Heat Actions (ヒートアクション, Hīto Akushon) are a mechanic present throughout the Yakuza series first introduced in the original Yakuza. When in combat, the player may initiate Heat Actions under certain conditions to unleash brutal attacks on their enemies, which are represented in a short scene that may involve pummeling enemies to the ground, bashing them with various objects, smashing faces against walls, and many others.
Overview[]
The bottom of the health bar displays a Heat gauge
Heat is a gauge that is tracked separately from health. In most incarnations, it is displayed as a blue, partially segmented gauge beneath the character's health bar. The gauge fills as the player lands attacks and grabs. Should the player fill the initial segment of the bar they can press a button to perform a Heat Action. The Heat will then be spent on that action. Other games in the series use similar means to track Heat, but the representation may differ.
The Heat Action prompt in Yakuza.
Furthermore, the criteria for Heat Actions can contextually vary depending on other factors including:
- Which character the player is playing as. For example, Kazuma Kiryu has a suite of Heat Actions different from Goro Majima.
- The player's surroundings, such as proximity to a wall or railing.
- An object the player or the enemy may be holding.
- The number of enemies near the player.
- The state of the player's health.
- How much heat the player has.
- How drunk the character is.
Regardless, the game will always display a prompt that indicates that a Heat Action can be performed if available.
Some Heat Actions include additional quick-time event sequences that can deal extra damage at the cost of extra Heat. Missing a button input will end the sequence.
Heat Actions can also be performed by enemies and bosses, where quick-time events may occur in order to avoid the attacks. However, some bosses have certain Actions that cannot be escaped.
Depending on the game, Heat Actions may be innately known by the character, or may have to be learned in some fashion, either through character growth mechanics, or martial arts training.
Many of the Heat Actions in the series follow the naming convention "Essence of...", which is a localization of …の極み (...no kiwami, Lit. "extreme use of..."). This implies that the move is an "extreme" improvised use of the material, skill, or terrain, for the purpose of dealing damage in a street brawl. More professional martial arts moves that fall under Heat Actions tend not to follow this naming convention.
Main Games[]
Yakuza[]
- Main article: Yakuza/Heat Actions
Heat Actions were introduced in the first game of the series. If a player finishes a battle with a heat action, the heat gauge will not be lowered. This mechanic would not return in later games.
Yakuza 2[]
- Main article: Yakuza 2/Heat Actions
Yakuza 2 introduces a mechanic called Feel the Heat! (勝機, Shōki, Lit. "Chance for Victory"), which did not receive the moniker until Yakuza 3. During most boss battles, a QTE requires the player to mash the R2 button to build up enough Heat to do a special Heat Action against the opponent. The player will be able to perform the Heat Action right away if they're in Heat Mode when the prompt pops up.
Also introduced is the ability to upgrade the heat gauge to add more bars.
After executing every single Heat Action in the game, Kiryu will be able to perform any Heat Action in battle regardless of how much Heat he has.
Yakuza 3[]
- Main article: Yakuza 3/Heat Actions
Yakuza 3 introduces Red Heat. When Kiryu's heat gauge reaches its last three bars, he will have a red aura and access to new heat actions.
"Feel the Heat" functions similarly to how it previously did, but instead of having a unique sequence of attacks for every boss, it now requires the player to perform a special Heat action known as Super Finishers. If the player already has sufficient Heat prior they will automatically get to choose one of them.
The only Super Finisher available at the beginning of the game is Head Press, but Kiryu can unlock two other finishers through Revelations, alongside many other regular heat actions.
The original version of the game has a time limit for the player to choose what Super Finisher to use in a boss. This was cut in the remaster.
Yakuza 4[]
- Main article: Yakuza 4/Heat Actions
At the near end of "Feel the Heat", the player must press the following buttons in order to gain Heat. If the player manages to gain enough Heat they perform a sequence of the character countering and dealing damage to the enemy. Activation of the sequence is always performed using Triangle. Failing the QTE will make the enemy deal damage to the player and remove their Heat completely.
Red Heat also makes a return, though now it's only 2 bars long and exclusive to Kiryu.
Also, the number of heat bars can vary from character, with Saejima having the least and Tanimura having the most.
Yakuza 5[]
- Main article: Yakuza 5/Heat Actions
This game introduces a new way to preserve heat and use heavy attacks on Heat Mode, by holding the L2/LT button whenever the prompt is supposed to appear.
All of the characters also have a unique ability related to heat, which drains them depending on how long they are used.
This game also introduces Climax Heat Actions, having its own gauge which gains meter from your regular heat actions. These actions are preformed exactly like regular heat actions, but instead of the original blue color, its displayed as a red color. Climax Heat actions are preformed with consecutive buttons and button mashing, at the end shows the Kanji for 極 (kiwami Lit. "extreme" or "ultimate"), similar to Kiryu's Essence of Dragon King
"Feel the Heat" is no longer connected to the Heat gauge.
Yakuza 0[]
- Main article: Yakuza 0/Heat Actions
In Yakuza 0, the heat bar is divided into three bars, which are colored differently based on Kiryu's and Majima's battle styles (Thug and Brawler heat is blue, Beast and Slugger heat is yellow, Rush and Breaker heat is pink, while Legend heat is white for Kiryu and a dark purple for Majima). When all bars are empty, the player moves slower and has no heat aura, but gradually gains more speed and an aura as each bar is filled. At least one bar of heat must be filled to perform a Heat Action.
Yakuza Kiwami[]
- Main article: Yakuza Kiwami/Heat Actions
Yakuza Kiwami scraps the multi-leveled Heat Gauge in favor of a gauge similar to the ones seen in previous games.
It also introduces two new mechanics:
Climax Heat functions very similarly to Red Heat from Yakuza 3 and Yakuza 4, but doesn't change the color of the Kiryu's aura, as they are defined by the fighting style he's currently using. Though initially exclusive to the Dragon style, the player can make it available for the other fighting styles as well.
Ultimate Heat Actions are performed during boss fights when the opponent goes into a recovering state. To perform the heat action, the color of Kiryu's current fighting style must match the color of the enemy's aura whilst they regenerate, which is randomly generated. Once performed, pre-rendered animations specific to the style will show and the boss will take massive damage. A 極 (kiwami, Lit. "extreme" or "ultimate") symbol is shown after execution, like Yakuza 5's Climax Heat Actions. The player can alternatively counter the regenerating opponent with a regular heat action but they inflict less damage.
Yakuza 6[]
- Main article: Yakuza 6/Heat Actions
Heat operates in a similar manner to previous titles, but with several tweaks. When Kiryu achieves Heat Mode, he no longer has an aura around him. The aura only appears once the player enters a "transformed" state called Extreme Heat Mode, which increases his attack power and somewhat lessens the damage dealt to him.
Heat Actions themselves have been overhauled. Certain strong strikes will trigger a QTE, usually involving rapidly pushing buttons, that will boost the player's Heat gauge. This occurs primarily with boss enemies, but will occasionally appear with regular enemies as well. This QTE will often result in the option to complete a Heat action to damage the opponent severely.
Yakuza Kiwami 2[]
- Main article: Yakuza Kiwami 2/Heat Actions
Heat in Yakuza Kiwami 2 doesn't differ much from how it functioned in Yakuza 6, though Feel The Heat makes a return, functioning similarly to how it did in it's original counterpart. The player must mash the Rush Combo to build up heat instead of the original R2.
Yakuza: Like a Dragon[]
While the concept of Heat is not present in Yakuza: Like a Dragon, Skills are an equivalent since they specifically cost the player MP. The pre-rendered animations and cutscenes associated with each Skill also greatly resemble the ones used for similar Heat Actions in previous games. New Skills are automatically learned whenever characters level up in their jobs and some are transferrable across different jobs. The latter are categorised as Character Skills, conveniently labeled with a red orb on the left side of the Skill List.
Kiwami Skills are also available, and they are represented with rainbow-colored icons in the Skill List. They are unblockable and cannot be countered. Nonetheless, their damage output depends on the current Attack stats of the character. Typically, they are two of the last Skills learned in any given Jobs.
Compared to other games, MP is not instantly replenished when characters perform attacks although some have access to Skills where their MP is immediately recovered upon performing Skills. MP can only be replenished with medicinal items, alcohol, healing stations or certain Poundmates.
Like A Dragon: Infinite Wealth[]
Similar to Yakuza: Like a Dragon, Skills are an equivalent to Heat Actions since they specifically cost the player MP. Many concepts established in Yakuza: Like a Dragon, such as Job Skills, Character Skills, and Kiwami Skills all made their return. Transferring Skills are now made easier, with every skills available to a job can now be used on other jobs, provided the characters have the necessary spare skill slots depending on the characters' Bond levels. Up to 5 normal skills and 1 Kiwami Skill are transferrable at any time.
Unlike Yakuza: Like a Dragon, however, there have been changes to make the system closer to the original Heat System. All playable characters now automatically recovers a small bit of MP if they use their normal attacks, allowing MP to function similar to Heat. A new form of Heat Action called Tag Team Attack is added, allowing either Ichiban Kasuga or Kazuma Kiryu, and one other party member including Kiryu to perform an unblockable attack together, dealing massive amounts of damage to enemies in range. These attacks do not consume MP, but instead uses up the Hype Meter of the involved characters. For Ichiban, he also gains access to Ultimate Tag Team, allowing him to deal damage to all enemies at the cost of every involved party members' Hype Meter.
Specific only for Kiryu, he receives several systems unique to him that's even closer resembling Heat. His default job, Dragon of Dojima, allows Kiryu to perform Heat Actions from the previous games if certain requirements are met while he's in the Brawler Style. From Chapter 8 onward, Kiryu gains access to Dragon's Resurgence, which works similarly to Yakuza 6/Kiwami 2's Extreme Heat Mode. Spending his Hype Meter allows him to enter this mode, allowing him to move, attack, and play similarly to the brawler entries of the series for a short period of time.
Spin-offs[]
Ryu Ga Gotoku Kenzan![]
- Main article: Ryu Ga Gotoku Kenzan!/Heat Actions
Heat Actions function nearly identically to the other games.
Kurohyou: Ryu Ga Gotoku Shinsho[]
- Main article: Kurohyou: Ryu Ga Gotoku Shinsho/Heat Actions
Heat Actions work differently then other games. Here, you have two sets of unique Heat Actions per fighting style (at Blue and Red Heat level), and a generic one (Yellow Heat level) that changes based around the fighting stage, and the location on the stage where the Heat Action is executed. The strength of your Heat Actions gradually increases with every Heat Mode level.
Tag Team Heat Actions are also available when an ally grabs an enemy while Tatsuya is in Heat Mode, making it such that a Heat Action can be executed by approaching them. There are five unique Tag Team Heat Actions in the game, one per ally with the exception of a late game ally who possesses two of them. These are all main story or substory related, making them missable during playthroughs.
Story bosses also have Heat Actions of their own, which they unlock in their arsenal as soon as they enter Heat Mode, represented by a pink fiery Heat Aura. Every boss has a unique combo/pattern before unleashing a command grab on the player, initiating one of two Heat Actions.
The Heat Gauge is not visible, and Heat from former encounters is not stored like in the other games. The only visual cue to the Heat Gauge increasing is the Heat Aura changing colors.
Yakuza: Dead Souls[]
Instead of Heat Action, it is replaced by Heat Sniping. When the character enters Heat sniping mode, press the fire button to select the object to be hit. Then the character must press QTE in the animation to make Heat sniping work. Failure will show the animation of the bullet being bounced. Unlike other games, Heat gauge is divided into three colors, one for the amount of damage it can do. In the game, the object used to release the Heat sniping is displayed as a Heat gauge icon.
There are four types of Heat sniping: Ground Heat sniping is the most common type, where a character can shoot at objects on the Ground; Throwing Heat sniping requires a character to throw any Throwing weapon first; Intercept Heat sniping allows a character to counter an enemy attack; and Coop Heating sniping requires characters to work with their partners, as long as the partners have icons on them.
Kurohyou 2: Ryu Ga Gotoku Ashura-Hen[]
Heat Actions work pretty much in the same way when compared to its predecessor, with the exception that now there are only two Heat Mode stages (Blue and Red) instead of three. The generic enviromental Heat Actions (Yellow stage ones) are now replaced by two sets of Wall Heat Actions per fighting style, which increases Heat instead of spending it, and is executable when the enemy is leaning stunned on a wall.
The Tag Team Heat Actions also work differently, as here there are only two of them, and they are executed by grabbing the enemy and pushing him towards an ally. Those also increase the Heat Gauge.
KO Strikes - 打撃技系[]
| Name | Description | Acquisition | Notes |
|---|---|---|---|
| Knee Break (急所破壊) | A ruthless barrage of blows. | Karate | |
| Head Crash (ヘッドクラッシュ) | A move that knocks an opponent's head to the ground. | Extreme Fortitude | |
| One-Two Finish (ワンツーフィニッシュ) | A brilliant counterattack technique. | Boxing | |
| Mounted Punch Rush (マウントパンチラッシュ) | A technique consisting of a series of powerful punches. | Brawler | |
| Muay Thai Triple Kick (ムエタイ三連キック) | A fast kick combo move. | Muay Thai | |
| Rear Leg (背面後脚) | A move where you roll off an enemies back onto a knee strike. | Chinese M.A. | |
| Roundhouse Kick (ハイジャンプ廻し蹴り) | A high ankle spinning kick. | Brawler | |
| Ultimate Dance (究極乱舞) | The ultimate barrage. | Extreme Man | |
| Par Terre Knee Destruction (パーテレニー地獄) | A barrage of knee strikes. | Pankration | |
| Sky Knee Crusher (スカイニークラッシャー) | A jumping knee attack that targets the opponent's jaw. | MMA | |
| Empty Handed Fist (極意・徒手空拳) | A series of powerful and spectacular karate blows. | Karate | |
| Shogari Hammer (発勁~首刈鉄槌) | A powerful palm strike combo. | Chinese M.A. | |
| Octopus Mounted Punch (タコ殴りマウントパンチ) | A hail of mounted punches. | Extreme God Hand | |
| Toe Kick (足指先蹴り) | A powerful move aimed at the opponent's temple. | Extreme Man | |
| Rolling Elbow Combo (ローリングエルボーコンボ) | A strong knee attack followed by an elbow strike. | Muay Thai | |
| Midline Triple Thrust (正中線三連突き) | A move consisting of 3 accurate karate strikes. | Extreme Instant Death | |
| Lightning (電光石火) | A spinning back kick combo. | Extreme Wild Dance | |
| Sumo Hell Knee (首相撲ニー・フロム・ヘル) | A superb series of strikes. | Extreme God Leg | |
| Back Blow Kick Combo (バックブローキックコンボ) | A feint followed by a back blow and a combo. | Extreme God Leg | |
| Grizzly Rush (グリズリーラッシュ) | A move consisting of a series of blows then a strong finisher. | Extreme Wild Hand | |
| The Hagar (覇軍絶掌靠把山) | A technique that explodes the chi inside the opponent's body. | Extreme Wild Dance | |
| Golden Elbow (金的延髄肘打ち) | A brutal technique that targets the vital organs. | Military M.A. | |
| Gazelle's Fangs (ガゼルファング) | A lighting fast combo followed by a powerful stomp. | Boxing |
Flinging Attacks - 投げ技系[]
| Name | Description | Acquisition | Notes |
|---|---|---|---|
| True Reverse Drop (真・逆落とし) | An inescapable arm throw. | Ancient M.A. | |
| Crushing Lower Hand Throw (ぶちかまし下手投げ) | A move that lifts the opponent up and slam them. | Sumo | |
| Aiki Mugen Throw (合気夢幻投げ) | A series of aiki-nage throws that cannot be countered. | Ancient M.A. | |
| Reverse Lift Up Slam (バックリフトアップスラム) | A blow to the spine and then a downward throw. | Pro Wrestling | |
| Brutal Slam (残虐直下式スラム) | A move where an opponent's head is grabbed and slammed down. | Pankration | |
| Deja Vu (デジャブ) | A move where you hug and spin around to drop your opponent. | Lucha | |
| Harate Yura Nage (張り手櫓投げ) | A move where the opponent is lifted by his knees. | Sumo | |
| Dragon Choke (ドラゴンチョークインパクト) | A move consisting of punching and throwing. | Extreme Awakening |
Joint-locks - 関節技系[]
| Name | Description | Acquisition | Notes |
|---|---|---|---|
| Arm Lock (アームロック) | A technique that damages an opponent's shoulder. | Military M.A. | |
| Knee Cross (膝十字固め) | A technique that damages an opponent's knee. | MMA | |
| Achilles Tendon Lock (アキレス腱固め) | A technique that damages an opponent's ankle. | Pro Wrestling | |
| Inverted Cross Arm Wrench (腕ひしぎ逆十字固め) | The most popular arm-joint technique in the world. | Jiu-Jitsu | |
| Crippling Cross (クリップラークロスフェイス) | A move that strangles the arms and neck at the same time. | Lucha | |
| Choke Sleeper (チョークスリーパー) | A move where you strangle your opponent. | Jiu-Jitsu | |
| Octopus Submission (オクトパスサブミッション) | A move that latches onto the opponent and doesn't let go. | Extreme Fortitude | |
| Rift Dance (裂空乱舞) | A move that targets the opponent's vital body parts. | Extreme Instant Death |
Special - 特殊技系[]
| Name | Description | Acquisition | Notes |
|---|---|---|---|
| Beast's Bite (野獣噛みつき) | A bite like a wild animal. | Extreme Awakening |
Wall Heat Actions - ウォールヒート[]
| Name | Description | Acquisition | Notes |
|---|---|---|---|
| Jumping Knee (ジャンピングニー) | A powerful strike to an opponent's face. | ||
| Punch Barrage (喧嘩パンチ連打) | A strong punch used to KO opponents. | ||
| Drop Kick (ドロップキック) | A high angle dropkick at close range. | ||
| High Kick (ハイキック) | A powerful blow against a wall. | ||
| Low Spinning Kick (すりおろし蹴り) | A quick kick to the head then another strike. | ||
| Tackle & Elbow (タックル&エルボー) | A strong tackle and an elbow to the neck. | ||
| Knee Kick (延髄ニーキック) | A relentless knee strike. | ||
| Grab And Slam (掴み叩きつけ) | A move that slams a gabbred enemy into a wall. | ||
| Like a Bell (釣鐘の如く) | Lifts an opponent up and slams them against a wall. | ||
| Police Lock (ポリスロック) | Clenches an opponent's arm and slams them into a wall. | ||
| Suplex (バックドロップ) | A technique that throws the opponent into a wall. | ||
| Shiranui (シラヌイ) | Runs up into a wall and slams the opponent's head into the ground. |
Ryu Ga Gotoku: Ishin!/Like a Dragon: Ishin![]
- Main article: Like a Dragon: Ishin!/Heat Actions
Heat is represented by an orb on the left of the health bar. When the player gains heat, a blue edge forms around the orb; And when the edge is filled, a number appears on the orb to show amount of heat. The number goes down when heat is spent. Up to 9 charges of heat can be stocked, depending on player upgrades.
This system is largely retained in the remake, albeit with a small visual change. Instead of the Japanese numbering in the original, it uses Roman numerals.
Judgment[]
- Main article: Judgment/Heat Actions
Heat is represented by the EX Gauge, visualized as a hexagon. If one side glows in white, powerful EX Actions can be performed, which can even counter Deadly Attacks inflicted by bosses.
The game also has the EX Boost, its equivalent to Extreme Heat Mode, which makes Takayuki Yagami stronger, faster, and completely invincible even against Mortal Wounds, gives him new EX Actions (e.g. EX Finishing Blow in the Crane and Tiger styles and EX Co-op Actions whenever Yagami has an AI partner), and allows style switching to be executed midway through almost any attack. The latter also provides more ease for juggling.
That said, whenever Yagami is attacked during EX Boost, at least one segment of the EX Gauge is instantly "consumed". This causes EX Boost to end much faster and leave less opportunities for Yagami to perform EX Actions. His HP bar also vibrates, signifying the enemy's inability to inflict actual damage to Yagami under EX Boost.
EX Boost is also unable to be replenished with items that normally replenish the EX Gauge.
Lost Judgment[]
- Main article: Lost Judgment/Heat Actions
The EX Gauge returns from Judgment, completely unchanged visually, though EX Boost no longer makes Yagami or Kaito invincible. However, Yagami and Kaito can become invincible if their health is significantly low. In addition, the attack output of EX Boost is significantly buffed, with Yagami and Kaito having access to skills that increase the attack output of EX Actions in EX Boost. They also have access to gear that increase the attack output of "regular" combos in EX Boost only.
Compared to Judgment, juggling can be easily performed without EX Boost, due to the enhanced base speed of style switching. EX Boost nonetheless buffs the damage output of juggling. Like its predecessor, EX Actions can also counter Deadly Attacks within an extremely narrow time limit. EX Boost also increases the effectiveness of Mortal Reversals, a new unique mechanic introduced to counter Deadly Attacks.
In addition, the EX Gauge can be replenished by eating meals at restaurants.
Like a Dragon Gaiden: The Man Who Erased His Name[]
The Heat Gauge functions similarly to that of Yakuza 6/Kiwami 2 with additional heat actions for Agent and Yakuza Style. The color of heat bar and the Extreme Heat Aura changes when the player switches styles (red heat for Yakuza and blue heat for Agent). Depending on upgrades the Heat Gauge can go up to 5 heat bars.
Terrain Moves[]
| Name | Description | Acquisition | Notes |
|---|---|---|---|
| Essence of Opportune Strike (追い打ちの極み) | |||
| Essence of Weaponmaster (武器攻撃の極み) | |||
| Essence of Stand Crush (台撃の極み) | |||
| Essence of Rail Drop (ガードレールの極み) | |||
| Essence of Throwing (投げ落としの極み) | |||
| Essence of Face Stomp (顔面強蹴の極み) |
Agent[]
| Name | Description | Acquisition | Notes |
|---|---|---|---|
| Daidoji Essence of Ensarment (大道寺式・八相絡めの極み) | |||
| Daidoji Essence of Savage Torque (大道寺式・撲捻陣の極み) | |||
| Daidoji Essence of Crushing Throw (大道寺式・掛投げ討ちの極み) | |||
| Daidoji Essence of Cross Twist (大道寺式・十字捻りの極み) | |||
| Daidoji Essence of Defense Break (大道寺式・守勢崩しの極み) | |||
| Daidoji Essence of Bear Trap (大道寺式・虎挟みの極み) | |||
| Daidoji Essence of Arms Theft (大道寺式・銃奪解きの極み) | |||
| Daidoji Essence of Cooperation (連携の極み) | |||
| Daidoji Essence of Martial Mastery (大道寺式・連武神の極み) |
Yakuza[]
| Name | Description | Acquisition | Notes |
|---|---|---|---|
| Essence of Tiger Crash (担ぎ虎落としの極み) | |||
| Essence of Slamming (投げ潰しの極み) | |||
| Essence of Finishing Blow (超追い打ちの極み) | |||
| Essence of Might (剛力の極み) | |||
| Essence of Repeating Knee (連続膝蹴りの極み) | |||
| Essence of Fast Footwork (避わし転撃の極み) | |||
| Essence of Forceful Swing (ぶん回しの極み) | |||
| Essence of Wall Crush (壁面打撃の極み) | |||
| Essence of Electromagnetic Torture (電磁責めの極み) | |||
| Essence of Tragic Downfall (階段落としの極み) | |||
| Essence of Pole Crush (柱撃の極み) | |||
| Essence of Corner Break (隅押し込みの極み) | |||
| Essence of Double Crush (ダブルクラッシュの極み) | Reuses Essence of Head Bashing | ||
| Essence of Manhandling (抱え投げ込みの極み) | |||
| Essence of Raging Dragon (怒龍漣拳の極み) | |||
| Ultimate Yakuza Essence (究極の極み) | Reuses Ultimate Essence '88 | ||
| Essence of Team Ascent (連携昇りの極み) | |||
| Extreme Heat: Essence of the Dragon God (真・応龍の極み) | Reuses a section of Kiryu's Essence of the Dragon God in Yakuza: Like a Dragon |
Like a Dragon: Pirate Yakuza in Hawaii[]
Here, the Heat mechanics are separated into two different Gauges. Your average Heat Gauge, and a secondary one called Madness Gauge; both also work in a different way. Your main Heat Gauge works in a similar way to that of the one in Yakuza 0, except here you only have one gear instead of three. The Madness Gauge, unlike the prior one, fills up overtime automatically, with the use of Heat Actions charging it up faster.
The Madness Gauge is intended to be this game's version of Extreme Heat or Ex Boost; but it has its own mechanics, and works differently for each of Majima's fighting styles. In Mad Dog style, Majima summons shadow doppelgangers that fight alongside you. In Sea Dog style, Majima can choose one outta four Dark Instruments to summon a dark deity to help out in combat. Each of the instruments have a different effect of their own.
Terrain/Basic Moves[]
| Name | Description | Acquisition | Notes |
|---|---|---|---|
| Essence of Beatdown (叩き打ちの極み) | |||
| Essence of Heaviness (重撃の極み) | |||
| Essence of Pressure Finish (圧縮追討ちの極み) | |||
| Essence of Pummeling (連撲の極み) | |||
| Essence of Pole Pandemonium (棒乱舞の極み) | |||
| Essence of Face Smash (武器打撃の極み) | |||
| Essence of Sweeping (長棒の極み) | |||
| Essence of Head Crush (ヘッドクラッシュの極み) | |||
| Essence of Wall Scaling (裏壁跳びの極み) | |||
| Essence of Cooperation: Cleaver Pitch (連携の極み・旋風往刃) | With Masaru only | ||
| Essence of Cooperation: Savage Crush (連携の極み・合力挟撃) | With Jason only | ||
| Essence of Cooperation: Blade Kill (連携の極み・剛刃合殺) | With Saejima only |
Mad Dog[]
| Name | Description | Acquisition | Notes |
|---|---|---|---|
| Essence of Tragic Downfall (階り落としの極み) | |||
| Essence of Flowing Flight (流水飛翔の極み) | 850 R - $1000 | ||
| Essence of Coiling Strike (絡め討ちの極み) | |||
| Essence of Last Stand (防破舞の極み) | |||
| Essence of Choke Out (絞め落としの極み) | |||
| Essence of Friendly Fire (同士討ちの極み) | |||
| Essence of Pursuit (縛解返しの極み) | |||
| Essence of Blade Biting (白歯取りの極み) | |||
| Essence of the Mad Dog: Blade Flash (ドス責めの極み) | 3000 R - $3000 | ||
| Essence of the Mad Dog: Maul (ドス流しの極み) | 3000 R - $3000 | ||
| Essence of Stabbing (Platform) (ドス刺しの極み・台) | |||
| Essence of Stabbing (Wall) (ドス刺しの極み・壁) | |||
| Essence of Howling Shadows (狂気乱刃の極み) | Pior Upgrade |
Sea Dog[]
| Name | Description | Acquisition | Notes |
|---|---|---|---|
| Essence of Piracy: Skewering Slaughter (海賊の極み・串討ち) | |||
| Essence of Piracy: Flight of Fancy (海賊の極み・飛連刃) | |||
| Essence of Piracy: Maelstorm (海賊の極み・回転剣舞) | |||
| Essence of Piracy: Sidearm Shuffle (海賊の極み・装具連撃) | 20,000 R - $10,000 | ||
| Essence of Piracy: Sleeping Cyclone (海賊の極み・回旋脚) | |||
| Essence of Piracy: Skip Rope Slash (海賊の極み・跳縄斬り) | |||
| Essence of Piracy: Rain of Blood (海賊の極み・五月雨撃ち) | 3,000 R - $3,000 | ||
| Essence of Piracy: Deadly Skies (海賊の極み・飛翔射撃) | 2,000 R - $1,000 |
Trivia[]
- Characters in-universe seem to be aware of the existence of Heat, exemplified by when Cyclops Oba asks Kiryu to not use his "flaming blue death moves" in Yakuza Kiwami 2.