Yakuza Kiwami
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2.0 is finally here because the mod project was broken for a year but suddenly I fixed it!!!
NOTE: Since this mod is brawler focused, expect the other styles to not be working in some way.

When you enter a battle things will be glitchy at the beginning due to the custom animations.

Things I forgot to mention for the last update:
- guard break counts for vurnerable time
- the stuff that requires heat needs the kick combo upgrade
- first finisher is best for a quick knockdown
- second finisher is convenient for starting combos
- third finisher gains a lot of heat
- fourth finisher almost always does heavy push (knockdown) or medium push (no knockdown but still throw and oppurtune punch capable) and it does the most damage
- overall, your directional throw oppurtunities come from:
- 2nd finisher (gut hurt)
- 4th finisher (strong push)
- 2nd Kick Combo hit
- dropkick
- and more? I forgot. experiment I guess

CHANGES FROM FIRST VER:
- NORMAL HEAT ACTIONS ARE REMOVE (you can only heat action from a grab or some other special circumstance now)
- juggling lock on partially removed to make it more challenging
- first finisher uses head move effect when enemy is standing
- push animations and flying animations can hit other enemies and knock them down
- back quickstep can follow up to a place switching sync, to do it quickstep early. Lock-on heavy kick is a good move to use after this because of its improved hitstun.
- bounding/juggle combo heavy kick cmb 1 + heavy kick cmb 2 is no longer infinite when walls are not involved (still kinda broken good though)
- drop kick recovers faster and is more effective (especially for crowd control)
- 4th double finisher changed to a running knee (the flip was too powerful and too flashy)
- during combo light hits you can grab
- some ragdolls (not an intrusive change)
- griddy taunt (takes forever to finish but grants a lot of heat)
- hitbox and timing of first combo hit is nerfed to mitigate infinites
- finisher cancel ends faster, but now you must hold R2 (RT trigger) and press Triangle (Y button).
- to use the oppurtune punch you can hold triangle and circle (Y and B buttons) and he will counter if you have heat. heat is drained. you can keep holding it and he can do it multiple times in a row.
- reverse attacks are faster.
- Reverse heavy has superarmor and hits low enough to hit grounded enemies, making it also good for juggle combos too. It deals 2x dmg for grounded enemies.
- there is now a reverse grab which has super armor but has a slower startup.
- forward lock on heavy does a small (not oppurtune) push on enemy front side and a head turn in pain animation from behind
- combo punches 1 - 3 move the enemy side to side a bit.
- Press R2 (RT trigger) + Square (X button) to perform an evasive manuever that will leave you facing away from the enemy, turning your reverse options toward the enemy. This can be used to cancel combo attacks, finishers, and it can also be used after being damaged or after blocking an attack (making it a good combo escape). Since you can cancel finishers you can extend your combo by 1 hit (the reverse heavy kick) but you can't keep going after that unless you're at a wall.
- grabs:
- square is highest dmg but does not knock opponent down
- triangle is less dmg but it pushes enemies back which can damage other enemies, it also does not knock opponent down UNLESS they hit a wall and bound
- circle is lowest dmg, but also it's the only one that leaves the enemy grounded
- guard break no longer allows for directional throw

Use Ryu Mod Manager to install the mod.

Controls:
- Oppurtune punch (can cancel into this from a finisher): hold Triangle (Y) + Circle (B), will be performed when enemy attacks or in certain hit animations
- Turnaround spot dodge (almost everything can cancel into this): R2 (RT) + Square (X)
- Finisher cancel (cancels only finishers, much shorter than the Turnaround spot dodge): R2 (RT) + Triangle (Y)
- Directional throw (see throw oppurtunities above): R2 (RT) + Circle (B)
- Taunt (takes a long time to complete but fills blue heat bar): R2 (RT) + Cross (A)
- Switch places to behind enemy: Quickstep backwards before the enemy attacks
- Backwards low kick: Push the joystick to the backwards direction of your character + Triangle (Y)
- Backwards grab: Push the joystick to the backwards direction of your character + Circle (B)
- Grab cancel during light string combo: Press Circle (B) during a combo of light hits


FIRST VERSION'S DOCS:
All of the changes that I remember I made:
- Most knockdown animations' boundability frames have been extended.
- Anytime you hit an enemy in a knockdown they'll bound or juggle, with the juggle being of an in-place juggle, juggle that flies away and bounces, and a juggle that flies away but doesn't bounce.
- Directional Throw can be used (grab button) on an enemy in a gut knockdown or in a pushed state, doesn't require or consume any heat. Can also be used to counter non-kick attacks.
- A finisher can be cancelled by pressing heavy + grab at any time during the finishing blow animation, requires and consumes heat.
- A strong punch can be used (hold lock-on and press heavy, requires and consumes heat) when the enemy is:
- In a wall bound
- In an in-place juggle or flying + bouncing juggle
- In a gut knockdown
- In a pushed state (meaning it counts for pushed knockdown and pushed damage animation)
- Can be used as a counter
- Juggling an enemy with light hits does an in-place juggle - the best one for combos
- Juggling an enemy with most finishers and strong hits does a pushing + bouncing juggle, which still allows for bound/more juggling but takes effort
- Juggling an enemy with the first finisher does a pushing w/out bouncing juggle b/c it was an easy infinite
- The no lock-on heavy kick bounds the enemy, which is really good for things like the end of a juggle or when they're close to the ground. Also, the kick combo requires heat but doesn't consume it.
- The animations for the kick combo have been changed to hit more:
- First attack: It's been shifted a bit to make the kick land more in the center
- Second attack: The punch itself comes out a bit faster, allowing for it to land in combos more
- Third attack: Changed to an uppercut b/c the original one was too slow and annoying
- The ground stomp can be comboed three times
- Second finisher has gut knockdown animation
- There's no longer a mini wall knockdown

Sometimes you'll get hit by an something that deals no damage.

Most moves have been lowered in damage, in an attempt to balance this mod a little bit. This sorta just intesifies the hyperarmor problem in kiwami though.

This mod is just dedicated to Brawler, so other styles may behave a bit strange with this mod.

The moves that require heat need kick combo to be unlocked.

I might've forgotten some stuff so go discover I guess.



Tools I used to make this:
- SutandoTsukai181's yakuza_gmt_blender - https://github.com/SutandoTsukai181/yakuza-gmt-blender/tree/v1.1.2
- Draxx182's LandLord - https://github.com/Draxx182/LandLord/releases
- theturboturnip's y_gmd_io - https://github.com/theturboturnip/yk_gmd_io
- HeartlessSeph's FighterCommander - https://github.com/HeartlessSeph/FighterCommander
- Partool (I couldn't find the download link or any more information sorry)