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You can't really go wrong with yakuza 0. It's my first yakuza game and it's is certainly one of the best games I've ever played. Don't start with this one, honestly. Not that it's good or bad, I don't know, but it's literally the 6th game in a series which is mostly about character drama. Sure you can get the recap, but honestly it's just flat-out better to start from, well, the start. And 0 seems to be the new starting point, with Kiwami first game remake referencing it. You should definitely start with either 0 or Kiwami. Regardless of which game is better and 0 is excellent , you need to have the context of the characters and their background to really understand the story of later Yakuza games.

Yakuza 0 requires less homework to catch up with the story, you don't realy need to know anything, it's just also fun if you know the series well. Other than that you can wait for the Kiwami games, or personally I started with 4 because it had a summary of Yakuza 1,2,3. Start with 0. If you want to play Yakuza 6, I recommend you to play Kiwami too because a major character in 6 is introduced in Kiwami. It would definitely help you with context and make the story more personal. It's best to play every other game before 6. The recaps really don't offer very much and you're still gonna be really confused.

Better than going from the prequel directly to the latest game in the series. You can emulate 2 if you have a decent pc, and 4 and 5 are playable on PS Now. There's no way to play 3 without a ps3 though, unlike the rest of them. Uhhh that's not what I was going to say. Not trying to be elitist here, I'm just saying you can play those games without having to buy the consoles they're on.

I don't really know how you got to that conclusion. Better for somebody who wants to actually experience the series and see how the games develop, as well as the characters that 6 is about and is supposed to be the conclusion for. I get that it's hard to find some of them, but going from the first game in the series Kiwami technically to the latest is not a great way to get through that series. I've been lucky enough to have a decent enough PC to emulate 1 and 2 this was years ago before anything like Kiwami , play 3, 4, and 5 on PS3, before picking up 0 and Kiwami for PS4.

I think 3 is probably the most skippable, but I'd argue it's missing out if you skip 4 and 5. PSNow is probably the most effective way to play them, but I'm not sure about the potential input lag? I went straight to 5 and loved it. It's really not that hard to follow if you just spend some time looking up context on key characters. After playing the demo it was hard to go back to 0 for me but I need to see how it ends.

Just got to the finale chapter last night and damn So much drama Jessica. Played through a Japanese copy towards the end of last summer and was very curious to see how western fans would feel about this entry. I enjoyed the game, but was a bit let down by it due to the clearly cut content and certain aspects of the story that kind of made it an underwhelming finale to Kiryu in my opinion. But still got the collectors edition of English copy pre-ordered and looking for to replaying it.

And I love the game so far. It feels like there is less to do but in a good way for me. There are still lots of mini-games and side missions and they feel more rewarding than in the past games. The combat and XP are both big enough improvements to push it even further up the list for me. There are a few things I miss coliseum, training masters but overall it has been such a good experience I can't fault it too much. Holy shit no coliseum or training masters? That's honestly really huge considering they've been in every single game before.

I can kind of understand the masters. How much more is Kiryu really going to be able to learn from these people at this point? But I still miss it because I liked the 1 on 1 fights. And the Coliseum I noticed it wasn't on the challenge award list anywhere and was a bit worried. And then I got to a part that it would have been a perfect fit for Extra sad because the actual fighting feels better so this would have been such a good game for it.

Dude, Y0 is one prequel you don't want to skip. That game is fantastic. Where it lies on a series timeline is kind of irrelevant besides seeing some characters younger. Story, gameplay, side content, characters, everything is exceptional and it stands alone. Ehh, some people certainly like prequels. Otherwise I don't think they'd be made so much! Not OP but I remember seeing some reviews of Yakuza 6 before that talked about how certain parts of Kamurocho were closed off for "construction" when it was more because the devs lacked time to flesh out the city as much as in the past, especially with the move to the new engine.

Its just the Champion's District and the hotel district. I honestly didn't think it was too bad. Those are pretty big chunks when you consider that Kamurocho isn't a very large map to begin with - is there a second map like in 0 and 2? Though the Champion district is a blow, that place was always filled with crazy pieces of garbage for unique heat movements. Salt shakers, pliers, discarded needles I imagine translating the Champion's District to the seemlessness of Yakuza 6 would have been impossible.

There's also a serious lack of animations in a lot of non-pre rendered conversations. The characters just stand there stiff and idle, just moving their mouths. No gestures or movement really which takes a lot of energy out of the conversation which is the exact opposite of what you'd expect in a Yakuza game. There are also some that are still fully animated, however, but it really puts into focus how the dev teams seemed to have run out of time and didn't finish animating everything.

He seems to be like the polar opposite of Kiryu which sounds refreshing, I loved Kiryu as a character but when I played 0 I couldn't help but think how much I enjoyed Majimas storyline much more because he showed some real emotion every once in awhile. Felt the same with Akiyama in Yakuza 4, very different and refreshing from Kiryu. Shame they are not doing more with him, apparently. This was my introduction to the series and I haven't seen anything from the series that I liked as much as his crazy story at the start, although the smuggling gun scene was also really cool.

I was so upset to find out that Majima became a troll after going through so much with him in 0. Then again I haven't played the rest yet so what do I know. Unpopular opinion here but 0 is pretty bad as an introduction to Majima. His character is significantly different in the older installment that new fans would have the same reaction as yourself.

He's way more wild than what 0 built him up to be and 0 is the only game you will see him with that other personality. Yep I got that feeling - so I agree A must buy but still debating if I should wait for and play Kiwami 2 first and then play Yakuza 6. Kiwami 2 builds upon what's established in 6 mechanically, so going from K2 to 6 would feel like a downgrade.

Honestly, Y2 stands well enough on its own story-wise and really doesn't have much to do with 6 or any of the other games plots. You may be able to get through Y6 without actually hearing anything of what happens in any of the other games that aren't 5, so you could kinda go into Kiwami 2 not knowing much of what happens aside from Kiryu, Haruka, and othe characters that are in 6 surviving. Have you already played Kiwami 2 and 6's japanese releases?

I'm also curious about this, because I started with 0 and I'm playing through Kiwami now. I definitely want to play 6 when it comes out, but I don't want to have to wait on Kiwami 2 or have Kiwami 2 spoiled because I played 6. God damn, I've never been more excited to play a game series than Yakuza. I somehow never really heard much about it all these years until somewhat recently, and now I desperately want to play the series, but I don't own a PS4 yet and likely won't until I see a good sale.

It's fine starting there if you can't find 3 for a reasonable price. All of the game's stories work well on their own. Deleting stuff on the ps4 HDD can suck but it's well worth it if it's your only real option. Can someone help me to get into this series? I know 0 is a prequel and I can start from there, and that Kiwami and Kiwami 2 are remakes from the first 2 games, but that leaves me with a gap on 3, 4 and 5. Should I play those to follow the story? Do they hold up any well in terms of gameplay? Here's what I did.

Yakuza Sweet Revenge - Beginning Journey (Paperback)

Yakuza 0 was my introduction to the series. Yakuza Kiwami was next.

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Since the stories in this series are fairly standalone with some exceptions ofc I decided to skip Yakuza 2, because I want to play Kiwami 2. Will play Y6 next, followed by YK2. Some would argue that this is not the best way to experience this amazing series, but personally, boy I had a blast! I would skip it. It's a really good game and you should play it. It's cool, but if you're playing the games in sequence, this game feels a tad too samey to 4. Lots of people suggest to start playing zero first. If you want the critical story , play 1, 2, and 4 and watch recaps for the rest.

I feel like 5 is worth it alone thanks to the side stories. Kiryu's taxi racing and Saejima's hunting were some of my favorite parts of 5 and really threw it ahead of the rest for me. Initial D: Kiryu Edition especially whenever a dude would pass you, they would honk you sooo hard which was both hilarious and annoying and hunting were both fine but I just don't like Haruka's story.

Haruka could've been so so much more. Also, it felt very similar in terms of plot structure to Yakuza 4 which felt odd. Ok, I'll give 3 and 5 a chance if I find them easily and cheap, otherwise it seems I'll just play the games that are on PS4 in chronological order with 4 in between K2 and 6. Why not play Kiwami? It's literally just the first game in a new engine, there's no real reason to skip it.

Because it's a remake of 1 it has some moments that made it not as fun to me. It shows it's age at points. Also the bosses are B. There's like one actually hard boss in kiwami. If you're having real trouble just grind out the tiger drop from dragon style. You can look it up and people on Reddit have multiple times have had posts about how Kiwami has way more unfair fights especially the tank bosses.

I enjoyed 0 and I have enjoyed my time playing yakuza throughout the years. But going back and starting kiwami the bosses are sponges that just aren't fun or fair. I haven't seen any such posts. Tank bosses? The only hard boss I remember is that massive shinano guy fairly early on. Yes grinding helps but that's what I'm saying in the fact that you can feel it's age the grinding is a lot worse. I still enjoy the game but even with updates and a new system you can feel it's age in some ways. Switch to fast style and Dodge. It's like playing dark souls and complaining your shield doesn't block all attacks.

I agree. Rush style honestly trivialized a few fights, and the dragon of dojima style lets you tiger drop everything into oblivion. It's really not a very hard game on normal. Like I said it just shows it's age more, no need to downvote just because you don't agree with my opinion.

I find it isn't as fun the way bosses are handled. The bosses aren't hard because of skill, they do the same thing over and over and get repetitive. The rest of the game is fun, I've always liked the world in this series, but the bosses suck. Dark souls isn't difficult just because of making their monsters a bullet sponge and shave s fun challenge to them. Honestly, as someone who has played every game in release order in the past year for the first time, I've absolutely loved them and they have held up extremely well, with the exception of 1's gameplay.

Each game is self contained enough that you could probably play them just fine without playing the others, but you would miss out on a lot of callbacks and great experiences as well. Either way they're all beyond worth playing. My only regret is that no one strapped me to a chair and forced me to play these games earlier. I wish it released now and not in April. What a stupid decision to have it out three days before God of War. Funny you say that because Im going to be playing this non-stop until my birthday three days later where I'll be picking up the GoW PS4 Pro. Its a good birthday this year.

Hmmm, I don't know about that. God of War is obviously a more popular franchise but both are action games and it's fair to say, GoW is going to outsell the heck out of Yakuza 6. Had they released in March, Yakuza 6 would have gotten some solid initial sales. I'm getting Yakuza 6 over God of War first, but for many I'm sure it will be the other way around. The thing about a niche audience is that they are loyal.

Aye, god of war has me intrigued but yakuza 6 has been a locked in pre-order for months. Simply nothing like it. Saying something like Yakuza isn't an action game but a brawler instead is just splitting hairs. You are right though about niche audiences being loyal. The kind of people who buy Yakuza will buy it no matter when it comes out. The problem though is when it comes to growing the audience. This time, there are certain restaurants that will only offer their final item if you bring an issue of Tokyo Week 1 in with you. You can find the magazine in most convenience stores.

You just have to have it on your person, and wham! Kinda silly, I know Q: Is there anything you can miss this time around? I don't wanna look at a FAQ every two seconds no offense. This is probably the most annoying thing about this series, though a lot of other RPG's make this mistake.

If you're playing the story mode, there are things you can miss. There are less than in earlier games, but, they're still there! I think Nagoshi's team has been working to streamline some things, and maybe get rid of these, but I think they should get rid of them altogether. It's cool when you have a game that only takes like a couple of hours or something to play through, you know, but this takes like hours or so, depending on how much you want to get done. You'll probably want to do all missions at some point so you can get the cool bonus item.

How to Pronounce Japanese I know many people take Japanese now, and are used to hearing it from their subtitled DVD's and such, but when I was growing up in America, there were many people who couldn't say anything right ever. Anyway, enough ranting. Japanese is a fairly monotone language filled with polysyllabic words. In other words, a strong puff of air comes from the lungs when saying this often. It's actually with the tongue pressed up closer to the roof of the mouth than in English. This is difficult. There are two different sounds written "n" in Romanised Japanese.

This is a different "letter" in the Japanese writing system, and is similar to the French "n. Before "p," "b," and "m," the lips close and this sound comes out like an "m. Well, our "f" is just an approximation. When the lips are pursed for "u," the air puffs out and sounds like an "f. This occurs only before the "u" sound. For example, "kyuu" is not "KYE-you" or something like that; it's more like "Q" as in "the letter 'Q.

Well, unfortunately, this one's a bit tricky. The tongue generally flaps against the raised ridge behind the front teeth on the roof of the mouth and sounds like the "tt" in "butter" in the middle of words, and comes fully in contact with them at the beginning of words to make more of a conventional "l" sound. To many, it sounds like it vanishes, but it doesn't completely. It's kind of between there and the "e" in "bet. Also, vowels can be lengthened.

This means you say the vowel twice again without a break ; making it last longer. It doesn't mean there's some weird other sound such as the difference between long and short vowels in English. The reason for "oo" to show up is because of the way the word would be written in Japanese script, usually using the word "big" "ookii" or "ooi" [rare, but used as a prefix often]. In other words, it's not "GOW-key. Consonants can be lengthened, too. This makes it sound like the word has stopped and paused for a split second.

Hold your mouth in the position of the consonant. Sometimes it makes it sound a bit more stressed; like the muscles were more tense than usual in the mouth. This takes a bit of practice sometimes. Most consonants can do this, and they will be written twice. It's listed here because it's usually used as a "particle word. There are some words that have clear "stress," but many words have none at all. Lastly, note that I will use an apostrophe to separate sounds that I feel need to be separated so you can pronounce them correctly.

This will probably only occur with "n" sounds in the middle of words that's the nasal, solitary "n" that is its own syllable and long vowel patterns. Controls D-Pad: In battles, use to switch between unarmed or one of the three assigned weapons. You can assign these weapons in the Pause Menu. Also, pressing down will cause you to drop a weapon if you've picked one up during a battle.

Also, pressing down during a battle while unarmed will cause Kiryuu to light up a cigarette as a stylistic way to make the enemies look stupid. Left Analog Stick: Use to walk or run. You can also use this to move the cursor in menus. Right Analog Stick: Use to move the camera.

Start: Use to pause the game and bring up the Pause Menu. Select: Use to pause the game and bring up the Quit Menu. Square: Use for weak attacks. Rapidly tap this to help Kiryuu get up when knocked down. Triangle: Use for heavy attacks. Also, this is the button for Heat Actions, when you're in Heat Mode and when a Heat Action is available you'll see a prompt at the top of the screen.

PS3 : Use to confirm selections in menus, talk to people, or to examine items. Press while talking to someone to speed up their text. Press during a conversation with R1 held down to skip the entire conversation! PS3 : Use to back out of menus. Circle Button: Use to grapple people or pick up objects in battle. X Button: Use to sway sidestep. If you don't hold a direction on the Left Analog Stick, Kiryuu will just step backwards. If you want to move to the side or in front of you, hold down the R1 button to "shift" lock-on and then strafe , and then hit X while holding a direction on the Left Analog.

Rapidly tap this when grappled to break the grapple, when prompted. L1: Press and hold to guard. L2: Use to set the camera behind Kiryuu. L3 press the Left Analog Stick in : Toggles the on-screen mini-map between a wider view, a closer view, or no mini-map at all. R1: Hold this to target the nearest enemy. Kiryuu can only sway backward or to the side with this button held down; otherwise, he'll sway forward.

During a conversation, hold this button and press the Confirm Button to skip all dialogue! R2: Use to taunt, which will build Heat Gauge. R3 press the Right Analog Stick in : Use to set the camera behind Kiryuu during battle, or during adventure mode, to enter First-Person View with the cell phone camera. In this mode, you can view Revelations to get more Heat Actions, but passing the reticle over a thug or street punk who's waiting to fight you will cause him to run over quickly to start the fight.

Display There are three bars in the upper, left-hand corner of the screen. The thick, orange bar is your health. The thin, yellow bar above it is your experience, and the blue bar beneath it is your Heat Gauge. In battle, in the lower, right-hand corner, you'll see your enemy's health. The game displays the health of the enemy you are hitting. If it's a blue gauge, that's probably the gauge of an obstacle you can break. If there is another person such as an ally there, their health will appear in the lower right-hand corner, too, but it shouldn't be too hard to distinguish the two as the guy you're hitting's gauge will deplete when you hit him.

Also, on the battle screen, the D-Pad looking thing below your health refers to that--the D-Pad. Down will usually be to disarm yourself, while the other three will switch weapons to the one displayed in that slot. Depending on your settings, you will probably see a mini-map in the lower, right-hand corner of your screen. Usually, the next important point of interest to advance the plot is shown with a red dot, while sub-plots are shown with green ones.

If they're too far away to be displayed, a little arrow will appear at the edge of the map pointing in their direction. Lastly, you should be aware that when in Chase Battle, there will be two gauges at the bottom of the screen--one for you, and one for the enemy. These are for the characters' endurance. Above that is a meter showing how far the chaser is from the chasee, by marking them with little running figures. You'll get the hang of it. Start Menu Options First of all, you should be able to see, but your money, health, experience, and the map are displayed on this screen.

The text under the map also tells you where to go for your next objective. Select this to manage the items you are carrying around. You can use items, such as healing items, by selecting them and hitting the "confirm" button. Similarly, you can equip armor and accessories, and you can set what weapons you want in your quick selection on the D-Pad.

Obviously, the one in the middle is the one you'll hit up for. The ones on the left and right are the ones you will select with left or right. The box with the red frame is your armor, and the two yellow ones to the right are accessories. You can unequip something you've equipped with Triangle. You can move items around in your inventory by selecting it with Square, and then putting the cursor on the desired spot, then hitting Square again.

There's not too much to do wih them, though. Pressing the "confirm" button or L2 or R2 will zoom in. You can then move the cursor around, and the names of streets and important locations will be revealed to you. Pressing Triangle will bring up a list of places of inerest. The place will light up on the map.

The yellow bar is your stock of experience. Once you have enough to build up one of the different attributes, pass the cursor over it and spend your stock until you level up. The effects of each new level are listed below. Here is the order the attributes are listed in: Mind Technique Body Mastery it's the "Goku" kanji; really means like 'ultimate' or 'extreme' Also, from this screen, if you hit Triangle, you can view lists of various upgrades and basic techniques you have acquired. This is where you can view your e-mails.

These are your side stories, also often called "missions. You can change the various optional settings here, such as the way the camera moves, whether or not you can skip events which you do with the "START" button , whether or not to have subtitles, the brightness level, and what font text is displayed in.

The mini-map one toggles between an over- head view and more of a street-level view. The "Event Skip" one is fairly im- portant, because if you have it on, you can skip cut scenes by pressing the Start Button. The Font one Otherwise, you can set it to one or the other. Gothic is usually a little easier to read--especially if you're like me and you still lack an HDTV. As such, you'll have to upgrade Kiryuu an awful lot if you want him to really hand it to the enemy. You'll do so by learning techniques from having Revelations around town at certain points of the story, by training with the various masters around Okinawa and Tokyo, and simply by using experience points.

As you fight, order items at restaurants, and do side missions, you'll be re- warded with experience. That's the little yellow bar above your health meter. After you fill up the bar, it becomes a "stock" level of experience. You can assign this from the pause menu to one of four attributes, and when you have enough stock to gain a new level in one of the attributes, you can level it up and get new abilities and status effects.

The four attributes are: Mind, Technique, Body, and Mastery. The "Mastery" one literally means "extreme" or "ultimate," but, it's a little hard to make "extreme" or "ultimate" into nouns without things even sounding more awkward than they already are. Mind is all about your status effects concerning the Heat Gauge. Technique is obviously techniques. Body is your health and defensive properties, and Mastery effects your Heat Moves.

Of course, unless you have the Seal of the Fighting God equipped which gives you infinite Heat , you'll lose Heat Energy when opponents hit you, so, it's still very possible to be killed. This does not apply if you are holding a weapon. Level 3 Rising Kick When you're on the ground after being knocked down, hit Square to sweep enemies. Speed Up 1 This speeds your attack strings up. Speed Up 2 Speeds your attack strings up even more.

Level 7 Down Reversal When you're about to hit the ground from being knocked down, hit the Tri- angle button to land on your feet and retaliate with a gut punch. After a weak attack string has been ended with a Triangle, when in Heat Mode, hit Circle. It costs some Heat Energy. Speed Up 3 Speeds your attack strings up even more.

Level 10 Cancel Sway When you're not in Heat Mode, you get the ability to cancel weak attack strings into sways sidesteps with X or with a directional input and X while locked on. Level 4 Health Gauge Maximum Increase Quick Stand 1 When you're on the ground after being knocked down, less tapping of the buttons is needed to make Kiryuu stand up. Level 5 Health Gauge Maximum Increase Reguard After an opponent's heavy attack breaks your guard, releasing the L1 button and then pressing it again will make you able to guard again.

Level 7 Health Gauge Maximum Increase Quick Stand 2 When you're on the ground after being knocked down, even less tapping of the buttons is needed to make Kiryuu stand up. Level 3 Flattening Throw Mastery Nagetsubushi no Kiwami When in Heat Mode, grappling a foe near a fallen foe, hit Triangle when prompted to toss the grappled opponent on top of the fallen one. Level 4 Swing Mastery Suingu no Kiwami When in Heat Mode, while grappling a fallen foe by their ankle, drag them near a hazard such as a wall or post, and hit Triangle when prompted.

NOTE: Although it's not listed in the upgrade's in-game description, this extra hit also applies to all the Giant Swing variations where you hit the guy into something such as a post or car. So long as you're not locked on and in Heat Mode, you should be prompted to hit Triangle to reverse enemies from the front, behind, or at either side of Kiryuu. Note that each successful additional hit takes more Heat Energy. Level 10 Ultimate Mastery Kyuukyoku no Kiwami Kiryuu does a Bruce-Lee-esque slow-motion hand gesture, then backhand slaps the opponent to death in a powerful, single hit.

As for the extra techniques learned by sparring with the masters, there are three different masters you can learn from: Komaki Soutarou in Tokyo, Yonashiro Shouji in Okinawa, and Mack Shinozuka, who appears in different places depending on the point you're at in the story.

Sidestep when they attack or while paralyzed. Usually, you can only get in a Blow Kick Triangle. Kiryuu spits the cigarette into the enemy's eye and then punches him with a wild hook, right in the face. Not too much to say here. This move starts the jab strings, too, but note that hitting back plus Square again will just make Kiryuu do the Straight Back Kick move. Light, medium knockdown. Learn at Technique level 5. Continue holding Triangle after move hits opponent not blocked for "Lingering Mind" Zanshin , which will charge Heat Energy.

Though this is not a "super" move, it still needs you to be in Heat Mode, and costs Heat. Learn at Skill level 8. Light, medium bounce. Continue holding Triangle after move hits opponent not blocked for "Lingering Mind" Zanshin , which will charge Heat Energy Hits Bound enemies. Knocks nearby items towards enemy. Guard break. Light, medium collapse. High Heat bonus. If Understanding of the Iron Body is learned at Mind Level 3 and the "True" version is learned, Kiryuu will continue to charge, even if he gets hit.

Learn at Technique level 4. Kiryuu lies on the ground after the move. Learn from Komaki training. Learn from Revelation. The double sway and attack during sway moves can all be done off of this. Learn at Skill Level Light knockdown. Knocks objects towards enemy. Learn at Technique level 3. Learn at Technique Level 2. Additional attacks may follow with future power-ups.

Heat cost. Learn at Mastery level 2. Learn at Mastery level 9. High heat gain. Learn by Komaki training. Heat gain. NOTE: Works against any attack using the arms, such as punches, sword and knife attacks, etc. Heat bonus after Mind level 4. Learn at Mind level Heat gain after Status of the Dark Warrior has been learned at Mind level 6. There are three different moves out of this, which are chosen by hitting one of the three buttons on screen. Two of them must be learned by Revelation. Works on attacks from all directions. Learn at Mastery level 7. Learn by Revelation.

NOTE: When opponents are the last one left in the battle, they usually either become scared or enraged. Learn at Mastery level Other was to dizzy foes include hitting them with a 2x4 or knocking them down with a combo, making them roll around, holding their heads, and then picking them up with the Propping Back Up move. Some unique characters will initiate grapples that require other inputs to escape; follow the prompts on the screen.

Learn at Skill level 9. From the front, Kiryuu gets 'em in a headlock, breaks their neck, and then piledrives them. From the back, he breaks their elbow, then does a seoinage. If you stop after one of the first two hits, you'll end up still holding the enemy. Good for scattering enemies and knocking down heavy enemies. Heat bonus. High Heat cost. Learn at Mastery level 6. Some have special follow-ups. See the completion lists section of the FAQ.

Learn at Mastery level 3. Note that if they were rolling around on the ground after a combo, they will be dizzy once propped up. This is a nice alternative to using Heat energy when in Heat Mode near a fallen enemy; Kiryuu cannot perform a normal Stomp in that instance. Downs surrounding enemies. See the completion lists section for details. Learn at Mastery level 4. ARMED STYLES There are two types of weapon in this game: "Equipped," which are part of your inventory, must be assigned to a slot on the Start Button menu, and can be retained after battle, and "Found," which are picked up during a fight and can- not be retained after battle.

There are also several different types of weapon. For brevity's sake, I will not give each different type of weapon its own command list here, but I will explain a few things by listing the weapon type for unique properties. Also, note that all attacks and successful guards using weapons will take away 1 point of endurance--even Heat Actions.

The only exceptions are special weapons with infinite endurance. Note that weapons such as the Nunchaku and Hammer types will damage enemies when stowed or drawn. Note that fragile weapons such as the Unknown Syringe will break when you drop them, even though they weren't used for an attack. The heavy and sign types will usually knock enemies down at the end of the string. Mostly two-handed weapons such as sign and heavy weapons do. Swords do, also. It uses up the green bar of ammun- ition.

There are various effects depending on the weapon. Move: KICK Commands: With Equipped weapon readied, Circle Most Equipped weapons won't have a special attack; they'll just have a kick that won't cost any of the weapon's endurance to use. This will activate bomb type weapons. Knuckles only have this type. A good way to do this is to sidestep an enemy's attack. Still, it's hard to time it so that you get the button prompt, because attacking usually turns them back towards you.

Try and time it correctly! Pliers have an additional one, too, that's a reversal. Knives have three Heat Actions: the normal one, one near a wall, and one near a waist-level object. A special Heat Action can be learned by reading books purchased at Kamiyama's and the weapons shops. Chargeable Triangle attack. Golf clubs are similar, but have their own Heat Action. Can use Triangle attack during sidesteps. Additional special Heat Acitons can be learned by reading books purchased at Kamiyama's and the weapons shops.

Special pursuit Heat Action in addition to normal Heat Action. Special Heat Action against a wall can be learned by reading books from Kamiyama's. Only have a pursuit-style Heat Action. It can be thrown with Circle. Unique Heat Action--reversal behind an opponent. General Battle Advice I always refer to the games in this series as action-RPG's with brawling as the combat system.

As you can gather from that, there's a lot of fighting in this game. The basic premise is simple. Beat people up before they beat you. Use quick attacks to get in on them, try and counter their attacks, and throw them when they're standing around guarding. Make sure you get your Heat Actions in--not only does it really mess an enemy up, but it gives you more experience. Here are some pointers. It's imperative that you understand the basics of guarding.

You can pretty much only guard from the front, so, make sure you turn towards an enemy to guard. Remember that if you haven't learned to guard weapons yet, you'll get hit--but, to that end, you can always pick up a weapon and use it to defend against all but bomb blasts and bullets. Also, you'll want to get reguard early. Lots of enemies particularly in the underground arena will break your guard with their attacks, which will leave you open to another attack--unless you've learned reguard.

Get in the habit after that of seeing when your guard is broken, letting go of the button, and then hitting it again. Despite how it may sometimes seem, you actually do have a lock-on in this title. The thing is The slightest motion by enemies will cause you to lose your hard lock--they'll often not look like they're doing a shifting attack or sidestepping, but they are.

This makes people sometimes think that Kiryuu is nuts and likes to attack in all sorts of directions, when the problem is that the game is think- ing about the enemy's motion as if it has the property to make Kiryuu lose his lock, but, there's not too much of a sign that it's happening. When this happens, you'll want to let go of lock and try to go free at it, usually in a string of weak attacks. That's because weak attack strings can pretty much go any direction and don't leave you standing around, open to attack if they miss.

However, if you want to turn away from an enemy, you'll note that locking onto nothing doesn't help. So, what do you do? You have to learn to Sway. Say you're fighting an enemy and he uses his move's properties to get behind you which will inevit- ably happen from time to time, as it does in all brawlers.

You can still avoid his attacks if you're clever enough by shifting as he attacks, avoiding it. For instance, a good player will often be going after one quarry so that he can eliminate him first and not get distracted such as a guy with bombs, or something. Guys will dash in behind him and do all sorts of moves to hit him, so, the player will use cancel sways or just wait until he sees attacks coming, and then dash forward to avoid the attack, or dash and then roll, which is even better.

Kikujiro () - IMDb

If you're surrounded by people, as you usually are, you will definitely want to grapple a guy, if you can. But, if you can find a light or medium guy, grab onto 'em and you have a few options. First of all, you should get used to just hitting the Circle button once, then starting your throw or attack. Becuase if you hit it more than once, you'll have a problem when you grab big and medium dudes, who need you to furiously tap the Circle button within a short time to successfully throw them.

Really, you have to be careful with too much tapping of the Circle button. First of all, if you need Heat Energy, you can do the three-hit hold combo with the Square button. That gives a lot of Heat--and another good thing about it is that you can just do the first one or two hits and then pause and start again, if you want to drag the guy to a certain location or something.

If the enemies are closing in behind you--or even in front of you, you may want to initiate the throw. When your throw is successful, enemies won't be able to guard against the thrown enemy, and you'll get a nice Heat boost. The enemy will also be on the ground, which is nice, and all enemies near where you threw him will be at least knocked back a little.

If your "Goku" kanji prompt isn't flashing, that means you can use the Triangle button to kick the guy back. All enemies get knocked down by this attack--except for enemies you can't even grapple in the first place. It knocks the guy back and usually clears out the people right behind him, plus it gives you a nice Heat boost. Also, you don't have to struggle with big guys to do this like you do with throws--you just do it, so, it's a lot fast- er and leaves you less open to interference. A very nice routine for beating most people in the game besides sumo wrest- lers and other such throw-breaking people is to grab someone, throw them down or kick them, step on them or prop them back up, and repeat until they die.

This is the old standby and, while it's not as effective as it was in the first two games, it's still pretty good. So, a guy is on the ground in front of you. What a pity, huh? You have a few options. You can step on him and get that Heat boost or use a pursuit-style Heat Action for damage and experience , which will force all characters to stand up. Or, if you wanna go all-out, you can get in the habit of either grabbing their feet or going for their head and picking them back up with the Circle button. Enemies that can be grabbed by the leg are plentiful and you'll be able to flapjack them to death with Circle, if you want.

You can do that to nail bystanders, too--all of which helps you accumulate some Heat, damage enemies, and keep folks around you off your back. You can also kick them with Triangle, unless you're in Heat Mode--but, you can also use the Heat Actions such as the Giant Swing, if you'd like. That'll hurt and give you experience. What then? Propping them back up by going to their head's side is awesome. If they landed on their back, which is most often the case anyway, you'll end up standing behind them--where they can't block!

Seriously, only very fast opponents with the right A. If you're very fast with the Square buttons, you can actually get in a pretty nice combo from behind. Near a wall, and you'll get a wall stun, which will help you combo them even more. Of course, if they're grabbing their heads and rolling around on the ground, you should know that when you pick them up, they'll be dizzied. That means you can use the Ultimate Mastery on them, if you have that. Not a very nice move to eat. You may have read this a few times in this FAQ, but there's actually a pretty slick addition to the fighting system in the game this time around--and they call it "Bound.

You know what? I call it "juggling. Most enemies that aren't so huge get bound by the Hammer Hook move, which is done by Square x 3, Triangle, Triangle. You'll notice them bounce a little. You can actually tack on two more hits this way--first, a "free" Triangle not one done while holding R1! Then, you can do another one, or if you're stylish, you can lock on, sway towards them, and hit Triangle to shoulder charge.

Those are actually attacks enemies cannot defend against. It may not sound like a lot, but, when you combine that with getting them to bounce into a wall? You have the potential of hitting them with a quick combo. But, that's enough to cause a lot of damage. Keep in mind that you can hit big guys against walls with Tiger Killer reversals the Triangle reversal , and a few other things. You'll really want to rely on actual combos, especially if you want to play in the arena or at a higher difficulty level.

Reversals are very, very powerful. As a matter of fact, I think that they're more powerful in this game than they've ever been--unless you take into consideration using the Brawling God Amulet in the second game, using the Flowing Catch Circle reversal , and then immediately doing the Ultimate Mastery. Bosses would go down in just a few hits. The change to the Parrying Reversal was great.

In fact, it gives you back some! For those who have no idea what I'm talking about, you can basically stand there, guarding, and wait for an enemy to attack, then easily just hit Triangle after their attack lands on your blocking arms and hit them. You have a pretty decent window, and it has pretty strong power--in fact, it can interrupt most combos! The Tiger Killer the Triangle reversal is still great. It gives a LOT of Heat energy and it knocks all enemies down. What's so great about that? Well, spend some time fighting tons of sumo-wrestler types and see if you wouldn't like them to just fall the heck down once in a while.

It also splats them against walls, which is nice because then you can sometimes follow it with a nice combo the opponent can't escape. It's a little squirrelly with that, like Spikeout was, but understanding comboing is really the key to messing people up in the arena and on higher difficulty levels.

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The Circle reversal, the Flowing Catch, may work only on punches, but it's still a great move. It has a larger window of opportunity than the Tiger Killer does, it gives a lot of Heat energy, and it leaves the guy standing-- and sometimes dizzied. I've even seen big guys get dizzied by it, tho' I've usually had to have softened them up with one or two beforehand.

If this happens, and your attacks quickly strike, you can sometimes start them as if they were bound and being juggled. Miike frequently employs surveillance cameras and video to give the images a voyeuristic quality, and he realizes the possibilities of CGI far better than most of his Western contemporaries.

Although the story is straightforward, Miike drops the audience directly into a fully formed yakuza world with little introduction, denying them a single sympathetic main character, and subverting expectations. Even Kaneko, whose hard-luck story makes him a typical underdog, loses the audience by kicking a woman to death. To atone for his transgressions the sweet-toothed Kakihara slices off the end of his tongue in a toe-curling moment of hysterical excess, only to receive a call on his mobile.

The one affectionate relationship, between Longie and his girlfriend, ends with her torture including an infamous nipple slicing for information on his whereabouts. This violence against women drew a lot of flack particularly from the BBFC who cut 3 minutes and fifteen seconds primarily for this reason but the violence and rape is so grotesque that any censorship succeeds only in making it more palatable.

Asano as Kakihara and Omori as Ichi fully inhabit their roles. Omori goes to the opposite extreme, presenting Ichi as a tragic, manipulated child, making his actions all the more difficult to stomach.