YAKUZA 5 REMASTERED: ALL 30 ULTIMATE MATCHES
Ultimate Matches unlock after clearing the story. They use preset characters and equipment, so campaign grinding won't change the loadout. The last five battles unlock after the first 25 challenges are cleared.
Here is a direct route through every challenge. Button names below describe the action, so use your platform's mapping. L2/LT suppresses accidental Heat Actions when a challenge demands another kind of finish.
MELEE BATTLES
1. KIRYU: FIVE TAXI DRIVERS, 90 SECONDS
Use the level-25 moveset and spend Heat on damaging finishers. Keep attacking the next standing enemy rather than waiting beside a downed one. The five enemies have enough health that basic unarmed hits alone waste the timer.
2. SAEJIMA: THREE WAVES OF TEN, 120 SECONDS
Use charged finishers into groups. Let the enemies gather within your swing rather than chasing each one individually. Saejima's wide, charged attacks are more efficient here than repeatedly isolating a single enemy for a Heat Action.
3. SHINADA: TEN ENEMIES, WEAPONS ONLY, 30 SECONDS
Pick up a pylon immediately and attack clustered enemies. As soon as Heat is available, use a weapon Heat Action; its animation stops the timer while still dealing damage. Don't spend the opening seconds trying an unarmed approach that cannot satisfy the condition.
4. AKIYAMA: THREE WAVES OF SEVEN, FOUR MINUTES
Use crowd attacks, Triangle Jump, and Double Juggle when available. Save enough Heat to open the final group strongly, then finish enemies knocked down or frightened by the attack. Avoid scattering all seven so widely that you spend more time running than fighting.
5. SAEJIMA: SEWER GUNMEN, ONE HEALTH, THREE MINUTES
Pick up the iron griddle beside you and hold guard when the gunmen raise their weapons. Advance between volleys, then strike at close range. Replace a worn griddle with another along the route. A crouching gunman fires three shots, so don't lower your block after the first.
The first three enemies are ahead; the fourth is behind the wall to the right, the fifth behind a farther pillar, and the sixth across the river. The next three form a dangerous line, so approach behind the griddle. Rush the final submachine-gunner during his setup rather than attempting to absorb his entire burst. One stray hit can end the run.
6. SHINADA: THREE ENEMIES, SWITCHING STRIKES ONLY, 150 SECONDS
Only the attack made while switching weapons deals valid damage. Use the D-pad to alternate the equipped knife and katana rather than performing normal weapon combos. Focus the grabbing tracksuit enemy first, and guard after short switching sequences so the others don't interrupt every attempt. You need steady valid hits, not spectacular-looking invalid ones.
7. SAEJIMA: TWO BEARS, THREE MINUTES
Defeat the first bear and then the furious mother. Build Heat so Saejima resists ordinary hit interruption, then use his chained charged finishers. Watch health even when he stops flinching; resistance to stagger is not immunity to damage.
8. SHINADA: FIFTEEN ENEMIES, 90 SECONDS
Use the supplied weapons. The pole gives reach into groups, while the tonfa offers stronger damage. Keep multiple enemies within each swing and change your position when they begin surrounding you.
9. AKIYAMA: CATCH THE RUNNER, ONE MINUTE
The suited runner is the target; the other six men are distractions. Chase him and use Akiyama's running Heavy Attack, continuing its three-kick sequence when possible. Don't spend the minute clearing the crowd while the actual target escapes.
10. KIRYU: TEN ENEMIES, ONE HEALTH, 90 SECONDS
Isolate enemies and throw them; each throw is enough to remove one. Back away immediately afterward rather than beginning another grab in the middle of a crowd. If Heat builds, Essence of Terror can eliminate several at once. Any casual trade can cost the entire attempt.
PROVING GROUND
1. DIFFERENT HEAT ACTIONS
Kiryu must defeat three enemies with Heat Actions, and repeating an action won't damage them. Heat refills automatically. Change the situation for each finish: standing, grounded, wall, and other available interactions. There is no need to rush a repeated move that no longer works.
2. LAUNCH STRIKE FINISHES
As Akiyama, build Heat through hits and taunts, then launch and use the repeated Light Attack aerial follow-up. That follow-up is the required damage route. Hold L2/LT when necessary to avoid replacing it with a Heat Action.
3. SURVIVE WITHOUT DEFEATING ANYONE
Saejima has one health and must evade twenty enemies for sixty seconds. Circle the open prison yard, stay outside staff reach, and avoid the cluttered edges where the group can trap you. Do not attack: the enemies are weak enough that a stray hit can violate the objective.
4. FINISHING BLOWS ONLY
Kiryu may weaken the five enemies normally, but the actual defeating hit must be the Heavy Attack at the end of a light-attack combo. A standalone heavy attack does not count. For an enemy with almost no health, build the opening light attacks facing away, then turn the finisher toward him. Suppress Heat Actions to avoid an accidental wrong finish.
5. KEEP THE KAPPA AWAY
As Shinada, damage the three slow kappa by picking up objects and throwing them. Reposition before collecting another object so none reaches you. If a kappa lands its attack, the attempt fails.
6. TURN THREE ENEMIES INTO SNOWMEN
Use Saejima's Yellow Dragon Spirit, holding R2/RT to build Heat. Grab an enemy, take him into open space, and activate Essence of the Snowman with Heavy Attack. Repeat for the other two. Each correct snowman finish defeats its target.
7. DEFEAT SEVEN BEFORE DRAGON SPIRIT ENDS
Kiryu begins with Dragon Spirit active. Attack immediately and move straight to the next enemy after each defeat. Short light-attack strings are sufficient; avoid spending the limited duration on unnecessary repositioning or elaborate setup.
8. RED, YELLOW, BLUE, WITH NO COLLATERAL DAMAGE
As Akiyama, grab the red tracksuit enemy and drag him away from everyone else before throwing him. Repeat until he is defeated, then do the same to yellow, then blue. Two throws per target is the useful route. Keep thrown bodies away from bystanders because incidental damage can fail the challenge.
9. PROTECT HARUKA
Kiryu must defeat the weak fans before they reach her. Prioritize whichever is nearest Haruka, not whoever happens to be nearest Kiryu. Move through the approaching line quickly and don't get fixated on a distant enemy while another walks past.
10. ONE BALL, NINE PLAYERS
Pick up the baseball and stand on the pitcher's mound. Let the nine opponents form a line toward you, then use Fighting Stance to aim through the nearest one and throw with Grab. The point is to hit the entire line with one throw. Don't waste the ball before everyone is aligned.
SPRINTS
1. CHILDREN'S PARK
From the Tenkaichi gate, run straight north to the end, turn left, then right into Theater Alley. Children's Park is ahead on the left. Commit to the route rather than stopping at each intersection to check it.
2. GARBAGE-CAN COURSE
Reach the destination inside the final semicircle of bins within fifteen seconds without knocking any over. Use the jump button, X on PlayStation or A on Xbox, to clear the rows. The gaps are possible but leave less room for error. Learn the three rows as one short route instead of changing your approach halfway through every attempt.
3. FORKLIFT ESCAPE
Follow the marked course and break each of the four barriers with one hit. Aim at a particular barrier panel, not between panels where Shinada can get caught. Keep moving after each break.
4. SNOWMOBILE COURSE
Finish within three minutes. Accelerate on open sections and ease off for sharp turns. Three sequences involve grenade throwers followed by a fallen tree; evade the explosives, then use Circle/B at the tree to slide underneath. Too many small collisions are enough to lose the overall timer.
5. ULTIMATE MACK
Reduce Mack's pursuit health to zero. He accelerates whenever Kiryu closes in, so use corners to gain ground and throw bottles on straight sections where they won't hit a wall. Watch for his direction change partway through the route. Keep enough control to turn with him rather than sprinting past the intersection.
ULTIMATE BATTLES
These open after the first 25. Health is partially restored between fights, but not enough to justify wasting it in the easy opening rounds.
1. KIRYU
Win Morinaga and Aizawa, then Yahata, then the Tojo Clan mob. Use counters and short combinations against the bosses, and wide crowd tools against the mob. This version of the mob battle does not include all the main-story additions.
2. SAEJIMA
Defeat Kugihara, Yama-oroshi, and Katsuya. Charged finishers are useful against groups and the bear, but don't treat Katsuya as another enemy who will stand still through the entire charge. Punish his openings and preserve health for that last round.
3. AKIYAMA
Defeat Hakamada, Ogita, and Kanai. Use mobility and short openings against the later bosses instead of repeatedly feeding long strings into their counters. Clear opportunities safely rather than trying to win the first round faster at the cost of the last.
4. SHINADA
Defeat Manabe, Daigo, and Baba. Use the assigned weapons and grab/tackle opportunities, and keep exchanges short when an opponent powers up. Familiarity with the campaign fights is more useful here than extra campaign equipment, which does not carry into the preset challenge.
5. KIRYU'S TEN-FIGHT GAUNTLET
The order is Kugihara, Ogita, Daigo, Katsuya, Kanai, Majima, Shinada, Akiyama, Saejima, and Aizawa.
For difficult later opponents, one practical loop is to throw them, pick them up from the head side, use four light attacks, one heavy attack, and the grab input for Bounding Throw. If they land suitably, repeat the head-side pickup. Re-establish spacing when the sequence breaks instead of forcing a grab while being hit.
When Kiryu is flashing red and has the necessary Heat, Ashura Spirit can restore health through L3 plus R3. Create space to build that Heat safely. The final Aizawa fight is still ahead after nine victories, so use the recovery opportunities rather than entering it with almost nothing left.
Clear all thirty for Ultimate Heir and the War God Talisman. The talisman supplies unlimited Heat when equipped in Premium New Game or Premium Adventure. Check every cleared marker on the challenge menu; one completed Ultimate battle is not the full set.
YAKUZA 5 REMASTERED: ALL 30 ULTIMATE MATCHES
· Yakuza 5