YAKUZA KIWAMI: ALL 30 CLIMAX BATTLES, PART 3
Ultimate Battles, rewards and references. This concludes the guide. Story and final-boss spoilers follow.
ULTIMATE BATTLES
All five use Strongest Dragon with every style and ability. These are successive boss fights. Only about ten percent of your maximum health is restored between encounters, so damage taken in the first fight still matters in the last.
The practical loop is: isolate the dangerous enemy, use Tiger Drop or dodge-and-punish attacks you recognize, build Heat, then spend some of it in Dragon when you need health back. If Tiger Drop is causing more damage to you than to the boss, use the safer Heat route. These challenges do not need to become a counter-timing exam.
When a boss slumps and starts recovering, watch the aura. With the matching upgraded style and enough Heat, use the Kiwami finisher: blue for Brawler, pink for Rush, yellow for Beast and red for Dragon. Alternatively, keep attacking to limit recovery when you are preserving Heat for another purpose. Do not stand back and let a long recovery erase your progress.
1. THE STREET-FIGHTER RUN
Order: Takashi → B-King → Blue Z → White Edge → Bloody Eye → Yuya.
Takashi: he carries a nail bat. Watch the swing and Tiger Drop it, or step out of range and punish its recovery. This is a short opening duel, so avoid spending health just to rush through it.
B-King: the leader and four supporters attack together. The leader's fast hits can catch you again as you get up, so neutralize him early with a counter and an available finisher. Use the benches in Beast to deal with the remaining group. If his pressure traps you, a Brawler Resolute Counter can help you break the sequence.
Blue Z: the three enemies carry a stun gun, bat and golf club. Prioritize the stun-gun user with a Dragon Heat Action or a readable Tiger Drop. Finish the other two with normal combinations or their dropped weapons rather than waiting unnecessarily for more counters.
White Edge: the aggressive leader can interrupt your attempts to clear his six companions. Counter or use Heat damage on him early, then take advantage of bicycles, pipes and bats for the group. Do not try to hold a long normal combination through a blade attack from the side.
Bloody Eye: the eight-person fight includes both Akai brothers. Keep distance from the elder brother's Breaker-style spins unless you are deliberately countering them. Sidestep the younger brother's dropkick and punish his recovery. Reduce the ordinary enemies when the brothers are not threatening your back.
Yuya: fight him as a single close-range opponent. Bait his commitment, sidestep and punish, or Tiger Drop the approach you recognize. Watch for the running-punch QTE during the fight. There is no need to trade the last of your health for an unnecessary extra finisher.
2. THE COLOSSEUM AND LAU KA LONG
Order: Ali Brothers → Gary Buster Holmes → Lau Ka Long.
Ali Brothers: keep both visible and avoid standing between them. Focus your damage on one so you reduce the encounter to a duel. Heat Actions are useful when the second brother prevents a safe normal combination.
Gary Buster Holmes: his more committed attacks give you clearer counter opportunities. Hold the right distance, let the attack begin and Tiger Drop near contact. If you miss, reset your position instead of repeatedly swinging into him.
Lau Ka Long: his weapon phases change the distance you need to respect. Do not reuse a bare-handed timing against the full reach of the polearm. Dodge outside a completed swing, punish the recovery and use a weapon or Heat Action if his guard makes frontal strings ineffective. Watch for his weapon changes and reassess before attacking again.
Use Dragon Heat Actions to recover during this run rather than assuming the small between-fight heal will repair repeated mistakes against the brothers.
3. PRISONER, ASSASSIN AND GUNFIGHTER
Order: Inmate 1356 → Club Asia Assassin → Arase.
Inmate 1356: you now have the full ability set rather than Melee 2's limited preset. Remove the support enemies, use Tiger Drop on a readable fork attack or punish from behind, and avoid letting a crowded exchange drain your health immediately.
Club Asia Assassin: use Beast and the plentiful bench seats to hit the shotgun user, then spend Heat on a weapon finisher. The furniture gives you reach and damage without repeatedly approaching him empty-handed. If using a gun-counter Heat Action instead, close safely rather than walking straight into a shot.
Arase: remove accompanying enemies first and keep the camera on him. Dodge the diving shot sequence, close from the side after he finishes firing, land a short punish and disengage. Rush is available this time, so use its mobility if Dragon's movement is making the fight uncomfortable.
His armored multi-shot sequence still needs to be avoided. Do not rely on Tiger Drop to cancel it. A strong Heat Action after his recovery is safer than trying to outshoot him with bare hands.
4. SIX ENCOUNTERS, TWO CHANCES TO FIND HEALING
Order: Atobe Family → Shindo → Hayashi → Arase → Chapter 11 Majima → Chapter 3 Shimano.
Atobe Family: clear the lesser enemies while keeping the knife-wielding leader in view. Use the healing items available in this arena if you need them before leaving the encounter.
Shindo: use Beast's group Heat Action to thin the eleven supporting enemies. Their dropped daggers are useful against Shindo. In Dragon, Dagger Mastery prevents durability loss outside Heat Mode, so you can keep attacking with the weapon, spend Heat when it builds, and return to the low-Heat weapon approach.
Hayashi: avoid being crowded by the group while trying to land a counter on the main target. Use furniture and multi-enemy damage to thin the fight, then settle into the one-on-one rhythm.
Arase: use the same controlled approach as Ultimate 3. Short punishes after his shots, movement during the armored barrage, and no desperate attempt to finish a long string as he begins dodging.
Majima: track his knife attacks, punish the recovery and watch the QTE sequence. After the fight drops to the lower level, collect the Toughness Emperor and Toughness ZZ if you need them. He then fights unarmed, so adjust your timing rather than watching for the knife string throughout.
Shimano: bait a committed attack, move around its end and punish. With all abilities available, Tiger Drop is an efficient option. If he begins recovering with the pink aura, use the Rush Kiwami finisher when you have sufficient Heat.
5. THE THIRTEEN-FIGHT RUN
Order: Inmate 1356 → Yuya → Chapter 3 Shimano → Hayashi → Gary Buster Holmes → Shota → Shindo → Bloody Eye → Lau Ka Long → Arase → Chapter 11 Majima → Chapter 12 Shimano → Nishikiyama.
This is where the habits from the shorter runs matter. Do not think only about beating the current health bar. Finish each encounter in a condition that lets you survive the next one.
1) Inmate 1356: clear the ordinary prisoners and handle the fork user with a readable counter or a short punish from his side. Start building Heat instead of spending the opening fight trading damage.
2) Yuya: keep the fight simple. Bait, evade and punish. If the prisoner fight cost health, spend Heat in Dragon to recover some of it here.
3) Shimano, Chapter 3: stay outside the beginning of his heavy attacks, then counter or move behind him. Interrupt his pink recovery aura with the Rush Kiwami finisher if you have enough Heat.
4) Hayashi: thin the supporting group with environmental weapons or a crowd Heat Action. Isolating the main opponent is worth more than forcing a counter while another enemy attacks your back.
5) Gary Buster Holmes: use his committed attacks for controlled Tiger Drops. A successful counter does not oblige you to rush after him into the next attack. Reset and repeat.
6) Shota: remove his three followers without losing track of him. Then read his approach, dodge to his side or counter it. Keep normal strings short if his guard stops the first hits. Do not throw away a healthy run trying to force a long combination through him.
7) Shindo: remove the group pressure, respect the sword and use attacks after its recovery. If a normal string keeps being blocked, change to a Heat Action or counter rather than repeating the same opening.
8) Bloody Eye: preserve your escape space. Counter a readable attack or get behind him, then use the Heat you build to repair some damage in Dragon before the more awkward weapon fights ahead.
9) Lau Ka Long: account for the reach of each weapon phase. Wait for a committed swing, evade and punish. Recheck your spacing when his weapon changes instead of treating the entire encounter as one fixed pattern.
10) Arase: patience matters more than speed. Clear support, track him, dodge the shots and punish briefly. Never stand in his armored multi-shot sequence trying to save a few seconds. Use Rush if its movement gives you more reliable openings.
11) Majima, Chapter 11: handle the knife phase and QTEs, then collect the Toughness Emperor and Toughness ZZ after dropping to the lower level. He switches to unarmed fighting there. This is a valuable recovery opportunity before the last two fights.
12) Shimano, Chapter 12: fifteen supporting enemies make this much more crowded than the earlier duel. Reduce the group and keep Shimano's sword in view. A well-timed Tiger Drop damages him without forcing you through the blade's normal range. Once he loses the sword, adjust to the unarmed attacks rather than racing to the final boss with almost no health.
13) Nishikiyama: use Tiger Drop on attacks you recognize, or move behind his completed strings and use Dragon combinations. Furniture gives you another damage option. His red recovery aura calls for the Dragon Kiwami finisher. Watch the QTEs near the end; do not put the controller down when the health bar looks finished.
If an early fight goes badly, recover deliberately with Dragon Heat Actions where it is safe. If you reach the last few bosses in good shape, keep using the method that got you there. A thirteen-fight clear does not need a reckless final exchange.
REWARDS AND SAVING
• Proving Grounds: Magnetic Necklace.
• Melee Battles: Calming Towel.
• Mad Dog Battles: Dojima Family Amulet.
• Ultimate Battles: War God Talisman.
• All 30: Death By Climax trophy/achievement.
The accessory rewards become available when starting a new Premium Adventure or New Game+, not by dropping them into an already active save. Collect them from Bob Utsunomiya at the Tenkaichi Street CP exchange. Return to the main menu to save your Climax results after finishing.
The biggest thing with Kiwami's Climax Battles is using the preset and the actual objective. Dragon Reborn is an invitation to use Dragon's techniques. Weakest Dragon requires a different plan. A boss-at-the-end challenge may let you skip almost the entire route. And one HP at the start does not always mean that healing is forbidden. Once those differences are clear, the retries become much more useful.
REFERENCES AND VIDEO HELP
Challenge conditions, presets, boss order and rewards: CyricZ's Yakuza Kiwami guide.
https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/climax-battles
Additional routes and combat explanations: GameRevolution's Climax Battle guide.
https://gamerevolution.com/guides/346821-guide-climax-battle-yakuza-kiwami
Player-tested alternatives, including Dragon healing in Proving Grounds 9 and approaches to Melee 10:
https://trueachievements.com/a298343/death-by-climax-achievement
Preset and challenge cross-checks:
https://steamcommunity.com/sharedfiles/filedetails/?id=2891553742
Additional detailed routes, item locations and boss-group checks, in Japanese:
https://dswiipspwikips3.jp/yakuza-kiwami/ultimate-battles/ordeal-arena.html
https://dswiipspwikips3.jp/yakuza-kiwami/ultimate-battles/melee-arena.html
https://dswiipspwikips3.jp/yakuza-kiwami/ultimate-battles/limit-arena.html
https://dswiipspwikips3.jp/yakuza-kiwami/ultimate-battles/kyoken-arena.html
Combat inputs and Heat Action conditions:
https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/fighting-styles
https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/heat-actions
Video demonstrations for the full set:
https://youtube.com/playlist?list=PLDHwadRltaa39l3w1769Y26pv2K-RN5tI
YAKUZA KIWAMI: ALL 30 CLIMAX BATTLES, PART 3
· Yakuza Kiwami