Kurohyō 2: fighting styles, training and Custom builds
Tatsuya's character level is not the same as proficiency in a fighting style. The story initially caps character level at 30; clearing the game raises that ceiling to 50.
Styles gain proficiency through combat. The style reference lists proficiency as half the battle experience award. Style levels reveal skills and special moves, but revealing a skill is not the same as buying it. Return to Tsukahara's dojo and pay to learn what you have opened up.
The Kamurocho dojo becomes usable in Chapter 2, with the Sotenbori dojo following in Chapter 3. From Chapter 4, eligible styles at level 5 can be awakened to raise their cap to level 10.
Awakening costs, before any applicable discount:
- ¥300,000: Brawling, Boxing, Tsukahara Ancient Martial Arts, Pro Wrestling.
- ¥400,000: Muay Thai, Lucha, Sumo, MMA, Military Martial Arts, Jujutsu.
- ¥500,000: Tsukahara Karate, Pankration, Chinese Martial Arts.
Do not awaken everything immediately just because the option exists. First decide what unlock you are pursuing. A branch requiring two level-5 styles does not require paying to take those prerequisite styles to level 10.
Also check your equipped skills after switching styles. The dojo guide warns that changing styles removes the currently set skills. A new stance with an empty skill loadout can feel much worse than the style you just left.
Every style and how to unlock it
These are the story-mode requirements. The separate communication-mode alternatives are listed afterward so the two progression systems do not get mixed together.
Starting and story/side-story styles:
- Brawling (喧嘩): available initially.
- Boxing (ボクシング): available initially.
- Tsukahara Ancient Martial Arts (塚原流古武術): Chapter 2 story event.
- Pro Wrestling (プロレス): Chapter 3 story event.
- Sumo (相撲): Chapter 5 substory 満腹王・ハングリー.
- Muay Thai (ムエタイ): Chapter 7 substory 千秋からの情報料.
- Custom/Self-Taught (我流): Chapter 8 story event.
First combination branches, with BOTH prerequisites at level 5:
- Brawling + Boxing → MMA (総合格闘技).
- Ancient Martial Arts + Boxing → Military Martial Arts (軍隊格闘術).
- Pro Wrestling + Ancient Martial Arts → Jujutsu (柔術).
- Pro Wrestling + Brawling → Lucha (ルチャ).
Advanced combination branches, again BOTH at level 5:
- Sumo + Muay Thai → Tsukahara Karate (塚原流空手).
- MMA + Military Martial Arts → Pankration (パンクラチオン).
- Jujutsu + Lucha → Chinese Martial Arts (中国武術).
The six extreme styles:
- Pankration level 10 → 不屈の極み.
- Tsukahara Karate level 10 → 瞬撃の極み.
- Chinese Martial Arts level 10 → 乱舞の極み.
- Tsukahara Karate 5 + Chinese Martial Arts 5 → 神脚の極み.
- Pankration 5 + Tsukahara Karate 5 → 剛腕の極み.
- Pankration 5 + Chinese Martial Arts 5 → 覚醒の極み.
The mastery reward is 極めし者. The reference condition is to max the required styles, with an important exception: awakenable styles can qualify at their unawakened level-5 cap. The six extreme styles themselves have a level-2 cap. Do not turn this into “every style must be level 10,” which is both inaccurate and impossible for several entries.
Bonus styles are separate entries:
- 極めし者・泰山: previous game's play data.
- 極めし者・新城: previous game's clear data.
- 喧嘩・天馬: password 05193704.
The special save/password styles have no normal leveling progression in the reference tables. Do not confuse acquiring them with the main style tree.
Communication-mode alternatives: recruiting five allies of the relevant style unlocks Ancient Martial Arts, Pro Wrestling, Muay Thai or Sumo there. Its Custom-style requirement is first place in the Kamurocho ranking. Those are not replacements for the story-mode Chapter 8 event.
Picking a progression route
For an early punch-focused start, Boxing makes sense because it is already available. Its upper-punch combo upgrade appears at style level 3; buy it at the dojo. The corresponding lower-punch upgrade opens at 5, with longer punch-chain upgrades later at 7 and 9.
If you want access to a broader branch quickly, bring Brawling and Boxing to 5 for MMA. Add Ancient Martial Arts 5 to the same Boxing foundation for Military Martial Arts. Raise those two resulting styles to 5 and Pankration becomes available. That route does not depend on waiting for the Sumo and Muay Thai substories.
For Chinese Martial Arts, build the wrestling side: Brawling and Pro Wrestling feed Lucha, while Pro Wrestling and Ancient Martial Arts feed Jujutsu. Both resulting styles need level 5.
For the Karate branch, remember the actual gates are the Sumo and Muay Thai unlocks. Grinding a different early style harder will not substitute for those side stories.
This is planning advice, not a claim that every player should use the same “best” style. If your reliable way to win is throws, practice throws. If you want striking pressure, buy the combo upgrades that support it. Spending money on moves you never use will not fix poor spacing.
Building Custom style
Custom style arrives in Chapter 8 and lets you combine punch, kick, grab and Heat moves from your learned styles. Its seven free slots are the reason it becomes such a flexible late-game option.
Start with a purpose. A punch build should have a punch moveset you can land consistently and skills that improve that plan. A stamina-focused build should solve the exhaustion problem without pretending it also makes you immune to injury.
One valuable progression target is 覚醒の極み. It already has infinite stamina as an innate style property. At level 2, it opens 無限のスタミナ as a purchasable skill: ¥50,000 and three slots. That lets you carry the exhaustion protection into other compatible loadouts.
Another useful distinction is native style effects versus transferable skills. Seeing a benefit on a style's description does not mean every other style can equip it immediately. Check the unlock level, dojo purchase and slot cost.
Examples of concrete purchases to plan around:
- Boxing combo upgrades: ¥15,000 each at levels 3 and 5, then ¥30,000 each at 7 and 9.
- Pankration level 10 opens the skill that halves injury accumulation from guarding: ¥50,000, two slots.
- 極めし者 opens 全ての極み: +50% to punch, kick, grab, Heat and weapon attack power, ¥100,000, four slots.
A loadout is only a seven-slot loadout if the costs actually total seven or fewer. Count slots, not the number of skill names.
Sources: [dojo training](https://dswiipspwikips3.jp/kurohyo2/tukahara.html), [style requirements](https://kouryakutsushin.com/kurohyo2wiki/スタイル), [independent style list](https://darage.com/enjoygame/ryukuro2/db01.html), [advanced styles](https://darage.com/enjoygame/ryukuro2/db02.html), [skill prices and slots](https://kouryakutsushin.com/kurohyo2wiki/スキル).
Kurohyō 2: fighting styles, training and Custom builds
· Games/Kurohyo 2: Ryu ga Gotoku Ashura-hen