In Y0 Majima has an ability to "sense when people are secretly wielding knives" but I have never in my life found an enemy who is secretly wielding a knife, and if they are. Why would I spend my time holding down the button every combat to see who secretly has a knife when I can just whoop their ass instead
That was something I mentioned in the second bad yakuza abilities video I did 'cause you could honestly activate it every battle and get maybe 1 in every 100 dudes having a knife. The only guarantee is Amon because he has a knife on him lol. I've actually only ever done the knife pickpocket heat action with Majima once in my life and that was after searching for about 30 minutes straight to record it
@@SnowiestAngeman It's best done against Yakuza; at least one of them seems to have a knife. Though finding that particular guy and doing the move is far harder to pull off than it has any right being.
Tgis sounds like one of those talent that are basically useless, but people secretly takes pride of. Which is ironically spot on for majima, but really...
Another reason could be because in Kiwami the Tiger Drop gets a massive damage debuff when you're in heat mode, and made Double Finishers drain heat to try to max out its damage. Or you could always just use one of the style buffs that drain all your heat for that
One point in twisting Viper's favor is availability. As great as Tiger and Crane's counters are, they only become available in the story very late game on your first playthrough. Now RGG knows that any Tiger Drop-esque move is extremely valuable and popular to use, so having a more niche counter move for most of the game before the end game true counters serves as a stop gap.
Daidoji High Wire Strike was a favorite of mine actually. I liked using it to essentially play thug bowling by launching a guy into a group. It being so fast in terms of animation helps it as well.
Imo Whip Service's use would be the fact that its a grapple + applies weapon attributes, which I found really useful when it came to Night Queen's 7 star weapon which has a chance to instakill, with a higher chance the lower the enemy's hp. If an enemy is guarding and I also have a chance to instakill, then why not? Even if it doesn't trigger the instakill the guard will be broken at least.
Well, damn. The attributes thing is a good point. I suppose if you have no attributes whip service sucks... but I think you're right that the bonus chance effects on weapons only apply to skills that apply attributes. Why would they do this to me
I actually really like having damage numbers because they help gauge how much damage change you get from equipment/ATK buffs but of course they had to get rid of it come Gaiden
I get what you mean, but a lot of games do damage numbers but don't show total health for whatever reason it may be. At least the games have health bars so there's always that. Although I reckon the turn based games could do with a scan skill that shows exact health but whatever that's something else entirely lol
How is it pointless? Numerical HP values give you no info, the whole point of damage numbers to be able to gage how well an upgrade felt or how well does a move perfect compared to another, what info does knowing how much HP enemies have give you? You already have a health bar...
personally don't care about hp bars in action games as long as there's indicators on how much hp an enemy has left like in monster hunter with monsters limping if they're low health.
@@eggsandvich9677”got rid of it come gaiden. well it wasn’t ever in any other yakuza game before that though.. the only yakuza games that have damage numbers are the 2 turn based ones (of course) and shin. the action based games in the franchise has never had them. so they didn’t really get rid of them in gaiden- it was never gonna have them to begin with.
Judgement had it's own version of Komaki reversal for tiger and saying that it sucks is understatement. It can be only used in low health and why would you even want to be in low health in Judgement since you don't get heat from low health in that game from any upgrade. Also there are resolute counters but they are generaly more useful because you can activate them by accident and kill an enemy
actually shinada's grab counter is really good specifically against daigo because you can grab him hit him with that light attack spam and do the heat action where shinader grabs hims and throws him at a wall and like demolishes his skull
Heat Drain in Kiwami isn't too bad. You want as little heat as possible in Dragon style for extra Tiger Drop damage anyway. But then again, you can just switch to Beast and activate Time for Destruction for even better results, so I don't know what they were smoking.
honestly, the wire from Gaiden is really good in the 100 Man Hell match in the coliseum. since you can snatch 3 dudes and then whip it left or right to take out the whole horde with incredible ease since those goons will die if you so much as look at them. easy money. also good in street battles if you have high or even maxed damage.
The extreme heat counter upgrades for Agent allow you to set up juggles by landing the second hit of the EX rush combo (the light attack spam variant) after you knock them down with the counter
The Firefly gadget was honestly super useful in cheesing the colosseum bosses, you could just run in a circle around the arena and your opponent would be running after you but since you throw the cigarette in front of you 80% of the time it'd explode by the time your opponent stood on top of it, I *think* fully upgrading the amount you could throw flat out removed the animation where Kiryu would pause and realize he's out so you could just infinitely run around the arena and throw fireflies as long as you want, that plus using drones was my main strategy until I beat enough bosses where I actually got a really good amount of money to upgrade Kiryu enough to where I could do fights normally since I felt like some bosses were *ridiculous*, I swear I had an easier time on Minamida Grand Prix and Amon than some of those enemies
I used Serenity like 4 times in the entire 5ish days in total I spent playing 0 and they were all on accident💀💀 I dodge and taunt to try and get enough heat to use sumo slap only to watch my singular heat bar disintegrate before my very eyes
They should play on Legend mode... NOW! So they can put the plat trophy on their PlayStation shelf for putting themselves through that trouble. Cause what are they here for? To 50% a game? They should 100%, 1000%.
There is a way to quickly throw out bombs. It's a bit wonky but, it happens to be the whole other usage of the Jet Boots. With the exception of drones, you can use other gadgets immediately in Serpent's Boost Mode. This means using boost to spam and litter the entire arena with cigarettes. And with the upgrade, you can immediately boost, throw a bomb with a single tap of square, and boost and another, and boost and another. However, it would be.. Highly impractical, since you'd only throw in the direction you're facing.
@@D4rkKyur3m Yeah, I did that to. I did say impractical, but it's exactly what I did in Coliseum. Later arenas have so many enemies and you need to not lock on to grab multiple enemies, and you need lock on to grab and pull bosses. In a way, it's a great way to get loads of damage to enemies, until you have enough heat for the EX Cig.
For judgment in no upgrades crane does have a use in both clearing crowds (Vastly superior to tiger) and im not going to say all because I am unsure but square square triangle triangle in crane gurantees a knock down (can be blocked) where as tiger attack can knock down but people can withstand the knockdown sometimes which can get you killed due to the inconsistency. For Ishin each of the heat actions (spin stick or push button) count as a new heat action when you get the choice dealing the full heat damage which can be heat efficient as you ignore the repeated heat action less damage mechanic helping out sometimes. Still not useful but more useful than nothing. In general though agree with 99% of the points made. Great vid keep em coming!
I found the charge finisher in 6 (the one where you stand and kiryu releases a strong front flip) somewhat OP, it sometimes can stun weak enemies and fill heat as quick as a dropkick when there is a large amount of enemies
I can't recall if you talked about it in another one of these, but I raise: The Lost Judgment grip gauge upgrade. I've gone all the way up to Amon without upgrading it once, so I quite literally never found myself in a situation where that skill was even in my radar. I genuinely can't even think of a situation where getting it would be a good use of my SP when any and all climbing segments can be rather easily beaten with the default grip gauge, lmao
The king of iron fist was such an underrated reference I had to watch that section twice over just to make sure I heard it right. Fire video by the way 🔥
So imagine me playing through the game doing bond levelling before anything else and noticing that resistances stack up in the latter half of the game I very much enjoyed using Dreaming arrow as a substitute since I never switched off the main classes but that's just me
If the turn-based games had enemies with counter/retaliation/deflect effects, that might dial back the area-spam brainrot. There would be situations where you DON'T want to hit everyone at once. There should be an enemy that behaves like Behemoth in FF4. Maybe he can be a fat dude dressed as a lion, loafing on a lawn chair and using the chair on whoever hits him.
Here's one that's actually useless: Swordsman's stomp in Ishin Kiwami. In the original, you needed to use stomps or specific moves that have hitboxes that go low to the ground to hit prone enemies. However, in Ishin Kiwami you can do rush combos against enemies that are prone to the ground, which makes the stomp completely irrelevant. Even worse, is that you can charge the stomp but it doesn't do any extra damage whatsoever. Imagine of the charged stomp did a ground bounce or something? That would've been neat. Also, 0's heat system affecting combo speed is cool. I like it. Makes you have to choose between using heat for guaranteed damage or keeping it for attack speed or other moves.
My vote goes for that stupid rolling attack in Kiwami 2 (maybe 6 too but I don’t remember it being in that game). You have to be sprinting for a while to even do the roll, and when you do the attack, the damage is not worth it at all. Considering how good the dropkick is in Kiwami 2, there is no reason to ever use this ability.
I haven't played Gaiden, but as I can see it it's to spice up the gameplay and the amount of moves to make more appealing gameplay possible. For example consider if Devil May Cry 5 didn't have as many moves as it does, and only had the most effective ones, if you wanted to minmax damage output you'd end up doing the same moves over and over, but people don't do that, because they want to see and do appealing gameplay. I'm pretty sure it's kinda the same in Gaiden
The taunt in legend style that drains your heat is actually pretty useful in kiwami bc of tiger dropping doing more damage with the less heat you have, but in zero I can't think of how it could be useful
Ironically after a certain point of the story of the man who erased his name I found the serpent(rocket boots) extremely useful for easy and safe damage for the castle battles
As much I enjoy the combat in the Yakuza games, there are some weird design choices that make me appreciate how dedicated the RGG modding community is. Also glad to see another Shinada combat enjoyer 👍(Shinada haters don't know how to survive on 217 yen)
I don't exactly find the variations on cerftain moves "pointless", I try to keep my attacks varied, I basically play RGG games as if they were a playable martial arts movie.
Went over Yakuza 0 without mentioning Majima's entirely useless counter attacks in Thug style. They're so slow and drain so much heat you might as well just stand still in front of a gun barrel and it would have the same effect as missing these counters by a milimeter.
I dunno if you covered this in the previous video about pointless skills, but Saejima's stomp in Y5 was useless when his 1xLight, charged Heavy combo does a ton more damage and can also hit enemies on the floor in front of you.
I would argue that heat actions tgat activate when you're drunk and drain the drunkenness level are detrimental to your effectiveness, cuz you deain all drunk meter which stops you from gaining immense amount of heat fir just one heat action
Those were the first ones I talked about in the first bad abilities video I did a long time ago haha. But yes, big agree, especially since they're so easy to accidentally do and you literally delete a buff for something not very useful
To point out how, and most likely repeat what everyone else says, the ability to remove heat is even more useless in 0, at 13:54. Breaker and Beast's dodge grab moves aren't exclusively available in 2nd gear; you can spam both moves, even if you're at 3rd gear. Like with the gear heat mechanics what were they thinking, making it so these guaranteed knock down moves not consume heat, like the bounding throws.
Time of YingLong is kinda . . . On one hand you can use multiple heat actions one after another, on the other if you have a big of heat bar you can already do like 2 or 3 one after the other.
In Yakuza 0, there was the Phantom Spin move for Majima's breaker style that I never found really any use for dodging (especially since your standard evade actually repositions you in a better spot) which I assume was the intention as it drains heat. But it does let you get into the 2nd bar for that one counter so not COMPLETELY useless
While some attacks and unlockables are not that good, I don't think that's that big of a problem because yakuza is not particularly a hard game even on legend so they are still useful to find different ways of styling on enemies
I'm pretty sure the iron fist counter in 0 doesn't drain any heat if you finish a fight with it. Serenity is also somewhat good because kiryu's counters all do more damage the less heat you have. It's more useful if you have the legend quick switch mod, but it still makes the twist counter even more busted.
I'm not re-downloading the game to check, but I seem to recall being able to drop cigarettes somehow while you're using glide boots. I know I found a secondary method of using additional cigarettes. I actually spent waaaay more time in Agent because I felt considerably more overall mobile and like I could lock down a specific enemy in the 1v1s, esp. doing the whole arena, but it's fully possible that that's placebo. I do better when something feels better to my hands, not when it is necessarily numerically or logistically superior.
I mean maybe I’m doing it wrong but while I was recording for this video I was trying to see if the rocket boots + cigarette was faster, but it was slower. Again maybe I just suck but it definitely seemed worse
The entire job sujimancer compared to all the other jobs was useless. The Only reason you would even consider it is the ability to revive all your teammates. However there will never be a day where all your teammates are down except for Ichiban.
Never played infinite wealth, but that skill would have been useful to me in the true final amon fight. He killed my entire party except for ichiban in my two attempts at that fight with his laser. In the first one, Michigan died soon after, and in the second, he nearly died, and it took some turns to fully revive the party because amon kept doing an one hit kill move on them
@@deathk3004 Yeah It'll be good for those situations but most of the time Kasuga will get KO'd alongside everyone else. Plus Adachi and Ichiban have moves that keeps them alive after getting KO'd. Since every male character unlocks a revive ability in Y7 you could just keep Kasuga and Adachi alive and revive the other two teammates indefinitely. I don't really want to spoil IW but the Sujimancer job is just disappointing based on how you get it.
It coming back feels like a mistake lol. I don't think I've ever got hit by it when fighting Akira, Amon, or Nishiki They just copy pasted the entire movesets for Kiwami Dragon and Nishiki, unused moves and all lol
Feint Punch in 0 my behated. Drains heat, serves 0 purpose and it's easy to do on accident when you try to do the knuckle break heat action. Brawler's kick combo gets hate for a good reason but at least it's harder to do on accident *and* getting it isn't necessary for unlocking anything, unlike Feint Punch which you have to unlock if you want some of the skills in the Rush tree
i have a suspicion the special moves in ishin kiwami has its meter drained based off fps, so if you have close to 140 fps, it will run out after merely a second or two
I haven’t tested to see if it still does that, but I believe that was something that they fixed however long ago. Although honestly it wouldn’t surprise me if it was still an issue haha
Lmfao that comment about Yakuza Like a Dragon was on point, the skills in that game are so amateurishly designed (especially with the power displays not being even remotely accurate)
The idol class has been my go to class for Saeko in both games. Not only is it the best healing class, but it can give debuffs and charm as well. Lovedrunk typhoon has the ability to charm multiple enemies at once, which can be very useful, and if paired with an ally who has any sort of electrical attack, you can use playful splash to lower electric resistance and then use an electric attack for huge damage. Very useful for taking down enemies with large health pools or high defense.
I know what you mean. It doesn't help that because it's so magic focused, the physical skills it gets aren't very strong. But chuck those physical skills onto a stronger job and lemme tell ya, you're in for a wild ride. And also the debuffs can be pretty handy as the above comment by, uhh... Sweaty Ape Nipples 8281 says
@@SnowiestAngeman I kinda lumped the debuffs in with the heals and revives because yeah the support skills are great, but while it's true you can get good damage out of the rest of the skills if u put them on saeko barmaid or something, why does a magic class have only physical attacks, why didn't they do something like with geodancer and make some of the attacks scale with magic or if they had no ideas put a lightning damage skill in there because those are sparce on the females if u didn't buy the dlc. It's far from the worst class though obviously it's just weird to me they gave a magic class a bunch of physical skills, but I geuss the class is more for healing anyway.
Do want to mention a few things about the gaiden section 1. The ex heat move I thought you were gonna say all of them were trash which I would have disagreed with (because I don't use attack upgrades anymore), but yeah no, the arm bar just ends up you getting hit. And the x one is only really just for looking fancy I guess 2. And the spider gadgets ones I would like to mention the basic one (where pull towards and hit with the arm) juggles... Which would be good since like the best ways to juggle is with a few yakuza ones and the ex kick counter into 2 ex attacks with agent... However it doesn't work against bosses so hey you can juggle enemies so its useful? Yeah no, from my experience even on the hardest difficulties I don't think standard enemies can block (same with lost judgement and a few other yakuza games, which they need to peform a guard animation But yeah also surprised you didn't mention the other bow samurai skill because rain of arrows is probably one of the worst skills in the game
The Raining Arrow at least can lower attack, so there's that. Definitely not as good as the darts airstrike thing from the last game though which is just raining arrow but, like, good
@@SnowiestAngeman I'll be honest I didn't realise it could even do that, but thats probably because burning arrows is just too good compared to it at least
What about that one purchasable skill from Kiwami 2 that lets you dive forward while running? Like what's the point of that skill? How often do you find yourself running during the combat?
Yeah it's not the best :( but hey at least you can kick guys in the balls and get a critical hit! Although you could just put that on a better job haha
Does Somersault Leg have a fast QTE? Any skill with fast QTEs hits one damage stage higher than listed. Its why stuff like Jewel Breaker, Dragon Ascension, and the entirety of Samurai hit so hard
An argument to be made for whip service is its a grab so it cant be block. Ichi having like 3 grabs in a row for his starter class always kinda felt weird till i fought kiryu and pretty much every grab crit after i got stomped 3 or 4 times using his hero class.
In Yakuza 0 you have a Stance + Heavy attack parry for Majima's Thug style that is learned from Komaki. The timing window for this parry is way tighter than any other of it's kind imo, and I struggled for years to figure out why, especially since it can be upgraded to do more damage that also gives it a brand new animation. Majima's Thug style by default also comes with a heat action that can be triggered by Stance + Heavy. The use of this parry only came to me by accident as I was fucking around, trying to see how close of a call I can make with the chokeout heat action. If you fuck up the timing of the chokeout heat action, you can still perform the aforementioned parry, that's all the purpose it serves. In normal gameplay, it's effectively impossible to perform this parry, and it doesn't do enough damage on Mr Shakedowns to make it worth the chance of having your ass handed to you. It is very cool looking though, stylish points go there.
You forgot...I'm not sure. You clearly play these games WAY more than I do. But I like these videos and know commenting and liking leads to more people finding them. Oh hey, there's something you forgot. Asking people to like.
I might be wrong, but about the "Serenity" skill in Y0, the one that consumes all heat, I think Twist counter does more damage the less Heat you have so perhaps Serenity is there to reduce your heat and use Twist. The thing is hitting Twist counter gives a lot of Heat so its better to then use the Iron fist counter to lower your heat and you can go switching between the two. Or just use a heat action
Yeah honestly using a heat action is just the actual best way to reduce heat lol. Especially since Dragon has two heat actions, one when you're far away and one when you're up close, that can be activated incredibly easily lol
Teach me the ways to get good with Shinada all I did was upgrade his unbreakable weapons to the max and then just use his O ability I just thought he was ok not the best not the worst
Ummmm actually you forgor the most useless ability, Head Trauma. It’s so useless that even RGG forgor to put it in Infinite Wealth. Right guys?… right? 😭😭😭
Hello Australian yakuza man
hi
Do you think he got rid of every other Australian yakuza man to be the only one
@@diorama6945 he dares not face me.
@@diorama6945 yes he did
@@diorama6945I’m yakuza Australian
They don't serve ZERO PURPOSE! They serve the INFINITE WEALTH!!!!!!!!!!!!!!!!
The infinite wealth leaving my body when the move asks for Akame Points:
Bro did not listen when they said real Yakuza use a gamepad
The games don't have that splash screen anymore D:
@@MrBased-ip3jnBecause deep down, we are all true Yakuzas...
@@awesomehazimex7410 I am… the Like a Dragon…
@@nubby03 with.... infinite wealth
@@nubby03Gaiden
In Y0 Majima has an ability to "sense when people are secretly wielding knives" but I have never in my life found an enemy who is secretly wielding a knife, and if they are. Why would I spend my time holding down the button every combat to see who secretly has a knife when I can just whoop their ass instead
That was something I mentioned in the second bad yakuza abilities video I did 'cause you could honestly activate it every battle and get maybe 1 in every 100 dudes having a knife. The only guarantee is Amon because he has a knife on him lol. I've actually only ever done the knife pickpocket heat action with Majima once in my life and that was after searching for about 30 minutes straight to record it
YOOOO!! I DID NOT EXPECT YOU HERE IN A YAKUZA VIDEO-
@@SnowiestAngeman It's best done against Yakuza; at least one of them seems to have a knife. Though finding that particular guy and doing the move is far harder to pull off than it has any right being.
Yeah, in general the only time you’ll use it consciously is during the Amon fight, assuming you remember it
Tgis sounds like one of those talent that are basically useless, but people secretly takes pride of. Which is ironically spot on for majima, but really...
8:50-9:00 you thought you could sneak that incredible sync huh??
“Amongst all of the solid skills for Snake”
I see what you did there funny haha upside down Australian man
I think the reason DOD double finishers In Kiwami cost heat was rgg's weird way of paying homage to og yakuza 1 where double finishers weren't a thing
Another reason could be because in Kiwami the Tiger Drop gets a massive damage debuff when you're in heat mode, and made Double Finishers drain heat to try to max out its damage. Or you could always just use one of the style buffs that drain all your heat for that
@@armedweiss5531time for destruction Tiger drop remains the best move in a rgg game
One point in twisting Viper's favor is availability. As great as Tiger and Crane's counters are, they only become available in the story very late game on your first playthrough. Now RGG knows that any Tiger Drop-esque move is extremely valuable and popular to use, so having a more niche counter move for most of the game before the end game true counters serves as a stop gap.
I got some use out of it mostly because of that tiger heat action that drains all your heat
Daidoji High Wire Strike was a favorite of mine actually. I liked using it to essentially play thug bowling by launching a guy into a group. It being so fast in terms of animation helps it as well.
Imo Whip Service's use would be the fact that its a grapple + applies weapon attributes, which I found really useful when it came to Night Queen's 7 star weapon which has a chance to instakill, with a higher chance the lower the enemy's hp. If an enemy is guarding and I also have a chance to instakill, then why not? Even if it doesn't trigger the instakill the guard will be broken at least.
This or using an elemental weapon like water to destroy anyone who is weak to water (like Yamai).
Well, damn. The attributes thing is a good point. I suppose if you have no attributes whip service sucks... but I think you're right that the bonus chance effects on weapons only apply to skills that apply attributes. Why would they do this to me
@@SnowiestAngemanI think it also apply to basic attack 🤔
Night queen Seonhee is genuinely almost as strong as Kiryu for me
i know this isn't an ability but the fact ishin kiwami has damage numbers but no numerical hp value for enemies is so pointless
I actually really like having damage numbers because they help gauge how much damage change you get from equipment/ATK buffs but of course they had to get rid of it come Gaiden
I get what you mean, but a lot of games do damage numbers but don't show total health for whatever reason it may be. At least the games have health bars so there's always that. Although I reckon the turn based games could do with a scan skill that shows exact health but whatever that's something else entirely lol
How is it pointless? Numerical HP values give you no info, the whole point of damage numbers to be able to gage how well an upgrade felt or how well does a move perfect compared to another, what info does knowing how much HP enemies have give you? You already have a health bar...
personally don't care about hp bars in action games as long as there's indicators on how much hp an enemy has left like in monster hunter with monsters limping if they're low health.
@@eggsandvich9677”got rid of it come gaiden. well it wasn’t ever in any other yakuza game before that though.. the only yakuza games that have damage numbers are the 2 turn based ones (of course) and shin. the action based games in the franchise has never had them. so they didn’t really get rid of them in gaiden- it was never gonna have them to begin with.
Judgement had it's own version of Komaki reversal for tiger and saying that it sucks is understatement. It can be only used in low health and why would you even want to be in low health in Judgement since you don't get heat from low health in that game from any upgrade. Also there are resolute counters but they are generaly more useful because you can activate them by accident and kill an enemy
But hey at least it actually works unlike Komaki Knockback in Kiwami 2 lol
@@SnowiestAngeman wait why wasn't this mentioned in the video?
@@Sophie_the_Sapphic he specificly said in the end that he may have forgotten something so comment if you want to
@@Sophie_the_SapphicOne of snowiest’s previous video about pointless yakuza moves and such has already covered it
actually shinada's grab counter is really good specifically against daigo because you can grab him hit him with that light attack spam and do the heat action where shinader grabs hims and throws him at a wall and like demolishes his skull
Heat Drain in Kiwami isn't too bad. You want as little heat as possible in Dragon style for extra Tiger Drop damage anyway.
But then again, you can just switch to Beast and activate Time for Destruction for even better results, so I don't know what they were smoking.
The "extra grip" and "extra five seconds to catch up to your target" upgrades in Judgment and Lost Judgment were so useless lmao
I am so glad you mentioned the Double Charged Finishers in kiwami because I like to do the one where he stays in the air because it is funny.
13:20 its because tiger drops deal more damage with less heat, so heat draining moves technically synergize...
honestly, the wire from Gaiden is really good in the 100 Man Hell match in the coliseum. since you can snatch 3 dudes and then whip it left or right to take out the whole horde with incredible ease since those goons will die if you so much as look at them. easy money. also good in street battles if you have high or even maxed damage.
The extreme heat counter upgrades for Agent allow you to set up juggles by landing the second hit of the EX rush combo (the light attack spam variant) after you knock them down with the counter
The Firefly gadget was honestly super useful in cheesing the colosseum bosses, you could just run in a circle around the arena and your opponent would be running after you but since you throw the cigarette in front of you 80% of the time it'd explode by the time your opponent stood on top of it, I *think* fully upgrading the amount you could throw flat out removed the animation where Kiryu would pause and realize he's out so you could just infinitely run around the arena and throw fireflies as long as you want, that plus using drones was my main strategy until I beat enough bosses where I actually got a really good amount of money to upgrade Kiryu enough to where I could do fights normally since I felt like some bosses were *ridiculous*, I swear I had an easier time on Minamida Grand Prix and Amon than some of those enemies
I used Serenity like 4 times in the entire 5ish days in total I spent playing 0 and they were all on accident💀💀
I dodge and taunt to try and get enough heat to use sumo slap only to watch my singular heat bar disintegrate before my very eyes
I saw the video and read the title as "Yakuza Shills Serve Zero Purpose"
They should play on Legend mode... NOW! So they can put the plat trophy on their PlayStation shelf for putting themselves through that trouble. Cause what are they here for? To 50% a game? They should 100%, 1000%.
@@genzo454 well, i mean, i got a couple of yakuza games 100%-ed, does that make me a shill?
@@LittleEng1ne Nah, the opposite.
(It was just a meme, btw)
10:37 i have never seen this animation in lost judgement, this looks so cool and flashy
15:30 Kiryu has been playing a little tekken
10:36 I remember that character, No one Important-san, based on the actor Nobody Important Too
There is a way to quickly throw out bombs. It's a bit wonky but, it happens to be the whole other usage of the Jet Boots.
With the exception of drones, you can use other gadgets immediately in Serpent's Boost Mode. This means using boost to spam and litter the entire arena with cigarettes. And with the upgrade, you can immediately boost, throw a bomb with a single tap of square, and boost and another, and boost and another. However, it would be.. Highly impractical, since you'd only throw in the direction you're facing.
yeah that's how i did it!
@@D4rkKyur3m Yeah, I did that to. I did say impractical, but it's exactly what I did in Coliseum. Later arenas have so many enemies and you need to not lock on to grab multiple enemies, and you need lock on to grab and pull bosses. In a way, it's a great way to get loads of damage to enemies, until you have enough heat for the EX Cig.
tbh I used that a lot, it was my main crowd-clearing tool but you're very right that it's wonky
For judgment in no upgrades crane does have a use in both clearing crowds (Vastly superior to tiger) and im not going to say all because I am unsure but square square triangle triangle in crane gurantees a knock down (can be blocked) where as tiger attack can knock down but people can withstand the knockdown sometimes which can get you killed due to the inconsistency.
For Ishin each of the heat actions (spin stick or push button) count as a new heat action when you get the choice dealing the full heat damage which can be heat efficient as you ignore the repeated heat action less damage mechanic helping out sometimes. Still not useful but more useful than nothing.
In general though agree with 99% of the points made. Great vid keep em coming!
I found the charge finisher in 6 (the one where you stand and kiryu releases a strong front flip) somewhat OP, it sometimes can stun weak enemies and fill heat as quick as a dropkick when there is a large amount of enemies
I can't recall if you talked about it in another one of these, but I raise: The Lost Judgment grip gauge upgrade. I've gone all the way up to Amon without upgrading it once, so I quite literally never found myself in a situation where that skill was even in my radar. I genuinely can't even think of a situation where getting it would be a good use of my SP when any and all climbing segments can be rather easily beaten with the default grip gauge, lmao
I have not but I do still agree with you haha. All of the climbing bits were designed to be doable with the default upgrade, so it's pretty ass
only place it would be useful would be maybe dice and cube
The king of iron fist was such an underrated reference I had to watch that section twice over just to make sure I heard it right. Fire video by the way 🔥
So imagine me playing through the game doing bond levelling before anything else and noticing that resistances stack up in the latter half of the game I very much enjoyed using Dreaming arrow as a substitute since I never switched off the main classes but that's just me
They really gimped Tough love. Used to be my favorite skill in Y7
If the turn-based games had enemies with counter/retaliation/deflect effects, that might dial back the area-spam brainrot. There would be situations where you DON'T want to hit everyone at once.
There should be an enemy that behaves like Behemoth in FF4. Maybe he can be a fat dude dressed as a lion, loafing on a lawn chair and using the chair on whoever hits him.
I should listen to that black guy with the lightning
You should follow the advice in this video th-cam.com/video/KWrFdEhyKjg/w-d-xo.htmlsi=Wm7LH5wbx3Z7eV17
Here's one that's actually useless: Swordsman's stomp in Ishin Kiwami. In the original, you needed to use stomps or specific moves that have hitboxes that go low to the ground to hit prone enemies. However, in Ishin Kiwami you can do rush combos against enemies that are prone to the ground, which makes the stomp completely irrelevant. Even worse, is that you can charge the stomp but it doesn't do any extra damage whatsoever. Imagine of the charged stomp did a ground bounce or something? That would've been neat.
Also, 0's heat system affecting combo speed is cool. I like it. Makes you have to choose between using heat for guaranteed damage or keeping it for attack speed or other moves.
I will never forgive rgg for making double finishers cost heat
My vote goes for that stupid rolling attack in Kiwami 2 (maybe 6 too but I don’t remember it being in that game). You have to be sprinting for a while to even do the roll, and when you do the attack, the damage is not worth it at all. Considering how good the dropkick is in Kiwami 2, there is no reason to ever use this ability.
The edit sequence to the music you did was so good when you were about to pivot to talking about lost judgment.
I haven't played Gaiden, but as I can see it it's to spice up the gameplay and the amount of moves to make more appealing gameplay possible.
For example consider if Devil May Cry 5 didn't have as many moves as it does, and only had the most effective ones, if you wanted to minmax damage output you'd end up doing the same moves over and over, but people don't do that, because they want to see and do appealing gameplay. I'm pretty sure it's kinda the same in Gaiden
The taunt in legend style that drains your heat is actually pretty useful in kiwami bc of tiger dropping doing more damage with the less heat you have, but in zero I can't think of how it could be useful
Ironically after a certain point of the story of the man who erased his name I found the serpent(rocket boots) extremely useful for easy and safe damage for the castle battles
As much I enjoy the combat in the Yakuza games, there are some weird design choices that make me appreciate how dedicated the RGG modding community is. Also glad to see another Shinada combat enjoyer 👍(Shinada haters don't know how to survive on 217 yen)
I don't exactly find the variations on cerftain moves "pointless", I try to keep my attacks varied, I basically play RGG games as if they were a playable martial arts movie.
Went over Yakuza 0 without mentioning Majima's entirely useless counter attacks in Thug style. They're so slow and drain so much heat you might as well just stand still in front of a gun barrel and it would have the same effect as missing these counters by a milimeter.
I dunno if you covered this in the previous video about pointless skills, but Saejima's stomp in Y5 was useless when his 1xLight, charged Heavy combo does a ton more damage and can also hit enemies on the floor in front of you.
I would argue that heat actions tgat activate when you're drunk and drain the drunkenness level are detrimental to your effectiveness, cuz you deain all drunk meter which stops you from gaining immense amount of heat fir just one heat action
Those were the first ones I talked about in the first bad abilities video I did a long time ago haha. But yes, big agree, especially since they're so easy to accidentally do and you literally delete a buff for something not very useful
"They see me rollin, they hatin"
- Yagami probably
To point out how, and most likely repeat what everyone else says, the ability to remove heat is even more useless in 0, at 13:54.
Breaker and Beast's dodge grab moves aren't exclusively available in 2nd gear; you can spam both moves, even if you're at 3rd gear.
Like with the gear heat mechanics what were they thinking, making it so these guaranteed knock down moves not consume heat, like the bounding throws.
Man they really did not cook with the heat mechanics in 0 did they? Haha
Time of YingLong is kinda . . . On one hand you can use multiple heat actions one after another, on the other if you have a big of heat bar you can already do like 2 or 3 one after the other.
In Yakuza 0, there was the Phantom Spin move for Majima's breaker style that I never found really any use for dodging (especially since your standard evade actually repositions you in a better spot) which I assume was the intention as it drains heat.
But it does let you get into the 2nd bar for that one counter so not COMPLETELY useless
but if none of the useless skills were in the game you wouldn’t have made this video so actually they had a purpose after all!
Walking fumigator is essential.
To be fair, a lot of these serve the very important purpose of styling on your enemies
the eating upgrade was the last upgrade i got in lost judgment and gaiden, money was no problem to heal at restaurants and it help8 towards completion
maybe the real best yakuza skill is the friends we made along the way
You use whip service to watch the animation.
I still use agent style, since while most of it is pretty weak. The rocket boots are so strong that the style is still worth using
While some attacks and unlockables are not that good, I don't think that's that big of a problem because yakuza is not particularly a hard game even on legend so they are still useful to find different ways of styling on enemies
Believe me that if you played ishin in ishin difficulty each hp upgrade was worth being spent
The name of the video paired with ltg being in the thumbnail is the cherry on top
6:32 is Hanawa in that list
The gaidens default spider ability is the easiest juggle starter in the game
I haven't watched the video yet but I genuinely hope the self-proclaimed hero's bat is in this video
THE CASTLE MENTIONED!!!!! 🗣🗣🗣🗣
I'm pretty sure the iron fist counter in 0 doesn't drain any heat if you finish a fight with it. Serenity is also somewhat good because kiryu's counters all do more damage the less heat you have. It's more useful if you have the legend quick switch mod, but it still makes the twist counter even more busted.
Always a good day when Snow-Angel Man uploads
I'm not re-downloading the game to check, but I seem to recall being able to drop cigarettes somehow while you're using glide boots. I know I found a secondary method of using additional cigarettes. I actually spent waaaay more time in Agent because I felt considerably more overall mobile and like I could lock down a specific enemy in the 1v1s, esp. doing the whole arena, but it's fully possible that that's placebo. I do better when something feels better to my hands, not when it is necessarily numerically or logistically superior.
I mean maybe I’m doing it wrong but while I was recording for this video I was trying to see if the rocket boots + cigarette was faster, but it was slower. Again maybe I just suck but it definitely seemed worse
The entire job sujimancer compared to all the other jobs was useless. The Only reason you would even consider it is the ability to revive all your teammates. However there will never be a day where all your teammates are down except for Ichiban.
Never played infinite wealth, but that skill would have been useful to me in the true final amon fight. He killed my entire party except for ichiban in my two attempts at that fight with his laser. In the first one, Michigan died soon after, and in the second, he nearly died, and it took some turns to fully revive the party because amon kept doing an one hit kill move on them
@@deathk3004 Yeah It'll be good for those situations but most of the time Kasuga will get KO'd alongside everyone else. Plus Adachi and Ichiban have moves that keeps them alive after getting KO'd. Since every male character unlocks a revive ability in Y7 you could just keep Kasuga and Adachi alive and revive the other two teammates indefinitely. I don't really want to spoil IW but the Sujimancer job is just disappointing based on how you get it.
From what I've heard, if you get Sujimons to the maximum level, Sujimancer is actually the best job for Ichiban when it comes to his stats.
snowiest angeman in the summer: meltedest angeman
watching this video gave me more satisfaction than hitting a 72 ags spec
10:00
I hate with a passion skills that require you to be outside of heat to use
Theres alot of weird and mostly useless skills in 0 like the majima breaker counter where it works only in freeze pose
7:31 to answer your question, it’s because it’s cool
That is actually a very good point I take back what I said
@@SnowiestAngemanthank you sloweststrangle-gem
iron fist counter is brought back for some enemies, like akira in the gaiden coliseum
classic rgg
It coming back feels like a mistake lol. I don't think I've ever got hit by it when fighting Akira, Amon, or Nishiki
They just copy pasted the entire movesets for Kiwami Dragon and Nishiki, unused moves and all lol
"So awesome, RGG. Give my cool attack to the enemies. I love when you do that." - Kiryu
I wonder, when will Kaito meet Komaki?
Feint Punch in 0 my behated. Drains heat, serves 0 purpose and it's easy to do on accident when you try to do the knuckle break heat action. Brawler's kick combo gets hate for a good reason but at least it's harder to do on accident *and* getting it isn't necessary for unlocking anything, unlike Feint Punch which you have to unlock if you want some of the skills in the Rush tree
hol up the crane style was actually v useful for crowd control
i have a suspicion the special moves in ishin kiwami has its meter drained based off fps, so if you have close to 140 fps, it will run out after merely a second or two
I haven’t tested to see if it still does that, but I believe that was something that they fixed however long ago. Although honestly it wouldn’t surprise me if it was still an issue haha
Lmfao that comment about Yakuza Like a Dragon was on point, the skills in that game are so amateurishly designed (especially with the power displays not being even remotely accurate)
Crane style is not that bad in Judgment. It has decent area of attacks and its heat actions are very useful
He doesn’t know
in terms of forgot i would say probably any skill from the idol job that isn't a heal or a revive
The idol class has been my go to class for Saeko in both games. Not only is it the best healing class, but it can give debuffs and charm as well. Lovedrunk typhoon has the ability to charm multiple enemies at once, which can be very useful, and if paired with an ally who has any sort of electrical attack, you can use playful splash to lower electric resistance and then use an electric attack for huge damage. Very useful for taking down enemies with large health pools or high defense.
I know what you mean. It doesn't help that because it's so magic focused, the physical skills it gets aren't very strong. But chuck those physical skills onto a stronger job and lemme tell ya, you're in for a wild ride. And also the debuffs can be pretty handy as the above comment by, uhh... Sweaty Ape Nipples 8281 says
@@SnowiestAngeman I kinda lumped the debuffs in with the heals and revives because yeah the support skills are great, but while it's true you can get good damage out of the rest of the skills if u put them on saeko barmaid or something, why does a magic class have only physical attacks, why didn't they do something like with geodancer and make some of the attacks scale with magic or if they had no ideas put a lightning damage skill in there because those are sparce on the females if u didn't buy the dlc. It's far from the worst class though obviously it's just weird to me they gave a magic class a bunch of physical skills, but I geuss the class is more for healing anyway.
Do want to mention a few things about the gaiden section
1. The ex heat move I thought you were gonna say all of them were trash which I would have disagreed with (because I don't use attack upgrades anymore), but yeah no, the arm bar just ends up you getting hit. And the x one is only really just for looking fancy I guess
2. And the spider gadgets ones I would like to mention the basic one (where pull towards and hit with the arm) juggles... Which would be good since like the best ways to juggle is with a few yakuza ones and the ex kick counter into 2 ex attacks with agent... However it doesn't work against bosses so hey you can juggle enemies so its useful? Yeah no, from my experience even on the hardest difficulties I don't think standard enemies can block (same with lost judgement and a few other yakuza games, which they need to peform a guard animation
But yeah also surprised you didn't mention the other bow samurai skill because rain of arrows is probably one of the worst skills in the game
The Raining Arrow at least can lower attack, so there's that. Definitely not as good as the darts airstrike thing from the last game though which is just raining arrow but, like, good
@@SnowiestAngeman I'll be honest I didn't realise it could even do that, but thats probably because burning arrows is just too good compared to it at least
Agent style was fun as hell for me just because of the AOE ability when in extreme heat. Shit helped me cheese arena fights a lot.
What about that one purchasable skill from Kiwami 2 that lets you dive forward while running? Like what's the point of that skill? How often do you find yourself running during the combat?
I was actually going include that, but I couldn't find any sort of defence for it. It's so worthless it's not worth mentioning lmao
Lowtierangeman
They made the entire barmaid job pointless in 8. I never used it once I could switch.
Yeah it's not the best :( but hey at least you can kick guys in the balls and get a critical hit! Although you could just put that on a better job haha
Subscribed. Love your videos, love Yakuza, this is great.
Does Somersault Leg have a fast QTE? Any skill with fast QTEs hits one damage stage higher than listed. Its why stuff like Jewel Breaker, Dragon Ascension, and the entirety of Samurai hit so hard
An argument to be made for whip service is its a grab so it cant be block.
Ichi having like 3 grabs in a row for his starter class always kinda felt weird till i fought kiryu and pretty much every grab crit after i got stomped 3 or 4 times using his hero class.
In Yakuza 0 you have a Stance + Heavy attack parry for Majima's Thug style that is learned from Komaki. The timing window for this parry is way tighter than any other of it's kind imo, and I struggled for years to figure out why, especially since it can be upgraded to do more damage that also gives it a brand new animation. Majima's Thug style by default also comes with a heat action that can be triggered by Stance + Heavy. The use of this parry only came to me by accident as I was fucking around, trying to see how close of a call I can make with the chokeout heat action. If you fuck up the timing of the chokeout heat action, you can still perform the aforementioned parry, that's all the purpose it serves. In normal gameplay, it's effectively impossible to perform this parry, and it doesn't do enough damage on Mr Shakedowns to make it worth the chance of having your ass handed to you. It is very cool looking though, stylish points go there.
Thug counter (harsh lesson) activated by stance + grab, not heavy
6:02 why does this look like yakuza 3?
You forgot...I'm not sure. You clearly play these games WAY more than I do. But I like these videos and know commenting and liking leads to more people finding them. Oh hey, there's something you forgot. Asking people to like.
HEY that's a good idea everyone should like the video, thanks for reminding me. Also very cool and epic black mage profile picture
I might be wrong, but about the "Serenity" skill in Y0, the one that consumes all heat, I think Twist counter does more damage the less Heat you have so perhaps Serenity is there to reduce your heat and use Twist. The thing is hitting Twist counter gives a lot of Heat so its better to then use the Iron fist counter to lower your heat and you can go switching between the two. Or just use a heat action
Yeah honestly using a heat action is just the actual best way to reduce heat lol. Especially since Dragon has two heat actions, one when you're far away and one when you're up close, that can be activated incredibly easily lol
I used serenity to make my counter hook became stronger
It’s hard to both watch this and drive on the highway at the same time
I would suggest not driving on the highway while watching TH-cam, but I appreciate the dedication
Pacing shift of videos lately feels like going from tekken to street fighter
Teach me the ways to get good with Shinada all I did was upgrade his unbreakable weapons to the max and then just use his O ability I just thought he was ok not the best not the worst
Nah just spam his finishing hold thingies and his heat actions and you'll cheese every boss in the game
TIL the Daidoji gadgets are effected by extreme heat lol
Ummmm actually you forgor the most useless ability, Head Trauma. It’s so useless that even RGG forgor to put it in Infinite Wealth.
Right guys?… right? 😭😭😭
Bro don’t remind me
Two words:
Town Bully