Yakuza Kiwami/Movesets: Difference between revisions
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== Playable Character(s) == | |||
=== Kazuma Kiryu === | |||
=== Makoto Date === | |||
In Proving Grounds 10 of Climax Battles, Date is the playable character instead of Kiryu, but he has a humorously pathetic "unique" moveset in the files, which is a hybrid of the Common Goon and Drunkard movesets, but every attack follows up to a "Tired" animation borrowed from Yakuza 4's Ivan Ibrahimovic. | |||
Command Set: E_YOP (Generic Drunk) | |||
Fighter Commander Moveset: p_date_sp | |||
{| class="wikitable" | |||
|+ Rush Combo | |||
|- | |||
! Move Info !! Move Summary !! Hitbox Frames !! Damage !! Heat !! Description !! Move Details | |||
|- | |||
| Rush Combo 1 || Slow Rear Hook || Example || Example || Example || Reused from Common Goon || '''CFC Name:''' ATK_CMB_a_01 | |||
'''Move Name:''' E_CMB_a_01 | |||
|- | |||
| Rush Combo 2 || Slow Lead High Kick || Example || Example || Example || Reused from Common Goon || '''CFC Name:''' ATK_CMB_a_02 | |||
'''Move Name:''' E_CMB_a_02 | |||
|- | |||
| Rush Combo 3 || Slow Rear Hook || Example || Example || Example || Reused from Common Goon || '''CFC Name:''' ATK_CMB_a_03 | |||
'''Move Name:''' E_CMB_a_03 | |||
|} | |||
{| class="wikitable" | |||
|+ Regular Attacks | |||
|- | |||
! Move Info !! Move Summary !! Hitbox Frames !! Damage !! Heat !! Description !! Move Details | |||
|- | |||
| Heavy Attack || Drunken Mid Kick || Example || Example || Example || Reused from Generic Drunk || '''CFC Name:''' Heavy_1 | |||
'''Move Name:''' E_YOP_ATK_kick | |||
|- | |||
| Running Attack || Drunken Running Shoulder Tackle || Example || Example || Example || Reused from Generic Drunk || '''CFC Name:''' RunAtk | |||
'''Move Name:''' E_YOP_ATK_run | |||
|} | |||
All animations follow up to a CFC string called "Tire", which is simply just the animation "E_IWA_react_tire" (Crouched Tire into Quick Recovery), taken from Ivan Ibrahimovic. | |||
However, this Tired animation can be skipped if no attack input is immediately pressed again, since the moveset's Rush Combo, Running and Heavy Attacks all have follow ups to the "Tire" string, triggered by pressing Square, Triangle or L1 immediately after attacking. | |||
== Story Bosses == | == Story Bosses == | ||
| Line 57: | Line 101: | ||
Essence of Extreme Style Heat Action: Dragon (Unlocked and Activated for Tutorial Only) | Essence of Extreme Style Heat Action: Dragon (Unlocked and Activated for Tutorial Only) | ||
=== Punk-Ass Abe === | |||
A Shimano Family member ordered to patrol Tenkaichi Street, who later gives Kiryu information on where to find Aoki. | |||
Uses Young Ryuji Goda's moveset from Yakuza 0 (referred to as "Y0 Punk"), and is reused by several other minibosses. | |||
Fighter Commander Moveset: E_KNK_b | |||
{| class="wikitable" | |||
|+ Attack Combos | |||
|- | |||
! Move Info !! Move Summary !! Hitbox Frames !! Damage !! Heat !! Description !! Move Details | |||
|- | |||
| A Combo 1 || Slow Rear Hook || Example || Example || Example || Reused from Common Goon || '''CFC Name:''' ATK_CMB_a_01 | |||
'''Move Name:''' E_CMB_a_01 | |||
|- | |||
| A Combo 2 || Slow Lead High Kick || Example || Example || Example || Reused from Common Goon || '''CFC Name:''' ATK_CMB_a_02 | |||
'''Move Name:''' E_CMB_a_02 | |||
|- | |||
| A Combo 3 || Slow Rear Hook || Example || Example || Example || Reused from Common Goon || '''CFC Name:''' ATK_CMB_a_03 | |||
'''Move Name:''' E_CMB_a_03 | |||
|- | |||
| B Combo 1 || Ducking Rear Hook || Example || Example || Example || Reused from Andre Richardson || '''CFC Name:''' CMB_b_01 | |||
'''Move Name:''' E_RIC_CMB_b_01 | |||
|- | |||
| B Combo 2 || Ducking Lead Hook || Example || Example || Example || Reused from Andre Richardson || '''CFC Name:''' CMB_b_02 | |||
'''Move Name:''' E_RIC_CMB_b_02 | |||
|- | |||
| B Combo 3 || Lead Full Roundhouse Kick || Example || Example || Example || Reused from Andre Richardson || '''CFC Name:''' CMB_b_03 | |||
'''Move Name:''' E_RIC_CMB_b_03 | |||
|- | |||
| C Combo 1 || Jab || Example || Example || Example || Reused from Daigo Dojima || '''CFC Name:''' CMB_c_01 | |||
'''Move Name:''' E_DGO_CMB_01 | |||
|- | |||
| C Combo 2 || Rear Bolo Punch || Example || Example || Example || Reused from Daigo Dojima || '''CFC Name:''' CMB_c_02 | |||
'''Move Name:''' E_DGO_CMB_02 | |||
|- | |||
| C Combo 3 || Low Lead Roundhouse Kick || Example || Example || Example || Reused from Daigo Dojima || '''CFC Name:''' CMB_c_03_low | |||
'''Move Name:''' E_DGO_CMB_03_low | |||
|} | |||
{| class="wikitable" | |||
|+ Regular Attacks | |||
|- | |||
! Move Info !! Move Summary !! Hitbox Frames !! Damage !! Heat !! Description !! Move Details | |||
|- | |||
| Running Attack || Running Rear Uppercut || Example || Example || Example || Reused from Daigo Dojima; AI will spam this move a lot if player is any distance away || '''CFC Name:''' ATK_upper | |||
'''Move Name:''' E_DGO_ATK_run_upper | |||
|- | |||
| Down Attack || Downed Rear Shin Kick || Example || Example || Example || Reused from Andre Richardson || '''CFC Name:''' ATK_down_kick | |||
'''Move Name:''' E_RIC_ATK_down_kick | |||
|- | |||
| Jumping Front Kick || Jumping Double Front Kick || Example || Example || Example || Reused from Andre Richardson || '''CFC Name:''' ATK_sway_f_kick | |||
'''Move Name:''' E_RIC_ATK_sway_f_kick | |||
|- | |||
| Rear Knifehand || Stepping Rear Handed Knifehand || Example || Example || Example || Shared with Common Goon || '''CFC Name:''' ATK_chop | |||
'''Move Name:''' E_ATK_chop | |||
|- | |||
| Big Boot || Big Boot Kick || Example || Example || Example || Reused from Rikiya Shimabukuro || '''CFC Name:''' ATK_heavy_kick | |||
'''Move Name:''' E_RIK_ATK_heavy_kick | |||
|- | |||
| Charged Hook || Charged Twisting Lead Hook || Example || Example || Example || Reused from Tetsuo Tamashiro (Knuckles) || '''CFC Name:''' ATK_heavy_hammer | |||
'''Move Name:''' E_TAM_ATK_heavy_hammer | |||
|} | |||
{| class="wikitable" | |||
|+ Attack Syncs | |||
|- | |||
! Move Info !! Move Summary !! Hitbox Frames !! Damage !! Heat !! Description !! Move Details | |||
|- | |||
| Tackle Command Grab || Double-Handed Grab Attempt || Example || Example || Example || Reused from Generic Tackler Enemy, follows up to e_zako_sync_f and e_zako_sync_b || '''CFC Name:''' seize | |||
'''Move Name:''' E_TAC_tackle_miss | |||
|- | |||
| Front Command Throw || Tackle to Ground Throw || Example || Example || Example || Reused from Generic Tackler Enemy || '''CFC Name:''' Throw (in e_zako_sync_f) | |||
'''Move Name:''' E_SYNC_tackle_nage and E_SYNC1_tackle_nage | |||
|- | |||
| Back Command Throw || Turning Toss Throw || Example || Example || Example || Reused from Generic Tackler Enemy || '''CFC Name:''' Throw (in e_zako_sync_b) | |||
'''Move Name:''' E_SYNC_catch_nage and E_SYNC1_catch_nage | |||
|} | |||
=== Yuya === | === Yuya === | ||
| Line 128: | Line 252: | ||
'''Move Name:''' E_MSK_ATK_jump_miss | '''Move Name:''' E_MSK_ATK_jump_miss | ||
|- | |- | ||
| | | Frankensteiner || Frankensteiner || Example || Example || Example || Another pro wrestling grab move, popularized by Scott Steiner. || '''CFC Name:''' Throw_jump_f | ||
'''Move Name:''' E_MSK_SYNC_ATK_jump_nage_f and E_MSK_SYNC1_ATK_jump_nage_f | |||
|- | |- | ||
| | | Frankensteiner (Back) || Frankensteiner || Example || Example || Example || Same as above, but from the back. || '''CFC Name:''' Throw_jump_b | ||
'''Move Name:''' E_MSK_SYNC_ATK_jump_nage_b and E_MSK_SYNC1_ATK_jump_nage_b | |||
|- | |- | ||
| | | Front Command Throw || Snap Suplex || Example || Example || Example || Example || '''CFC Name:''' Throw (in E_YUYA_sync_f) | ||
'''Move Name:''' E_MSK_SYNC_tackle_nage and E_MSK_SYNC1_tackle_nage | |||
|- | |- | ||
| | | Back Command Throw || Turning Toss Throw || Example || Example || Example || Example || '''CFC Name:''' Throw (in E_YUYA_sync_b) | ||
'''Move Name:''' E_SYNC_catch_nage and E_SYNC1_catch_nage | |||
|- | |- | ||
| Tackle Command Grab || Double-Handed Grab Attempt || Example || Example || Example || Reused from Generic Tackler Enemy, follows up to E_YUYA_sync_f and E_YUYA_sync_b || '''CFC Name:''' seize | |||
| Tackle Command Grab || Double-Handed Grab Attempt || Example || Example || Example || | |||
'''Move Name:''' E_TAC_tackle_miss | '''Move Name:''' E_TAC_tackle_miss | ||
|} | |} | ||
| Line 155: | Line 281: | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ Yuya Heat Actions | |+ Yuya's Heat Actions | ||
|- | |- | ||
! Internal HAct Name !! Description !! Note | ! Internal HAct Name !! Description !! Note | ||
| Line 164: | Line 290: | ||
| h6121_yuuya_german || German Suplex || Same as above. | | h6121_yuuya_german || German Suplex || Same as above. | ||
|} | |} | ||
As an NPC ally in the Chapter 2 fight against Takahashi and the Shimano Family, he uses E_KNK. | |||
Essence of Extreme Style Heat Action: Brawler | Essence of Extreme Style Heat Action: Brawler | ||
| Line 185: | Line 313: | ||
Fighter Commander Movesets: | Fighter Commander Movesets: | ||
E_KTA (Unarmed; Y0 Shakedown) | E_KTA (Unarmed; Y0 Shakedown) | ||
| Line 208: | Line 337: | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ D. Feldman's Heat Actions | ||
|- | |- | ||
| h1011_kiryu_gswing_d || Essence of Giant Swing (Kiryu) | | h1011_kiryu_gswing_d || Essence of Giant Swing (Kiryu) | ||
| Line 249: | Line 378: | ||
Majima is able to use the following heat actions as a boss: | Majima is able to use the following heat actions as a boss: | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ Majima Heat Actions | ||
|- | |- | ||
! Internal HAct Name !! Description !! Note | ! Internal HAct Name !! Description !! Note | ||
| Line 259: | Line 388: | ||
| h23220_shimeotoshi || Essence of the Thug: Choke-Out || Triggers immediately after Majima is behind Kiryu in Thug Style. Also happens when fought as Zombie Majima. | | h23220_shimeotoshi || Essence of the Thug: Choke-Out || Triggers immediately after Majima is behind Kiryu in Thug Style. Also happens when fought as Zombie Majima. | ||
|- | |- | ||
| h6141_majima_sting_dosu || Yakuza 1 Majima Throw & Stab || Triggers a few frames after Majima successfully hits Kiryu with his charged lunging stab in Mad Dog Style | | h6141_majima_sting_dosu* || Yakuza 1 Majima Throw & Stab || Triggers a few frames after Majima successfully hits Kiryu with his charged lunging stab in Mad Dog Style; Reused from the original Yakuza | ||
|- | |- | ||
| h6142_majima_throw_trample || Yakuza 1 Majima Throw & Stomp || Triggers a few frames after Majima uses his victory roll command throw in Thug Style | | h6142_majima_throw_trample* || Yakuza 1 Majima Throw & Stomp || Triggers a few frames after Majima uses his victory roll command throw in Thug Style; Reused from the original Yakuza | ||
|} | |} | ||
*Note: Only in story fights. Does not trigger in Majima Everywhere. | |||
Fighter Commander Movesets: | Fighter Commander Movesets: | ||
| Line 277: | Line 408: | ||
The Essence of Extreme Style Heat Action required to stop his healing phase correlates with his active style: | The Essence of Extreme Style Heat Action required to stop his healing phase correlates with his active style: | ||
EoE Brawler when using Thug | |||
EoE Rush when using Breaker | EoE Brawler when using Thug (Blue) | ||
EoE Beast when using Slugger | |||
EoE Dragon when using Mad Dog | EoE Rush when using Breaker (Pink) | ||
EoE Beast when using Slugger (Yellow) | |||
EoE Dragon when using Mad Dog (Red) | |||
However, in the main story, his healing phases call for different Essence of Extreme Style HACts. | However, in the main story, his healing phases call for different Essence of Extreme Style HACts. | ||
| Line 369: | Line 504: | ||
E_LAU (Unarmed/Phase 3) | E_LAU (Unarmed/Phase 3) | ||
==== Naginata/Phase 1 ==== | |||
{| class="wikitable" | |||
|+ Attack Combos | |||
|- | |||
! Move Info !! Move Summary !! Hitbox Frames !! Damage !! Heat !! Description !! Move Details | |||
|- | |||
| A Combo 1 || One Legged Thrust || Example || Example || Example || Example || '''CFC Name:''' CMB_a_01 | |||
'''Move Name:''' E_LAU_I_CMB_a_01 | |||
|- | |||
| A Combo 2 || Wide Reverse Spinning Slash || Example || Example || Example || Example || '''CFC Name:''' CMB_a_02 | |||
'''Move Name:''' E_LAU_I_CMB_a_02 | |||
|- | |||
| A Combo 3 || Jumping Naginata Ground Smash || Example || Example || Example || Example || '''CFC Name:''' CMB_a_03 | |||
'''Move Name:''' E_LAU_I_CMB_a_03 | |||
|- | |||
| B Combo 1 || Naginata Pole End Whack || Example || Example || Example || Example || '''CFC Name:''' CMB_b_01 | |||
'''Move Name:''' E_LAU_I_CMB_b_01 | |||
|- | |||
| B Combo 2 || Hopping Naginata Pole End Whack || Example || Example || Example || Example || '''CFC Name:''' CMB_b_02 | |||
'''Move Name:''' E_LAU_I_CMB_b_02 | |||
|- | |||
| B Combo 3 || Rear Side Kick || Example || Example || Example || Example || '''CFC Name:''' CMB_b_03 | |||
'''Move Name:''' E_LAU_I_CMB_b_03 | |||
|} | |||
{| class="wikitable" | |||
|+ Regular Attacks | |||
|- | |||
! Move Info !! Move Summary !! Hitbox Frames !! Damage !! Heat !! Description !! Move Details | |||
|- | |||
| Slash Combo || Naginata Spin Slashes > Jumping Rear Crescent Kick > Spinning Side Slash || Example || Example || Example || Despite being a "combo", it is an individual move. || '''CFC Name:''' CMB_c_01 | |||
'''Move Name:''' E_LAU_I_CMB_c_01 | |||
|- | |||
| Naginata Swing || Launching Full Body Naginata Swing || Example || Example || Example || Same as above. || '''CFC Name:''' CMB_d_01 | |||
'''Move Name:''' E_LAU_I_CMB_d_01 | |||
|- | |||
| Ground Smash || Jumping Naginata Ground Smash || Example || Example || Example || Also doubles as a downed attack. Lau's AI will use this attack at least twice if you're downed. || '''CFC Name:''' ATK_jump | |||
'''Move Name:''' E_LAU_I_ATK_jump | |||
|- | |||
| Cartwheeling Thrust || Jumping Cartwheel into Crouching Thrust || Example || Example || Example || Example || '''CFC Name:''' ATK_run_heavy | |||
'''Move Name:''' E_LAU_I_ATK_run_heavy | |||
|- | |||
| Guard Reversal? || Naginata Twirling || Example || Example || Example || Not in E_LAU_I itself, but it is his default guard animation in his command set E_LAU_I, within ActionSet.cas. Technically a guard reversal. || '''CFC Name:''' None, Default Guarding Animation | |||
'''Move Name:''' E_LAU_I_guard_st, E_LAU_I_guard_lp, E_LAU_I_guard_en | |||
|- | |||
| Alternate Guard Reversal || Naginata Push to Horizontal Slash Guard Reversal || Example || Example || Example || Seemingly unused since Lau's guard reversal is just the above animation(s) in-game. "GuardReaction" in the moveset does not follow up to anything. || '''CFC Name:''' None | |||
'''Move Name:''' E_LAU_I_guard_reverse | |||
|- | |||
| Taunt || Overhead Naginata Twirling || Example || Example || Example || Basic taunt. || '''CFC Name:''' react_provoke | |||
'''Move Name:''' E_LAU_I_react_provoke | |||
|} | |||
In Phase 1, Lau can perform a naginata throw heat action ('''h6161_liu_throw_turiag''') almost immediately after Kiryu is in a stun state from his 3rd naginata Rush Combo B attack (E_LAU_I_CMB_b_03 - Rear Side Kick). | |||
==== Dual Swords/Phase 2 ==== | |||
His dual swords moveset is a hybrid reuse of Shun Akiyama's Kali Sticks moveset from Yakuza 4 and the generic player kali sticks moveset. | |||
He transitions into this phase using a cutscene HAct in which a Snake Flower Triad member tosses two Chinese broadswords to Lau from above. | |||
==== Unarmed/Phase 3 ==== | |||
Lau gets significantly more difficult in his Unarmed phase to fight as his AI will become more aggressively faster, with no room for the player to breathe and fight back, littered with attacks with stun properties. | |||
In Phase 3, Lau has a "unique" heat action (h6163_liu_throw_kick), if Kiryu is stunned during this phase. This heat action reuses the animation of Naoki Katsuya's special sync attack from Yakuza 5, E_KAT_SYNC_CMB_sp/E_KAT_SYNC1_CMB_sp [Lead Uppercut → Rear Uppercut → Handplant Spinning Rear Heel Kick → Rear Jump Full Crescent Kick], but in HAct format with Lau performing it (and even ends the attack in Katsuya's original stance rather than his own). | |||
Essence of Extreme Style Heat Action: Brawler | Essence of Extreme Style Heat Action: Brawler | ||
| Line 387: | Line 588: | ||
=== Murase === | === Murase === | ||
A member of the Omi Alliance, before Kyohei Jingu's fight in Chapter 13. | A member of the Omi Alliance, before Kyohei Jingu's fight in Chapter 13. | ||
Uses the Y0 Punk Miniboss moveset and AI (Read: Punk Ass Abe). | |||
Fighter Commander Moveset: E_KNK_b | Fighter Commander Moveset: E_KNK_b | ||
=== Kyohei Jingu === | === Kyohei Jingu === | ||
Only fought at the helipad of the Millenium Tower with two MIA Colonels. | |||
However, it is possible to damage him with guns at the beginning area of the fight, but his health will be stuck at 1 before the cutscene of him fleeing in a helicopter triggers and disappears until the player reaches the helipad. | |||
Fighter Command Moveset: E_ARM_Y_type_b | Fighter Command Moveset: E_ARM_Y_type_b | ||
| Line 397: | Line 603: | ||
=== MIA Colonels === | === MIA Colonels === | ||
Both colonels accompanying Jingu have two phases. | |||
Phase 1: Pistols (using the generic MIA moveset; Andre Richardson unarmed but with a pistol) | |||
Phase 2: Combat Knives (using a watered down Munakata Bodyguard moveset from Yakuza 4). | |||
The transition to Phase 2 is a cutscene HAct. (h6216_mia_revive) | |||
The MIA Colonels, should Jingu still be alive in the former's Phase 2, have a unique QTE (h6215_mia_kick_comb). | |||
Fighter Command Movesets: | |||
E_RIC_b (Assumedly for Phase 1; Pistols) | |||
E_MIA_b (Phase 2; Combat Knives) | |||
=== Akira Nishikiyama === | === Akira Nishikiyama === | ||
| Line 418: | Line 637: | ||
Fighter Command Movesets: E_AMON_M (Komaki Dragon Clone/Phase 1), E_AMON_B (Majima Mad Dog Clone/Phase 2) | Fighter Command Movesets: E_AMON_M (Komaki Dragon Clone/Phase 1), E_AMON_B (Majima Mad Dog Clone/Phase 2) | ||
== Allies == | |||
=== Kazuki === | |||
Kazuki, as an ally in Chapter 2 against Takahashi and the Shimano Family, uses Akira Nishikiyama's expanded ally moveset and AI from Yakuza 0 Chapter 14 to the Finale, which is simply the Generic Boxing enemy moveset with added command grabs and throws from Daigo Dojima. | |||
However, he lacks the ability to do the unique tag team heat action Kiryu and Nishiki have in Yakuza 0. | |||
Command Set: E_BOX | |||
Fighter Commander Moveset: E_NSK_NPC | |||
{| class="wikitable" | |||
|+ Attack Combos | |||
|- | |||
! Move Info !! Move Summary !! Hitbox Frames !! Damage !! Heat !! Description !! Move Details | |||
|- | |||
| A Combo 1 || Jab || Jab: ('''5''' - '''6''') || 5 || 0 || same as E_RIC_CMB_a_01 || '''CFC Name:''' ATK_CMB_a_01 | |||
'''Move Name:''' E_BOX_CMB_a_01 | |||
|- | |||
| A Combo 2 || Cross || Cross: ('''5''' - '''7''') || 10 || 0 || same as E_RIC_CMB_a_02 || '''CFC Name:''' ATK_CMB_a_02 | |||
'''Move Name:''' E_BOX_CMB_a_02 | |||
|- | |||
| A Combo 3 || Lead Uppercut || Uppercut: ('''9''' - '''10''') || 15 || 0 || same as E_RIC_CMB_a_03 || '''CFC Name:''' ATK_CMB_a_03 | |||
'''Move Name:''' E_BOX_CMB_a_03 | |||
|} | |||
{| class="wikitable" | |||
|+ Regular Attacks | |||
|- | |||
! Move Info !! Move Summary !! Hitbox Frames !! Damage !! Heat !! Description !! Move Details | |||
|- | |||
| Jab || Jab || Jab: ('''6''' - '''7''') || 10 || 0 || Reuse of e_KZK_combo_01 from Yakuza 3 || '''CFC Name:''' ATK_jab | |||
'''Move Name:''' E_BOX_ATK_jab | |||
|- | |||
| Rear Uppercut || Ducking Rear Uppercut || Uppercut: ('''15''' - '''17''') || 20 || 0 || Reuse of e_KZK_atk_upper from Yakuza 3 || '''CFC Name:''' ATK_upper | |||
'''Move Name:''' E_BOX_ATK_upper | |||
|} | |||
{| class="wikitable" | |||
|+ Attack Syncs | |||
|- | |||
! Move Info !! Move Summary !! Hitbox Frames !! Damage !! Heat !! Description !! Move Details | |||
|- | |||
| Grab Attempt || Double-Handed Grab Attempt || Example || Example || Example || Reuse of E_DGO_seize_miss, follows up to E_NSK_NPC_sync_f and E_NSK_NPC_sync_b || '''CFC Name:''' Seize | |||
'''Move Name:''' E_DGO_seize_miss | |||
|- | |||
| Front Command Throw || Tripping Shoulder Throw || Example || Example || Example || Example || '''CFC Name:''' Throw (in E_NSK_NPC_sync_f) | |||
'''Move Name:''' E_DGO_SYNC_lapel_nage and E_DGO_SYNC1_lapel_nage | |||
|- | |||
| Back Command Throw || Dragon Suplex|| Example || Example || Example || Example || '''CFC Name:''' Throw (in E_NSK_NPC_sync_b) | |||
'''Move Name:''' E_DGO_SYNC_catch_nage and E_DGO_SYNC1_catch_nage | |||
|} | |||
Latest revision as of 16:45, 24 March 2025
Lorem ispum.
Playable Character(s)
Kazuma Kiryu
Makoto Date
In Proving Grounds 10 of Climax Battles, Date is the playable character instead of Kiryu, but he has a humorously pathetic "unique" moveset in the files, which is a hybrid of the Common Goon and Drunkard movesets, but every attack follows up to a "Tired" animation borrowed from Yakuza 4's Ivan Ibrahimovic.
Command Set: E_YOP (Generic Drunk)
Fighter Commander Moveset: p_date_sp
| Move Info | Move Summary | Hitbox Frames | Damage | Heat | Description | Move Details |
|---|---|---|---|---|---|---|
| Rush Combo 1 | Slow Rear Hook | Example | Example | Example | Reused from Common Goon | CFC Name: ATK_CMB_a_01
Move Name: E_CMB_a_01 |
| Rush Combo 2 | Slow Lead High Kick | Example | Example | Example | Reused from Common Goon | CFC Name: ATK_CMB_a_02
Move Name: E_CMB_a_02 |
| Rush Combo 3 | Slow Rear Hook | Example | Example | Example | Reused from Common Goon | CFC Name: ATK_CMB_a_03
Move Name: E_CMB_a_03 |
| Move Info | Move Summary | Hitbox Frames | Damage | Heat | Description | Move Details |
|---|---|---|---|---|---|---|
| Heavy Attack | Drunken Mid Kick | Example | Example | Example | Reused from Generic Drunk | CFC Name: Heavy_1
Move Name: E_YOP_ATK_kick |
| Running Attack | Drunken Running Shoulder Tackle | Example | Example | Example | Reused from Generic Drunk | CFC Name: RunAtk
Move Name: E_YOP_ATK_run |
All animations follow up to a CFC string called "Tire", which is simply just the animation "E_IWA_react_tire" (Crouched Tire into Quick Recovery), taken from Ivan Ibrahimovic.
However, this Tired animation can be skipped if no attack input is immediately pressed again, since the moveset's Rush Combo, Running and Heavy Attacks all have follow ups to the "Tire" string, triggered by pressing Square, Triangle or L1 immediately after attacking.
Story Bosses
Prisoner #1356
Uses a variant of the generic ninja moveset from Ryu Ga Gotoku: Ishin!, but with the downed attack from Majima's Mad Dog moveset.
Command Set: E_SJN (duplicated E_NIN)
Fighter Commander Moveset: E_SJN
| Move Info | Move Summary | Hitbox Frames | Damage | Heat | Description | Move Details |
|---|---|---|---|---|---|---|
| Downed Slash | Jumping Downed Stab | Stab: (17 - 19) | 10 | 20 | Reuse of P_MJK_ATK_down_slash itself | CFC Name: MJK_ATK_down_slash
Move Name: P_MJK_ATK_down_slash |
| Front Slash | Front Somersaulting Slash | Slash: (19 - 22) | 5 | 0 | None | CFC Name: jump_atk
Move Name: E_SJN_ATK_jump |
| Straight Stab | Straight Stab | Stab: (6 - 7) | 10 | 0 | Mirrored reuse of E_MIA_B_CMB_01 | CFC Name: ATK_left
Move Name: E_SJN_ATK_left |
| Double Slash | Walking Double Slash | Double Slash: (22 - 26) | 10 | 0 | Reuse of E_NIN_ATK_slash | CFC Name: slash
Move Name: E_SJN_ATK_slash |
| Knife Throw B | Knife Throw Pull-out | Frame 23 (Bullet Effect) | 20 | Unknown | Reuse of E_NIN_throw_B | CFC Name: throw_B
Move Name: E_SJN_throw_B |
| Knife Throw C | Knife Throw Pull-out (while kneeling) | Frame 23 (Bullet Effect) | 20 | Unknown | Reuse of E_NIN_throw_C | CFC Name: throw_C
Move Name: E_SJN_throw_C |
| Double Knife Throw | Double Knife Throw | Frame 16 (Bullet Effect) | 20 | Unknown | Reuse of E_NIN_throwA_01 | CFC Name: throwA_01
Move Name: E_SJN_throwA_01 |
| Double Knife Throw 2 | Double Knife Throw | Frame 17 (Bullet Effect) | 20 | Unknown | Reuse of E_NIN_throwA_02 | CFC Name: throwA_02
Move Name: E_SJN_throwA_02 |
| Knife Throw Combo | Knife Throw Combo | Frame 16 (Bullet Effect) | 20 | Unknown | Reuse of E_NIN_throwA_03 | CFC Name: throwA_03
Move Name: E_SJN_throwA_03 |
| Quick Knife Throw | Quick Knife Throw (from shoulder) | Frame 15 (Bullet Effect) | 20 | Unknown | Reuse of E_NIN_throwA_04 | CFC Name: throwA_04
Move Name: E_SJN_throwA_04 |
| Spinning Knife Throw | Spinning Knife Throw | Frame 13 (Bullet Effect) | 20 | Unknown | Reuse of E_NIN_throwA_05 | CFC Name: throwA_05
Move Name: E_SJN_throwA_05 |
| Quick Knife Throw 2 | Quick Knife Throw (from pocket) | Frame 9 (Bullet Effect) | 20 | Unknown | Reuse of E_NIN_throwA_06 | CFC Name: throwA_06
Move Name: E_SJN_throwA_06 |
Oddly enough, E_SJN has its own version of P_MJK_ATK_down_slash, being E_SJN_ATK_down_slash, but restanced for E_SJN. It remains unused, though.
Armed with dual forks in his tutorial fight at the prison, but uses dual knives in Substory 57: Behind the Assassin.
Essence of Extreme Style Heat Action: Dragon (Unlocked and Activated for Tutorial Only)
Punk-Ass Abe
A Shimano Family member ordered to patrol Tenkaichi Street, who later gives Kiryu information on where to find Aoki.
Uses Young Ryuji Goda's moveset from Yakuza 0 (referred to as "Y0 Punk"), and is reused by several other minibosses.
Fighter Commander Moveset: E_KNK_b
| Move Info | Move Summary | Hitbox Frames | Damage | Heat | Description | Move Details |
|---|---|---|---|---|---|---|
| A Combo 1 | Slow Rear Hook | Example | Example | Example | Reused from Common Goon | CFC Name: ATK_CMB_a_01
Move Name: E_CMB_a_01 |
| A Combo 2 | Slow Lead High Kick | Example | Example | Example | Reused from Common Goon | CFC Name: ATK_CMB_a_02
Move Name: E_CMB_a_02 |
| A Combo 3 | Slow Rear Hook | Example | Example | Example | Reused from Common Goon | CFC Name: ATK_CMB_a_03
Move Name: E_CMB_a_03 |
| B Combo 1 | Ducking Rear Hook | Example | Example | Example | Reused from Andre Richardson | CFC Name: CMB_b_01
Move Name: E_RIC_CMB_b_01 |
| B Combo 2 | Ducking Lead Hook | Example | Example | Example | Reused from Andre Richardson | CFC Name: CMB_b_02
Move Name: E_RIC_CMB_b_02 |
| B Combo 3 | Lead Full Roundhouse Kick | Example | Example | Example | Reused from Andre Richardson | CFC Name: CMB_b_03
Move Name: E_RIC_CMB_b_03 |
| C Combo 1 | Jab | Example | Example | Example | Reused from Daigo Dojima | CFC Name: CMB_c_01
Move Name: E_DGO_CMB_01 |
| C Combo 2 | Rear Bolo Punch | Example | Example | Example | Reused from Daigo Dojima | CFC Name: CMB_c_02
Move Name: E_DGO_CMB_02 |
| C Combo 3 | Low Lead Roundhouse Kick | Example | Example | Example | Reused from Daigo Dojima | CFC Name: CMB_c_03_low
Move Name: E_DGO_CMB_03_low |
| Move Info | Move Summary | Hitbox Frames | Damage | Heat | Description | Move Details |
|---|---|---|---|---|---|---|
| Running Attack | Running Rear Uppercut | Example | Example | Example | Reused from Daigo Dojima; AI will spam this move a lot if player is any distance away | CFC Name: ATK_upper
Move Name: E_DGO_ATK_run_upper |
| Down Attack | Downed Rear Shin Kick | Example | Example | Example | Reused from Andre Richardson | CFC Name: ATK_down_kick
Move Name: E_RIC_ATK_down_kick |
| Jumping Front Kick | Jumping Double Front Kick | Example | Example | Example | Reused from Andre Richardson | CFC Name: ATK_sway_f_kick
Move Name: E_RIC_ATK_sway_f_kick |
| Rear Knifehand | Stepping Rear Handed Knifehand | Example | Example | Example | Shared with Common Goon | CFC Name: ATK_chop
Move Name: E_ATK_chop |
| Big Boot | Big Boot Kick | Example | Example | Example | Reused from Rikiya Shimabukuro | CFC Name: ATK_heavy_kick
Move Name: E_RIK_ATK_heavy_kick |
| Charged Hook | Charged Twisting Lead Hook | Example | Example | Example | Reused from Tetsuo Tamashiro (Knuckles) | CFC Name: ATK_heavy_hammer
Move Name: E_TAM_ATK_heavy_hammer |
| Move Info | Move Summary | Hitbox Frames | Damage | Heat | Description | Move Details |
|---|---|---|---|---|---|---|
| Tackle Command Grab | Double-Handed Grab Attempt | Example | Example | Example | Reused from Generic Tackler Enemy, follows up to e_zako_sync_f and e_zako_sync_b | CFC Name: seize
Move Name: E_TAC_tackle_miss |
| Front Command Throw | Tackle to Ground Throw | Example | Example | Example | Reused from Generic Tackler Enemy | CFC Name: Throw (in e_zako_sync_f)
Move Name: E_SYNC_tackle_nage and E_SYNC1_tackle_nage |
| Back Command Throw | Turning Toss Throw | Example | Example | Example | Reused from Generic Tackler Enemy | CFC Name: Throw (in e_zako_sync_b)
Move Name: E_SYNC_catch_nage and E_SYNC1_catch_nage |
Yuya
Known as "Host" on the health bar, since Kiryu does not know Yuya just yet.
Moveset is a duplicate of Ricky Mask (E_MSK).
| Move Info | Move Summary | Hitbox Frames | Damage | Heat | Description | Move Details |
|---|---|---|---|---|---|---|
| A Combo 1 | Lead Backfist | Example | Example | Example | Example | CFC Name: ATK_CMB_a_01
Move Name: E_MSK_CMB_a_01 |
| A Combo 2 | Rear Palm Strike | Example | Example | Example | Example | CFC Name: ATK_CMB_a_02
Move Name: E_MSK_CMB_a_02 |
| A Combo 3 | Lead Jump Spin Hook Kick | Example | Example | Example | Example | CFC Name: ATK_CMB_a_03
Move Name: E_MSK_CMB_a_03 |
| B Combo 1 | Spinning Backhand | Example | Example | Example | Example | CFC Name: ATK_CMB_b_01
Move Name: E_MSK_CMB_b_01 |
| B Combo 2 | Full Lead Roundhouse Kick | Example | Example | Example | Example | CFC Name: ATK_CMB_b_02
Move Name: E_MSK_CMB_b_02 |
| B Combo 3 | Spinning Haymaker | Example | Example | Example | Example | CFC Name: ATK_CMB_b_03
Move Name: E_MSK_CMB_b_03 |
| C Combo 1 | Full Rear Roundhouse Kick | Example | Example | Example | Example | CFC Name: ATK_CMB_c_01
Move Name: E_MSK_CMB_c_01 |
| C Combo 2 | Hopping Lead Side Kick | Example | Example | Example | Example | CFC Name: ATK_CMB_c_02
Move Name: E_MSK_CMB_c_02 |
| Move Info | Move Summary | Hitbox Frames | Damage | Heat | Description | Move Details |
|---|---|---|---|---|---|---|
| Moonsault | Moonsault Press | Example | Example | Example | Example | CFC Name: ATK_down
Move Name: E_MSK_ATK_down_press |
| Enzuigiri/Scissor Kick | Standing Enzuigiri | Example | Example | Example | Example | CFC Name: ATK_heavy_kick
Move Name: E_MSK_ATK_heavy_kick |
| Bodyblow | Bodyblow Damage Counter | Example | Example | Example | Shared with other bosses | CFC Name: DAM_B_rev_bodyblow
Move Name: C_DAM_B_rev_bodyblow |
| Taunt | Clapping Hands and Beckon | Basic taunt shared with generic enemies | CFC Name: provoke_claphand
Move Name: E_provoke_claphand |
| Move Info | Move Summary | Hitbox Frames | Damage | Heat | Description | Move Details |
|---|---|---|---|---|---|---|
| Running Command Grab | Flying Forearm Smash | Example | Example | Example | Example | CFC Name: ATK_run_miss
Move Name: E_MSK_ATK_run_miss |
| Tornado DDT | Tornado Driver Death Trap | Example | Example | Example | A pro wrestling grab move. | CFC Name: Throw_run_f
Move Name: E_MSK_SYNC_ATK_run_nage_f and E_MSK_SYNC1_ATK_run_nage_f |
| Tornado DDT (Back) | Tornado Driver Death Trap | Example | Example | Example | Same as above, but from the back. | CFC Name: Throw_run_b
Move Name: E_MSK_SYNC_ATK_run_nage_b and E_MSK_SYNC1_ATK_run_nage_b |
| Jumping Command Grab | Front Somersault Leg Drop Grab | Example | Example | Example | Example | CFC Name: ATK_jump_miss
Move Name: E_MSK_ATK_jump_miss |
| Frankensteiner | Frankensteiner | Example | Example | Example | Another pro wrestling grab move, popularized by Scott Steiner. | CFC Name: Throw_jump_f
Move Name: E_MSK_SYNC_ATK_jump_nage_f and E_MSK_SYNC1_ATK_jump_nage_f |
| Frankensteiner (Back) | Frankensteiner | Example | Example | Example | Same as above, but from the back. | CFC Name: Throw_jump_b
Move Name: E_MSK_SYNC_ATK_jump_nage_b and E_MSK_SYNC1_ATK_jump_nage_b |
| Front Command Throw | Snap Suplex | Example | Example | Example | Example | CFC Name: Throw (in E_YUYA_sync_f)
Move Name: E_MSK_SYNC_tackle_nage and E_MSK_SYNC1_tackle_nage |
| Back Command Throw | Turning Toss Throw | Example | Example | Example | Example | CFC Name: Throw (in E_YUYA_sync_b)
Move Name: E_SYNC_catch_nage and E_SYNC1_catch_nage |
| Tackle Command Grab | Double-Handed Grab Attempt | Example | Example | Example | Reused from Generic Tackler Enemy, follows up to E_YUYA_sync_f and E_YUYA_sync_b | CFC Name: seize
Move Name: E_TAC_tackle_miss |
Yuya has a QTE (h6122_yuya_finishblow) that is an odd hybrid of animations from Kiryu's Brawler Style Heat Actions:
| Essence of Steadfast Counter | For when Yuya gets up before the prompt shows, 1st Half |
| Essence of Finishing Blows | For Yuya's running haymaker that Kiryu must dodge with a button prompt, 2nd Half |
Yuya also has two unique boss heat actions reused from his fight in the original Yakuza.
| Internal HAct Name | Description | Note |
|---|---|---|
| h6120_yuuya_bodyslam | Bodyslam | Even if the player successfully escapes, the HAct can still activate.
Likely because the player is still in a "grabbed" state during the escape animation's duration. |
| h6121_yuuya_german | German Suplex | Same as above. |
As an NPC ally in the Chapter 2 fight against Takahashi and the Shimano Family, he uses E_KNK.
Essence of Extreme Style Heat Action: Brawler
Takahashi
Fought inside Club Stardust with the Shimano Family.
Fighter Commander Moveset: E_SUDE_b
Essence of Extreme Style Heat Action: Rush
Omi Alliance Man
Known as "Yasuda" on the health bar, despite Kiryu not knowing his actual name.
Fighter Command Moveset: E_TAM
Essence of Extreme Style Heat Action: Beast
Futoshi Shimano
He uses the Mr. Shakedown moveset from Yakuza 0, but with significantly lowered damage levels compared to the original four Mr. Shakedowns in 0.
Fighter Commander Movesets:
E_KTA (Unarmed; Y0 Shakedown)
e_shimano_wpe (Chapter 12 Fight, Sword/Phase 1; Yakuza 5 Saejima Katana)
Essence of Extreme Style Heat Action: Rush
Hiroshi Hayashi
Uses Shigeki Baba's moveset from Yakuza 5, with the addition of Keiji Shibusawa's Beast-style object combos and pickups from Yakuza 0, with unique blue attack trails instead of Shibusawa's original orange/yellow from Yakuza 0.
Fighter Commander Moveset: E_BAB
Essence of Extreme Style Heat Action: Beast
Daniel Feldman
Reuses a duplicate of the Ricky Mask/E_MSK moveset (E_MSK_b), but with an added guard reversal taken from Masato Aizawa.
E_AIZ_guard_reverse - Two-Handed Knockback Guard Reversal
Also has four heat actions taken from his original fight in Yakuza.
| h1011_kiryu_gswing_d | Essence of Giant Swing (Kiryu) |
| h6150_daniel_powerbomb | Daniel Feldman Powerbomb |
| h6151_daniel_brainbuster | Daniel Feldman Brainbuster Throw |
| h6153_daniel_elbow_f | Daniel Feldman Elbow Drop |
Fighter Commander Moveset: E_MSK_b
Essence of Extreme Style Heat Action: Rush
Gaowayan Pramuk
Has a unique heat action taken from his fight in the original Yakuza, but for whatever reason, is positioned so Pramuk is kicking Kiryu's face off a wall... in mid-air.
h5470_gao_kneekick - Pramuk’s Essence of Fence Smashing (in midair???)
Fighter Commander Moveset: E_KBX
Essence of Extreme Style Heat Action: Beast
Gary Buster Holmes
Has a unique heat action taken from his fight in the original Yakuza if he successfully tackle-grabs Kiryu after getting his health down to a certain point, and is able to use the boss version of Kiryu's Essence of Wreckage if Kiryu is downed.
h6170_gary_throw_german - Gary Buster Holmes Suplex
h1624_mount_e - Enemy’s Essence of Wreckage
Fighter Commander Moveset: E_AIZ
Essence of Extreme Style Heat Action: Brawler
Goro Majima
Majima is able to use the following heat actions as a boss:
| Internal HAct Name | Description | Note |
|---|---|---|
| h1512_oi_kickover_utu_c_m | Essence of Finishing Kick | When Kiryu is face-down on the ground |
| h23230_kubiuchi | Essence of the Thug: Finisher | When Kiryu is face-up on the ground |
| h23220_shimeotoshi | Essence of the Thug: Choke-Out | Triggers immediately after Majima is behind Kiryu in Thug Style. Also happens when fought as Zombie Majima. |
| h6141_majima_sting_dosu* | Yakuza 1 Majima Throw & Stab | Triggers a few frames after Majima successfully hits Kiryu with his charged lunging stab in Mad Dog Style; Reused from the original Yakuza |
| h6142_majima_throw_trample* | Yakuza 1 Majima Throw & Stomp | Triggers a few frames after Majima uses his victory roll command throw in Thug Style; Reused from the original Yakuza |
- Note: Only in story fights. Does not trigger in Majima Everywhere.
Fighter Commander Movesets:
p_majima_a (Thug)
p_majima_d2 (Breaker)
p_majima_b (Slugger)
p_majima_l (Mad Dog)
E_HANNYA and E_HANNYA_l (Thug and Mad Dog respectively; while disguised as Hannya-Man)
The Essence of Extreme Style Heat Action required to stop his healing phase correlates with his active style:
EoE Brawler when using Thug (Blue)
EoE Rush when using Breaker (Pink)
EoE Beast when using Slugger (Yellow)
EoE Dragon when using Mad Dog (Red)
However, in the main story, his healing phases call for different Essence of Extreme Style HACts. In his Chapter 5 fight, he uses Essence of Extreme Beast, while using Mad Dog for Phase 1 and Slugger for Phase 2.
In his Chapter 11 fight, he uses Essence of Extreme Rush instead of Dragon, likely since the developers assumed the player has not unlocked Essence of Extreme Dragon yet.
Takashi
Note: He fights with a regular pummeling bat in Chapter 6, but with a spiked bat in Ultimate Battle 1.
Fighter Commander Moveset: E_ARM_D_bat_d
Essence of Extreme Style Heat Action: Brawler
B-KING
A watered down version of Tatsuo Shinada's unarmed moveset from Yakuza 5.
Fighter Commander Moveset: E_SIN
Essence of Extreme Style Heat Action: Brawler
Asai
Atobe Family Captain; he uses the player's knife moveset (P_WPB), but his animations are named "E_ATB".
Fighter Commander Moveset: E_ATB
Essence of Extreme Style Heat Action: Brawler
Shotaro
Fighter Commander Moveset: E_KAN_WPB
Essence of Extreme Style Heat Action: Beast
Dealer Tetsu
Fighter Commander Moveset: E_SUDE_b
Iwazaki
One of the other Gambling House Bodyguards.
Fighter Command Moveset: E_KAZ_b
Koji Shindo
Fighter Command Moveset: E_IZO
Note: He also has E_KMK_provoke, which is copied from Kiryu's Dragon Style beckon taunt (P_KRL_provoke).
Essence of Extreme Style Heat Action: Rush
Aota
One of the members of the Blue Z gang, armed with a taser.
Fighter Command Moveset: E_AOT
Essence of Extreme Style Heat Action: Brawler
Yuji Shiraki
Fighter Command Moveset: E_RIK
Essence of Extreme Style Heat Action: Beast
Akai Brothers
Younger Akai:
Fighter Command Moveset: E_FAT2
Essence of Extreme Style Heat Action: Beast
Elder Akai:
Fighter Command Moveset: E_ARS
Essence of Extreme Style Heat Action: Rush
Lau Ka Long
Fighter Command Movesets:
E_LAU_I (Naginata/Phase 1)
E_LAU_X (Dual Swords/Phase 2)
E_LAU (Unarmed/Phase 3)
Naginata/Phase 1
| Move Info | Move Summary | Hitbox Frames | Damage | Heat | Description | Move Details |
|---|---|---|---|---|---|---|
| A Combo 1 | One Legged Thrust | Example | Example | Example | Example | CFC Name: CMB_a_01
Move Name: E_LAU_I_CMB_a_01 |
| A Combo 2 | Wide Reverse Spinning Slash | Example | Example | Example | Example | CFC Name: CMB_a_02
Move Name: E_LAU_I_CMB_a_02 |
| A Combo 3 | Jumping Naginata Ground Smash | Example | Example | Example | Example | CFC Name: CMB_a_03
Move Name: E_LAU_I_CMB_a_03 |
| B Combo 1 | Naginata Pole End Whack | Example | Example | Example | Example | CFC Name: CMB_b_01
Move Name: E_LAU_I_CMB_b_01 |
| B Combo 2 | Hopping Naginata Pole End Whack | Example | Example | Example | Example | CFC Name: CMB_b_02
Move Name: E_LAU_I_CMB_b_02 |
| B Combo 3 | Rear Side Kick | Example | Example | Example | Example | CFC Name: CMB_b_03
Move Name: E_LAU_I_CMB_b_03 |
| Move Info | Move Summary | Hitbox Frames | Damage | Heat | Description | Move Details |
|---|---|---|---|---|---|---|
| Slash Combo | Naginata Spin Slashes > Jumping Rear Crescent Kick > Spinning Side Slash | Example | Example | Example | Despite being a "combo", it is an individual move. | CFC Name: CMB_c_01
Move Name: E_LAU_I_CMB_c_01 |
| Naginata Swing | Launching Full Body Naginata Swing | Example | Example | Example | Same as above. | CFC Name: CMB_d_01
Move Name: E_LAU_I_CMB_d_01 |
| Ground Smash | Jumping Naginata Ground Smash | Example | Example | Example | Also doubles as a downed attack. Lau's AI will use this attack at least twice if you're downed. | CFC Name: ATK_jump
Move Name: E_LAU_I_ATK_jump |
| Cartwheeling Thrust | Jumping Cartwheel into Crouching Thrust | Example | Example | Example | Example | CFC Name: ATK_run_heavy
Move Name: E_LAU_I_ATK_run_heavy |
| Guard Reversal? | Naginata Twirling | Example | Example | Example | Not in E_LAU_I itself, but it is his default guard animation in his command set E_LAU_I, within ActionSet.cas. Technically a guard reversal. | CFC Name: None, Default Guarding Animation
Move Name: E_LAU_I_guard_st, E_LAU_I_guard_lp, E_LAU_I_guard_en |
| Alternate Guard Reversal | Naginata Push to Horizontal Slash Guard Reversal | Example | Example | Example | Seemingly unused since Lau's guard reversal is just the above animation(s) in-game. "GuardReaction" in the moveset does not follow up to anything. | CFC Name: None
Move Name: E_LAU_I_guard_reverse |
| Taunt | Overhead Naginata Twirling | Example | Example | Example | Basic taunt. | CFC Name: react_provoke
Move Name: E_LAU_I_react_provoke |
In Phase 1, Lau can perform a naginata throw heat action (h6161_liu_throw_turiag) almost immediately after Kiryu is in a stun state from his 3rd naginata Rush Combo B attack (E_LAU_I_CMB_b_03 - Rear Side Kick).
Dual Swords/Phase 2
His dual swords moveset is a hybrid reuse of Shun Akiyama's Kali Sticks moveset from Yakuza 4 and the generic player kali sticks moveset.
He transitions into this phase using a cutscene HAct in which a Snake Flower Triad member tosses two Chinese broadswords to Lau from above.
Unarmed/Phase 3
Lau gets significantly more difficult in his Unarmed phase to fight as his AI will become more aggressively faster, with no room for the player to breathe and fight back, littered with attacks with stun properties.
In Phase 3, Lau has a "unique" heat action (h6163_liu_throw_kick), if Kiryu is stunned during this phase. This heat action reuses the animation of Naoki Katsuya's special sync attack from Yakuza 5, E_KAT_SYNC_CMB_sp/E_KAT_SYNC1_CMB_sp [Lead Uppercut → Rear Uppercut → Handplant Spinning Rear Heel Kick → Rear Jump Full Crescent Kick], but in HAct format with Lau performing it (and even ends the attack in Katsuya's original stance rather than his own).
Essence of Extreme Style Heat Action: Brawler
Kazuto Arase
Fighter Command Moveset: E_WPK
Essence of Extreme Style Heat Action: Beast
Ishikawa
Former Dojima Family Member armed with a pistol, fought at the pier with Majima.
Uses the same AI as Hunter Oya in the coliseum.
Fighter Command Moveset: E_KAN
Murase
A member of the Omi Alliance, before Kyohei Jingu's fight in Chapter 13.
Uses the Y0 Punk Miniboss moveset and AI (Read: Punk Ass Abe).
Fighter Commander Moveset: E_KNK_b
Kyohei Jingu
Only fought at the helipad of the Millenium Tower with two MIA Colonels.
However, it is possible to damage him with guns at the beginning area of the fight, but his health will be stuck at 1 before the cutscene of him fleeing in a helicopter triggers and disappears until the player reaches the helipad.
Fighter Command Moveset: E_ARM_Y_type_b
Essence of Extreme Style Heat Action: Brawler
MIA Colonels
Both colonels accompanying Jingu have two phases.
Phase 1: Pistols (using the generic MIA moveset; Andre Richardson unarmed but with a pistol)
Phase 2: Combat Knives (using a watered down Munakata Bodyguard moveset from Yakuza 4).
The transition to Phase 2 is a cutscene HAct. (h6216_mia_revive)
The MIA Colonels, should Jingu still be alive in the former's Phase 2, have a unique QTE (h6215_mia_kick_comb).
Fighter Command Movesets:
E_RIC_b (Assumedly for Phase 1; Pistols)
E_MIA_b (Phase 2; Combat Knives)
Akira Nishikiyama
Nishikiyama uses his moveset from Yakuza 0 once more, but with the addition of a reused rush combo and one basic attack from Osamu Kashiwagi in Yakuza 0 (whose moveset, by extension, is a copy of Joji Kazama from Yakuza 3 with a unique stance and other moves).
Nishikiyama also has several unused moves taken from other characters, but the M-NSK robot boss in the Minamida Grand Prix of Like a Dragon Gaiden is fully able to use these.
Fighter Command Moveset: E_NSK
Essence of Extreme Style Heat Action: Dragon
Optional
Jo Amon
Fights just like he did in Yakuza 0, but his guard reversal now throws grenades instead of blades. Speed and damage increases proportionally as his health decreases.
Fighter Command Movesets: E_AMON_M (Komaki Dragon Clone/Phase 1), E_AMON_B (Majima Mad Dog Clone/Phase 2)
Allies
Kazuki
Kazuki, as an ally in Chapter 2 against Takahashi and the Shimano Family, uses Akira Nishikiyama's expanded ally moveset and AI from Yakuza 0 Chapter 14 to the Finale, which is simply the Generic Boxing enemy moveset with added command grabs and throws from Daigo Dojima.
However, he lacks the ability to do the unique tag team heat action Kiryu and Nishiki have in Yakuza 0.
Command Set: E_BOX
Fighter Commander Moveset: E_NSK_NPC
| Move Info | Move Summary | Hitbox Frames | Damage | Heat | Description | Move Details |
|---|---|---|---|---|---|---|
| A Combo 1 | Jab | Jab: (5 - 6) | 5 | 0 | same as E_RIC_CMB_a_01 | CFC Name: ATK_CMB_a_01
Move Name: E_BOX_CMB_a_01 |
| A Combo 2 | Cross | Cross: (5 - 7) | 10 | 0 | same as E_RIC_CMB_a_02 | CFC Name: ATK_CMB_a_02
Move Name: E_BOX_CMB_a_02 |
| A Combo 3 | Lead Uppercut | Uppercut: (9 - 10) | 15 | 0 | same as E_RIC_CMB_a_03 | CFC Name: ATK_CMB_a_03
Move Name: E_BOX_CMB_a_03 |
| Move Info | Move Summary | Hitbox Frames | Damage | Heat | Description | Move Details |
|---|---|---|---|---|---|---|
| Jab | Jab | Jab: (6 - 7) | 10 | 0 | Reuse of e_KZK_combo_01 from Yakuza 3 | CFC Name: ATK_jab
Move Name: E_BOX_ATK_jab |
| Rear Uppercut | Ducking Rear Uppercut | Uppercut: (15 - 17) | 20 | 0 | Reuse of e_KZK_atk_upper from Yakuza 3 | CFC Name: ATK_upper
Move Name: E_BOX_ATK_upper |
| Move Info | Move Summary | Hitbox Frames | Damage | Heat | Description | Move Details |
|---|---|---|---|---|---|---|
| Grab Attempt | Double-Handed Grab Attempt | Example | Example | Example | Reuse of E_DGO_seize_miss, follows up to E_NSK_NPC_sync_f and E_NSK_NPC_sync_b | CFC Name: Seize
Move Name: E_DGO_seize_miss |
| Front Command Throw | Tripping Shoulder Throw | Example | Example | Example | Example | CFC Name: Throw (in E_NSK_NPC_sync_f)
Move Name: E_DGO_SYNC_lapel_nage and E_DGO_SYNC1_lapel_nage |
| Back Command Throw | Dragon Suplex | Example | Example | Example | Example | CFC Name: Throw (in E_NSK_NPC_sync_b)
Move Name: E_DGO_SYNC_catch_nage and E_DGO_SYNC1_catch_nage |