Yakuza 0: Difference between revisions

Jump to navigation Jump to search
646 bytes added ,  1 March 2021
m
no edit summary
mNo edit summary
mNo edit summary
 
(One intermediate revision by one other user not shown)
Line 20: Line 20:


* If you really want to swim in cash, Mr. Shakedown becomes the ultimate moneymaker once you've unlocked Kiryu's "Mr. Shakedown's Deep Pockets" with CP - as he then gives out more money than he takes, one can simply alternate between beating him and losing to him to gain ever-increasing amounts of yen. Having a Zap Gun or two is recommended.
* If you really want to swim in cash, Mr. Shakedown becomes the ultimate moneymaker once you've unlocked Kiryu's "Mr. Shakedown's Deep Pockets" with CP - as he then gives out more money than he takes, one can simply alternate between beating him and losing to him to gain ever-increasing amounts of yen. Having a Zap Gun or two is recommended.
* The person portraits on the map indicate where the different fighting style trainers are once you've met them the first time in the story. Kiryu's beast style trainer isn't on the map, you need to take a taxi to the pier instead.


==Combat==
==Combat==
Line 26: Line 28:


* Stunning an opponent in Rush style is easier if you first stick to rapidly chaining normal attacks ''without'' a finisher to avoid knocking them down.
* Stunning an opponent in Rush style is easier if you first stick to rapidly chaining normal attacks ''without'' a finisher to avoid knocking them down.
* Bosses and other extra tough enemies are fond of counterattacks and are hard to keep pinned down, so it's often better to adopt a hit-and-run strategy and keep your combos short against them, in turn striking whenever their own attacks leave them open.
* Don't dismiss each character's group battle style (Beast and Breaker) against solo enemies as their damage output is considerable. For example Beast lets you repeatedly grab and slam an enemy to the ground, and one of the Breaker combo finishers deals massive damage to a grounded opponent.
* Hold L1/LB to block. Once an enemy starts wailing on you with a combo, you can usually still start blocking partway through and avoid some damage or getting knocked down. Trying to dodge out of the way once you've already been hit once tends not to work.
===Heat Actions===


* A lot of weapons and situations (such as fighting with a partner or near certain objects) come with unique Heat actions, so try out different things. Note that you can't pick up environmental objects while in Kiryu's Rush or Majima's Slugger styles.
* A lot of weapons and situations (such as fighting with a partner or near certain objects) come with unique Heat actions, so try out different things. Note that you can't pick up environmental objects while in Kiryu's Rush or Majima's Slugger styles.
* Bosses and other extra tough enemies are fond of counterattacks and are hard to keep pinned down, so it's often better to adopt a hit-and-run strategy and keep your combos short against them, in turn striking whenever their own attacks leave them open.
   
   
* Repeat use of the same Heat action greatly reduces the damage it deals, so either change things up or simply maintain high Heat for the passive power increase it provides.  
* Repeat use of the same Heat action in a single fight greatly reduces the damage it deals, so either change things up or simply maintain high Heat for the passive power increase it provides.


* Don't dismiss each character's group battle style (Beast and Breaker) against solo enemies as their damage output is considerable. For example Beast lets you repeatedly grab and slam an enemy to the ground, and one of the Breaker combo finishers deals massive damage to a grounded opponent.
* Holding L2/LT allows you to use finishing blows or ground stomps with Triangle/Y without triggering a Heat Action.


==Abilities & Equipment==
==Abilities & Equipment==
1,220

edits

Navigation menu