Yakuza Kiwami 2 - Skills
The combat abilities that make up Yakuza Kiwami 2's Dragon Engine brawling. Kiryu fights with a single unified style built from light and heavy attacks, grabs, throws, dodges and counters, with Heat Actions and Extreme Heat Mode layered on top. Abilities are expanded through the game's upgrade syste...
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of 15 entries
· updated 2026-09-15
| Name | Type | Description | Cost | Prerequisite |
|---|---|---|---|---|
| Light Attack Combo | Combat Ability | The bread-and-butter chain of quick punches and kicks that builds Heat and staggers enemies. | Known from the start | None |
| Heavy Attack | Combat Ability | A committed, high-damage strike that can be charged and used as a combo finisher to send enemies sprawling. | Known from the start | None |
| Grab and Throw | Combat Ability | Seizing an enemy to punch, knee and throw them at other attackers, and the foundation of Kiryu's crowd control. | Known from the start | None |
| Dodge and Sidestep | Combat Ability | Quick evasive movement used to slip out of enemy combos and reposition around a group. | Known from the start | None |
| Guard and Parry | Combat Ability | Holding guard reduces incoming damage, while precisely timed guard and counter inputs knock enemies off balance for a free follow-up. | Known from the start | None |
| Extreme Heat Mode | Combat Ability | Once enough Heat is stored, Kiryu enters Extreme Heat Mode: his aura ignites, damage and stagger resistance rise, and his attacks gain new properties for a limited window. | Unlocked through the upgrade system | Sufficient Heat meter |
| Heat Actions | Combat Ability | The series' signature cinematic finishers, triggered by a button prompt when the right conditions are met. | Heat meter cost per action | Context prompt in combat |
| Blade Heat Actions | Weapon Skill | Finishers available only while Kiryu carries a katana, tanto or other blade, including sweeping slash combos and standing draw cuts. | Heat meter cost | Blade weapon equipped |
| Blunt Weapon Heat Actions | Weapon Skill | Finishers tied to pipes, tonfa, nunchaku, kali sticks, staffs and hammers. | Heat meter cost | Blunt weapon equipped |
| Firearm Heat Actions | Weapon Skill | Gun-specific finishers such as point-blank shots, disarm counters and suppression bursts. | Heat meter cost plus ammo | Firearm equipped and loaded |
| Environmental Heat Actions | Combat Ability | Finishers that use the world itself, slamming enemies into walls, railings, car doors, bins, storefronts and staircases. | Heat meter cost | Enemy near an interactive object |
| Wall Slam | Combat Ability | Driving a grabbed or launched enemy into a wall for extra damage and a longer stun, which opens the door to further combos. | Known from the start | Enemy near a wall |
| Counter Attack | Combat Ability | Turning an enemy's strike against them at the moment of impact, staggering the attacker and leaving them open to a full combo. | Unlocked through the upgrade system | Precise timing during an enemy attack |
| Health and Heat Capacity Upgrades | Passive | Permanent increases to Kiryu's health bar, Heat gauge capacity and defense purchased through the upgrade system. | Upgrade points | Progress in the main story and sub-stories |
| Majima Saga Combat Style | Combat Ability | Goro Majima's fighting kit in the Majima Saga chapters, built around fast combinations, kicks and blade work. | Available in Majima Saga | Unlock and start the Majima Saga chapters |
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