Powerful Brawler

⭐ — (10 endorsements) 📥 283 downloads 📌 v2.0.0 📅 5/4/2023
🟠 Updated over a year ago

By IWUADHJ · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 9/21/2025 📅 Created: 5/4/2023

🔍 Analysis

  • 🏆 #30 of 39 Gameplay mods in this game by downloads

📋 About This Mod

A mod that adds to the Brawler moveset and makes changes to gameplay to allow for big combos and more with the Brawler style.

When using this mod, the start of fights may have jank that causes certain animations be problematic or even skipped entirely, so you may need to play for a little while after beginning the first fight.

Also, in order to use all of the moves this mod introduces, you may need to have multiple different abilities unlocked (notably, Kick Combo, Tiger Drop, and perhaps more. Ideally, play with a fully unlocked character).

What if Brawler was Kiryu's ultimate style?

This mod adds

- Juggling and some classic bounding. Hit a falling enemy to start juggling.

- Counters, cancels, and changes to moves and hit animations to allow for varius comboing types -- without the use of style switching

- States in which moves can be conditionally used (Yellow state and Purple state, stuns, break hit)

- Fake reverse tech (changes some hit effects, lights only and not consecutive)

- Break attacks (Basically Yakuza 6 stomach clutching / stumbling)

- Hitbounce to one attack

- "Ragdolls"

and removes...

- Bounding limit (soft juggle limit has been implemented to mitigate infinites)

- The effectiveness of the other 3 styles

- A lot of damage from most moves

- Those pesky insta-stand knockdowns

- Boss healing time is significantly reduced and is interruptable

- Heat actions when not grabbing

- Parry (L1 right before enemy attack lands): Parrying a hand attack stuns weak opponents (doesn't stun stronger opponents but it's still a good back combo setup and provides yellow state), Parrying a non-hand attack will lead to a knockdown.

- Turn (R2 + Square, R2 + Square while holding forward  |  Cancel from almost anything into this): Spot dodge where Kiryu turns around in place or moves forward. Good for escaping enemy combos, dodging, comboing, and turning back options to the opponent.

- Directional throw (R2 + Circle  |  Usable when enemy emits purple smoke): Throw an enemy and guarantee a knockdown. Stuns enemies that are hit by the thrown one. Throwing into a wall may either splat or bound.

- Opportune punch (Triangle + Circle  |  Requires and consumes heat, Usable when enemy emits yellow or purple smoke, timing doesn't have to be at exactly the same time): Deals a lot of damage and starts a bound or a juggle.

- Position swap (Quickstep forward before enemy hit lands, Quickstep forward when enemy emits yellow or purple smoke): Swap places with the enemy, facing their back.

- Charged knee (Hold Circle and release): Useful for breaking guards to start a back combo after guardbreak, the hit animation is useful for starting a juggle combo or using Directional throw or Opportune punch after.

- Finisher Cancel (R2 + Triangle during/after a finisher animation  |  Requires and consumes heat): Quickly cancels a finisher, useful for continuing a juggle combo.

- Reverse lights (R1 + Square  |  Usable from light hits 1 to 3): Performs reverse light hits forward, has different hit effects and therefore may behave differently in juggling.

- Stomp combo (Triangle while enemy is fully grounded  |  Usable from stomp hit 1 or 2): Perform 3 stomps in a row.

- Combo grab (Circle while in standard rush combo): Quickly cancel the combo into a grab.

- Griddy taunt (R2 + Cross): Takes a long time to complete but fully fills blue heat.

Moves changes and stuff:

- Reverse Heavy hits low and deals much more damage when a downed enemy is in front of Kiryu (glows red when this is effective)

- Dropkick recovers faster and is far, far more effective.

- 3rd Kick Combo hit is removed, 2nd Kick Combo hit is faster.

- Hit effects may vary on clash, enemy stunned, enemy juggling/bounding, and so on.

- Guard break animation lasts longer, to make back comboing after guard break more consistently performable.

- Grab light combo does not end in a knockdown, but still the highest damaging grab option if the full grab combo is done.

- Grab heavy hit does not end in a knockdown, but can wallbound when done near a wall.

- 2nd finisher breaks guard but bounces off guard break and in other conditions, including against an enemy in break hit.

- Removed bounding throw (may come back in a future update though).

- Removed Body Counter (Parry takes this role).

- Other styles have been lobotomized.

- Charged Knee requires you to hold Circle, and is much better for starting combos. Since it breaks guard and ends pretty quickly, you can go behind the enemy and perform attacks.

Purple state (Allows for Directional throw, Opportune punch, or Position swap):

- Gut knockdowns (2nd finisher)

- Push knockdowns or some push animations (4th finisher)

- Charged knee knockdown hit

Yellow state (Allows for Opportune punch or Position swap):

📊 Mod Details

Game
Yakuzakiwami Mods
Author
IWUADHJ
Version
2.0.0
Downloads
283
Endorsements
10
Category
Gameplay
Created
5/4/2023
Updated
9/21/2025

🔧 How to Install Yakuza Kiwami Legacy Mods

Install via a mod manager (Vortex or Mod Organizer 2). Most mods drop into the game folder.

📖 Full step-by-step install guide for Yakuza Kiwami Legacy →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Yakuza Kiwami Legacy commands, item IDs, and more.

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