About this mod
Change Joryu's current Yakuza combat style into Kazuma Kiryu's original Dragon of Dojima combat style
- Permissions and credits
Feature :
1. All moveset from original DoD with all finishing hold both from forward and back position. All finishing hold cost some heat as in the original (Not that OP version in RGG 5), with all vfx and extra sfx for more immersive experience
2. Reworked all DE combat style into extreme heat mode moveset with faster speed and more hyperarmor mimicking RGG 5's Dragon spirit mode. As long as you're keep attacking under extreme heat, you have all the hyperarmor you need to mow large number of enemies.
3. Re-added Komaki Parry under the same command as before (L1 + ◯) and reworked Komaki Tiger Drop timing into giving slightly more time.
Update 1.2
- Solved the bug related to agent grab automatically become spider web throw.
- Revert the rush combo charge attacks to the original version with added more stunning properties (problem with the old animation hence reverted back to the original, ongoing investigation)
- Reworked vfx on finishing holds, Komaki knock back, Komaki parry and Komaki tiger drop (Thank you to Jadus for pointing out).
Update 1.3
- (Agent Style) Reworked Agent moveset to have faster moves and follow-ups, added 2 launcher strikes from heavy attack and first combo strings, re-bind agent style extreme heat combo strings to triangle and now you can keep the agent rush combos and finishing blows in extreme heat.
- Added quickstep follow-ups during finishing blows that can be continued with rush combos in Dragon of Dojima moveset, also restore the spinning bodylock throw during 2nd combo string in DE DoD (extreme heat mode) that for some reason were skipped by RGGS.
Major update 2.0
- With lots of trouble and guidance from ever so patient and helpful Draxx182 (you deserved the blue role!), now you can grab enemy on the leg. Press R1+O near downed enemy (you need to be in-front of them to work 100%, problem with angle and dragon engine 2.0) and behold you can grab them in the leg, drag them and have heavy and throw option (with different throw in extreme heat mode).
- Reworked heat loss on finishing hold so it won't drain Kiryu's heat too fast, some charge attack animation also got reworked timing for less janky charge animation.
- Added Komaki parry into extreme heat mode and slightly increase Komaki Tiger drop and Komaki Parry timing while in extreme heat mode.
Update 2.2
- Added low trajectory attacks for rush combos for DoD so you can hit them with rush combos while they're downed. Fixed finishing hold doing damage to Kiryu.
- Reworked extreme heat mode in DoD so you can also do quickstep cancel after first finishing blow and added quickstep taunt after every quickstep as alternate to quickstep strike by pressing L3 in both normal and extreme heat mode (gaining heat in the process).
- Added Komaki Cat-Like Reflexes by pressing X after knocked down with i-frames so you won't be knocked down soon after getting up, also gain small heat in the process.
- (Agent Style) Added agent's 3rd finisher for 3rd combo strings so now that kick will continue with another kick that knock enemies down. So basically now all agents combo strings have finisher that knock enemy down, also added faster style switching that have faster follow-up without sacrificing the whole animation.
- Reworked some skills description by adding back Komaki references (RGGS screw you for memory-holing him) also make some skills description more clear about the move you gained in this mod.
Major update 3.0
- Added raise enemy from downed state in DoD both normal and extreme heat mode by pressing R1 + ◯ (shared with leg grab) MANY THANKS FOR Draxx182 again for teaching me!!, the trajectory will a bit janky since they're not supposed to be exist from Judge Eyes upward. Overall the head grab is from shoulder and head position and leg grab from waist downward and enjoy the jankiness lol also when you raised enemy they're gonna stand in stunned state (Just like the old days!)
- Fixed heat gauge going too much i think, and balance them since RGGS actually screwed the number.
- Komaki Parry now stun enemy (the heat action follow-up is default by design, i'm not yet touching heat actions) also reworked the animation with better trajectory hit and finally hit in the stomach. Also added parries to agent style (vfx included) when enemy attacks. Now stop pestering me with request adding parry to agent and stunning komaki parry lololol.
Update 3.1
- Reworked some vfx for some finishers, and reworked control time for Komaki Parry so now the stun state start early and have better flow with the overall animation.
- Added voice for quickstep taunt, not very cool if Kiryu not speaking.
- (Agent Style) Added counter for Agent Style that launch enemy when hit.
- Fixed Leg grab throw in extreme heat mode, now it will play as normal without any hitch, also reworked the animation start on throw for better continuity.
Update 3.2
- Reworked vfx on some moves and add new vfx to all Kiryu's Quickstep, they're now flashier than ever.
- Added 4th Charge attack in DoD and remove the heat action follow-up from heavy charge attack and assigned them to 4th charge attack.
- Reworked finishing moves charged state so they are having similar properties to the original DE DoD finishing blows.
- Komaki Parry animation now better than previous version and without weird teleport.
Update 3.3
- Reworked vfx on 4th finishing hold, now the dust will aligned better with body position
- Added dodge roll when running that can be followed up with light or heavy attack
- (Agent Style) Essence of Ensnarement and Essence of Savage Torque now can be done anytime, no need for flashing HP requirement since it's damage is on par with Essence of Tiger Crash (which is low)
- (DoD Style) Essence of Might can be done anytime without the need of full HP, with reduced damage (For balance purpose).
- (DoD Style) Reworked Essence of Double Crush so the trigger condition is like the old days (Grab enemy and can ONLY be triggered when another enemy attack while grabbing), when no nearby enemy attack while grabbing then Essence of Tiger Crash will play instead.
Update 3.3.1 (Minor Update)
- Change the mortal reversal finisher follow-up to release german suplex instead since the original don't looked powerful enough for DoD, also included damage upgrade to the suplex
- The mortal reversal follow-up now integrated to DoD by pressing L2 + ◯ in battle, it works as crowd breaker or just for fun throwing people around.
Install with the latest RMM
Tools that enabled this:
Fighter Commander by HeartlessSeph
AuthEdit by Jhrino
reARMP by CapitanRetraso