roll high enough to hit the bastard. During the fight in the bog against wood woads and mud mephits, I had Shadowheart miss 2 guiding bolts when she had 88% chance to hit. The karmic dice option is supposed to prevent or at least limit streaks of exceptionally bad luck, but I don't really feel a difference.
    (Also, the fact that skill checks are auto-fail on a 1 and auto-success on a 20 regardless of proficiencies or bonuses is a dumb rule and I wish it was optional. It basically means that, even if your rogue is a master locksmith that can open any lock known to mankind, he/she always has a 5% chance of getting screwed over)