Yakuza Kiwami

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Skirish

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Skirish

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About this mod

Kiwami Redux is a mod that alters the base experience of Kiwami, to make the styles and overall feel of the game more concurrent with Yakuza 0. As well as make the entire gameplay loop feel more responsive and engaging.

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KIWAMI REDUX
What is Kiwami Redux?

Kiwami Redux aims to rework all of the base gameplay loop of Kiwami. Where in the original it became a snoozefest as you relied only on Rush and Dragon as they became powerhouse styles, leaving Brawler and Beast in the dust.

What's New;

BRAWLER:
- Now features an additional speed upgrade to go faster than it does in the base Kiwami.
- Worked in sway cancelling from the Dragon Skill Tree.
- Shares certain DoD moves now, learned from the Dragon Skill Tree.
- Removed the charge sway blows, and just made them like they were in Yakuza 0.
- Twist counter from DoD Y0 now makes its way to Brawler.
- Can use Beast mode moveset for weapons manually, no auto pickup and isn't buffed by Beast skills.
- DE Dragon Kiwami 2 running kick.
- Fixed the Brawler standing neutral reverse rush combo 2nd finishing blow, which you couldn't perform in the base game.
- Rotational Combo is unlocked at base for Brawler.
- Dragon upgrade Judo applies to Brawler, giving it Dragon style Judo tosses, making it more useful to use in crowds.
- Counter Hook returns, no more a terrible lightning shock with no i-frames.

RUSH:
- Now loses almost all of it's damage upgrades, because the style was too powerful alongside its speed.
- Better i-frames for weaving sways. Which were nigh on useless for avoiding any damage.
- Y0 slow style weave guard to give you much more of a window to get a use out of the bob and weave.
- Better Feint Punch, it has i-frames now to actually be of use.
- Rising Windmill from DE to replace Rush's Rising Tornado, now applies to Brawler and Dragon. Doesn't replace the rising sweep.
- Ishin style counter over the base Rush counter. Just because it looks cooler.

BEAST: 
- Special Speed Upgrade, makes it incredibly potent. Actually unused from the base game files.
- Removed some damage upgrades from it to balance out.
- Fixed timing window issue with the final charged attack in the Beast rush combo, which had such a poor delay it'd drop your attempt to follow up with a charged finisher.

DRAGON: 
- Base combo is unlocked from the start.
- No more heat cost on double finishers. Reworked effects on finishers too.
- Special Guard escape, by pressing the sway button while your guard is being hit.
- Komaki Techniques to work alongside brawler techniques.
- Much less damage now, to prevent the style from being a God mode. Heat Action damage is still the best out of the styles.
- Needing an extra input to perform the dropkick flip.
- You only need to progress Majima Ranks to buy upgrades per level now, much faster, no more RNG or minigames needed to unlock dragon skills, just Majima level and exp.
- Rising Sweep now applies to Brawler.
- Komaki Free Form is a buffed Rotational Blows upgrade. Now you can continue your combo in the opposite direction.
- Iron Fist doesn't get replaced by Tiger Drop, it has an easier window to perform, Tiger Drop requires precision timing. So countering too early performs the Iron Fist.

How is the Majima Everywhere System Now? 
A brief breakdown; Majima Everywhere no longer is a painful RNG fest of waiting for the correct Majima to spawn on the map anymore, no longer do you have to beat him at Pocket Circuit, which is the worst thing to ever come out of Yakuza. 

Now all you have to do is find him, fight him, level up his gauge, and then you have access to buy that row of upgrades, so it doesn't remove the need to fight Majima, but now you can do it much faster, and much simpler. You can still get said upgrades by fulfilling the original requirements, but no longer is that REQUIRED.

Change To Chapter 1 Skills?
This is very simple, upon starting a fresh new game, which I recommend for this mod, chapter 1 Kiryu is no longer the absolute beast he was from the Base game, he's comfortably powerful, but now requires just a bit more skill to play, especially on Legend. No more nonsensical Majima skills in the prologue, or at least the ones I removed. This doesn't work on an already existing save within chapter 1, I tested that. It only applies to a fresh new game.

AUTHOR'S NOTE; This is not a mod for the faint of heart, for people who like an easy power trip, or dislike harder challenges, this is a mod based off of my preferences, which is having a harder game but having access to a higher skill ceiling instead of needing just brute force power upgrades. I'm not changing the mod if you don't like it, this is a mod where you're playing the game like me, and if you don't like it, then you don't like it.

Addendum: It seems the mod does break being able to unlock Majima's final fight despite if you have all the pre-requisite skills and Majima rank, currently I'm unsure as to why it is broken and cannot create a fix at this current point in time unless I can figure out why this issue occurs, until then I'm afraid you will not be able to unlock the final Majima fight.

CREDITS: 
SutandoTsukai for his GMT Converter Tool found at https://github.com/SutandoTsukai181/gmt_converter, which was invaluable, despite the fact I had to use a jury rig process to port DE to Y4 on an old version of the tool, then use the 5.3 version to port Y4 to K1, because 5.3 doesn't support DE to OE, fun stuff.

Emergence for helping with the 010 Editing by providing a template to run so I could edit the property.bin which was essential to this mod.

Kaplas for his tools regarding par files, so I could edit the bins in the boot.par and stay.par

Heartlesseph for his FighterCommander tool found at https://github.com/HeartlessSeph/FighterCommander which was an essential tool for making the mod a reality, and wouldn't have been possible without his hard work.