I wanna give shoutouts to this man. youtube.com/@rellertr He did the Style Switching mod for Kiwami 2 and 6 and it is SICK! I was there throughout the development. Best part about those mods is that he took the time to add it to Majima too! AND made Dio Boss fight even better.
@@descendantofartorias2067 it’s just you gotta use the finisher every time and after 50 times of doing majima everywhere with that mechanic they made those finishers boring because you will have seen them 70 times
Absolutely fantastic work. You never cease to amaze me with your modding skills and creativity. Eagerly waiting for you to drop Yakuza 6 legend remix someday.
More reason to come back and play Kiwami with this game changing mods. Especially when it come to Style Switching legit feel like the same with Yakuza 0, which is mind blowing and easy to pull off some combos. I cannot say how much i appreciate your work on your Legend Remix 0, Kiwami, and Kiwami 2. It is just amazing.
I just finished playing RGG 0 for the third time with your Legend Remix mod and I loved it, so much more fun and perfect for keeping the game kind grounded to its base moveset, can't wait to try this one out too :D
In some alternate universe, your mod of Kiwami is actually the official version of Kiwami, and I wanted that. I really wish this is what Kiwami would be like.
Big fan of replacing the healing phases with big unique attacks, that's way more interesting! Also big thumbs up for making Shimano have a cooler fighting style.
Awesome rework as always! Thank you for adding i frame to counter hook,really appreciate that. BTW,will you make mortal attacks being able to counter?(using counter hook or tiger drop)
I could remove i-frames from mortal attacks to let you Tiger Drop them, though this would make it very easy to interrupt them with a finishing hold. And while I **might** be able to do something hacky for a mortal reversal, it would make bosses heal again, which is the one thing I want to avoid.
Good mod. Main issue being by the later half of the game most bosses can't get knocked down or stunned essentially locking moves (i.e Ultimate essence Dragon) away and making it unnecessarily a drag. The OG version did this so not sure if that can be changed at all. I understand Majima everywhere can't be removed entirely but atleast remove his annoying knockdown resistance
Bosses can still be put in stun state with a flurry of rush light punches followed by style cancel into dragon to do essence of dragon reborn. Tight window but immensely satisfying to set up. Dragon backwards quickstep blow also stuns and can be followed up with essence of dragon reborn.
amazing, now the coliseum bosses are going to fun now!!!! does this also mean the majima everywhere system pretty much has no point of use anymore besides godspeed combos?
Check out the Yakuza Modding Community Discord server. They have a compilation of guides relating to modding, which has been pretty helpful with making Legend Remix.
Can Kiryu perform leg grab in Dragon style with this mod? Asking cuz in Legend Remix 0, Beast and Dragon shares some leg grab Heat Actions, and it's said that most of its change and additions apply to Kiwami, but I remember Kiryu cannot perform leg grab in vanilla YK1 Dragon style.
Yes, Dragon can now do leg grabs. There's a lot of changes I made to keep things in line with Legend Remix 0, like hit reactions and Beast's damage values.
I can add the new moves for Rush and Beast, but not charged finishers in Brawler, since adding charged attack properties in Y0 appears to have no effect on damage or knockback force.
@@TripleAAA7331 That's kinda dissapointing. Charging finishers is like, half the fun of combat in the newer games. But, the new moves would be spectacular, especially considering the looser combat of 0.
I tested this for a bit, and I've found that buying skills actually has a tendency of breaking Majima Everywhere events, including the final one. Seems that buying all of the skills in a single tier ahead of time can prevent you from receiving e-mails, which is required to start certain events. It's something to keep in mind if you want to fully engage in that system.
I'm not so sure of how the y0 switching was implemented, personally. Otherwise, thank you for your work, the ability to bound enemies is still very welcome. Do you think we could get a no y0 switch timing version? Just the other gameplay changes?
I just downloaded the mod yesterday, and I have a question. ¿You can do kiwami actions in the mortal attacks to interrupt them or you don't have kiwami moves anymore?
Do the charged brawler finishers also give extra heat move damage? Things like charged dragon finishers and charged beast attacks give more damage to the next heat move (though I'm not sure if Rush's charged fist/kick also applies it)
since there's changes to the instant style switch abilities, is there any way to restore the vanilla instant style switch abilities while using this mod?
Can you make grab easier to escape? Bc when you fight Shimano and he does the choke grab, you're dead. It can't be escape and it drain your hp till youre DEAD
@@TripleAAA7331 niiiiice.. tho is the said upgrade in the S-SSS part of the DoD tree (Majima Everywhere)? cuz I don't wanna risk buying DoD upgrades via xp considering the bug (where majima everywhere got broken) is still present
It's beyond my ability. Although recently, I saw someone in the modding Discord try to completely remove Majima Everywhere, which I guess is as close as you can get.
Unfortunately, this mod has significant flaws which hurt the gameplay more than it helps. The mortal attack, while good in concept is executed rather poorly as there's no way to reverse it (Limitations in the engine are to blame for this), which makes the Majima boss fights more difficult than it should. Some of the upgrades for Dragon would've been better as one upgrade, like the Raging Bull and Sly Wolf being better as part of Komaki Swordsmanship. The Komaki Parry is still really ineffective against bosses as it needs the stun for it to effectively work.
It's mostly to ease the slow EXP grind of early game, and to accomodate for the added cost of being able to buy Dragon abilities. Even in vanilla, bosses start handing out hundreds of skill points near the end of the game (around chapter 10 or so), which hasn't changed in this mod.
@@rlira8072 You can remove item.bin_c to revert the EXP changes for food and drinks. Though for enemies, I edited the EXP modifier for nearly every individual enemy type, and since I changed dozens of them, it's a lot of work to go undo.
It's a cool game, but largely an expansion pack of 0 with a few cool additions, and some ridiculously dumb additions. Brainbafflingly dumb additions like Majima Everywhere, Boss Healing, shitty Beast. Not so much a remake as much as it is Yakuza 0 Expansion Pack with OG1's story.
Imo its a great combat system, just shit balancing. Healing bosses, the street encounters also somehow feel unbalanced, and they just nerfed beast to unusability in terms of damage.
In my opinion the best modder of the Ryu Ga Gotoku series at the moment
I wanna give shoutouts to this man. youtube.com/@rellertr
He did the Style Switching mod for Kiwami 2 and 6 and it is SICK! I was there throughout the development. Best part about those mods is that he took the time to add it to Majima too! AND made Dio Boss fight even better.
no jhrino is like 10x better
@@cyber_stealth both of them are gods.
All are best
@@MariusBoss11458 I absolutely agree with you. I love this mod, have been using it for a long time in YK2, it's just unbelievable
The mortal attack change is fucking huge, what an incredible idea.
The healing mechanic was so awful. Legit worst thing about kiwami
@@JellyJman as someone who likes to have my Yakuza boss fights be long drawn out brawls I loved it personally.
@@descendantofartorias2067 it’s just you gotta use the finisher every time and after 50 times of doing majima everywhere with that mechanic they made those finishers boring because you will have seen them 70 times
@@JellyJmanfair enough on that.
We came a long way with Yakuza modding
I remember when adding new shit would look janky af, but now we got this smooth stuff! Awesome job!
Yeah, like funny looking camera angles and completely emotionless heat actions.
Fucking Mortal Attacks? Perfect Style Switching, and completely new moves? Gawd damn
Absolutely fantastic work. You never cease to amaze me with your modding skills and creativity.
Eagerly waiting for you to drop Yakuza 6 legend remix someday.
Goated mod, now I eagerly await the Yakuza 6 Legend Remix
Same. Maybe an Ishin version too depending on how that game is. Might need to support them financially with a Patreon or something.
@@Roadrin first thing shown off would be like “magic has been removed from the game”
@@DillionT "to balance this, the mortal wound system has been implemented"
FR
More reason to come back and play Kiwami with this game changing mods.
Especially when it come to Style Switching legit feel like the same with Yakuza 0, which is mind blowing and easy to pull off some combos.
I cannot say how much i appreciate your work on your Legend Remix 0, Kiwami, and Kiwami 2. It is just amazing.
I love the fact that Majima's Mortal attack just turns him into a deadly beyblade.
Peak OE modding, holy fuck. Good job, the mod looks amazing, I'm excited to see all the mortal attacks!
absolutely in love with all your legend remix mods. definitely keen to try this one out. cant wait to see what else you have in store!
I just finished playing RGG 0 for the third time with your Legend Remix mod and I loved it, so much more fun and perfect for keeping the game kind grounded to its base moveset, can't wait to try this one out too :D
In some alternate universe, your mod of Kiwami is actually the official version of Kiwami, and I wanted that. I really wish this is what Kiwami would be like.
This mortal attack addition is genius, you're the man
1:01 a much needed change
Thanks ❤️
Yeaah! Finally, the wait was not in vain
Goated mod as always Triple AAA. Keep it up!
this is actually fucking great. we are blessed to have u in our modding community
Bro I was searching for this mod yesterday cause I didn't know whether it existed or not and now it does lmao
Thank god you removed the heat cost when using Dod double finisher.
This might actually make the Premium Adventure mode worth it, great job
ONG HE MADE IT!!! LEGEND
Now this is the real kiwami
Big fan of replacing the healing phases with big unique attacks, that's way more interesting!
Also big thumbs up for making Shimano have a cooler fighting style.
Oh yes
This what we all waited
It's actually nuts how you've made every game you work on 100% better
Absolutely goated
omg he fixed Kiwami 1 combat
0:32 Nice sync
Honestly at this point I wonder if this guy could specialize working on fighting games since he so good at modding Yakuza.
Oh... Head press based Nice work
Triple AAA with another banger
Let's fkn gooooo
tiem to beat weeaboos and chew hello kitty gum
goromi just casually turns into a beyblade
LETS GOO
goated
The mortal attack gotta be more powerful ngl, Majima looks like the only one who has the most devastating damage, don’t know bout Nishiki tho
One cool thing that the devs can add is being able to remove skills after buying em. And also give you the option to get the exp back.
Awesome mod Triple AAA!
I'm glad you change shimano moveset from mr shakedown that does shit for damage to something better.
I don’t own kiwami on pc, however I have been using legend remix 0 and I can say that this is pretty based
Holy shit, no wait, I'm I dreaming!?!?!
1:40
tbh I don't really like this change but everything else is verry good!
Fantastic work once again. I'm hoping you would do Y3 next, but any game is fine.
Looking incredible! Might even buy k1 on pc for this lol
Nice
1:03 Goromi turns into a fricken bayblade
Yakuza modders should join NASA at this point
Awesome rework as always!
Thank you for adding i frame to counter hook,really appreciate that.
BTW,will you make mortal attacks being able to counter?(using counter hook or tiger drop)
I could remove i-frames from mortal attacks to let you Tiger Drop them, though this would make it very easy to interrupt them with a finishing hold. And while I **might** be able to do something hacky for a mortal reversal, it would make bosses heal again, which is the one thing I want to avoid.
Good mod. Main issue being by the later half of the game most bosses can't get knocked down or stunned essentially locking moves (i.e Ultimate essence Dragon) away and making it unnecessarily a drag. The OG version did this so not sure if that can be changed at all.
I understand Majima everywhere can't be removed entirely but atleast remove his annoying knockdown resistance
Bosses can still be put in stun state with a flurry of rush light punches followed by style cancel into dragon to do essence of dragon reborn. Tight window but immensely satisfying to set up. Dragon backwards quickstep blow also stuns and can be followed up with essence of dragon reborn.
0:45 since you added mortal attacks are you going to add mortal reversals?
nice vfx on mortal attacks
where is the piercing straight animation taken from though
Onslaught Fist is from Yagami's Boxer mortal reversal, Piercing Straight is from Hamura's mortal attack.
I like how you can charge brawler attacks im gonna get a pc soon
I wonder if i should play with this mod on my first playthrough.
imagine having no extreme hacts, and you barely have any hp upgrades, and you just started the game and this happens to you: 1:05
making even a shitty remake good, you are doing god's work
amazing, now the coliseum bosses are going to fun now!!!!
does this also mean the majima everywhere system pretty much has no point of use anymore besides godspeed combos?
It still serves as a decent source of EXP, and if you want to unlock Dragon abilities for free.
@@TripleAAA7331 yeah true I forgot majima gives you a bunch of exp in the later ranks
fr kiryu should have more experienced moveset since he is older instead of making him more weak in vanilla
No running bodypress for Yuya?
I intended on adding that, but I forgot to set up Yuya's AI to let him actually use the move. Whoops.
I need the exp dragon thing right now!!
Is there a guide you used to get into modding the RGG games? You make me want to learn.
Check out the Yakuza Modding Community Discord server. They have a compilation of guides relating to modding, which has been pretty helpful with making Legend Remix.
@@TripleAAA7331 Ah okay, thanks. You're my favorite Yakuza modder.
Can Kiryu perform leg grab in Dragon style with this mod? Asking cuz in Legend Remix 0, Beast and Dragon shares some leg grab Heat Actions, and it's said that most of its change and additions apply to Kiwami, but I remember Kiryu cannot perform leg grab in vanilla YK1 Dragon style.
Yes, Dragon can now do leg grabs. There's a lot of changes I made to keep things in line with Legend Remix 0, like hit reactions and Beast's damage values.
Thanks man. I think you should include this in a pinned comment, since it is not addressed in the video.
Will the additions for brawler and rush be back-ported to Legend Remix 0?
Also, 10/10 modding as usual, Now I can be addicted to 2 yakoozers at once.
I can add the new moves for Rush and Beast, but not charged finishers in Brawler, since adding charged attack properties in Y0 appears to have no effect on damage or knockback force.
@@TripleAAA7331 That's kinda dissapointing. Charging finishers is like, half the fun of combat in the newer games. But, the new moves would be spectacular, especially considering the looser combat of 0.
Does this mean you can unlock special + final Majima battles by simply unlocking dragon skills with XP?
I tested this for a bit, and I've found that buying skills actually has a tendency of breaking Majima Everywhere events, including the final one. Seems that buying all of the skills in a single tier ahead of time can prevent you from receiving e-mails, which is required to start certain events. It's something to keep in mind if you want to fully engage in that system.
Removed Boss Healing Phase Kinda Good
But Also Removed Things That From OG Yakuza 1 :(
Are you gonna do legend remix 5 for yakuza 5 ?
Komaki parry still Non Stun to boss level enemies??
One small suggestion : Make slip away take up heat for game balance kinda like quickstep cancel and stuff
I'm not so sure of how the y0 switching was implemented, personally. Otherwise, thank you for your work, the ability to bound enemies is still very welcome.
Do you think we could get a no y0 switch timing version? Just the other gameplay changes?
I just downloaded the mod yesterday, and I have a question. ¿You can do kiwami actions in the mortal attacks to interrupt them or you don't have kiwami moves anymore?
Do the charged brawler finishers also give extra heat move damage? Things like charged dragon finishers and charged beast attacks give more damage to the next heat move (though I'm not sure if Rush's charged fist/kick also applies it)
since there's changes to the instant style switch abilities, is there any way to restore the vanilla instant style switch abilities while using this mod?
actually i kinda take that back, you can actually still do style change abilities only if you performed the perfect style switch timing wrong
0:42 this is cool but majima's does like 2x the damage of all the other ones
That and it was on the final Mad Dog Battle
@@atlasreborn7221 and?
@@lewiz18 its majima wtf did u expect ppl will always give him priority
YOSH
What soundtrack did you use in this video?
Btw good mod!
Ideal For Violence from Yakuza Kiwami
Nice work. However can you update that dragons double finisher wont drain heat. It didnt used to in 5 and 0
Haven't tried the mod yet, but another comment said something like "thanks for removing the heat drain on double finisher for dod."
@@Roadrin Yeah mine and it does, finishing hold still drains heat but I'm fine with it cuz they're better than the double finishers.
Mortal attacks should do WAY more damage imo
Is there a mod to fix the heat action icon always showing the "Essencs of extreme brawler" icon and not showing the others?
Can you make grab easier to escape? Bc when you fight Shimano and he does the choke grab, you're dead. It can't be escape and it drain your hp till youre DEAD
Question: Is Heat still consumed with Dragon Double Finishing Blows in this game?
Modded, I mean.
No
is it possible for you to add stun on komaki parry and should grab pick up or the game doesn't allow it?
Edit= I meant for the bosses
No, they changed the behavior of sync moves being able to stun bosses, sadly.
@@TripleAAA7331 oh, it's fine I guess. Thanks for telling me this and the mod too
you should do a legend remix for 5 but call it shinada remix and only make shinada more epic and cool
will you update legend remix 0 with new stuff you added in this mod?
Yes, I plan on backporting the new moves and heat actions in a later update.
Okay fine, i'll play Kiwami.
did u also set the DoD combo speed not being tied to heat?
Yes. I also made its starting combo speed faster overall, needing only one speed upgrade to be at its fastest.
@@TripleAAA7331 niiiiice.. tho is the said upgrade in the S-SSS part of the DoD tree (Majima Everywhere)? cuz I don't wanna risk buying DoD upgrades via xp considering the bug (where majima everywhere got broken) is still present
@@charliekarma7563 I moved it to C rank of Majima Everywhere.
Do I have to start a new game for this to work or can I continue from an old one?
Just a question, would modding majima everywhere be possible?
It's beyond my ability. Although recently, I saw someone in the modding Discord try to completely remove Majima Everywhere, which I guess is as close as you can get.
@@TripleAAA7331 I see, thanks
Quick question and it’s probably a stupid one but will this still work if I have essence of remade installed as well?
Some heat actions will be buggy because of overlapping files, so you would have to delete some files from either mod to prevent that from happening.
@@TripleAAA7331 understandable thanks for answering and making this awesome mod just got Kiwami on pc so ready to try it out
please tell me changed heat action's folder name and sound id !
How did you do komaki parry during style change?
Kinda curious how would you pull out extreme dragon?
?
essence of extreme dragon how do you pull it out in this mod
@@user-mo9xr5bu7n Considering that that move is just the ultimate essence 88, you just stun the enemy then do the heat action
Unfortunately, this mod has significant flaws which hurt the gameplay more than it helps. The mortal attack, while good in concept is executed rather poorly as there's no way to reverse it (Limitations in the engine are to blame for this), which makes the Majima boss fights more difficult than it should. Some of the upgrades for Dragon would've been better as one upgrade, like the Raging Bull and Sly Wolf being better as part of Komaki Swordsmanship. The Komaki Parry is still really ineffective against bosses as it needs the stun for it to effectively work.
Those mod are amazing! Sadly am on xbox 😭
Cope
Beyblade majimba
How do I apply mods to my ps4?
Do I have to be on PC?
Won't the increased exp gain ruin the game's progression? My Kiryu would be fully leveled up too soon
It's mostly to ease the slow EXP grind of early game, and to accomodate for the added cost of being able to buy Dragon abilities. Even in vanilla, bosses start handing out hundreds of skill points near the end of the game (around chapter 10 or so), which hasn't changed in this mod.
@@TripleAAA7331 still, can you make a separate file without the added exp gain?
@@rlira8072 You can remove item.bin_c to revert the EXP changes for food and drinks. Though for enemies, I edited the EXP modifier for nearly every individual enemy type, and since I changed dozens of them, it's a lot of work to go undo.
@@TripleAAA7331 no problem then. Thank you
Battery
K1 but less garbage
k1 is not garbage
Nah it ain't garbage. The combat is pretty good here and an improvement from 0! Switching from Brawler to Rush is so smooth.
It's a cool game, but largely an expansion pack of 0 with a few cool additions, and some ridiculously dumb additions. Brainbafflingly dumb additions like Majima Everywhere, Boss Healing, shitty Beast.
Not so much a remake as much as it is Yakuza 0 Expansion Pack with OG1's story.
@@youn00ber thats what I’m saying! Its just yakuza 0 combat with worse enemies
Imo its a great combat system, just shit balancing. Healing bosses, the street encounters also somehow feel unbalanced, and they just nerfed beast to unusability in terms of damage.
Noob