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Yakuza Kiwami 2 gives Kiryu some ridiculous fights. Men with swords, a man who refuses to stay down, two actual tigers, and Ryuji Goda waiting to settle the question of which dr…

· Yakuza Kiwami 2

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Yakuza Kiwami 2 gives Kiryu some ridiculous fights. Men with swords, a man who refuses to stay down, two actual tigers, and Ryuji Goda waiting to settle the question of which dragon is still standing. But getting through those fights is a lot easier when you know what each one is asking you to do. The answer isn't always more damage. Sometimes it's keeping a second enemy in view, changing how you defend against a weapon, or realizing the boss isn't finished just because the first health bar disappeared. This covers the main-story fights in chapter order, including the smaller named encounters and the final sequence. Full story spoilers below, including the identities of the last opponents. Amon, the optional Coliseum, Bouncer Missions, street bosses, Clan Creator, and the Majima Saga are separate guides. **Before going into a long fight** Heal, refill recovery items, check weapon durability, and keep a separate save before entering a story dungeon. If the game is asking whether you're ready to leave, take a moment to check what you're actually carrying. Kiryu has one fighting style here. You aren't matching Kiwami 1's different styles to a boss's regeneration color. Charged Light and Heavy Attacks are useful when ordinary hits keep meeting a guard, while quicksteps and short punishments help when the enemy is attacking through your hits. Normal barehand guarding isn't universal protection from blades. An equipped weapon can change what you can safely block. Gunfire is another problem again. [Core combat rules](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/basic-combat) The two mistakes I'd try to separate are attacking into a guard and attacking into an enemy who isn't being interrupted. For the first, change the attack or angle. For the second, stop trading and let the dangerous move finish. Don't build an early-game plan around moves you haven't unlocked. Extreme Heat becomes available through Komaki's Chapter 5 training, Feel the Heat!, after the Tojo HQ visit and Sayama's shopping request. Follow the pupil's invitation outside Serena, then visit Komaki in the Champion District. [Extreme Heat training](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Substories16-30) Tiger Drop comes later through the acupuncturist, from Chapter 13. It is useful, but it isn't a requirement for surviving the first half of the game. [Tiger Drop unlock](https://trueachievements.com/a304898/battle-skills-master-achievement) **Chapter 1: Daigo Dojima** Daigo is the first proper boss after the trouble around Shine. Watch his grab and sweeping attack instead of standing directly in front of him trying to finish every combo. Let him commit, move clear, hit the recovery, then reset. The street objects give you another way to deal damage without needing a developed skill list. Stay ready at the end. The finishing sequence asks for rapid Light Attack inputs to build Heat, followed by the displayed Heavy Attack prompt. The cinematic is still part of the fight. [Daigo encounter](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/chapter-1-letter-of-blood) This is a good place to learn that you don't have to finish the longest possible string just because the first punch connected. Take the safe damage and leave yourself room to react. **Chapter 2: the Grand** You meet Ryuji here, but you don't fight him yet. The playable encounter is against four of his men. With enough Heat, grabbing someone near the railing gives you a way to throw them over it. [Grand encounter](https://dswiipspwikips3.jp/yakuza-kiwami2/main-story/chapter2.html) Keep the group together in front of you where possible. One enemy behind Kiryu can interrupt what looked like an easy attack on the other three. **Chapter 3: Omi headquarters and Ryuji** The headquarters run includes groups, weapon pickups, a samurai-room encounter, and a chandelier QTE. Use the environment instead of spending every carried weapon before the actual duel. Ryuji waits outside. There are Bamboo Sticks in the hedges, so you do have weapons available. His wide-armed shout warns of a charging grab. Move out of its path, attack after he commits, and get clear before his next sequence. Charged attacks can help when a normal string isn't getting through. [Headquarters and first Ryuji fight](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/chapter-3-the-yakuza-huntress) Around half health, he powers up with red Heat. Don't try to stop the charging grab by holding an ordinary guard. Bait it, evade, then punish the recovery. Follow the Feel the Heat prompt at the finish. [Ryuji's powered-up phase](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Chapter3) The important change is how willing he is to keep coming through your offense. A hit connecting doesn't automatically mean you've earned time for the next three. **Chapter 4: Esaki** The mahjong room gives you a cramped group fight with Esaki and his men. Tables and stools are useful here. Swinging an object through the crowd helps make space and build Heat, then you can spend that Heat on Esaki. Don't trap yourself against furniture while trying to chase the leader. Clear room to turn first. [Esaki and the mahjong room](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Chapter4) **Chapter 5: the tournament and Majima** Before Purgatory, a pistol-carrying Mysterious Assassin attacks outside Tojo HQ. Two Tojo allies help you. Then the mandatory tournament gives you three opponents, and weapons are allowed in this story tournament. - Robson Caetano da Silva uses a two-handed axe. Avoid the committed swing and punish afterward. Even a weapon guard can be broken by the heavy blows. - Gary Buster Holmes cannot be handled by simply grabbing and throwing him. His punches, front kick, and double-handed hammer attack leave counter opportunities. Ordinary barehand guarding does work against his attacks. - Majima brings the dagger and quick kicks. Equip a weapon if you want to guard the blade, or evade it. At low health, red Heat makes him more aggressive. Watch for the dagger-toss QTE, then stay ready for the final Feel the Heat sequence. [Tournament opponents and their attacks](https://dswiipspwikips3.jp/yakuza-kiwami2/main-story/chapter5.html) If you want Extreme Heat available, do Komaki's training before entering the tournament. The first Clan Creator fight follows Majima, with normal Coliseum participation opening after that story introduction. [Chapter 5 progression](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Chapter5) Weapons being allowed in this tournament doesn't mean every optional Coliseum tournament uses the same rules. Check the rules when you return for those. **Chapter 6: the Man in Black** The Amano Building is a repeated-encounter dungeon, not one fight followed by a clean walk upstairs. Early on, the Man in Black can kick wooden crates at you, leading to a QTE. Later, take the Western Shield before approaching the gunmen. Use it to protect the approach and bash them rather than standing exposed trying to absorb the shots. Pick up the recovery items as you climb. The Man in Black returns at the windows and in the final room, which includes a surprise attack from behind and another QTE. [Amano Building route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Chapter6) The big trap is assuming the last fight is over at the first health depletion. He gets back up with bladed shoes and red Heat. Your defense needs to account for the blade kicks now. Let the attack finish, take your opening, and follow the actual finishing sequence. [Bladed-shoe phase](https://dswiipspwikips3.jp/yakuza-kiwami2/main-story/chapter6.html) I would keep emergency healing in reserve until you have seen that second phase. Spending everything to force the first down quickly can leave you with the harder part still ahead. **Chapter 7: Kim and Choi** At Emoto Clinic, you fight Kim and Choi together. Use the room's furniture, and keep the second attacker in view while you work on the first. [Clinic encounter](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/chapter-7-the-foreign-threat) After enough damage, a QTE leads into their red Heat phase. The first opponent nearing defeat can trigger Feel the Heat. [Phase change and finish](https://dswiipspwikips3.jp/yakuza-kiwami2/main-story/chapter7.html) The simplest improvement here is reducing the fight to one opponent. Broad object attacks can interrupt both, but once you have a safe chance to finish one, take it. Two half-finished enemies still give you two sets of attacks to manage. **Chapter 8: Hiroshi Hayashi** After the saboteurs in Millennium Tower's basement, Hayashi gives you a much tougher guard to break. Charged Light Attacks and weapons are better answers than repeating the same blocked rush combo. Around half health, he powers up. Later, the two iron pipes extend his threat, and he becomes difficult to interrupt. Give the swings room rather than assuming one light hit will stop him. [Hayashi's phases](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Chapter8) Watch for his grapple QTE and keep paying attention during the final rapid-input sequence. The chapter continues into the Shangri-La raid, so restock before pushing on. There is an equipment box at the entrance, and a Western Shield helps with the gunner corridor. [QTEs and raid preparation](https://dswiipspwikips3.jp/yakuza-kiwami2/main-story/chapter8.html) Hayashi and the raid are one preparation problem. Don't empty your supplies and assume the chapter is effectively finished because you've beaten its obvious boss. **Chapter 9: Koji Shindo** The Tojo HQ coup leads through the building to Shindo's meeting room. He has a sword, and the room gives you tables and chairs to work with. Use those rather than trying to barehand-block every slash. [Reaching Shindo](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/chapter-9-the-omi-invasion) The fight can move from the meeting room to the upstairs hallway and then the garden. Heavy damage early can skip the hallway, so don't assume something broke if you go straight to the next stage. In the garden, red Heat makes him resist interruption. Yayoi throws Kiryu a katana, followed by two rapid-input sword clashes. And that still isn't the end. Returning to the meeting room brings another surprise QTE, another fight, and the actual Feel the Heat finish. [Shindo's full sequence](https://dswiipspwikips3.jp/yakuza-kiwami2/main-story/chapter9.html) This is one of the clearest examples of why I wouldn't put the controller down when a fight looks resolved. Keep watching until the game really gives control back. **Chapters 10 and 11: smaller encounters** Chapter 10 includes four thugs near the Sotenbori river and Satoshi with two allies in the second-floor West Shofukucho office. Near the river, use the railing opportunities. In the office, make space before focusing on Satoshi. [Chapter 10 encounters](https://dswiipspwikips3.jp/yakuza-kiwami2/main-story/chapter10.html) Chapter 11 includes the suspicious-man encounter during the Ryoma shogi-piece investigation and a five-man Jingweon fight after the Murai scenes. Murai himself isn't a boss you have to defeat. [Chapter 11 encounters](https://dswiipspwikips3.jp/yakuza-kiwami2/main-story/chapter11.html) The Jingweon group includes a stronger opponent and fast, evasive support. Deal with the crowd instead of staring only at the largest health bar. [Jingweon group behavior](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/chapter-11-the-iron-creed) Not every chapter needs a major duel. These are still worth preparing for, but there's no hidden second Ryuji fight to go looking for here. **Chapter 12: Osaka Castle and the tigers** Before the castle, you deal with the large man at Yokobori Golf Center, Kurokawa's riverside ambush, and Esaki again around the acupuncture clinic. Inside the castle, watch the spear traps and floor plates. There is a trap QTE on the second floor, and the fourth-floor Gatling section still has enemies attacking from different directions. Don't become so focused on what's in front of the gun that you ignore swordsmen closing from the side. [Castle approach and hazards](https://dswiipspwikips3.jp/yakuza-kiwami2/main-story/chapter12.html) Kunieda keeps returning during the climb and calls reinforcements when weakened. Check the maze's side passages for supplies instead of rushing through with an empty inventory. At the top, you fight two tigers. High attacks can pass over their bodies, and the Iron Spears on the walls give you a useful weapon with reach. Keep both animals in view and avoid getting stuck in a long stationary attack while the other one is free to leap at you. [Kunieda and the tiger arena](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/chapter-12-osaka-castle) Normal Heat Actions don't work on them as though they were human enemies. Be ready for the pounce QTE. Succeeding knocks a tiger down and gives you an opening. Once one is gone, the remaining tiger leads into the finishing sequence. [Tiger fight mechanics](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Chapter12) The cinematic Tiger Drop is scripted. You do not need to have unlocked the acupuncturist's Tiger Drop skill before entering the castle. Sengoku is part of the story scene, not another playable boss duel after the tigers. **Chapter 13: the trucks and Wataru Kurahashi** The road section is a fight on flatbed trucks. It isn't Kiwami 1's shooting minigame. Ordinary enemies can be thrown off, and charged Heavy Attacks can knock them away. Return thrown grenades to the distant attackers. The Man in Black cannot be beaten by simply throwing him off the truck. [Truck sequence](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/chapter-13-settling-accounts) He starts this encounter powered up and using the bladed kicks. Equip a weapon for safer defense and work around the ends of his attacks. Later, Kurahashi mixes rolls, melee attacks, and pistol shots. He can finish a close-range string with gunfire, so don't assume stepping away ends the danger. His pistol also can't be removed with the ordinary firearm-disarm Heat Action. Use weapon and counter opportunities instead. [Man in Black and Kurahashi tactics](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Chapter13) Kurahashi has four supporting enemies. Clear those men so they aren't interrupting you from outside the camera. Sacred Wood Armor's bullet defense is helpful if you have it, and the fight ends with Feel the Heat. [Tower fight](https://dswiipspwikips3.jp/yakuza-kiwami2/main-story/chapter13.html) **Chapter 14: the rescue fights and Oshiro** You deal with three Go-Ryu men at Bantam, three at Emoto Clinic, and five at Stardust. The Stardust group includes Oshiro and a gunman. Get the shooter out of the fight promptly. Being staggered by gunfire while Oshiro is pressing you is much worse than dealing with either threat alone. Ryuji appears during the chapter, but the duel is deferred. There isn't a playable Ryuji fight to add here. [Chapter 14 rescue encounters](https://dswiipspwikips3.jp/yakuza-kiwami2/main-story/chapter14.html) **Chapter 15: prepare for the finish** There isn't a major boss duel in this chapter. Work through the story meetings and investigation, then use the opportunity to finish your preparations before the Chapter 16 departure. [Chapter 15 progression](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/chapter-15-blood-and-bonds) That means recovery items, usable weapons, defensive equipment, and a separate save. Don't rely on the final dungeon to provide everything you're missing. **Chapter 16: the final gauntlet** Confirming departure with Date at Serena starts the endgame. Keep your city save. The approach leads through the streets and construction site to the final Man in Black fight on the lift. Afterward, there is an equipment box and a last merchant, but the merchant's prices are doubled. Buying supplies earlier saves money. [Departure and last preparation point](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/chapter-16-decision) The approach has a QTE involving the two large men, followed by the construction waves. The Man in Black again uses his powered-up blade-shoe attacks. Don't let familiarity make you careless on the way to the rooftop. [Final approach](https://dswiipspwikips3.jp/yakuza-kiwami2/main-story/chapter16.html) There are three rooftop fights. Plan your supplies for all three. **Ryuji with a sword** Respect the weapon's reach. Evade the committed thrust or swing, hit the recovery, and reset. A weapon of your own can help with guarding. The four-input QTE in the middle isn't the finish. The duel continues afterward, so don't empty everything you have the moment that cinematic starts. [Sword Ryuji](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/chapter-16-decision) When he powers up, expect resistance to interruption. Make him miss before committing yourself. One safe punish is better than landing two attacks and eating the entire retaliation. **Daejin Kim and his men** Kim carries an SMG and has five men supporting him. Throwing him can buy time to deal with the others. Watch the QTE involving the overhead beam and the later reload opening. [Kim's fight](https://dswiipspwikips3.jp/yakuza-kiwami2/main-story/chapter16.html) You have to clear the henchmen too. Taking down Kim's health alone doesn't finish the encounter while his support is still standing. The final merchant sells Sacred Wood Armor (Replica) if you lack the full version. Its bullet protection can help here. Clear the group with broad attacks and Heat opportunities rather than chasing Kim through everybody else's punches and gunfire. [Bullet protection and victory condition](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Chapter16) Keep healing for the next fight. This is the middle of the rooftop sequence, not the end. **The final Ryuji fight** Unarmed Ryuji can resist interruption from the start. His charge and grab can lead into rapid-input ground punches, and another exchange brings a punching-clash prompt. Use the actual prompts on your screen rather than assuming one button works for every sequence. [Final Ryuji mechanics](https://dswiipspwikips3.jp/yakuza-kiwami2/main-story/chapter16.html) He's powerful, but you can still work around committed attacks. Let the swing or charge miss, take a short punish, and leave enough time to move. In his red Heat phase, trading hits becomes even less appealing. Weapons and counters remain valid ways to hurt him. [Final duel tactics](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Chapter16) There is one last single-input QTE required to finish the fight. Stay ready until that is done. [Final input](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/chapter-16-decision) Use your recovery items if you need them. Use the weapons you brought. You don't have to invent extra restrictions to make the win count. The habit that carries through nearly every fight here is knowing when your turn has ended. If a boss is blocking, adapt. If he's attacking through your hits, move. If a second enemy is coming from off-screen, stop staring at the first one. And if the game starts a dramatic finishing scene, keep your hands on the controller until it has actually finished.

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