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Yakuza Kiwami 2: Combat, Masters and the Skills You Don't Get Just by Leveling Up

· Yakuza Kiwami 2

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Yakuza Kiwami 2: Combat, Masters and the Skills You Don't Get Just by Leveling Up All right, I want to spend some time on combat because coming into Kiwami 2 straight from 0 or Kiwami can take some getting used to. Kiryu doesn't have those four styles to switch between here. You have one main fighting style, weapons, charged attacks and Extreme Heat, and a lot of the moves that make it feel better have to be unlocked. If you're getting blocked, knocked down or interrupted constantly, don't immediately assume you're terrible at it. Look at what you've actually bought, learn the charge attacks, and make time for the training. There's more to work with than the opening fights give you. I'm using action names instead of one platform's button symbols below. Light Attack, Heavy Attack, Grab, Guard, Evade and Fighting Stance are the controls to check in your own settings. Get comfortable with shorter attacks first A basic rush combo uses Light Attack, with Heavy Attack providing a finishing blow. You don't have to complete the whole light-attack string every time. Try the different finishers and learn which ones leave you in a position to move away. Against a boss, I would start with a short punish after a missed attack. If that works, extend it. If he blocks or counters, stop trying to force the same long combo through him. You learn much more from seeing where he interrupts you than from committing to another five seconds of button presses. Hold Fighting Stance to keep your attention on the enemy you want, then quickstep around his attack. Against groups, keep an eye on the people outside that target too. Focusing on one man doesn't make the other four stop swinging. [Basic attack and movement controls](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/basic-combat) Charged attacks are worth learning early Hold Light Attack, let the charge build and release it. Buy Strong Charge Attack for the Heavy Attack version as well. A running release gives you a different attack from a stationary release. The useful part is that you can prepare a charge while doing something else. You can move, defend or attack with the other attack button while holding the charge. That gives you a way to have a strong hit ready when an opening appears instead of standing still in front of somebody waiting to be punched. [Charging while fighting](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/basic-combat) Charge attacks can stun enemies and help break through their defense. Try a charged light hit to create an opening, then follow with a charged heavy hit. Don't assume that every boss will politely stand there for the setup. Make space first and release when he's committed to something. [Charge attacks](https://ryu-ga-gotoku.com/kiwami2/asia_en/) Defense that actually gives you another turn Buy Parry. Time Guard just before the incoming hit to redirect the attacker. Parry Mastery later makes the timing more forgiving. Essence of Reversal gives you a Heat Action after a successful parry. Quickstep Cancel lets you cancel certain actions into a dodge. Boost Quickstep improves distance, Double Quickstep gives you another evasive step, and the combo-speed upgrades make Kiryu less sluggish. Relentless Blows helps when an enemy blocks your rush attacks. Boost Combo Speed, Double Quickstep and Relentless Blows sit behind the Attack and Defense Limit Lv. 2 upgrades. If those skills aren't available yet, check the stat prerequisites instead of looking for an extra teacher. [Combat skill prerequisites](https://dswiipspwikips3.jp/yakuza-kiwami2/cheats-data/battle-skills.html) I would prioritize an escape option over buying every damage increase first. A little extra damage doesn't help much if you're stuck taking the rest of an enemy's combo every time you make a mistake. Don't depend on an ordinary barehanded guard against knives or gunfire. Bring an appropriate weapon, use your evasive options, or use the specific disarming techniques you've learned. Weapons also have their own guarding behavior. [Weapons and guarding](https://dswiipspwikips3.jp/yakuza-kiwami2/contents/battle-system.html) Extreme Heat is something to prepare for Komaki introduces Extreme Heat in Chapter 5. Once the ability is purchased and your Heat is full, activate it using the Extreme Heat control. While it's active, Kiryu gets stronger attacks and access to additional follow-ups and heavy environmental objects. Heat drains as the mode runs. You can survive otherwise lethal damage while it remains active, but that protection isn't a replacement for healing before it ends. Don't come out of the mode with almost no health and stand there waiting for another hit. [Extreme Heat behavior](https://dswiipspwikips3.jp/yakuza-kiwami2/contents/battle-system.html), [Additional attacks](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/basic-combat) For an ordinary story fight, I would save it for a dangerous group, a boss opening or a situation that is starting to get away from you. For a challenge that bans recovery items, watch the Heat gauge as closely as the health gauge. The moment the mode ends matters. You still have to buy the techniques This is the part I don't want anybody wasting time on: finishing training, watching a video or receiving a book usually opens a skill for purchase. It doesn't mean every move is immediately usable. Read technique books from the inventory, then open Abilities and spend the required experience. Check both Battle Skills and Heat Actions. One reward can open something in each category. [How technique primers work](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/technique-primers) Komaki's four training stories The Chapter 5 story introduces his pupil after the shopping sequence with Sayama. Find Komaki in the Champion District's vacant lot. - Feel the Heat! introduces Extreme Heat. Activate it during the lesson and defeat his pupils. - Komaki Fist Reversal teaches the counter Heat Action. In the demonstration, don't hold Guard or Fighting Stance. Let the enemy begin his attack and use Heavy Attack when prompted. - Komaki Firearm Flip needs Fighting Stance near an armed opponent, then Heavy Attack when the Heat Action is available. - Duel With the Mentor is the fight against Komaki himself. Heal beforehand. Weapons, recovery items and Heat Actions aren't available in the duel. Win for a Peerless Tile and to finish this training chain. Return for the next lesson after each one. For the duel, let him finish an attack, punish briefly and reset. When he starts countering your offense, continuing to swing is giving him exactly what he wants. [Training sequence and inputs](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Substories16-30), [Mentor duel](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Substories31-45) Tiger Drop comes from the acupuncture clinic You don't get every Komaki technique from standing in front of Komaki. The clinic is in Sotenbori, north of Four Shine near Aoi, and becomes available in Chapter 4. Its first treatment is free. Later treatments cost ¥5,000 each, and they have separate requirements: - First treatment: Komaki Breakfall Recovery. - After Mr. Try and Hit Me, substory 8: Komaki Breakfall Strike. - After defeating Komaki in the Coliseum: Komaki Knock Back. - After finishing Chapter 12: Komaki Tiger Drop. These are successive sessions. Complete the earlier requirements too, then purchase the unlocked moves. Winning Komaki's training duel isn't the same thing as beating his Coliseum appearance. [Clinic requirements](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/acupuncturist) Breakfall Recovery uses Evade as Kiryu is being knocked down. Breakfall Strike uses Heavy Attack for an attacking recovery. Knock Back uses Heavy Attack while blocking a hit. For Tiger Drop, hold Fighting Stance and press Heavy Attack immediately before the enemy's attack lands. Tiger Drop Mastery widens that window. Start practicing against a straightforward punch rather than the fastest multi-hit boss attack you can find. Watch the actual strike approaching Kiryu, not just the enemy beginning to move. [Counter and recovery inputs](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/stats-and-abilities) Cyclops Oba and the four throwing techniques Complete To the Dragon Palace, substory 22, by helping the homeless man near Tenkaichi Alley. The fourth floor of Dragon Palace is where Oba trains. His three stories are An Eye for Work, An Eye for Meat and An Eye for Power. The first is a sparring match. For the second, bring a Luxury Yakiniku Bento from the West Shichifuku Poppo. For the third, bring a Staminan XX, available at Kotobuki Drugs. Win each bout, with your healing done beforehand because the training restricts items, weapons and Heat Actions. [Oba's lessons](https://dswiipspwikips3.jp/yakuza-kiwami2/substories/substories03.html) The rewards give you these moves after reading and purchasing them: - Flattening Throw Primer: grab a standing enemy near a downed enemy, then use the Heat Action. - Tiger Crash Primer: grab an enemy from the front and use the Heat Action near another standing enemy. - Dynamic Throw Primer: change your grip with Guard while holding an enemy, then use the Heat Action near another enemy. - Mighty Primer: Essence of Might requires full health while grabbing an enemy. The second lesson gives two books, so don't read one and overlook the other. [Throwing techniques and conditions](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/stats-and-abilities) Granny White's technique chain Granny in Peril, substory 23, starts during Chapter 7 after the Bantam sequence. Help her through the following encounters in Kamurocho, including the meetings prompted by her messages. The reward is the Scroll of Spearmanship, opening Lotus School Spearmanship and Essence of the Lotus Spear. [Granny's introduction](https://yakuza.fandom.com/wiki/Granny_in_Peril) Her later requests take you between the two cities: - Granny's Request, Part 1: bring Handmade Cookies from Kamurocho's West Shichifuku Poppo to her beneath Bishamon Bridge in Sotenbori. The Scroll of the Golden Wall opens spear defense against blades and bullets. - Part 2: complete Embracing My True Self, then get Yuya's photograph from Stardust at night and take it to her. The Scroll of Impenetrable Body opens resistance to staggering during Extreme Heat. - Part 3: bring Haruka to meet her. You can finish this during Chapter 13's outing or a later opportunity when Haruka accompanies you. The Scroll of Furious Fists opens Lotus Fists of Fury, letting you chain up to three charged light attacks. Watch for her messages between requests. The last step needs Haruka physically with you, not just a phone call from her. [Requests and rewards](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Substories61-76), [Lotus skill effects](https://dswiipspwikips3.jp/yakuza-kiwami2/cheats-data/battle-skills.html) The Kawauchi technique An Ancient Rivalry, substory 61, starts near the taxi at the eastern end of Shofukucho after the Coliseum/Clan Creator portion of Chapter 5 opens. The first fight only allows grabs and throws. Then find Gensho Kawauchi in a Coliseum tournament. Check the opponent styles for Jujutsu; refreshing the tournament lineup helps. Defeat him, back out of the tournament menu for his scene, and return to Motoe in Sotenbori. Read the Kawauchi Primer for Kawauchi Release Throw, your counter-throw when an enemy grabs you. [Kawauchi route](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/chapter-5-substories) Weapon videos and minigame books Help Kamiyama in A Pervy Peddler, substory 24, to open his Tenkaichi Alley shop. Two of his ¥2,800 videos unlock combat abilities: - Super Kung Fu Man: Tonfa Mastery and Essence of Tonfa. - The Filipino Ace: Kali Stick Mastery and Essence of Kali Sticks. This appears after the Hayashi fight in Chapter 8. Buy the discs, then watch them at Fusion in Kamurocho or Gandhara in Sotenbori. A viewing session costs ¥1,000 and allows two videos. Owning the disc alone isn't enough. Purchase the abilities afterward. [Videos and unlocks](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/video-shops) The remaining minigame books are: - Secret Book of Batting: 1,000 batting-center points; Baseball Bat Mastery. - Essence of Batting Primer: 2,000 batting-center points; Essence of Batting. - The Guide to Golf Swings: score at least 400 on Beginner Closest to the Pin; Golf Club Mastery. - Essence of Golf Primer: clear all nine Bingo panels for eight lines; Essence of Golfing. - Secret Book of Bowling: reach SS in Haruka's Requests; Essence of Bowling. That bowling book is a combat reward. There isn't a bowling minigame to find in Kiwami 2. [Batting prizes](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/batting-center), [Golf prizes](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/golf-center), [Haruka's book](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/technique-primers) The twelve ally Heat Actions Substories also give you local allies. Finish the associated story, purchase the Heat Action, then bring a street fight near that person's location. In Kamurocho: - Essence of Sign Sweeper: substory 32; southern Senryo Avenue entrance. - Essence of Switch Hitter: substory 33; western Champion District entrance. - Essence of Noodles: substory 34; Kyushu No. 1 Star. - Essence of Safety First: substory 35; the shelter by the West Park/construction entrance. - Essence of Plunger: substory 36; Children's Park. - Essence of Oden: substory 37; West Shichifuku Poppo. In Sotenbori: - Essence of Guitar: substory 59; Bishamon Bridge. - Essence of Comic Relief: substory 60; eastern Sotenbori Street. - Essence of Sadism: substory 65; the club on Shofukucho. - Essence of Hot Pot: substory 66; eastern end of the southern riverside walkway. - Essence of Leek Strike: substory 67; Komian. - Essence of Hot Sauce: substory 68; Sotenbori Street Poppo. Stand near the ally with an enemy in range and enough Heat, then look for the prompt. Buying the move doesn't let you use the resident's assistance on the other side of town. [Ally Heat Actions and substory requirements](https://dswiipspwikips3.jp/yakuza-kiwami2/cheats-data/heat-actions.html), [Activation locations](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/stats-and-abilities) The final skills are tied to finishing activities Some late abilities require a lot more than having experience available: - Triple Quickstep: defeat all eighteen Street Bosses. - Strong Charge Attack Mastery: win every Coliseum tournament. - Essence of the Brawling God: complete all Bouncer Missions, including their difficulty variants. It makes taunting fill Heat. - Weapon Mastery: finish all substories, buy Kamiyama's Weaponomicon, read it and purchase the ability. - Ultimate Essence: finish the final Amon substory, read its Book of Ultimate Secrets and purchase the Heat Action. Ultimate Essence needs full health and Extreme Heat active, then Heavy Attack near an enemy. [Ultimate Essence conditions](https://dswiipspwikips3.jp/yakuza-kiwami2/cheats-data/heat-actions.html) The Coliseum's last unlocks depend on other activities, including Clan Creator and the substories. A skill tied to every tournament won't open just because you've repeatedly won the tournaments available early. [Late skill requirements](https://trueachievements.com/a304898/battle-skills-master-achievement), [Final Amon reward](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/chapter-13-substories) Weapon Mastery refills an unbroken weapon when you draw it. Put the weapon away before its durability reaches zero. It isn't a reason to deliberately break every expensive weapon you own. [Weapon Mastery limitation](https://dswiipspwikips3.jp/yakuza-kiwami2/cheats-data/battle-skills.html) Don't forget the stats underneath the moves Experience comes in five types: red Strength, blue Agility, yellow Spirit, green Technique and purple Charm. Upgrades spend particular combinations. Being rich in one color doesn't pay a shortage in another. [Experience categories](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/82093/exp-tips) Build Health, Attack, Defense and Heat alongside the useful techniques. Once all four reach a natural 200, the final Limit Break upgrades become available; the eventual natural maximum is 300 each. Gear bonuses don't replace those purchased base-stat increases. [Final stat caps](https://steamcommunity.com/sharedfiles/filedetails/?id=2941248154) For experience, buy the EXP-gain and eating-related life skills and use restaurant meals. AppStim RX frees stomach space so you can eat again. Choose meals for the colors you're short on instead of blindly ordering the same expensive meal while one pool keeps falling behind. [Food and EXP preparation](https://gamerevolution.com/guides/422545-yakuza-kiwami-2-farm-experience-get-strength-agility-spirit-technique-and-charm-exp/xwp_curated_content) Gear combinations can help too. Red Binding with Red Stone Bracelet boosts charge attacks. Komaki Gloves, Komaki Insoles and Komaki Dogi form a stronger charge/Heat-gain set. Use what you can obtain at your point in the game; don't hold off improving Kiryu because a late set isn't available yet. [Equipment combinations](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/gear-combinations) For the skill achievements, Battle Skills Master and Heat Action Master are about learning their respective ability lists. Skill Master includes the base-stat and life-skill upgrades too. Performing thirty different Heat Actions is a separate Completion List goal. Buying a move and actually performing it are separate things to check. [Skill achievements](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/trophies-achievements), [Combat completion targets](https://neoseeker.com/yakuza-kiwami-2/walkthrough/CompletionList) Before deciding a move is broken Check that you've read the book or watched the video, bought the ability, met its health or Heat condition and used the right stance. Check whether it needs a particular weapon, a second enemy or a local ally. For a restricted training fight, check which actions are disabled. For the combat itself, start with a charge attack, a short punish and a dependable way out. Add throws, weapons, counters and Heat Actions as you learn where they fit. Kiryu gets a lot more useful once you're choosing what to do instead of hoping the same combo will work against everybody.

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