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LIKE A DRAGON: ISHIN! (2023): ALL 10 COMBAT CHALLENGES

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LIKE A DRAGON: ISHIN! (2023): ALL 10 COMBAT CHALLENGES Ultimate Challenge opens on the title screen after you finish the story. There are 30 stages altogether: 10 Combat, 10 Skill, five Speed, and five Ultimate. Finish the first three categories to unlock the final set. These battles supply Ryoma's equipment and abilities. Your story save's expensive weapons and level grinding are not the answer here. Read the stage rules before restarting: Legendary Ryoma has an extensive moveset, while Weakest Ryoma does not. Heat Actions pause the countdown during their animations. When a stage lets you use them, turn that into free damage rather than dying with a full gauge. COMBAT 1: 15 ENEMIES, TWO MINUTES Any style is allowed. Wild Dancer is a comfortable choice for the sword-wielding crowd. Use short Rush Combos, dodge around the outside of the group, and attack again. If several enemies are surrounding you, reposition before trying to finish a wounded target. Gunman is another straightforward option. COMBAT 2: 30 ENEMIES, 90 SECONDS Use Gunman and the supplied Vortex. Its rapid shots clear the weak enemies quickly. Keep turning toward the next living target rather than chasing everyone with your sword. The larger enemy count looks worse than it is: damage output and target changes matter more than elaborate combos. COMBAT 3: BRAWLER ONLY, 10 ENEMIES, 90 SECONDS The armored man with the burning sword is the main obstacle. Build Heat with ordinary attacks, lure him to the open railing, grab him, and use the ledge Heat Action to throw him off. That avoids spending most of the timer punching through his armor. Do this at the railing overlooking the drop, not beside a solid wall, where a different Heat Action can trigger. For the remaining group, knock someone onto their back and approach their feet for the swinging Heat Action. It can catch nearby enemies too. Deal with ranged troublemakers whenever you have a clean opening so they cannot keep interrupting you. COMBAT 4: SWORDSMAN ONLY, 12 ENEMIES, 40 SECONDS The enemies have guns and relatively little health. Run directly between targets, use a short sword combo, and move on as soon as each falls. Do not spend time charging a big attack against someone nearly dead. A gun-counter Heat Action can also close the distance when its prompt appears. COMBAT 5: GUNMAN ONLY, NINE ENEMIES, ONE MINUTE Kill the two ninjas first, then shoot the ordinary enemies to build Heat. Save that Heat for the armored opponent. In Gunman, grabbing an enemy and pressing the Heat Action button starts Essence of Shoving Shot. Follow its heavy-attack prompt for Fanning Shots. These attacks give you a way through armor when ordinary bullets are getting nowhere. COMBAT 6: WILD DANCER ONLY, 12 ENEMIES, 90 SECONDS Use sword strikes to strip armor before relying on gunfire. Keep your Rush Combo moving between nearby enemies. Phoenix Frenzy, the Circle/B sequence, is useful once several opponents are exposed. Dodge out of its ending so Ryoma does not stand still between combinations. Spend Heat when a useful action becomes available. COMBAT 7: BATHHOUSE, SEVEN ENEMIES, 15 SECONDS You have Weakest Ryoma and only Brawler. These enemies fall quickly, so move through the room using immediate punches or the heavy kick. This is a speed test, not a combo showcase. Avoid being knocked down by the spear and club enemies: the recovery can ruin the attempt. COMBAT 8: 21 ENEMIES, ONE MINUTE Weakest Ryoma again, but all styles are available. Use Gunman as you move from the starting end of the Scarecrow Chateau room to the far end. When the remaining count stops falling, turn back. The final group is toward the beginning and takes more punishment. COMBAT 9: ESCAPE KOCHI CASTLE, FIVE MINUTES Follow the Chapter 1 escape route. Shoot ordinary enemies with the Vortex, switch to your sword against armor, and break through the doors once the way is clear. Do not treat every doorway as an interaction prompt: some must be smashed. After the scripted drop, clear the lower rooms and corridors, then take the stairs toward the final room and exit. Use Heat Actions on enemies holding up your progress. Missing the jump prompt or lingering beside an armored blocker costs more time than switching styles. COMBAT 10: 50 ENEMIES, TWO MINUTES, NO DAMAGE Ryoma has one HP. Switch to Gunman immediately and shoot from a position where you can keep track of incoming enemies. Turn frequently and watch the minimap rather than staring only at your current target. Kill gunmen before they fire and do not let spear users reach you. The enemies are fragile, so survival is the real restriction. After a run of clears, leave the challenge menu normally and let the game save before closing it.

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