Yakuza 4 Remastered: all 35 Ultimate Matches
These unlock after finishing the story and live on the main menu. Your story inventory doesn't carry into them. Strongest presets have the developed character toolkit; Weakest presets strip it back. Check the equipment you're actually given before assuming the solution is another fistfight.
There are ten Melee, five One-on-One, ten Challenge, five chase challenges and five Ultimate boss rushes. Clearing all 35 earns Ultimate Challenger. S-ranking every challenge is the separate War God Talisman objective. Exit the challenge menu normally after progress so the system data saves.
Boss names below contain spoilers.
Melee Matches
1. Kiryu, 2:30, defeat the group.
Check your inventory: you have a submachine gun. Use it on the five enemies instead of spending the opening minute trying to create ordinary melee openings.
2. Saejima, five minutes, defeat 100 enemies.
Use the supplied powerful weapons to clear the ordinary enemies quickly. Two exceptionally durable Scary Men appear, but there are 102 enemies available overall. You can leave those two alive and still reach 100. Don't spend most of the timer trying to kill the two enemies the requirement lets you skip.
3. Tanimura, five minutes, four enemies.
Two durable melee opponents are backed by pistol and SMG users. Remove the gunmen first. The Platinum Ruler is a durable supplied weapon that lets you keep attacking without constantly searching for another tool. Keep the tougher men on one side while you deal with the shooting.
4. Saejima, six minutes, prison rooftop.
The enemies are spread around and throw stun grenades. Break through the doors and check the map so you don't waste the ending searching for one missed opponent. The sniper isn't a required kill; the six rooftop enemies are.
5. Weak Kiryu, three minutes, guns only.
Find the guns around the underground lot: northeast by 312, near the northwest restroom, southwest near the 101 pillars and around 104. Four guns with ten shots each provide the forty hits needed for eight enemies at five shots apiece. Avoid wasting shots, and stop firing at an enemy once it's down.
6. Weak Akiyama, 2:30, throwing objects across a gap.
Use the Smoke Grenade on the crowned gunman first. Use the Tear Gas Grenade on one remaining opponent, then finish the last with the other throwable objects. The different objects matter more than trying to run toward enemies you can't reach normally.
7. Akiyama, thirty seconds, oily floor.
Don't sprint across the slick. Move carefully in fighting stance, reach the enemy without falling, then use a strong Slash Kick sequence. The movement condition is the trap.
8. Weak Kiryu, one minute, two enemies.
Use the Great Marlin. Drop the purple enemy first, then keep pressure on the yellow one. The other supplied weapon's warning name is worth taking seriously; you don't need to experiment with it to clear the challenge.
9. Weak Tanimura, five minutes, three enemies.
Handle the blue opponent first, then use a wall Heat Action or another safe opportunity on the white one. Save your health for the black-clothed enemy. His pressure makes careless long combinations costly. Parry, reposition and attack the opening instead.
10. Weak Kiryu, one HP.
You cannot trade damage here. Remove the two weakest sword users on the right, collect what helps and avoid getting surrounded. Keep the strongest katana user interrupted or knocked down while clearing the others, then spend Heat to finish the dangerous remaining target. One uncontrolled approach can end the attempt, so watch the whole group.
One-on-One Matches
1. Akiyama versus Minami, two minutes.
Evade around his attacks and punish his back. Use a finishing Heat Action when available. Standing in front of a long attack string costs both health and time.
2. Saejima versus Majima, two minutes.
Use charging finishers during real openings. When Majima starts spinning and evading, stop chasing the animation and prepare for where he ends. Strong early damage can shorten the dangerous phase substantially.
3. Tanimura versus Sugiuchi, 2:30.
Keep ordinary rush strings controlled. Sugiuchi punishes slow finishing blows, and waiting only for parries can burn the timer. Dodge around a committed attack, land the rush hits and use available Heat opportunities. Don't repeatedly insist on the finisher he keeps countering.
4. Kiryu versus Akiyama and Tanimura, two minutes.
Focus on Akiyama first while keeping Tanimura in view. Splitting damage leaves both characters interrupting you longer. Once one is out, the fight becomes much easier to control.
5. Kiryu and Akiyama versus Daigo and Arai.
Arai's attention on Akiyama gives Kiryu an opening. Remove Arai while avoiding Daigo, then focus the pair's efforts on the last opponent. Take advantage when Akiyama grabs someone. At low health, Kiryu's Asura Spirit can turn built-up Heat into recovery, so don't throw away a salvageable run.
Challenge Matches
1. Beat more enemies than Hana.
There are seven, so secure at least four. Use quick finishing damage and multi-target opportunities such as Essence of Triple Strike. Helping Hana soften everyone up isn't the objective if she keeps taking the finishing hits.
2. Tanimura, one minute, parries only.
Only one of the three enemies actively attacks. Redirect him into the other two to remove them, then bounce the attacker into a wall repeatedly. Don't add punches out of habit.
3. Tanimura, no direct attacks.
Kick the nearby cans into the target. If the cans become awkward to reach, use permitted parries to send him into the wall. The point is indirect damage, not forcing a normal rush combo through the condition.
4. Saejima, exactly ten attacks.
Count carefully. A workable route is eight light hits, then one wall-throw Heat Action on each opponent. Build the needed Heat with Saejima's charging ability rather than adding accidental extra strikes. Once you've committed to a count, don't improvise a stomp that turns ten into eleven.
5. Tanimura, survive one minute without attacking.
Circle, quickstep and parry when necessary. If you get knocked down, you don't have to rush to stand up while surrounded. Let safe downtime burn the clock. This is survival, not a counterattack challenge.
6. Akiyama, keep Minami away from the microphones.
Two microphones create a back-and-forth route. Block his approach so he changes targets, or pick up and reposition the mic. Maintain the rhythm for the full interval rather than chasing him from behind after he's already reached one.
7. Saejima, three minutes, destroy the final stone wall.
You have fists instead of a pickaxe. Use charged attacks to break the walls, but look up for the falling rocks in the later sections. The timer is manageable if you stop losing time to repeated knockdowns.
8. Kiryu, three minutes, Heat Actions only.
Heat refills automatically. Use throwing, wall and multi-enemy Heat Actions instead of trying to build a gauge you already have. Normal attacks aren't the required damage method.
9. Akiyama, red then blue then yellow.
Do not defeat the black-clothed enemies. Isolate the current target with a grab and avoid broad attacks near the others. Objects kicked along the ground can also hit a forbidden enemy. There is no need to rush this one.
10. Tanimura, arrest every opponent.
You need enemies writhing on the floor, not dead. Lower their health carefully, knock them down and use Essence of Arresting with its prompt. A short rush into a knee finisher is useful; don't automatically follow it with another Heat Action that kills the target instead of arresting him.
Chase challenges
1. Akiyama, thirty seconds, don't knock over buckets.
Jump the bucket lines and weave around the isolated obstacles. Use the available time to take a clean route instead of clipping everything at full speed.
2. Akiyama versus Ultimate Saigo, one minute, no tackles.
Collect bottles and throw them. Four hits can finish it. Running close enough to tackle is wasted effort when tackling is prohibited.
3. Saejima, escape the kappa within 1:30.
The pursuers are faster. Time your roll as one gets into tackle range and use the chase Heat Action early to reduce pressure. Follow the route cleanly, and keep evading when they swarm rather than trying to win through raw sprint speed.
4. Tanimura's boat chase against Ultimate Sugiuchi.
Shoot when the lock-on cue sounds, watch his path through the obstacles and learn the turns that repeatedly catch you. A good ram when you get ahead can create a useful lead. Don't keep firing without a target lock while missing the next obstacle.
5. Kiryu versus Ultimate Mack.
Use the bottles along the route. Three hits end the chase, which is much more reliable than trying to stay close enough for repeated tackles.
Ultimate boss rushes
Clear the four earlier categories to open their associated rushes, then clear those four to unlock the final one. The first four do not restore your health between opponents.
1. Akiyama, five minutes: Ihara → Midorikawa → Minami.
Preserve health in the easier opening encounter. Against Midorikawa, respect the weapon reach and attack after committed swings. Don't enter Minami's fight with no margin left because you forced unnecessary exchanges early.
2. Saejima, five minutes: Saito and guards → Kiryu → Majima.
Remove the supporting guards efficiently and keep Saito from interrupting every charged attack. Kiryu and Majima demand patience: bait the attack, move clear and put the charged damage into the recovery window. You need the health for all three fights.
3. Tanimura, seven minutes: the Chapter 1 pair → the briefcase rooftop fight → Sugiuchi.
Use parries to control the grouped fights and eliminate interruptions. Save enough time and health for Sugiuchi, where short rush strings and clean evasions work better than finishing blows he can punish.
4. Kiryu, seven minutes: Ivan Ibrahimovic → Hannya Kurokawa → Akira Yamaoka.
Don't confuse Ivan's size with speed. Bait his larger attacks and punish cleanly. Stop attacking when Hannya sets up his open-handed counter stance. Yamaoka is fast and can stun; keep enough health for mistakes instead of spending everything to shorten the first two bouts.
5. All four protagonists, sixteen minutes.
This combines the three earlier character sequences and Kiryu's Coliseum sequence, adding Komaki at the end of Kiryu's run. Unlike the earlier rushes, this challenge includes healing between parts of the sequence. You still need an efficient approach to every opponent, because the timer covers the whole run.
Use the individual challenges to learn the exact fight that is stopping you. If the same boss takes most of your health every time, repeating the entire final rush without changing that matchup is just giving yourself more loading screens.
Yakuza 4 Remastered: all 35 Ultimate Matches
· Yakuza 4