Yakuza 0 Director's Cut - Skills
The fighting styles and combat techniques of Yakuza 0. Each protagonist has three starting styles plus a locked fourth, all levelled with money and unlocked through a dedicated skill board, and the two share the universal Heat Action, style-switching and environmental weapon systems.
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of 12 entries
· updated 2026-09-15
| Name | Type | Description | Tree | Cost | Prerequisite | Weapon Proficiencies |
|---|---|---|---|---|---|---|
| Brawler | Fighting Style | Kiryu's balanced default style: straight punches, heavy kicks, grabs and throws with no pronounced strength or weakness. | Kiryu Styles | 0 (starting style) | Available from the start of Kiryu's chapters | Bare-handed Improvised weapons |
| Rush | Fighting Style | A fast, evasive boxing-and-kicks style built on weaving and rapid jabs. | Kiryu Styles | Unlocked with money on the skill board | Unlocked early in Kiryu's skill board | Bare-handed |
| Beast | Fighting Style | A heavy, grappler-oriented style that shrugs off hits and swings large objects. | Kiryu Styles | Unlocked with money on the skill board | Unlocked early in Kiryu's skill board | Heavy improvised weapons Grappling |
| Dragon of Dojima | Fighting Style | Kiryu's signature style, blending the strongest strikes of the other three with unique counters and finishers. | Kiryu Styles | Unlocked late in Kiryu's skill board | Progress the Kamurocho story and invest in the Dragon skill branch | Bare-handed Improvised weapons |
| Thug | Fighting Style | Majima's baseline style, a scrappy mix of jabs, low kicks and quick grabs. | Majima Styles | 0 (starting style) | Available from the start of Majima's chapters | Bare-handed Improvised weapons |
| Breaker | Fighting Style | A breakdancing capoeira-inspired style of spinning kicks and floor sweeps. | Majima Styles | Unlocked with money on the skill board | Unlocked early in Majima's skill board | Bare-handed |
| Slugger | Fighting Style | A bat-based style that turns Majima into a heavy hitter with long reach and wide swings. | Majima Styles | Unlocked with money on the skill board | Unlocked early in Majima's skill board | Baseball bat |
| Mad Dog | Fighting Style | Majima's signature style, using a dagger, wild spinning attacks and his iconic breakdance-like footwork. | Majima Styles | Unlocked late in Majima's skill board | Progress the Sotenbori story and invest in the Mad Dog skill branch | Dagger Bare-handed |
| Heat Actions | Special Technique | Context-sensitive cinematic finishers triggered when the Heat gauge is full enough and the environment allows it. | Universal | Heat gauge (built by landing hits and grabs) | Available from the start; more are learned from the skill boards and trainers | Environmental objects Bare-handed |
| Style Switching | Combat Technique | Both protagonists can swap fighting styles mid-combo at any time, and skilled play chains a launcher from one style into a finisher from another. | Universal | Free (instant, on the d-pad) | Available once a style is unlocked | All styles |
| Environmental Weapon Attacks | Combat Technique | Nearly every loose object in the street can be picked up and used as a weapon until it breaks, from traffic cones and bicycles to katanas dropped by enemies. | Universal | Free (pick up and swing) | Available from the start | Improvised weapons Dropped enemy weapons |
| Master Training | Progression System | Named masters scattered across Kamurocho and Sotenbori teach the locked techniques that the skill boards cannot grant, each gated behind a trial fight or a task. | Universal | Money and story progress | Meet each trainer in the world and complete their trial | Style-specific |
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