Yakuza Kiwami 2

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About this mod

A mod that adds a plethora of new attacks to vanilla Kiryu and improves some of his base animations as well

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This mod aims to combine the strength of all of Kiryu's previous style into one, which I think is what they should've done with 6 when they decided to get rid of the style system. 21 new inputs were added to add variety to the combat. These range from directional modifiers for throws and strikes, counter stances, contextual grabs, and other moves taken from previous games in the series. Also made some small tweaks, such as restoring extreme heat to how it worked in Yakuza 6, or allowing grab light attacks to combo into finishers. Most of his base moves have been untouched, save for quickstep and running attacks.

Made using the following tools:
HeartlessSeph's fighter_commander https://github.com/HeartlessSeph/FighterCommander/releases
CapitanRetraso's reARMP https://github.com/HeartlessSeph/FighterCommander/releases
SutandoTsukai181's gmt converter

The latest version requires the use of the Ryu Mod Manager. it allows usage without having to directly replace the files or download heavy .par files.

Ryu Mod Manager Installation:
1) Get the latest version of the Ryu Mod Manager (https://github.com/SutandoTsukai181/RyuModManager/releases/tag/v1.1) and follow the install instructions (just copy paste really, very user friendly)
2) Unpack the zip file in the mod folder located in the install directory (you need to crrate it if you haven't already)
3) Add the name of the mod (same as the folder) to ModLoadOrder.txt
4) Execute RyuModManagerCLI.exe in order to add the files to the mod manager
*When updating the mod you need to run "RyuModManagerCLI.exe" again or it won't recognize the new files.

Old Version installation:
1) Copy "motion.par" to "\Yakuza Kiwami 2\data"
2) Copy "fighter_command.cfc" into "\Yakuza Kiwami 2\data\battle_lexus2"
3) Copy the contents of the puid folder into \Yakuza Kiwami 2\data\puid


This mod includes both "Charged Finishers' and "Expanded Sword Moveset", so those mods shouldn't be installed when using this.


-Fixed dodge cancelling interrupting the weave evasions
-Fixed follow-up timing on weaving finishers

-Fixed Counter Stance throw part not working when tiger drop is not unlocked

-Fixed the audio of several sync moves
-Fixed a problem with some throws being interrupted by obstacles
-Improved the looping animation of the meteor tackle
-Added △ takedown  to the meteor tackle
-The →□ combo is now Sakamoto Ryoma's unarmed combo from Ishin, including finishers and finish holds
-Added contextual taunt mechanic from Judgement. Press ↓ while not locked on to do the hustle; press ↓ when an enemy is on the ground for munancho (they don't generate heat, right now they're just for show)
-Added tracking properties to the L1+X weaving evasions. Now you will always face the enemy while dodging.
-△ counter is now iron fist counter from Y0

-Circle Counter is now Tanimura's armpit armlock from Y4 (Including follow ups)
-Added Yagami's leapfrog from Judgement (Including follow ups)
-Added a mount command grab
-Added wall crashes and grab escapes to the Meteor Tackle
-Added the leg grab from the old engine (Including follow ups)
-Ground Stun throws can now be performed outside Extreme Heat (Optional File)
-Extreme Heat running attacks are now the ones from Y6
-Neutral circle throw now does the Brawler style throw from Y0. Old spinning throw now Extreme Heat only
-Various timing & audio fixes
-Improved contextual taunts, they now use animations from Yagami and Akiyama when in normal mode. Taunts differ in extreme heat
-Added Akiyama's sync taunt
-Special Guard moves now consume heat when used
-Expanded the back light combo to use kido's attacks from Y4
-Fixed mismatched hitbox of the fourth finisher (my bad)

-Minor fix to improve input timing on the mount command grab (△+◯)

-Added square back weave combo
-Added sidestep square combo
-Added Ex Heat back throw variation
-Audio and particle fixes by 8Ball
-Added Weapon counter to the counter stance by 8Ball
-Changed Multi hit sync from first finish hold to R1+triangle, and added unique follow ups for each face button
-Changed beast charge to R1+forward+triangle
-Changed first finish hold to Ishin animation
-Restored vanilla charge triangle. Multi hit charged triangle now Ex-heat only
-Changed last charged square attack

-Fixed bug that caused the L1+Square attack to not work after the first hit without certain upgrades
-Fixed running triangle Ex heat action not triggering
-Changed Meteor Tackle Rear Finisher
-Expanded Tonfa Moveset
-Expanded Brass knuckles moveset
-Added new light guard special stance to the Sword moveset
-Created new unique stance for swords using Ishin animations (previously swords and small blunt shared the same stance), including doble quickstep dodge roll. WIP
-Numerous effect and audio fixes by 8Ball

MOVE LIST (New moves only)

R1+→□ Jab> □ Rear Bodyblow> □ Lead Knifehand> □ Reverse Punch> △ Step Backfist> ◯ Powerbomb
                                                                                      > △ Rear Uppercut> ◯ Powerbomb
                                                     > △ Kneeling Punch> ◯ Backbreaker
                     > △ Overhead hammer strike> ◯ Leg Smash
R1+←□ Cross> □ Lead Roundhouse> □ Rear Front Kick> △ Jumping Double Front Kick
                                                             > △ Rear Axe Kick
                        > △ Jumping Knee
R1+◯   (When enemy attacks) Armpit-lock> ◯ Akido throw
                                                                       > △ Spin Heel Kick
                                                                       > □ Arm Break
(Hold) □ Triple Kick> □ Triple Kick> □ Side Kick> △ Tornado Kick
                                                         > △ Tornado Kick
                                 > △ Tornado Kick
△+◯ Mount to ground and pound> □/△/◯  End grab
⃝ (During Forward Quickstep) Suplex (front and back variations)
□ (During Left/Right Quickstep) Hopping Side Kick> □ Round Kick> □ Hook Kick> △ Full Rear Roundhouse
⃝ (While Running) Meteor Tackle> ⃝ Throw
                                                         > △ Slam
                                                         > (Near Certain Walls) Wall Smash
(While Running Towards Enemy) Leapfrog> ◯ Tomoe Nage
                                                                        > △ Spin Axe Kick
                                                                        > □ Spin Backfist
⃝ (Near a Fallen Enemy's legs) Leg Grab> ⃝ Leg Smash
                                                                     > △ Kick
⃝ (Near a Fallen Enemy's Head) Shoulder Lift> ◯ Suplex (front and back variations)
L1 Block> △ (After Blocking an Attack) Komaki Parry> △ Kidney Shot
               > ◯ (After Blocking an Attack) Bearhug
L1+□ Ryoma's Punch Flurry (Repeatable)
L1+△ Punch Flurry> ◯ (On Hit) Head Slam
                                > △ Knee Strike
> □ Rear Punch
L1+→△ Beast Charge> ◯ (On Hit) Bearhug
L1+◯ Counter Stance> (When enemy attacks while unarmed) Kenzan Aikido Throw
                                      > (When enemy attacks with a weapon) Kenzan Aikido Throw 2
L1+X Rush Weaving Evades> △ Follow-up punch
                                               >  □ (Back weave only) Fast Punches> □ Boxing Overhand
Front Grab> ◯ Brawler throw
                  > ←◯ Unused shoulder throw
                  > ↓  Akiyama's Sync Taunt
Rear Grab> ◯ Brawler throw
                 > ←◯ Unused Back throw
                 > △ Brawler Push Kick
R1+D-pad↓  Normal taunt
(Hold) D-pad↓ Charged Taunt Stance
D-pad↓ Yagami Taunt
(Enemy down) D-pad↓ Akiyama Squat Taunt

Ex Heat Only

□ (While Running) Y6 Spinning Back Kick
△ (While Running) Brawler Dropkick
(Hold) □ Beast Combo 1> □ Beast Combo 1> □ Beast Combo 1> △ Shoulder Tackle
                                                         > △ Running Clothesline
                                 > △ Dropkick
(Hold) △ Punch Flurry (with Heat Action)
Rear Grab> ←◯ Shoulder Throw to Somersault Drop
(EX Heat) R1+D-pad↓  Brawler Taunt
(EX Heat) D-pad↓ Knuckle Crack
(EX Heat) (Enemy down) D-pad↓ Disco Dance