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Yakuza 0: all 32 Climax Battles

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Yakuza 0: all 32 Climax Battles Original Yakuza 0. Boss names below contain story spoilers. All right, this is the Climax Battle guide for Yakuza 0. There are 32 of these, and I want to go through all of them so you have something to work from when a particular challenge starts giving you trouble. These use preset characters. Your inventory and the money you spent upgrading Kiryu or Majima in the story aren't going to carry you through them. Read the challenge conditions before starting, because the same character can feel very different between two battles. “Weak” means no purchased abilities. “Strong” gives you the upgraded moves, subject to that challenge's style restrictions. Finish the story and clear Proving Grounds, Melee and Millionaire to reach the Ultimate set. The reward for clearing everything is Just Beat It. Preset explanation: https://reddit.com/r/yakuzagames/comments/q6pf0u · Ultimate unlock: https://reddit.com/r/yakuzagames/comments/jxgto3 · Achievement: https://trueachievements.com/a294231/just-beat-it-achievement Controls below use light attack, heavy attack, grab and quickstep so you can follow along on different controllers. Practice the move itself before attempting a strict timer. For Breaker's low spinning finisher, use three light attacks, then repeated heavy inputs when Majima drops low. Starting the heavy input at the wrong point produces a different attack. Combat advice: https://reddit.com/r/yakuzagames/comments/aabo4n/how_to_beat_yakuza_0s_climax_battles_with_the/ Proving Grounds 1. Weak Kiryu, Brawler: weapons only. Eight armed enemies, including two gunmen. Normal weapon attacks are the requirement; don't spend the attempt trying to damage them with Heat Actions. Remove the gunmen early, then use the available cannon, guns and melee weapons. Getting interrupted while reaching for the next weapon is the danger, so create space first. Rules: https://gamefaqs.gamespot.com/ps4/816306-yakuza-0/faqs/74451/climax-battles · Weapon route: https://steamsolo.com/guide/yakuza-0-24/ 2. Weak Kiryu, Beast: clear the group. Eight bat users. Grab the surrounding objects and swing through several enemies together. Heat Actions are usable here. Keep a route out instead of letting the remaining enemies surround you while an object breaks. Guide: https://steamsolo.com/guide/yakuza-0-24/ 3. Weak Majima, Thug: survival. Avoid dealing or taking damage while reinforcements arrive. Circle and dodge rather than attacking. This is a score-based survival challenge that can register a clear after a very short attempt; check the result before assuming you need to survive every reinforcement wave. Guide: https://steamcommunity.com/sharedfiles/filedetails/?id=3111918023&l=english 4. Weak Majima, Slugger: clear the armed group. You cannot collect the enemies' weapons. Work with your bat, keep swings away from nearby walls and use available Heat Actions. Give yourself enough room to finish an attack instead of getting boxed into a corner. Guide: https://steamsolo.com/guide/yakuza-0-24/ 5. Weak Kiryu, Rush: zombies. The taller zombies are the priority as reinforcements arrive. Keep moving, get behind them and use short combinations when a longer one would leave you exposed. Zombie Kamoji is the final major threat. Don't let the easier enemies convince you to trade hits carelessly with him. Guide: https://steamsolo.com/guide/yakuza-0-24/ 6. Weak Majima, Breaker: ¥30 million in two minutes. You're fighting the three Areshi brothers. The important part is maintaining your earning streak without getting knocked down. Use light attack into heavy attack to knock someone down, then move away and work on another brother. Their spinning wake-up attacks punish staying over a fallen enemy. Quickstep out of the Freeze Pose instead of staying planted after your finisher. Keeping your Heat high helps; repeatedly spending it or getting caught in a long animation works against the run. Don't start the next attack simply because the last one connected. First make sure you're clear of the counterattack. Rules: https://gamefaqs.gamespot.com/ps4/816306-yakuza-0/faqs/74451/climax-battles · Devilleon7's method: https://youtube.com/watch?v=whXciUNJ6Pk 7. Strong Kiryu, Beast: ¥30 million in two minutes. This is the money-box mannequin exercise. Deal with the gun mannequin in the middle, then work around the outside. Break valuable crates against targets instead of spending time on low-value detours. You need the money total, not a perfect clear of every mannequin. Carrying a crate also lets you block incoming shots. Guide: https://reddit.com/r/yakuzagames/comments/aabo4n/how_to_beat_yakuza_0s_climax_battles_with_the/ 8. Strong Majima: four waves with draining health, obscured vision and forced style changes. Have a plan for whichever style appears. In Thug, use the Marlin Cannon and nearby weapons. In Breaker, use the low spinning finisher. In Slugger, use bat combinations and Heat Actions rather than waiting for your preferred style to return. Heat animations pause the health drain. Devilleon7's method: https://youtube.com/watch?v=wVpwD0W5sUc The later waves are where you want your stronger tools. Wave three has a particularly durable enemy in a yellow top. Use a strong Heat Action on him rather than spending everything on his weaker companions. In the final wave, keep space from the masked sword user and exploit the cannon when Thug is available. Adjust to the style you have; this is not a sequence where every successful attempt will look identical. Wave-specific notes: https://steamsolo.com/guide/how-to-beat-proving-grounds-8-for-blockheads-yakuza-0/ 9. Strong Kiryu, Dragon of Dojima: four waves, no damage. Bicycles make the opening group manageable. Against the second opponent, throws and ground attacks reduce the chances of a trade. In wave three, use a bicycle to control the large enemy while dealing with the gunmen. For the last opponent, create a knockdown, then use a dropped gun while he's vulnerable. A damage-free run matters more than a stylish one. Demonstrated route: https://youtube.com/watch?v=9IOkvYfdDHk 10. Strong Majima, Mad Dog of Shimano: four waves, no damage. Build Heat in the first two waves. Wait out the second opponent's attack before committing. Save enough Heat for the running group Heat Action against wave three, which can remove the gunman and his companions together. Watch the final opponent immediately: the fan throw can start as the wave opens. Dodge first if necessary, then punish his recovery with short combinations. Devilleon7's route: https://youtube.com/watch?v=tc1A-elYPC0 Melee Battles These require defeating everyone within a timer. Heat Actions pause that timer, so their animation length isn't a reason to avoid them. Strong presets apply to 1–6 and 9–10; 7–8 use weak presets. Challenge reference: https://steamcommunity.com/sharedfiles/filedetails/?id=3111918023&l=english 1. Kiryu, Brawler. Three waves, 90 seconds. Build Heat quickly and keep it high for stronger regular attacks. Don't waste time chasing an isolated enemy while the rest regroup. 2. Majima, Thug. Three waves, 90 seconds. Throws followed by ground Heat Actions are your main route. Finish nearly defeated enemies with a quick stomp rather than starting another long combination. 3. Kiryu, Rush. Three waves, 90 seconds. Clear the opening crowd quickly. Against the later individual opponents, dodge to their side and punish instead of driving combinations into their guard. 4. Majima, Slugger. Three waves, 90 seconds. Hit groups with wide bat attacks. Spend your Heat on the durable enemies and finish the weaker ones with regular combinations. 5. Kiryu, Beast. Three waves, 60 seconds. Grab the chair immediately. Prioritize the shotgun user in the next wave, then finish the unarmed group. 6. Majima, Breaker. Three waves, 90 seconds. The opening wave can eat your time. Start the low spinning combination outside sword range, then steer it into enemies. Use Heat Actions to finish tougher survivors. 7. Weak Kiryu, Brawler weapon route. One wave, 10 seconds. Immediately knock down the shotgun carrier behind you, collect his weapon and fire into the group. This is a weapon solution, not a ten-second fistfight. 8. Weak Majima, Thug weapon route. One wave, 10 seconds. Go right to the barrels, collect the concealed cannon and fire immediately. 9. Kiryu, three styles. Six enemies, 150 seconds. Use Beast and nearby furniture for crowd damage. Keep enemies together so each swing does more work. 10. Majima, three styles. Six enemies, 150 seconds. Breaker or Slugger handles the group. Start combinations with room around you rather than inside the crowd. Melee tactics: https://steamcommunity.com/sharedfiles/filedetails/?id=2415433898 · Additional weapon solutions: https://mypst.com.br/m/danbecker94/5445-yakuza-0-zero/211530/ Millionaire Battles All six are Mr. Shakedown challenges with the three standard styles available. Watch his recovery before attacking. An extra hit is rarely worth getting caught by the next swing. 1. Weak Kiryu: defeat one Shakedown. Bait an attack, evade, land a short punish and leave. Use available objects for extra damage rather than relying on upgrades this preset doesn't have. 2. Weak Majima: defeat one Shakedown. The confined alley makes positioning important. Avoid retreating into a dead end. Build Heat with short Thug attacks and spend it on a safe weapon or Slugger opportunity. 3. Weak Kiryu: earn ¥10 million within 90 seconds. You don't need to empty his health bar. Maintain clean damage opportunities and protect your earnings rather than overextending for the kill. 4. Strong Majima: earn ¥30 million without taking damage. Build Heat safely and use a strong Heat Action. Getting hit invalidates the attempt, so keep your distance until you have a clear opening. 5. Strong Kiryu: defeat two Shakedowns. Keep both visible and focus damage on one. Use Rush for safer positioning and Heat-building, then spend Heat when the opening is there. 6. Strong Majima: defeat two Shakedowns. Keep moving and avoid getting trapped between them. Use your upgraded defensive options and Heat Actions rather than trying to finish a long attack while the second Shakedown approaches. Conditions: https://steamcommunity.com/sharedfiles/filedetails/?id=3111918023&l=english · Shakedown tactics: https://trueachievements.com/game/yakuza-0/walkthrough/16 · Alley positioning: https://steamsolo.com/guide/climax-battle-t-rk-e-tamamlama-rehberi-yakuza-0/ Ultimate Battles All six use strong characters and their three standard styles. Only 10% health returns between opponents, so damage taken early still matters later. Rules and boss order: https://gamefaqs.gamespot.com/ps4/816306-yakuza-0/faqs/74451/climax-battles 1. Kiryu: Okabe's group → Oda → Kuze (third story encounter). Use surrounding objects when available and avoid unnecessary trades. Brawler Heat Actions can restore health, which gives you a way to recover while attacking. These opening Ultimate challenges can punish mistakes heavily. Tactics: https://reddit.com/r/yakuzagames/comments/aabo4n/how_to_beat_yakuza_0s_climax_battles_with_the/ 2. Majima: Lee → Nishitani → Sera. Breaker can handle Lee and Nishitani, but don't assume Sera will tolerate the same pressure. His evasions and counters make careless combinations expensive. A conservative route is to wait for his attack string to finish, punish briefly in Thug, then back out. Boss advice: https://mypst.com.br/m/danbecker94/5445-yakuza-0-zero/211530/ Another useful Sera method is Breaker's Rolling Snake at second Heat gear: quickstep, then grab nearby. Use a Heat Action once you're in third gear to spend Heat, then return to the second-gear setup. Pay attention to your gauge rather than repeating the input at a gear where the move won't work. Player-tested method: https://reddit.com/r/yakuzagames/comments/1lazl9m 3. Kiryu: Nishitani (second encounter) → Lee (second encounter) → Sera → Awano → Kashiwagi. Use the style that gives you a controlled opening against each boss. Knockdowns let Beast add ground throws. Don't throw away health trying to force a combo through a boss's response. Tactics: https://trueachievements.com/game/yakuza-0/walkthrough/16 4. Majima: Kuze's five story encounters. Treat each version separately. Breaker pressure and Slugger attacks remain useful, but watch the current attack pattern rather than assuming each Kuze behaves identically. Challenge: https://gamefaqs.gamespot.com/ps4/816306-yakuza-0/faqs/74451/climax-battles 5. Majima: Oda → Kuze (second encounter) → Awano → Dead Puncher → Sera → Kuze (fifth encounter) → Nishikiyama → Kashiwagi → Shibusawa → Lao Gui. This is an endurance run. Carry forward the tools that worked in the shorter challenges, especially a safe answer to Sera. Use Heat Actions to take control when a boss interrupts your normal pressure. Boss order: https://gamefaqs.gamespot.com/ps4/816306-yakuza-0/faqs/74451/climax-battles · Endurance advice: https://mypst.com.br/m/danbecker94/5445-yakuza-0-zero/211530/ 6. Kiryu: Awano → Dr. Kirihito → Sera → Oda → Yoneda → Kuze (fifth encounter) → Lao Gui → Shibusawa → Kashiwagi → Nishikiyama. Keep health in reserve for the later fights. Use Brawler's recovery from Heat Actions, and don't force Beast attacks when a boss keeps catching the recovery. Change your approach before a bad exchange becomes three bad exchanges. Boss order: https://gamefaqs.gamespot.com/ps4/816306-yakuza-0/faqs/74451/climax-battles · Late-fight caution: https://reddit.com/r/yakuzagames/comments/aabo4n/how_to_beat_yakuza_0s_climax_battles_with_the/ The thing I'd keep in mind with these is that a failed attempt can still tell you exactly what needs changing. If a timer expires, look at where the time went. If one enemy keeps interrupting you, make him the next attempt's priority. And if a challenge limits your style, practice the useful moves for that specific preset instead of trying to play it like your story save.

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