I apologise for taking so long to make this as I had to commit to group work in tertiary education which is code for 'I had to deal with a bunch of twats' so I hope you understand. Then Modern Warfare '22 came out.
Hey question would you want yakuza 8 to be fully turned based or maybe cus i was thinking this would be cool if each chapter was broke into two different parts and while ichis chapters were turn based joryu’s were not idk
I think all that needs to be said is that there are multiple official Kiryu figures where he either is portrayed wielding a bike or the bike is an included accessory
This is literally fax. I love using the bike heat action in Yakuza 0 with Brawler while drunk and at max health. Mr Shakedown just loses like 3 health bars on the spot LMAO
one thing i recently found in 5 is saejima's ability to grab poles (the first ability you get from his training master) in the streets of tsukimino and unironically end a fight in one press of the attack button
It's hilarious how many truly busted things there are across many of the different Yakuza games, but what always gets me is how they turned everything up to 11 in Lost Judgment. It's kind of insane how BROKEN Yagami and Kaito are in those games. The devs must have just thought of a way to make things as insanely broken as humanly possible to set themselves a balance 'ceiling', and when play testing just said "nah, this is fine, leave it in". I'm so glad they did - juggling in that game is so satisfying.
It's great though, the combat is incredible. Being able to juggle enemies like it's Devil May Cry (although the damage scaling for juggle combos make them not very useful). It's probably the best combat in the series, and it's super fun and makes me wish the game had an arena
In 0 or K1 go into beast style, pick up a medium sized piece of furniture, and press square then triangle. On a fully upgraded Kiryu, this attack will have more kinetic energy than the meteor that wiped out the dinosaurs.
The only ability I actively miss in all future Yakuza games was the weaving mechanics from Rush Style in 0 and K1. Nowadays dodges either don't do jack as enemies are *magnetically* drawn to you doing mid air 360 degree turns to hit you or the other case is you need to quickstep and dodge roll until you're in a separate neighbourhood from the guy you're fighting. Weaving allowed you to stay right up in the enemy's face, *if* you could time your presses right and made K1's combat actually very fun for me.
Agreed, that weave in the rush combo just felt so good. I played all subsequent 6 games after and was shocked that you never got it again. I thought for sure that Akiyama would get it.
Awesome video! Gotta give a shoutout to Saejima's Herculean Spirit as well. Dude quite literally becomes unstoppable. Combine that with his insane health bar AND the food buffs in Yakuza 5 that DOUBLE your health... yeah, it's sick.
One thing that I personally find overpowered is the entirety of Saejima in Y5: - my man is built like a tank aka has a ton of health and once you get the ability to overheal with restaurant foods, you are basically immortal - one of his abilities allows him to rip out phone poles from the ground which have ludicrous range and power and make any encounter in Tsukimino instantly over - arguably his best ability makes him immune to flinching if he has heat, meaning that as long as you hit a guy once, you can literally just punch everyone around you infinitely - oh yeah did I mention he gets his own Tiger Drop that's even better because instead of flinging any opponents that do survive through half of Japan, it stuns them for a good while tl;dr Saejima is OP
One of the more unintentionally busted things about Like a Dragon is having the "Endless Love" Musician ability (aka Regen) be carried across classes. Having all the guys be able to heal a LITTLE bit is a godsend.
@Arcana zero Studios Of course not! How could the gun heat action where you pull it out, shoot a dude in the chest a couple of times, and pistol whip him possibly be lethal!?
the ability from yakuza 0 that buffed your damage with brawler to ludicrous levels I felt like a asshole running over to the final area drinking golden champagne and taking on like fourty dudes
another pretty op move is breakdancer majima's 3 light 1 heavy rush combo. You basically turn into a human blender and melt most of the enemies with ease. Not only you can damage them while being low enough to dodge almost all of their attacks but if they ever fall you can just stunlock them and keep the wheel spinning. And even if you couldnt down all of the enemies, hitting another heavy attack after the freeze pose does a "dash and circle" move that deals a lot of damage.
Whoever made running attacks busted and refills so many heat when you're on a heat gauge I would like to say I love that person on making running attacks real useful.
The gun in Ishin showed at 6:49 is nowhere near the most OP. A fully upgraded model 14 (final upgrade of starting pistol) has 4 slots. If you manage to put the armor pierce, speed and blink (which both raise fire rate and stack), and Two (which fires two shots with every pull of the trigger, effectively doubling your damage), you can absolutely melt the the hardest enemies and bosses in the later dungeons.
Yeah I really wanted that double shot one but didn't know where to get it. I still did melt the dungeon bosses though but probably would've had an easier time with that loadout lol
Honestly, shout out to Kiryu's bounding throw ability, as soon as i get that skill on him there's never been a second I've ended a combo without using that. That's why i loved him in Y5 cause they just straight up got rid of the heat requirement so it's even more spammable, but also the dragon engine games only gave us two different throws :(
For me I don’t care about the meta. I just like throwing myself into a fight, trying to use as many different heat actions as possible, and watching the bodies go a flying
This is currently one of your older vids but I'm so glad you're still making quality content Also thanks for putting in the work during the last vid on useless skills to average out Y7's damage output, most of the descriptions don't properly explain dmg output or denote how damn low the accuracy can be But that doesn't stop Release German Suplex from being Ichi's Tiger Drop from either Instant KO-ing non-bosses, being difficult to dodge (its only happened once for me and its because the environment got in the way of him grabbing the enemy) with decent damage which is huge on higher difficulties where enemies evade everything without buffs. But it's also 10x the amount of Head Trauma so Joon-gi Han stays winning ♡
3:15 yoo I had to replay that ,it looks so slick and clean watching yagami switch between all his stances like with the muted audio and music overplaying the muted audio it was in sink and it looked clean I had to replay it
Kiryu's Bounding Throw and Shinada's My Explosive Finish. They just straight up have infinites in Yakuza 5. There's also one you can do with Saejima but it involves a lot of healing items.
Surprised no one mentioned max crush from kiwami, literally triples the amount of damage done if the next attack was a heat move, and it costs 1 skill point. One of the most useful speedrun tools too
It's not from the Yakuza series, but I know for a fact that one of my favorite things to do in Devil May Cry 4, was to use the Devil Buster any time I got the chance. It honestly reminds me of Heat Actions, now that I think about it, but the sheer amount of power and "cool" factor they were able to pack into all of the Devil Busters is just next level hype and dopamine; especially on bosses. (ALSOROYALGUARDGOBRRRR!!!)
I think the biggest example that wasn't mentioned here is an ability for Beast in Kiwami called "Max Crush." It allows you to charge your throw, which doesn't seem like anything special but this ability is glitched and for some reason after a Max Crush your next heat move does a LUDICROUS amount of extra damage. Seriously, if you've never seen this before, go watch a Speedrun of Kiwami, it's hilarious.
I was only able to beat the Komakis in 5 as Akiyama and Shinada with the Dragon Driver. Apparently the bat and golf club have invincibility frames, so you can shrug off their attacks like nothing as you swing your weapon around.
One I spammed in 7 as soon as you get the grinding dungeon in chapter 12, is fulminating forecast. Most characters get decent to good magic stat with good weapons and getting that on the male characters makes random battles super easy. I feel like bosses are weak to electric usually too so it just works at all times.
Any abilities that can make you invincible as long as you have Heat/EX left >>>> (Shoutout to EX Burst Immortal from Lost Judgment who helped me tremendously during my Legend playthrough)
Yakuza 5 Bounding Throws are so dumb. They don’t reduce heat, so you can melt a boss by doing it over and over again without him having a chance of attack.
Bro I remember in either 4 or 5 (I’m pretty sure 5) I was struggling with the final boss because I forgot to bring healing items (I was new to the series at the time) so in order to actually win I literally had to slam counters to deal any damage with have half my health are gone in a second
I feel like people miss out on kiryu's dragon rage ability in 5, and yagami's ex boost in judgement, legit just makes them act all silly because of invincibility and how easy in both games to generate heat, just don't see many people talk about it
When I first watched this, I didn't realise how broken the parry + tiger drop combo is in Ishin. That invincibility lasts FOREVER so the tiger drop missing isn't a big deal at all. It's how I beat Komaki in the final training session.
The funny thing is when I first played the Yakuza series I did not even a single time unlock Tiger Drop in _any_ of the games. I played everything from 0 to 6 (everything that was available on PC at the time that is) without unlocking Tiger Drop a single time.
In Yakuza 0, using Majima the only move (well almost) I used was in Slugger style: Two light attack then heavy. It make Majima perform a swing. You need a bit of timing, but god that move is SO powerful.
A really powerful EX action are the two heavy attack combo ones for Tiger and Crane in EX Boost. Both do big damage, Crane's to 3 enemies and Tiger's does almost as much as Tiger Dances with Crane.
the tortoise and dragon spirits upgrades in 4 were really useful for staying alive and building up heat; block and get heat from tortoise, then stay alive while in heat thanks to dragon
Tiger drop was extremely satisfying to use in Kiwami 1 for me, especially since I didn't have the timing down at the time, so I felt satisfaction when I landed them, now I'm on 3, and I just feel guilty when I'm using it, *especially* against the Nishikiyama underwear patriarch.
Ah yes there's the Tiger Drop is OP. However may I direct your attention to the Tiger Dragon Drop from Yakuza 5? It's a Tiger Drop and a Komaki Parry all in one! It stuns and does a shitload of damage and all Saejima has to do is headbutt at the right time!
Most broken move by far in any of the Games is Kiryu’s ability to throw enemies after a finisher in 5. If timed right you can knock any boss on the floor, wait till they get up and do it again
Breaker Majima's quickstep to grapple is pretty underrated, barely see it in gameplays although that move pretty much carried me through Coliseum and stuff like Amon
I think it was called snake grapple or something and yeah its pretty nice to use. Probably the reason they didnt mention it is because missing makes you fall like you are stunned. This problem can be solved by unlocking the spinning move on your head that you do when you fall down. It mostly covers up your mistake by knocking enemies back or keep a distance with them but sadly Mr. Shakedown would just sumo stomp your balls back to the "my precious moolah" scene.
I put 100+ hours into Yakuza 0 and never noticed that Rush's guard had a dodge and weave mechanic, I just spammed quickstep and prayed that I got behind the guy I was targeting. It wasn't until Tanimura's chapter in Yakuza 4 that I realised wtf Kiryu was doing in his guard animation.
Kiryu having really good defensive Heat moves in Y5 compared to the rest of the cast not having much (I think Shinada had throw breaking Heat, but I could be misremembering all the options) made him easy to gravitate towards over the others for me. For whatever reason, I feel like no other game gave me enemies so damn eager to grab (probably just a me thing), so Kiryu having the early option to quickly get them to fuck off was super nice, even if not necessarily OP.
i think nobody talks about how broken is saejima in yakuza 5, if you have the heat activated you don't get staggered which is already pretty good for doing combos and the only thing you should worry about is to have a couple of heals but the op thing is that you can do the counter attack with taiga even if you time it wrong
The symbol on the Gold sword and pistol in ishin makes enemies drop items more frequently. As much as I like the English guide, it is very much not complete as it's missing quite a lot of armor and about 6 other symbols . Loved ishin tho
Yeah doesn't have everything but if you want to just play through the main story it's definitely helpful. But thank you. Google translate didn't really make the ability description make much sense so I was a bit stuffed haha
I know it isn't very OP, but the spin kick in Yakuza 1 PS2 was my most spammed move, it was my strategy for everything A normal enemy? Spin Kick! A boss? Spin Kick! A boss that evades my Spin Kick? uhhh...Spin Kick!
Oh yeah, Ryuji's Gatling Arm is also kinda broken considering you can shred through every zombie in the game with it. Too bad his stage is a bit on the short side.
...no mention of the COMPLETELY UNBALANCED breaker style combos in Y0? The ones that could literally do like 50%+ of a boss' total health without even having legend style unlocked.
You do not know how BROKEN the Crane Dodge Boost is combined with the EX BOOST with Boxing. Keep spamming Triangle/Y when you have the attack speed boost and EX BOOST and you can literally beat anyone in mere SECONDS.
I remember playing yakuza 5 and my uncle came in (it was my birthday taht is why he visited) i was in the last chapter with akiyama and shinada and my unvle noticed like from the cornor of his eye while i was focused that shinada just took a bike and just final smashed an enemy with it and he just said: "lmao did he just kill him with a bike?" And i just said: " YES " great times great times (also how is the kanrai reservation going Angeman?)
playin ishin for the 1st time now, but i beat all the old yakuzas without tiger drop or anything really, i was just thinking earlier in all yakuzas, all i used was 1 fighting stance and all i really did was get chased to a bike rack then just beat my enemies with bikes lmao
I feel like that counter-attacks in Yakuza/Judgment games do need a slight nerf, such as being unable to perform one on blade users or on enemies using a two-handed weapon like a sledgehammer, like Kaito's parry. However, I also would want there to be an upgrade that removes this restriction, also like Kaito's parry (at least for the blades. Kaito can never parry two-handed weapons).
I apologise for taking so long to make this as I had to commit to group work in tertiary education which is code for 'I had to deal with a bunch of twats' so I hope you understand.
Then Modern Warfare '22 came out.
I love you 😳😳😳😳
Hey question would you want yakuza 8 to be fully turned based or maybe cus i was thinking this would be cool if each chapter was broke into two different parts and while ichis chapters were turn based joryu’s were not idk
I think all that needs to be said is that there are multiple official Kiryu figures where he either is portrayed wielding a bike or the bike is an included accessory
This is literally fax. I love using the bike heat action in Yakuza 0 with Brawler while drunk and at max health. Mr Shakedown just loses like 3 health bars on the spot LMAO
There's even a rubber duck Kiryu that's holding a bike.
@@GoddamnILoveBison Rubber bike, the heat action does nothing
I'm not gonna sugar coat it
🚲
I’M NOT GONNA SUGAR COAT IT
DORIYA 💪⚡️
Kiryu's finishing grab in yakuza 5 not only cost 0 Heat, it even gives you more, and you are invincible while doing it
The dropkick from 6 was literally a tactical nuke
Yeah not wrong. Just running around spamming that was hilarious haha
@@SnowiestAngeman running soccer kick was also quite op in 6
one thing i recently found in 5 is saejima's ability to grab poles (the first ability you get from his training master) in the streets of tsukimino and unironically end a fight in one press of the attack button
i recently also realized (not realise) that saejima's tiger drop is quite op with it also stunning people
I can't believe you'd do this to me
It's hilarious how many truly busted things there are across many of the different Yakuza games, but what always gets me is how they turned everything up to 11 in Lost Judgment. It's kind of insane how BROKEN Yagami and Kaito are in those games. The devs must have just thought of a way to make things as insanely broken as humanly possible to set themselves a balance 'ceiling', and when play testing just said "nah, this is fine, leave it in". I'm so glad they did - juggling in that game is so satisfying.
Lost Judgment is based
"nah let's make tiger style stronger" - the most based dev in rgg
It's great though, the combat is incredible. Being able to juggle enemies like it's Devil May Cry (although the damage scaling for juggle combos make them not very useful). It's probably the best combat in the series, and it's super fun and makes me wish the game had an arena
@@TheDynamiteDuo1 "Oh but nerf Flux Fissure tho"
In 0 or K1 go into beast style, pick up a medium sized piece of furniture, and press square then triangle. On a fully upgraded Kiryu, this attack will have more kinetic energy than the meteor that wiped out the dinosaurs.
When ever I get into a real fight, the fisrt thing I do is to locate the nearest bike.
ideally, find the nearest wall and starting jumping off it, while the street punk out to get you is powerless to hit you during your i-frames.
The only ability I actively miss in all future Yakuza games was the weaving mechanics from Rush Style in 0 and K1. Nowadays dodges either don't do jack as enemies are *magnetically* drawn to you doing mid air 360 degree turns to hit you or the other case is you need to quickstep and dodge roll until you're in a separate neighbourhood from the guy you're fighting. Weaving allowed you to stay right up in the enemy's face, *if* you could time your presses right and made K1's combat actually very fun for me.
Yagami technically has that for his snake style dodge
@@dionotdio Haven't played LJ yet NO SPOILIES
@@BasedPeter oh well then you're in for a treat then
LJ easily has the best combat
Agreed, that weave in the rush combo just felt so good. I played all subsequent 6 games after and was shocked that you never got it again. I thought for sure that Akiyama would get it.
In my house, Tiger drop is called “please stop punching me Dad”.
RIP
Awesome video! Gotta give a shoutout to Saejima's Herculean Spirit as well. Dude quite literally becomes unstoppable. Combine that with his insane health bar AND the food buffs in Yakuza 5 that DOUBLE your health... yeah, it's sick.
Me: Call an ambulance! Call an ambulance!
Also me with Crane speed, counter and air combos: BUT NOT FOR ME!!!
One thing that I personally find overpowered is the entirety of Saejima in Y5:
- my man is built like a tank aka has a ton of health and once you get the ability to overheal with restaurant foods, you are basically immortal
- one of his abilities allows him to rip out phone poles from the ground which have ludicrous range and power and make any encounter in Tsukimino instantly over
- arguably his best ability makes him immune to flinching if he has heat, meaning that as long as you hit a guy once, you can literally just punch everyone around you infinitely
- oh yeah did I mention he gets his own Tiger Drop that's even better because instead of flinging any opponents that do survive through half of Japan, it stuns them for a good while
tl;dr Saejima is OP
One must try really hard to use other moves than Head Trauma in YLAD.
Head Trauma go DORIYA
Very correct
Impossible Challenge
I swear it has an instakill built in. Half the time they are dead by the first grab.
Flux fissure in judgement is the true definition of one button to delete them all
don't forget the greatest yakuza ability you will actually spam the entire game is yakuza 3's double finisher, XXXYY combo the game
Greatest combo or only combo? That is the question
One of the more unintentionally busted things about Like a Dragon is having the "Endless Love" Musician ability (aka Regen) be carried across classes. Having all the guys be able to heal a LITTLE bit is a godsend.
Can we still talk about Evasion Strike from 6 which can infinitely staggers enemies and some bosses
That is how I do every single boss fight in 6 to be honest
Majima's bat nunchuck attack from 0 was insanely powerful.
Especially if you get the enemy In a corner, just sucks when they instantly get their guard back Everytime
Yakuza 7 the *Peerless Resolve* skill from Ichiban is literally an infinite Sacrifice Stone and an amazing way to always survive any boss
You forgot the yakuza 3 komaki parry that parries everything and easy to do
Most OP move in Y6: Kiryu with a bicycle.
That's more like "Most OP move in the entire franchise"
Kiryu would have been a very unique serial killer in real life. Beating them senseless with a bike while moving like a legendary Pokemon
HOW DARE YOU!? Kiryu would never kill anybody!
@Arcana zero Studios Of course not! How could the gun heat action where you pull it out, shoot a dude in the chest a couple of times, and pistol whip him possibly be lethal!?
@Hardhead456 Yeah, see! This guy gets it! It can't possibly be lethal!
the ability from yakuza 0 that buffed your damage with brawler to ludicrous levels I felt like a asshole running over to the final area drinking golden champagne and taking on like fourty dudes
another pretty op move is breakdancer majima's 3 light 1 heavy rush combo. You basically turn into a human blender and melt most of the enemies with ease. Not only you can damage them while being low enough to dodge almost all of their attacks but if they ever fall you can just stunlock them and keep the wheel spinning. And even if you couldnt down all of the enemies, hitting another heavy attack after the freeze pose does a "dash and circle" move that deals a lot of damage.
I’m not gonna sugarcoat it. R1+🔺
"Great Yakuza abilities you use 24/7"
*counters*
Whoever made running attacks busted and refills so many heat when you're on a heat gauge I would like to say I love that person on making running attacks real useful.
The gun in Ishin showed at 6:49 is nowhere near the most OP. A fully upgraded model 14 (final upgrade of starting pistol) has 4 slots. If you manage to put the armor pierce, speed and blink (which both raise fire rate and stack), and Two (which fires two shots with every pull of the trigger, effectively doubling your damage), you can absolutely melt the the hardest enemies and bosses in the later dungeons.
Yeah I really wanted that double shot one but didn't know where to get it. I still did melt the dungeon bosses though but probably would've had an easier time with that loadout lol
That intro made me say out loud "tenta missles"
boy do i love bikes
Herculean Spirit in 5 is probably the dumbest yet strongest ability in any Yakuza game
The Charged attacks for Rush Style. Expecially in 0.
Honestly, shout out to Kiryu's bounding throw ability, as soon as i get that skill on him there's never been a second I've ended a combo without using that. That's why i loved him in Y5 cause they just straight up got rid of the heat requirement so it's even more spammable, but also the dragon engine games only gave us two different throws :(
Not directly related to this particular video but just wanted to let you know you're prob my favorite creator on youtube keep it up mate
For me I don’t care about the meta. I just like throwing myself into a fight, trying to use as many different heat actions as possible, and watching the bodies go a flying
This is currently one of your older vids but I'm so glad you're still making quality content
Also thanks for putting in the work during the last vid on useless skills to average out Y7's damage output, most of the descriptions don't properly explain dmg output or denote how damn low the accuracy can be
But that doesn't stop Release German Suplex from being Ichi's Tiger Drop from either Instant KO-ing non-bosses, being difficult to dodge (its only happened once for me and its because the environment got in the way of him grabbing the enemy) with decent damage which is huge on higher difficulties where enemies evade everything without buffs.
But it's also 10x the amount of Head Trauma so Joon-gi Han stays winning ♡
3:15 yoo I had to replay that ,it looks so slick and clean watching yagami switch between all his stances like with the muted audio and music overplaying the muted audio it was in sink and it looked clean I had to replay it
Kiryu's Bounding Throw and Shinada's My Explosive Finish. They just straight up have infinites in Yakuza 5. There's also one you can do with Saejima but it involves a lot of healing items.
he is not sugarcoating it
Special shoutout to Breaker's XXXY combo from Yakuza 0.
I'm convinced Kamurocho bike shops offer "Kiryu Insurance" on new purchases.
Don't bring a knife to a motorcycle fight.
Surprised no one mentioned max crush from kiwami, literally triples the amount of damage done if the next attack was a heat move, and it costs 1 skill point. One of the most useful speedrun tools too
2:49
The dragon one is literally shit. It consumes all your heat for a few seconds of not reducing it. Why
I cannot believe you left out the Rush Parry from Kiwami
It's not from the Yakuza series, but I know for a fact that one of my favorite things to do in Devil May Cry 4, was to use the Devil Buster any time I got the chance. It honestly reminds me of Heat Actions, now that I think about it, but the sheer amount of power and "cool" factor they were able to pack into all of the Devil Busters is just next level hype and dopamine; especially on bosses.
(ALSOROYALGUARDGOBRRRR!!!)
I think the biggest example that wasn't mentioned here is an ability for Beast in Kiwami called "Max Crush." It allows you to charge your throw, which doesn't seem like anything special but this ability is glitched and for some reason after a Max Crush your next heat move does a LUDICROUS amount of extra damage. Seriously, if you've never seen this before, go watch a Speedrun of Kiwami, it's hilarious.
I was only able to beat the Komakis in 5 as Akiyama and Shinada with the Dragon Driver. Apparently the bat and golf club have invincibility frames, so you can shrug off their attacks like nothing as you swing your weapon around.
One I spammed in 7 as soon as you get the grinding dungeon in chapter 12, is fulminating forecast. Most characters get decent to good magic stat with good weapons and getting that on the male characters makes random battles super easy. I feel like bosses are weak to electric usually too so it just works at all times.
Any abilities that can make you invincible as long as you have Heat/EX left >>>>
(Shoutout to EX Burst Immortal from Lost Judgment who helped me tremendously during my Legend playthrough)
Yakuza 5 Bounding Throws are so dumb. They don’t reduce heat, so you can melt a boss by doing it over and over again without him having a chance of attack.
Bro I remember in either 4 or 5 (I’m pretty sure 5) I was struggling with the final boss because I forgot to bring healing items (I was new to the series at the time) so in order to actually win I literally had to slam counters to deal any damage with have half my health are gone in a second
I feel like people miss out on kiryu's dragon rage ability in 5, and yagami's ex boost in judgement, legit just makes them act all silly because of invincibility and how easy in both games to generate heat, just don't see many people talk about it
Shinada’s ground heat move near a wall is pretty busted, since you can just infinite any boss if you have a full set of heat
When I first watched this, I didn't realise how broken the parry + tiger drop combo is in Ishin. That invincibility lasts FOREVER so the tiger drop missing isn't a big deal at all. It's how I beat Komaki in the final training session.
The funny thing is when I first played the Yakuza series I did not even a single time unlock Tiger Drop in _any_ of the games. I played everything from 0 to 6 (everything that was available on PC at the time that is) without unlocking Tiger Drop a single time.
In Yakuza 0, using Majima the only move (well almost) I used was in Slugger style: Two light attack then heavy. It make Majima perform a swing. You need a bit of timing, but god that move is SO powerful.
A really powerful EX action are the two heavy attack combo ones for Tiger and Crane in EX Boost. Both do big damage, Crane's to 3 enemies and Tiger's does almost as much as Tiger Dances with Crane.
the tortoise and dragon spirits upgrades in 4 were really useful for staying alive and building up heat; block and get heat from tortoise, then stay alive while in heat thanks to dragon
Tiger drop was extremely satisfying to use in Kiwami 1 for me, especially since I didn't have the timing down at the time, so I felt satisfaction when I landed them, now I'm on 3, and I just feel guilty when I'm using it, *especially* against the Nishikiyama underwear patriarch.
They made Yagami an absolute terror in Lost Judgment. Probably the fighter with the most options in the whole series.
Ah yes there's the Tiger Drop is OP. However may I direct your attention to the Tiger Dragon Drop from Yakuza 5? It's a Tiger Drop and a Komaki Parry all in one! It stuns and does a shitload of damage and all Saejima has to do is headbutt at the right time!
Most broken move by far in any of the Games is Kiryu’s ability to throw enemies after a finisher in 5. If timed right you can knock any boss on the floor, wait till they get up and do it again
Head trauma
Grabs in Kurohyou 1, finished the game without learning how to fight correctly or parrying, or avoiding, grabs are just that good
Eri as a gambler in LAD high key broke the game for me, especially since I had Matriarch skills for her😭
Breaker Majima's quickstep to grapple is pretty underrated, barely see it in gameplays although that move pretty much carried me through Coliseum and stuff like Amon
I think it was called snake grapple or something and yeah its pretty nice to use. Probably the reason they didnt mention it is because missing makes you fall like you are stunned. This problem can be solved by unlocking the spinning move on your head that you do when you fall down. It mostly covers up your mistake by knocking enemies back or keep a distance with them but sadly Mr. Shakedown would just sumo stomp your balls back to the "my precious moolah" scene.
Shoutout Majima’s knife counter
Komaki parry in 3 saved me
Hear me out, the peppermill skill
The matter of realise vs realize is dependent on your country - certain areas prefer one over the other and vice versa.
The DMR-14💀
Just realiced I don’t know how good people are at this game
kiryu could hit a man a bit too hard with his tiger drop and blow a 1 meter wide hole inside someone
if no one got me i know flux fissure got me 🙏🙏
I want to be exited for LAD: Gaiden, but i have this felling that it might just not follow up the amazing combat from LJ
I guess we'll have to wait and see
I put 100+ hours into Yakuza 0 and never noticed that Rush's guard had a dodge and weave mechanic, I just spammed quickstep and prayed that I got behind the guy I was targeting. It wasn't until Tanimura's chapter in Yakuza 4 that I realised wtf Kiryu was doing in his guard animation.
💀
i feel a solid sense of superiority knowing that I've never used tiger drop once (i cant figure out how to) and I've beaten every game on hard
Kiryu having really good defensive Heat moves in Y5 compared to the rest of the cast not having much (I think Shinada had throw breaking Heat, but I could be misremembering all the options) made him easy to gravitate towards over the others for me. For whatever reason, I feel like no other game gave me enemies so damn eager to grab (probably just a me thing), so Kiryu having the early option to quickly get them to fuck off was super nice, even if not necessarily OP.
i think nobody talks about how broken is saejima in yakuza 5, if you have the heat activated you don't get staggered which is already pretty good for doing combos and the only thing you should worry about is to have a couple of heals but the op thing is that you can do the counter attack with taiga even if you time it wrong
The symbol on the Gold sword and pistol in ishin makes enemies drop items more frequently. As much as I like the English guide, it is very much not complete as it's missing quite a lot of armor and about 6 other symbols . Loved ishin tho
Yeah doesn't have everything but if you want to just play through the main story it's definitely helpful. But thank you. Google translate didn't really make the ability description make much sense so I was a bit stuffed haha
I know it isn't very OP, but the spin kick in Yakuza 1 PS2 was my most spammed move, it was my strategy for everything
A normal enemy? Spin Kick!
A boss? Spin Kick!
A boss that evades my Spin Kick? uhhh...Spin Kick!
Man i really hope they give kiryu the lost judgment treatment in gaiden
Oh yeah, Ryuji's Gatling Arm is also kinda broken considering you can shred through every zombie in the game with it. Too bad his stage is a bit on the short side.
Mostly Ishin's Kiwami card abilities because DMC Fans would sure go hunter mode on combos with juggling capabilities.
...no mention of the COMPLETELY UNBALANCED breaker style combos in Y0?
The ones that could literally do like 50%+ of a boss' total health without even having legend style unlocked.
You do not know how BROKEN the Crane Dodge Boost is combined with the EX BOOST with Boxing. Keep spamming Triangle/Y when you have the attack speed boost and EX BOOST and you can literally beat anyone in mere SECONDS.
Mushroom kingdom here we come
I remember playing yakuza 5 and my uncle came in (it was my birthday taht is why he visited) i was in the last chapter with akiyama and shinada and my unvle noticed like from the cornor of his eye while i was focused that shinada just took a bike and just final smashed an enemy with it and he just said: "lmao did he just kill him with a bike?" And i just said: " YES " great times great times (also how is the kanrai reservation going Angeman?)
playin ishin for the 1st time now, but i beat all the old yakuzas without tiger drop or anything really, i was just thinking earlier in all yakuzas, all i used was 1 fighting stance and all i really did was get chased to a bike rack then just beat my enemies with bikes lmao
I’m not joking when I say this. But my Yakuza 5 play through comprised of Kiryu only Komaki countering.
I feel like that counter-attacks in Yakuza/Judgment games do need a slight nerf, such as being unable to perform one on blade users or on enemies using a two-handed weapon like a sledgehammer, like Kaito's parry. However, I also would want there to be an upgrade that removes this restriction, also like Kaito's parry (at least for the blades. Kaito can never parry two-handed weapons).
does the snake style buff actually reduce damage? i thought it just prevented you from being staggered.
I don't know if it reduces damage at all but the main thing is just that nothing makes you flinch while the buff is active
Stop bringing up head trauma, rgg will watch your videos and take it out of 8
Oh no you’re actually right though
Realise is just the british version of realize
I love exploiting op gameplay moves!
I know I play these games in a brainless way because I didn't know about half of these. Like I've never pulled off a counter attack