Yakuza Kiwami - Skills
The fighting styles and combat techniques of Yakuza Kiwami. Kiryu starts with three styles and unlocks the fourth, the Dragon of Dojima, by rebuilding it through Majima Everywhere encounters and Komaki Dojo training, while the shared Heat Action and environmental weapon systems sit on top of all fou...
We are updating the data
These pages are being expanded and corrected right now, so some entries may be
incomplete or out of date. Check back soon for the full dataset.
of 11 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 | Bare-handed Improvised weapons |
| Rush | Fighting Style | A fast, evasive boxing-and-kicks style built on weaving and rapid jabs. | Kiryu Styles | 0 (starting style) | Available from the start | Bare-handed |
| Beast | Fighting Style | A heavy, grappler-oriented style that shrugs off hits and swings large objects. | Kiryu Styles | 0 (starting style) | Available from the start | Heavy improvised weapons Grappling |
| Dragon of Dojima | Fighting Style | Kiryu's signature style, the one he used before prison and the last to be restored. | Kiryu Styles | Rebuilt through Majima Everywhere ranks and Komaki training | Progress the story and keep fighting Majima in his encounters | Bare-handed Improvised weapons |
| Majima Everywhere Dragon Nodes | Progression Technique | Each new Majima Everywhere encounter that Kiryu wins raises his rank in the system and rebuilds part of the Dragon of Dojima style, from basic strikes up to the full old move set. | Dragon of Dojima | Earned through Majima encounter ranks | Meet and defeat Majima in his scripted and random encounters | Bare-handed |
| Komaki Tiger Drop | Counter Technique | The signature Komaki counter: Kiryu meets an incoming strike at exactly the right moment and drives a punch straight through the attacker, doing heavy damage with no Heat cost. | Komaki Dojo | Learned through Komaki Dojo training | Progress Kiryu's Komaki training side stories | Bare-handed |
| Komaki Parry | Counter Technique | A defensive parry that stops an incoming attack and leaves the attacker staggered and open, setting up the follow-up throw and strike that the Komaki training line is built around. | Komaki Dojo | Learned through Komaki Dojo training | Progress Kiryu's Komaki training side stories | Bare-handed |
| Environmental Heat Actions | Heat Action | Context finishers that use Kamurocho itself: slamming an enemy into a wall, a shop shutter, a railing, a manhole or a parked car, or throwing someone off a railing into the street. | Heat Actions | Heat gauge meter | Stand near a usable object or surface with Heat charged | Bare-handed Improvised weapons |
| Weapon Heat Actions | Heat Action | Finishers tied to whatever Kiryu is holding, with separate animations for blades, blunt weapons, firearms and improvised objects. | Heat Actions | Heat gauge meter | Hold a weapon with Heat charged | Blades Blunt weapons Firearms |
| Ultimate Heat Actions | Heat Action | The cinematic one-per-fight finishers that burn the entire Heat gauge for heavy damage and a full damage-resistance window. | Heat Actions | Full Heat gauge | Unlocked through style progression and boss encounters | Bare-handed |
| Pursuit and Tackle | Special Skill | The running pursuit system used when a target flees: Kiryu sprints through crowds, dodges pedestrians and collisions, and finishes with a tackle that ends the chase. | Adventure Techniques | 0 | Available during chase sequences | Bare-handed |
No matching entries
Try a different search term.