Yakuza 6: The Song of Life
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8Ball

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WafflyLizard

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About this mod

This mod is essentially my take on a combat overhaul for Kiryu's style. This mostly contains moves that are used by Kiryu from previous games like 0, Kiwami, and 5 as well as ones from future games that he uses.

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First off, this started as an April Fools joke for a low-quality mod, but now I've spent way too much time investing in it and adding new moves so here we go. These changes don't come in a certain order, bear with me:

  • Speed for rush combo and finishers are taken from Kiwami 2, I took the time to clean them up since most of the internals of the beps were unchanged in Kiwami.
  • Triple finishers from Gaiden have been added, with their own transitions to button mash heat actions when landing them in extreme heat.
  • The regular non-extreme heat moveset has a new guard + move forward -> light attack combo inspired by ChuckPalomo's Ishin combo from his expanded moveset mod. I took the time to remake the beps as to not copy directly from his mod, while also having double finishers from Dragon style in all the combos.
  • The same is also applied in extreme heat, but with the dragon wing combo from Ishin, also inspired by ChuckPalomo. This time I tried to make it closer to how it was in Ishin, now having to mash the light attack button to continue the combo once the first hit lands. When the finisher lands, you either have the option to do a heat action that focuses on one person or press the grab button to go into a big throw which can also go into a heat action that focuses on multiple people (3 or 5).
  • A new attack taken from Komaki in Yakuza 0, a gliding spear hand, can be activated by using guard + move forward -> heavy attack. When in extreme heat and landing this attack on enemy, you can activate a heat action, Kiryu's Essence of '88/Ultimate Essence.
  • Extreme heat's rush combo extender upgrade now uses Kiryu's Dragon Rage combo from Yakuza 5 with (most) of their respective finishers. Finishers 5-7 will transition into button mash hacts when landing. Finisher 8 goes into a giant swing when landing a grab attempt, this throw can also activate a heat action when the conditions for the amount of people (4) are met. String 9 is a little different since it has a double finisher and when landing it you can activate a heat action, one of the feel the heat finishers from Kiwami 2 (Knee).
  • Extreme heat's rush combo ends slightly different, it now has an extra two punch input after the 9th combo which can transition into a button masher heat action, you can then follow into the regular hook combo finisher (there's a chance I'll change this in the future since it's a bit wonky)
  • A new running light attack has been added with its own finisher. In extreme heat either the light attack or its finisher can transition into a button masher heat action
  • You can now do grab attempts after dodging in any direction 
  • The front grab has new light inputs as well as throw options. The light combo now has a headbutt ender on the 5th input or you can do hold guard -> light attack to do Brawler's face slam. The front throw and back throw in the regular moveset have been replaced by some cut ones, you can still do the normal throw in extreme heat.
  • The 4th double finisher (side kick) has a new finishing hold, Kiryu's old powerbomb with a twist. In extreme heat this can go into a button masher heat action.
  • New guard reversal options for light, heavy, and grab inputs. The light input is Komaki Pupil from Infinite Wealth, when all the hits land you can press grab to go into a finishing hold, in extreme heat it goes into a button masher heat action. The heavy input is the Komaki Knockback and press heavy again to use Kiryu's Knockback Counter from Yakuza 0. The grab input goes into Komaki Master from Infinite Wealth when the grab attempt lands.
  • The Komaki Parry is available in the regular moveset by pressing grab before an enemy attacks, the Iron Fist counter is also available as last-second counter of the same input. In extreme heat, the Komaki Parry is replaced with the Yakuza style's mortal reversal, which is made up of three parts. The first is the knockback, then press grab again to go into the kick, and lastly the grab attempt that goes into a throw when it lands, this can also activate a heat action.
  • The lock-on heavy attack now goes into a three part combo and not locking on when doing a heavy attack does a separate combo of its own.
  • The jog attack in the regular moveset is the running attack from Kiwami 2 and the full run attack is the running flying knee from Ishin.
  • Taunts are available in the regular moveset by hitting down on the d-pad when locking on, not locking on, or against a downed opponent.
  • The back wall crush heat action has been replaced and there is a new front wall crush available in extreme heat.
  • The heat action you play when holding an enemy before a large amount of stairs has been replaced.
  • There is a new knife counter heat action when you lock-on and press heavy attack when they attack.