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Gennadich1Uploaded by
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About this mod
Gives every character 3 more movesets with juggling & wallbounds, makes combo faster, adds new heat actions, dynamic intros, QTEs and features (like guard reverses and many other)
- Requirements
- Permissions and credits
- Donations
To report bugs ping me in Yakuza Modding Community
if you don't read everything below you're a disgrace to this planet
TO INSTALL: Put "fighter's dream rmm" folder in mods, then put files from "manual replace" folder to data/motion and agree to replace, run RMM.
No, you can't: use hacts/movesets/qtes/intros separately from each other/with other moveset/hacts/etc mods.
Known issues: Some moves can (or will?) skip on first input, and also it takes some time to load up in battle - dodge or block while moveset loads (or equip/unequip a weapon); u can infinite combo everyone lmaooo
MOVESET CHANGES (could've forgor something lole):
Everyone: All characters have grab reversals and grab taunt; Kiryu, Shinada and Saejima have Lock-on Triangle + circle finish hold (follows up with non-lock on triangle good); some grabs and finish holds can wallbound the enemy; shoulder lift doesn't stun
Rush combo, first finishers, sways and sway attacks can followup to style switches - use it to extend combo if u need
KIRYU: Overall - When guarded a hit - spam dodge - ducking (has triangle and circle followup); has charged heavy attack; directional attacks can follow up to rest of the combo; has Shinada's knife moveset; DRAGON RAGE - Camera reset + Taunt; D-Pad Left (Sugiuchi) moveset - Circle when enemy grabbed - Armlock (has followups); D-Pad Right (Iwami/Kickboxing) - Circle after a dodge - Clinch (has followups), has running circle attack
AKIYAMA: Guard reaction ducking and sway grabs; First rush combo attack stuns the enemy if it counters his attack; air attacks lights followup to Circle throw (has hitboxes, useful in Kanai last btw); run + Taunt - skate slide; run to enemy + Circle - Leapfrog (has followups); Circle parry (has triangle followup); Air attacks now doesn't replace other moves when you have heat (need to do run attack combo and then follow up to running air attack etc.); D-Pad Left - Richardson, Right - Kuroiwa (their dodge attack is a triangle 6-hit combo), Cam reset + Taunt - Kuwana
SAEJIMA: Heat leg throwing now works after certain finishers or attacks (if enemy bounces up - it mostly can be followed up to throw); has normal dodge and sway attacks; charged grab heavy attack has triangle followups; Circle guard counter; Circle counter; sway grab; No-lock on Triangle + Circle - Meteor Tackle; D-Pad Left (Mine) - From first finishers spam square - combo switch kicks; back sway attack has circle and triangle followups; Right - Kaito Brawler (has Non-lock on Triangle combo), Cam reset + Taunt - Kanai
SHINADA: Has double finishers, 4-5 attacks in rush combo, shoulder lift and sway attacks; First rush combo attack stuns enemy if it counters; Running circle attack (follows up to finish hold if you hold circle); Enemy can't break free from his grab; Meteor tackles now triggers on CIRCLE and has triangle followup; Circle when enemy grabbed - armlock; Triangle counter; Tanimura's Parry replaces his parry; Grab throw has hitboxes to hit other enemies; D-Pad Left - Baba, Right - Daigo, Cam reset + Taunt - Minami; Knife has a triangle counter and hold circle special attack
KATANA - Ishin katana: charged finishers, triangle/circle counter, sway attacks; taunt
PISTOL - Tamashiro/Ishin: Triangle/Circle counter, running attack, sway grab (with followups), sway attacks; taunt; hold circle attack
DRAGON RAGE - Dragon Engine Kiryu: Finish holds, stunned enemy grab on triangle, fallen enemy grab on circle
BOSSES: Daigo, Ogita, Katsuya, Kanai, Morinaga and Baba's grabs can be reversed on Circle (if u press it in time or spam it lol)
Morinaga - Sera
Aizawa - Shishido
Some bosses got mortal attacks that they trigger after entering heat mode and doing a taunt (it's so easily avoidable/interruptable tho lmao)
HEAT ACTIONS:
Everyone: Smoking hact; when enemy is grabbed and other enemy is attacking; when you stand near a table; different downed heat actions depending on if enemy is on back or belly; essence of might don't have low hp requirement; unique back grab wall hacts
KIRYU - after double dodge forward; when enemy stunned on a wall; lock-on taunt hact; Dragon King hact requires stunned enemy
AKIYAMA - Back grab hact; when enemy stunned on a wall; after full last finisher combo; sway grab hact; Parry hact; from leapfrog; when enemy is getting up; when enemy is guarding; skate slide hact; when enemy breaks free from grab; low hp + downed enemy hact; Final Drive requires 3 guys; Killer Kick requires stunned enemy; Wall Kicks hact now works as counterattack near wall
SAEJIMA - when picking up a fallen enemy from behind; on fallen enemy near a wall; snowman hact doesn't require carrot, you should move to trigger it; leg grab 4 enemies hact don't have low hp requirement; Piledriver requires stunned enemy; Clotheslithing works after grab throw, some finishers and running grab
SHINADA - when near a fallen enemy with a grabbed enemy; back attack counter; after full last finisher combo; when picking up a fallen enemy from behind; Parry hact; run with a knife to 4 enemies; Red Dragging hact requires stunned enemy
KNIFE - from distance
KATANA - Raging Bull available for everyone and don't have low hp requirement
PISTOL - Circle counter, sway grab heat action
To trigger superglue hact you don't need glue anymore (equip light weapon like salt, glue, lighter), press triangle when not locked-on, enemy is attacking while second is nearby
Bicycle riding hact now triggers from distance, being close to enemy triggers heavy weapon dropdown hact