>>718285781
If that's what you want, sure, and I'll keep it brief:
>SoR2 feels like everything about its characters and enemies is intentionally designed; the differences in range, damage, throws, Back attacks, Blitz, Specials, weapons (3 does more with this but Blaze having better Knife use than the guys alone helps differentiate how you approach a playthrough with her), enemy movement, the way they put enemies together, it's all very precise without being complex. The presence of a single Signal or Donovan in a group can change how you approach a room for example. The scoring system also rewards you for riskier plays which feeds into extra lives and helps your 1cc attempts. All that plus good spritework and one of the best OSTs of all time. Fuck the ninjas though, and I wish it was more clear when grab priority goes to enemies over you.
>SoR4's combo system is pretty open-ended and fluid with decent risk-reward owing to the green life system and the combo scoring. While I'm not a huge fan of the focus on making every level something you can string one combo along start to finish rather than having a more constant choice of whether to cash out or not, it gets the job done. Each character feels extremely distinct, the retro characters are a great touch, most of the bosses are fun fights, the extra moves and insane encounters in the DLC added a lot of mileage to an already large game, the Versus and Training modes are nice ways to vary things up, and I like the artstyle overall. Also "They're Back" is one of Yuzo's best tracks.