LIKE A DRAGON: ISHIN! (2023): THE FIVE ULTIMATE BOSS RUSHES
FULL STORY SPOILERS. This guide names the late-game bosses and the final opponent.
Clear the Combat, Skill, and Speed categories to unlock these final challenges. Ryoma uses preset equipment and abilities. The first four rushes restore some health between encounters. The fifth does not, so a messy early win can leave you struggling several fights later.
For most duels, start with Wild Dancer. Use a short Rush Combo, watch whether the boss actually flinches, and dodge away when he begins attacking through your hits. Wild Dancer's mobility is its protection: it does not have Swordsman's ordinary guard. If you are getting trapped in sword combos, changing to Swordsman is a sensible defensive choice.
ULTIMATE 1: MASKED MAN, MAN IN WHITE, EIGHT ENEMIES
Stay mobile against the Masked Man. Do not keep pressing light attack after he deflects you or stops reacting. Let his response pass, then attack from a different angle.
The Man in White gives you more room to use Gunman. Shoot during his slower approach and recovery rather than standing in front of a combination. In the final group fight, strip armor with sword attacks before relying on bullets. A crowd is a different problem from a duel, so keep the whole group in view instead of tunneling onto one opponent.
ULTIMATE 2: KOMUSO, THOMAS GLOVER, SOLDIERS AND BEAR
The first two fights are the basket-hatted Komuso and Thomas Glover. Use Wild Dancer to work around them and take openings after their attacks rather than trying to trade damage.
The final encounter combines ten British soldiers with a bear. Clear the soldiers while keeping away from the bear, then fight it alone. Move around its side or rear instead of planting yourself in front of its claws. Removing the gunmen first makes it much easier to watch the animal's movements without being interrupted.
ULTIMATE 3: TAKEDA, HARADA, ITO
These are three separate boss fights, in that order. Keep using short combinations and reposition whenever the enemy stops staggering.
Harada's reach makes a long, stationary attack string a poor bet. Move around his line of attack before committing. Against Ito, watch the raised sword: if your hit does not interrupt him, expect the attack to continue. Taking one small opening safely is better than forcing a full combo and losing the exchange.
ULTIMATE 4: OKITA, NAGAKURA, KONDO
Okita's laugh warns you to stop attacking and prepare to evade his powerful follow-up. Do not assume you are safe because he has momentarily stopped swinging.
Circle Nagakura rather than standing in front of his thrusts. His guard is not an invitation to keep feeding him the same frontal combo. Against Kondo, watch for the forward rush and tackle. If it knocks you down, prepare a sideways dodge as you recover instead of immediately attacking from the same spot.
ULTIMATE 5: EIGHT BOSSES, NO BETWEEN-FIGHT HEALING
The order is:
1. Yoshida Toshimaro
2. Tokugawa Yoshinobu
3. Okada Izo
4. Katsura Kogoro
5. Saigo Kichinosuke, the Large Man
6. Akimoto
7. Sasaki Tadasaburo
8. Takechi Hanpeita
Treat the first four fights as health conservation, not a speedrun. Yoshida's club leaves an opening after a missed swing, but a greedy extra attack can put you into the next one. For Tokugawa, get out of the path of his ranged energy attack and use the opening to shoot. Use controlled Wild Dancer combinations against Izo and Katsura, backing away when they counter or stop flinching.
Saigo is the special restriction: you must fight him with Brawler in the bathhouse. Evade his charges, land a few punches during recovery, and move again. This is a bad place to gamble on a long exchange. Akimoto is a much lighter encounter afterward, but it does not refund the health Saigo took.
Sasaki comes next. Keep to the same patient pattern so that you reach Takechi with health and Heat left.
Takechi is the real endurance test. He can continue attacking through your strikes, so do not mistake your own hit effects for an opening. His later sword-and-gun phase is especially dangerous if you try to finish every combo. Circle, punish recovery, and reset. Swordsman lets you guard when a string begins connecting; Wild Dancer requires you to evade it.
THE HEALING OPTION YOU SHOULD REMEMBER
“No between-fight healing” does not mean every healing ability is disabled. Legendary Ryoma has Asura Spirit. When your health is critical and you have at least one Heat bar, click both sticks, L3+R3, to restore health. On keyboard, use the corresponding bound input.
Keep a Heat reserve when your health is low instead of spending everything on another flashy finisher. Use Asura Spirit while you still have a safe moment to act, not after starting an attack you cannot escape.
REWARD
Clearing every Ultimate Challenge earns Ultimate Champion. Return to the main game, receive the completion letter, and claim the Phoenix Cannon from Bakumatsu Bob at Teradaya. Leave the challenge menu normally so your clears are saved before closing the game.
LIKE A DRAGON: ISHIN! (2023): THE FIVE ULTIMATE BOSS RUSHES
· Games/Like a Dragon: Ishin!