Yakuza 4 Remastered: Fighter Maker and all five apprentices
Saejima's Fighter Maker activity opens through Sodachi in Part 2 Chapter 4. The job is to get each apprentice ready for a three-fight Rookie Tournament within fifty training turns. One champion earns Master in Training. All five are needed for the activity's full completion, and graduates become available as Coliseum tag partners.
You don't directly control the apprentice during a match. That matters. A schedule can build a strong fighter, but it can't promise that the AI will make the same decisions every attempt. Keep saves before important training choices and before entering the tournament. If a well-prepared fighter has a disastrous match, reload rather than treating the whole training plan as worthless.
What each turn does
You choose four ordinary training slots and one special action. Road Work uses two ordinary slots. The important stats are Power, Speed, Technique and Stamina, plus Mood and Trust.
Power raises damage. Speed affects how effectively the fighter moves and starts attacks. Technique expands his options. Stamina is also his current health going into a fight, not just an abstract training resource. Sending someone into a tournament exhausted gives him a smaller health bar to survive on.
Mood and Trust affect training cooperation and performance. Low values lead to skipped sessions and make your finisher commands less reliable. Injuries can waste several turns and reduce progress, so recovery is part of the training rather than time you should always cut.
The useful building blocks
• Punch Training develops Power and some Technique.
• Kick Training develops Speed and some Power.
• Ground Training develops Technique and some Speed.
• Road Work increases maximum Stamina.
• Stretches improve Mood and restore a little Stamina.
• Ordinary Rest restores more Stamina.
• Sparring develops the fighter and Trust if you win.
• Meetings improve the relationship when you choose useful answers.
• Matches build combat stats and earn the dojo's money.
• Master Finishing Moves teaches attacks you can command during matches.
Strength, Dash and Lecture have trade-offs that reduce other stats. You can complete this activity using the more balanced Punch/Kick/Ground approach without repeatedly undoing a different part of the trainee's progress.
A practical development cycle is Punch → Kick → Ground → Rest, with the special action chosen according to what the fighter currently needs. Add Road Work early if his stamina is poor. Use Stretches and a Meeting first if his mood or trust is the problem. Don't keep adding Power to a maxed-out stat while his low Speed is making him lose every exchange.
Facilities and money
Upgrade the training facilities you actually use. The money comes from the dojo's match earnings, so a strong early apprentice can do extra matches to fund the later ones. You don't have to send the first fighter into his graduation tournament the moment he is capable of winning it.
Once the first three apprentices are trained, the ¥1.5 million renovation opens the next facility tier. Pay for it before putting the difficult fourth trainee through a long schedule if you have the funds. Keep enough turns for the final tournament; don't grind cash right up to the fiftieth turn and then wonder where your safety margin went.
Hideo Sugiyama
Hideo is the balanced first trainee and a useful source of dojo funds. At his initial event, choose the response that says the reason isn't important. Develop all three combat stats and start increasing his maximum Stamina early. Teach an accessible finisher such as Tiger Suplex SP, then use easier matches before working toward higher prize money.
For his early meetings, the useful responses are: never heard of it; the breakfast proposal; hiking; be a man already. These unlock helpful skills as well as improving the relationship. Equip useful skills instead of merely unlocking them and forgetting the loadout.
When he starts winning comfortably, cycle through recovery and profitable matches. Buy facility upgrades while you have a dependable fighter. Graduate him with turns to spare. If you only want Master in Training, his first tournament victory is enough; the extended money preparation is for players training all five.
Takehiro Ehama
Ehama's low Stamina is the immediate problem. Put Road Work and recovery ahead of the temptation to raise only damage. His early meetings favor his sense of justice, winning back his love, acknowledging a little concern, and the idea that winning alone isn't enough. For his event, use the uncertain response rather than blindly agreeing.
Build his Speed, teach a practical finisher such as Fence Smashing and use approachable fights like Sink or Swim to establish momentum. Three successful sparring sessions unlock another useful skill. Keep Trust high before relying on finisher commands.
As his stats improve, move into stronger matches, add Technique work and enter the tournament with full Stamina. A wrestler who is technically ready but starts every bout exhausted is not ready in practice.
Fukushi Ochiai
Ochiai starts with better Stamina but poor Mood and Trust. Open with several Stretches and a useful Meeting rather than immediate hard sparring. Tell him motivation matters. At his personal event, support the fact that he has been training seriously.
The next useful personal answer is that you used to love anime. Raise his cooperation, teach a usable finisher, then build the normal Punch/Kick/Ground routine. If teaching the move fails early, address the low relationship stats and try again rather than burning half the schedule on repeated failures.
Once he's cooperating, he can develop quickly through matches and sparring. Before the tournament, use a recovery-heavy turn. You want the strong boxer you've built, not a tired version who spent his health on one unnecessary last training block.
Makoto Tokita
Makoto is the awkward one. His behavior can remain unreliable even with good numbers, so save before the tournament and expect that a bad attempt may require another try.
Start by stabilizing Mood and Trust. His early meeting answers are: don't know; chase them off; never done it; be his competition. At his event, choose to continue training. Develop Stamina and Speed, then balanced offense. Don't neglect Power, but don't let a huge Power stat persuade you that the rest of the setup no longer matters.
Teach a strong usable finisher. Essence of Clotheslining is especially useful if Saejima has learned its Revelation and the trainee meets the conditions to learn it. For the tournament, Turbo Takeoff, Willpower and Final Stretch are a sensible combination when available. Full Stamina and a good finisher give him a better chance to survive his own decision-making.
If a tournament attempt fails, check what happened. A fighter who ran out of health needs a different adjustment from one who spent the entire match unable to land a hit. Don't erase a developed trainee just because the first attempt went badly.
Masataka Watanabe
Watanabe has strength, but his confidence and willingness to use it need work. His initial meeting favors reassurance about his size; the following choices include training hard, pretending you know the reference and agreeing with him. At his event, choose the response that says it isn't kindness.
Develop maximum Stamina, Speed and Technique, then teach finishers suited to his grappling. Use sparring and successful matches to build Trust. He can become a strong tournament fighter without making every ordinary slot another Power session.
Finish with full health and useful skills equipped. After his tournament win, all five trainees are complete, and the game awards the additional activity reward.
How to use finishers
During matches, fill the command gauge with the displayed button and trigger the finisher when the opportunity appears. Some moves require an opponent on the ground or in a grab. If that condition isn't met, mashing harder doesn't create it.
High Trust makes the command timing easier. Repeated finisher use has diminishing effectiveness and affects Trust, so don't assume the best strategy is always to spam the same move immediately. A well-timed finisher that secures a round is worth more than wasting the gauge on a poor opportunity.
Saejima must know certain moves before he can teach them. His Revelations and purchased abilities therefore affect Fighter Maker as well as his own combat. If Clotheslining or another advanced move isn't available, check Saejima's development before blaming the apprentice.
The later meeting choices
If you continue beyond the four personal conversations, these are the six remaining topic choices for each fighter, in order:
• Hideo: motivational; failure; art; beauty of pure love; future dreams; fashion.
• Ehama: motivational; success; math; bonuses; corny joke; myself.
• Ochiai: comical; literature; failure; comical; Fukushi Ochiai; Japanese education system.
• Makoto: cool analysis; math; life insurance; no risk/high return; Tokita; not having a girlfriend.
• Watanabe: caring for animals; dramas; Sodachi; motivational; success; pure love.
For Ochiai's third and fourth personal meetings, use making faces and Dragon. These round out his early choices if you use extra meetings rather than moving straight into matches.
This activity becomes much less frustrating when you train the weak part of the actual fighter in front of you. Hideo can fund the dojo, Ehama needs stamina, Ochiai needs cooperation, Makoto needs preparation and patience, and Watanabe needs a balanced plan rather than more strength for its own sake.
Yakuza 4 Remastered: Fighter Maker and all five apprentices
· Yakuza 4