Yakuza Kiwami: The Coliseum, Every Tournament, and the Opponents You Might Be Missing
All right, next is the Coliseum. There are a few different reasons to spend time here, and it helps to know which one you're working on before you start repeating the same tournament.
Komaki needs paintings from the prize counter. The Strongest Fighter needs a win in every tournament. The Completion List wants 50 tournament wins and 25 different opponents defeated. Majima Everywhere sends you here for Hannya-Man, and the prize shop has equipment you'll want for the collection requirements.
Those overlap, but they are not the same requirement. Winning Maximum GP doesn't finish all of them, and fighting somebody during a substory doesn't necessarily fill in that opponent's Coliseum record.
Getting started
The story takes you to the underground Coliseum in Purgatory during Chapter 5. After that introduction, you can enter tournaments at the counter.
A tournament is three consecutive fights. You need to win all three for a tournament victory. The 50-win requirement means 50 tournaments, not 50 individual rounds.
Heal before entering. You bring your current health and Heat into the tournament, and you can't open your inventory and drink your way through a bad round. Between the first and second fights, and again before the final fight, you recover 30% of maximum health. That is useful, but it is not a complete refill.
Check your health again when you come back out. Don't assume winning has restored everything before you immediately sign up for another three fights.
Coliseum points are their own currency. They aren't the CP you spend with Bob. You'll use these points at the arena's prize counter, including for the paintings that unlock most of Komaki's lessons.
The ranks
You start at F. The cumulative point thresholds are:
• E: 500
• D: 1,400
• C: 5,000
• B: 13,000
• A: 22,000
• S: 42,000
These are total thresholds, not six separate amounts you need to earn from scratch. New tournament types open as your rank goes up. [The tournament and rank reference](https://trueachievements.com/viewcomment.aspx?commentid=1363134) is useful if you're checking what should be available.
Don't feel like you need to finish the entire arena as soon as Chapter 5 opens it. Get enough points to begin Komaki's training, improve Kiryu, and come back. A stronger moveset helps you earn the next paintings, and the next lessons help with the tougher tournaments.
Every tournament
Exhibition Tournament, Rank F
This is the ordinary starting tournament. Use it to get comfortable with entering three fights on one health bar. Practice getting behind an opponent after his attack instead of punching directly into his guard.
Screaming GP, Rank F
Drinks drop into the arena, and either fighter can collect them. Red raises attack, blue raises defense, gold gives temporary invincibility, and purple is harmful.
Watch where you're moving while chasing someone. You don't want to grab purple accidentally, and there is no reason to keep trading attacks with an opponent who just collected gold. Give that effect time to expire.
Scorpion GP, Rank E
Another ordinary fighting tournament, with a different selection of opponents. Don't skip it just because you've already won a basic tournament. It has its own win requirement and helps fill in the opponent list.
Street Fight GP, Rank E
Objects are available around the arena. This is a good opportunity to use Beast rather than ignoring everything on the floor and forcing a barehanded fight.
Position yourself before picking something up. A useful weapon doesn't help much if you spend its entire attack animation taking punches from the wrong direction.
Burning GP, Rank D
The floor becomes hazardous when you get knocked down on it. Standing and moving are not the same as lying on the hot floor.
Recovery skills matter here. So does avoiding greedy combinations against somebody who can knock you over halfway through them. Knockdowns also work in your favor, so throws and attacks that put the other fighter on the floor have an extra use.
Hyper GP, Rank D
This returns to standard fighting rules with a tougher group. If you're struggling to make a dent, leave and improve your abilities rather than assuming another twenty attempts with the same setup will fix the problem.
Weapon Master GP, Rank C
You choose one of the supplied weapons before starting. You don't bring in your favorite weapon from your inventory, and you can't put the supplied one away to use Tiger Drop.
The choices are a bat, knife, wooden katana, hammer, or knuckles. They won't break during the tournament. The tradeoff is that they aren't especially powerful.
The bat gives you reach. Knuckles give you Rush's movement. Those are sensible starting choices if you don't already have a preference. Learn the reach of whichever one you pick, then let the opponent miss before committing.
Breakout GP, Rank B
This also uses a supplied weapon, but the boundary can be broken and a ring-out ends the round.
You don't have to empty a huge health bar if you can put the opponent through the opening. Try to keep him between you and the edge, then use a knockback attack. The same rule applies to Kiryu, so don't stand with your own back to the gap while you wait for an opening.
A short fight can still go wrong very quickly here. If you get turned around, fix your position before continuing the attack.
Magnum Force GP, Rank A
A high-level standard tournament. This is where a developed Dragon style makes a noticeable difference. Countering a committed attack is generally safer than trying to finish a long combination through an opponent's retaliation.
Maximum GP, Rank S
The final tournament type, with the strongest selection of fighters. Win this as well as the other nine for The Strongest Fighter.
It is also a useful place to earn points once your abilities are ready. Don't mistake that for a recommendation to struggle through it with an unfinished Kiryu. Reliable wins beat a higher theoretical reward that you aren't actually collecting. [The Coliseum reference](https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/coliseum) covers the supplied weapons and tournament rules in more detail.
Finding the missing opponents
There are 26 opponents available. The Completion List asks you to defeat 25 different ones, so you have one spare. Repeating a fighter you already beat doesn't increase that total.
The opponent list is your friend here. Write down the names you still need, then enter the tournaments where those fighters appear. Repeating Maximum GP won't produce the beginners or the weapon-only fighters you're missing.
For an efficient sweep, check these groups:
• Exhibition and Screaming: Akira Kondo, Hurricane Nozaki, Coyote Miyamoto, Daniel Feldman, Brian Higo, Grasshopper Hoshino, and Garo Sai.
• Scorpion and Street Fight: Kenzo Higurashi, Renjuro Moriya, Isamu Kumada, and Charon Martinez, along with some fighters from the first group.
• Burning and Hyper: Koji Urasawa, Gaowayan Pramuk, Raizo Shiba, Gary Buster Holmes, and Brother Shinen.
• Weapon Master and Breakout: Don Gan, Sekishusai, Razor Yasu, Hunter Oya, and Kokuei Riku.
• Magnum Force and Maximum: Lucha Hawk, Shinichi Shinohara, Hannya-Man, Sotaro Komaki, and Masami Onitake.
Those groups cover the full roster, but a few people need to be unlocked before they can appear.
Isamu Kumada becomes available through Komaki's Dharma Tumbler lesson.
Raizo Shiba is tied to Komaki's Tiger Drop lesson.
Sotaro Komaki becomes available after you finish his final lesson, Komaki Parry.
Shinichi Shinohara is tied to In Pursuit of Pleasure. Finish that substory rather than continuing to wait for him to appear naturally.
Hannya-Man is part of Majima Everywhere. Progress to the relevant SS-rank email, “Check this out,” and make sure you've also completed Komaki's Clear-Minded Mystery lesson, the one using the Image of a Snake. Then look for Hannya-Man in Breakout GP or Maximum GP.
If you fought one of these people during training or a substory, still check whether you've defeated him in an ordinary tournament. That earlier encounter is not a reason to assume the arena entry has been counted. [This opponent reference](https://dswiipspwikips3.jp/yakuza-kiwami/cheats-data/underground-arena.html) lists the unlocks and tournament appearances.
Making the fights easier
For ordinary tournaments, Tiger Drop is the obvious tool once you have it. Use Dragon, hold your fighting stance, and press the heavy attack just before the incoming strike connects. Wait for an actual attack. Throwing it out repeatedly while somebody circles you isn't the same as timing a counter.
Against a fighter who keeps blocking, change the angle or use an opening after his attack. Don't keep repeating the same blocked combination and hope his guard will stop working.
Rush is useful for building Heat through close dodges once you have the relevant upgrade. Build it deliberately, then switch to a style with a Heat Action you can land. A restored Dragon style has strong options, including Essence of Sumo Slapping.
Keep an eye on the crowd requests. If the game asks for something safe that you're already in position to do, take the extra points. Don't throw away a nearly perfect round trying to force a grab on someone who keeps countering grabs.
The weapon tournaments need a different approach. You cannot solve Weapon Master by equipping a bat and then following a barehanded Dragon strategy. Work with the weapon's range and movement. In Breakout, use the ring-out rule instead of treating every round as a damage race.
If you're doing completion on a normal playthrough, you can lower the difficulty. Legend is the exception because its difficulty is locked. There is no separate Coliseum completion reward for insisting on a harder setting.
What to buy first
Komaki's paintings would be my first priority. The nine paintings cost 27,000 points altogether. If you still need the Wooden Katana for his sword lesson, it costs another 500 points here, or you can buy one from Ebisu Pawn.
The point of buying those first is straightforward: you're spending arena rewards on abilities that help you win the next arena fights.
After that, check your actual needs. The Goddess of Children Amulet costs 1,000 points if you need it for Of Luck and Debt and don't already have one. Gauntlets cost 5,600 points and let you guard against blades in ordinary combat.
For the weapon and equipment collection requirements, buy different items you haven't owned. A second copy of something already recorded doesn't move the unique-item counter.
Don't spend all your early points on ordinary healing drinks just because they're on the prize list. You can buy medicine with yen elsewhere, while the paintings and many collection items specifically need Coliseum points. [The prize list](https://darage.com/guide/ryukiwami1/k05.html) is helpful when planning those purchases.
Finishing the arena
Before you call this done, check the separate requirements:
• A victory in all ten tournament types.
• Fifty total tournament wins for the Completion List.
• Twenty-five different Coliseum opponents defeated.
• The paintings you need for Komaki.
• Hannya-Man's Majima Everywhere requirement.
• Any unique prize equipment you still need for collection totals.
The biggest time saver is keeping those goals together. Use your early wins to fund training, let that training improve the next fights, and check the opponent list before settling into a long points grind.
There is no reason to win fifty tournaments and only then discover you've spent almost all of them fighting the same small group.
Yakuza Kiwami: The Coliseum, Every Tournament, and the Opponents You Might Be Missing
· Yakuza Kiwami