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Payday Perry

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PaydayPerry

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About this mod

This is a moveset mod based on 3 other moveset mods and my own additions and editing

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Changelogs

Mod trailer and V2 update showcase. 

WILL BREAK THE TUTORIAL (thanks to boiledsteak for letting me know), since you cannot use wires after light, so, if you are planning to replay the game with this, install the mod after the tutorial.

Hello guys, this is the first moveset mod i've made, Its namesake is the fact that it started out as a simple merge between 3 diffrent mods (also the first time i've done a merge) i did for my own sake just wanted to take a few aspects of each mod that i liked and put em together, that was it. But it turned into something more after a bit, and I learned as i went (by no means an expert, still very much a rookie) and i've been working on it for quite some time.I figured i might as well release it. You can come with suggestions but I don't promise i'll add anything.

This moveset is pretty op in a few ways so I personally, recommend that you play with increased HP of enemies, on pro and limiting your attack damage upgrades to a maximum of 4 upgrades.I say this because that is exactly what I use, and I kind of made the mod with that in mind. I'll include an optional file with health increase, but there are other HP increase mods out there as well. And if not? Hey, im not your parent, you do what you want :P

The mods in question that I have merged are:
Joryu must die (the moveset) Link: Joryu Must Die
Like a Dragon gaiden deluxe Link: Like A Dragon Gaiden Deluxe
Old Dragon's Awakening Link: For some reason it is gone so I cannot link, i'll try to update this with a link if it comes back.
These mods are awesome, and if you haven't you should check em out

(If these creators think that this mod is wrong, then maybe contact me on discord, I tend to forget to look at nexus comments quite a bit)

Also thanks to larc7thheaven for letting me use the Giant Swing animation from their mod Dragon of Dojima Kiwami - Gaiden edition

Moveset Desc.
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Yakuza style: 
Made faster
Charge attacks made faster
Different Finishing holds outside of EX Heat
Charge combo attacks have a clearer, different effect
Charge attacks has a different effect so as to be able to distinguish between them better
Running Heavy Attack is now the Dropkick from Yakuza 6
Dodge attacks are chargable, they will juggle start/send enemies flying whilst doing so
Charged ☐, ☐, ☐ has a new animation on the last hit
☐,☐,△,△ has a new, faster animation
Komaki Parry that stuns  Lock on + ◯
Heavy Charged Attack is the Yakuza 6 version, launches
Back heavy has a combo ←△,△,△
☐,☐,☐,△ instantly launches when in EX Heat (no charge needed)
☐,△,△ instantly launches when in EX Heat (no charge needed)
☐,☐,△,◯ in EX Heat is different
☐,☐,☐,△,◯ In EX Heat is different
EX Heat combo for yakuza style NO lock on + △,△,△,△,△,△ (I think? Eh whatever just spam triangle)
a new attack on Guard + ☐, has a longer combo when in EX Heat Guard + ☐,☐,☐
When in EX Heat, Joryu gets his own Mortal Attack, will consume all heat you have. Guard + △
(MUST NOT BE DONE AFTER BLOCKING AN ATTACK AS THAT WILL TRIGGER KOMAKI KNOCKBACK)

Komaki knockback, Guard + △ has a different animation (slower but stronger)

Heat action changes:

Removed health requirements on headbash 2 together (forgot name lol), Guard + △  while grabbing an enemy an there is another enemy nearby

Removed health requirements for Essence of might and it is able to be used on grab while among multiple enemies if Lock on + △  most of the time. 

Taunt Changes:
3 New Taunts (Does not replace the old ones) done exactly the same as regular but with Dpad up instead of LS/L3, 
so: DPAD UP + Lock on
DPAD UP + Lock on (enemy down)
DPAD UP + no lock on (taunt everyone)
The taunt everyone taunt has been changed for both new and old to allow you to do it whenever (no enemy has to be on the ground for it to work)

Forgot to mention: for yakuza style specifically, the animation on L3 + Lock on (enemy down) The animation is changed to the yakuza 0 brawler taunt
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Agent style:
Made faster
Has an additional finishblow on ☐, △, △,
The EX Combo for agent is now on △ instead, so △,△,△,△,△, which means you'll be able to do regular combos now as well in EX heat.
Can perform grab attacks much faster after successfully grabbing enemy, (like some grabs in Lost judgment)
combos flow into grab ☐,◯.    ☐,☐,◯ etc. 
has leapfrog and 3 different followups on ☐, △, and ◯
has a parry, hold guard (has a timing, if you've played with snake style or as Tanimura, you know the deal)
has a counter on Lock on + Y (Like tiger drop basically)
When damaged you can weave out of it when pressing X (Like rush style in yakuza 0)
Regular Heavy has a combo △,△,△
Special guard dodge backflip Guard + X (can be done on neutral or after blocking)
Regular Komaki Knockback, Guard + △
Cartwheel takedown from LJ snake, however, it's now a get up attack, not a counter, so just press O when you are down (wait a little bit cause if you press it too early you'll just get up from the ground) Note: I thiiiink its tied to the tigerdrop upgrade so if you cannot do it, get that first. 

Heat action changes:
removed health requirements for the run amongst enemies (Run +3) heat action
removed health requirements for the one enemy while there are 2 enemies nearby (grab +3) heat action

Taunt Changes: exactly the same as for Yakuza style (well, the animations are different)
DPAD up etc.


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Tools used:
Partool by Kaplas
Authedit by Jhrino
Fightercommander by HeartlessSeph
reARMP by Ret-HZ (I think?)
Gaiden GMT Converter by HeartlessSeph
CHPer by draxx
I also got some well needed help from a few people at the modding discord, appreciate it. 

Install:  use RyuModManager (or the fancy new Shin Ryu mod manager), extract the folder called "Dragon's Trinity" and put it in the mods folder

Possible updates in the future:
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Lost Judgment like charge attacks for the dodges (if i can figure out how, most of the time when modding i feel like i'm playing "Like a Dumbass")


Different finishing holds 

Remove the snake green aura from attacks as well as change sound effects on them

Maybe add finishing holds for agent. 

Maybe add some heat actions

Maybe add some form of counter stance thing

Make a cool followup to the guard dodge backflip on agent (but what i had in mind will be a completely diffrent beast, dont wanna say anything incase i do
happen to make it)

Since the perfect dodge Y attack animation agent ex heat thing is in use as a counter, maybe i'll replace the perfect dodge animation instead

Do some general bep improvements (quality of life stuff on some attacks)

A different running heavy for the yakuza style


Maybe add wall attacks from LJ

Fix to the issue below
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An issue you might experience: The 2nd and 4th finishing holds while not in EX Heat does not have a proper sync attribute (which is basically what keeps you and the enemy you are doing the anim on glued to eachother): What this means is that if you get pushed by another enemy while doing the animation, this might lead you to be displaced which could lead to Joryu punching the air essentially (Why? well, it would take a while to explain, all I'll say is that not having a sync attribute is a bandaid fix larger problem that I am too lazy to fix at this point, but maybe in the future)