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* JustHereForGodzilla: ''[[VideoGame/DaytonaUSA Daytona USA 2]]'' is seeing its first-ever re-release in this game, which has gotten some players who have never played ''Like A Dragon'' interested in getting the game just to finally have a way to play it outside the arcade.

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* JustHereForGodzilla: ''[[VideoGame/DaytonaUSA Daytona USA 2]]'' is seeing its first-ever re-release being included in this game, which has gotten game was a major selling point for some players who have never played ''Like A Dragon'' interested in getting the game just to finally have a way to play it outside the arcade.players.
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** [[spoiler: Kosei Shishido]] is considered by many a definite step-up from the [[HateSink previous]] [[VideoGame/Yakuza6 mainline final boss]]. A bonafide {{Determinator}} with an [[BestBossEver intense and climactic boss fight]], many feel he's THE final boss to Kiryu's saga, despite the game being a interquel.

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** [[spoiler: Kosei Shishido]] is considered by many a definite step-up from the [[HateSink previous]] [[VideoGame/Yakuza6 mainline final boss]]. A bonafide {{Determinator}} with an [[BestBossEver intense and climactic boss fight]], many feel he's THE final boss to Kiryu's saga, despite the game being a interquel. Having an [[FreudianExcuse understandable motivation]] helps a lot.

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Misplaced, moving to the correct tab, Natter


* QuestionableCasting: A vocal majority of the series fanbase didn't take too kindly to Creator/YongYea's voice work as Kiryu's English VA, feeling it sounded more like an angsty teenager trying to sound tough, as opposed to the BaritoneOfStrength that Darryl Kurylo gave him.



** The battle against King JUSTICE in the Colisseum. While the titular King is bad enough by himself, what really makes the fight hellish is the two minute time limit, and the fact that you have to take down the previous two Kings and several EliteMooks as well as JUSTICE. The three Kings all have insanely high health, and Samejima is as cowardly and evasive as ever. This, combined with every remaining enemy receiving a huge heal every so often, is a recipe for frequent time outs. The cherry on top is that running out of time doesn't result in a "minigame failed" moment. It straight up results in a GameOver ([[FridgeLogic somehow]]). Compared to the battles against Dan Brody and Samejima previously, and the battle with Ugajin that follows, this level is a major DifficultySpike.

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** The battle against King JUSTICE in the Colisseum.Coliseum. While the titular King is bad enough by himself, what really makes the fight hellish is the two minute time limit, and the fact that you have to take down the previous two Kings and several EliteMooks as well as JUSTICE. The three Kings all have insanely high health, and Samejima is as cowardly and evasive as ever. This, combined with every remaining enemy receiving a huge heal every so often, is a recipe for frequent time outs. The cherry on top is that running out of time doesn't result in a "minigame failed" moment. It straight up results in a GameOver ([[FridgeLogic somehow]]). Compared to the battles against Dan Brody and Samejima previously, and the battle with Ugajin that follows, this level is a major DifficultySpike.



** ''Goodness gracious'', the opening cinematic deserves special mention. Transitioning seamlessly from live-action footage of an average night in Japan to Kiryu walking down the street at night and brooding alone in a bar (the shot of his phone sitting in a very detailed wooden table is a shining example)... it's almost uncanny how far along the series has come since its humble beginnings.

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** ''Goodness gracious'', the The opening cinematic deserves special mention. Transitioning seamlessly from live-action footage of an average night in Japan to Kiryu walking down the street at night and brooding alone in a bar (the shot of his phone sitting in a very detailed wooden table is a shining example)... it's almost uncanny how far along the series has come since its humble beginnings.
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Rush Style is irrelevant and that's not even what it's for. That's Beast style. Examples aren't arguable.


* SequelDifficultySpike: Despite the main campaign being significantly shorter than average, it's noticeably tougher and more challenging than the previous entry in the Kiryu saga. Bosses hit harder, have relentless combos and are good at dodging, not to mention that even insignificant-looking minibosses have utterly ''devastating'' desperation attacks. Even the regular mooks are nastier, most of them packing firearms, knives, sledgehammers and even flamethrowers. Additionally, Kiryu is far more susceptible to status ailments, especially bleed. Lastly, Heat generation has been significantly nerfed in addition to the game lacking Kiryu's Rush style used mainly for crowd control, forcing players to rely on basic attacks or Kiryu's gadgets. Arguably this is the game where the main campaign demands the most from casual players, that being changing fight tactics on the fly and hopping back and forth between style changes, not to mention optimizing equipment best suited for each individual enemy type, as if the game developers were intentionally putting a lot of time and effort into making sure that [[ContinuityLockout this isn't anyone's first entry in the series]].
* SignatureScene: [[spoiler:Kiryu's breakdown as he watches the recording of Taichi and Ayako and the realization that he can never see them grow up is considered to be the best-remembered scene among players, due to it being regarded as ''the most'' tearjerking moment in the game, if not the whole franchise.]]

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* SequelDifficultySpike: Despite the main campaign being significantly shorter than average, it's noticeably tougher and more challenging than the previous entry in the Kiryu saga. Bosses hit harder, have relentless combos and are good at dodging, not to mention that even insignificant-looking minibosses have utterly ''devastating'' desperation attacks. Even the regular mooks are nastier, most of them packing firearms, knives, sledgehammers and even flamethrowers. Additionally, Kiryu is far more susceptible to status ailments, especially bleed. Lastly, Heat generation has been significantly nerfed in addition to the game lacking Kiryu's Rush style used mainly for crowd control, nerfed, forcing players to rely reliance on basic attacks or Kiryu's gadgets. Arguably this is the game where the main campaign demands the most from casual players, that being changing fight tactics on the fly and hopping back and forth between style changes, not to mention optimizing equipment best suited for each individual enemy type, as if the game developers were intentionally putting a lot of time and effort into making sure that [[ContinuityLockout this isn't anyone's first entry in the series]].
gadgets.
* SignatureScene: [[spoiler:Kiryu's breakdown as he watches the recording of Taichi and Ayako and the realization that he can never see them grow up is considered to be the best-remembered scene among players, scene, due to it being regarded as ''the most'' tearjerking moment in the game, if not the whole franchise.]]
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Irrelevant swear.


* ThatOneAttack: King JUSTICE's laser. It's long-lasting and can it hit you from the other side of the arena, which is bad enough. But no matter how long you're in contact with it, it will absolutely fucking ''melt'' your health bar. Even on easy and with plenty of health upgrades, players will find themselves going from full to critical in mere moments. For those without many health upgrades... [[OneHitKill well]]...

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* ThatOneAttack: King JUSTICE's laser. It's long-lasting and can it hit you from the other side of the arena, which is bad enough. But no matter how long you're in contact with it, it will absolutely fucking ''melt'' your health bar. Even on easy and with plenty of health upgrades, players will find themselves going from full to critical in mere moments. For those without many health upgrades... [[OneHitKill well]]...
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** The Spider is just as ridiculous when fully upgraded, launching five threads that always entangle regular enemies without fail, flinging them across the map like ragdolls, knocking down other enemies they hit as well. Combined with the Serpent, it's the best way to thin the crowd during large-scale battles. As if that wasn't enough, it lets you easily beat nearly all encounters near Sotenbori River (which are rather frequent) by standing next to the edge and pulling enemies in your direction, the Spider's sheer force flinging them above Kiryu and straight into the water for a OneHitKill.
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* SequelDifficultySpike: Despite the main campaign being significantly shorter than average, it's noticeably tougher and more challenging than the previous entry in the Kiryu saga. Bosses hit harder, have relentless combos and are good at dodging, not to mention that even insignificant-looking minibosses have utterly ''devastating'' desperation attacks. Even the regular mooks are nastier, most of them packing firearms, knives, sledgehammers and even flamethrowers. Additionally, Kiryu is far more susceptible to status ailments, especially bleed. Lastly, Heat generation has been significantly nerfed, forcing players to rely on basic attacks or Kiryu's gadgets. Arguably this is the game where the main campaign demands the most from casual players, that being changing fight tactics on the fly and hopping back and forth between style changes, not to mention optimizing equipment best suited for each individual enemy type, as if the game developers were intentionally putting a lot of time and effort into making sure that [[ContinuityLockout this isn't anyone's first entry in the series]].

to:

* SequelDifficultySpike: Despite the main campaign being significantly shorter than average, it's noticeably tougher and more challenging than the previous entry in the Kiryu saga. Bosses hit harder, have relentless combos and are good at dodging, not to mention that even insignificant-looking minibosses have utterly ''devastating'' desperation attacks. Even the regular mooks are nastier, most of them packing firearms, knives, sledgehammers and even flamethrowers. Additionally, Kiryu is far more susceptible to status ailments, especially bleed. Lastly, Heat generation has been significantly nerfed, nerfed in addition to the game lacking Kiryu's Rush style used mainly for crowd control, forcing players to rely on basic attacks or Kiryu's gadgets. Arguably this is the game where the main campaign demands the most from casual players, that being changing fight tactics on the fly and hopping back and forth between style changes, not to mention optimizing equipment best suited for each individual enemy type, as if the game developers were intentionally putting a lot of time and effort into making sure that [[ContinuityLockout this isn't anyone's first entry in the series]].
Is there an issue? Send a MessageReason:
None


* SequelDifficultySpike: Despite the main campaign being shorter than average, it's noticeably tougher and more challenging than the previous entry in the Kiryu saga. Bosses hit harder, have relentless combos and are good at dodging, not to mention that even insignificant-looking minibosses have utterly ''devastating'' desperation attacks. Even the regular mooks are nastier, most of them packing firearms, knives, sledgehammers and even flamethrowers. Additionally, Kiryu is far more susceptible to status ailments, especially bleed. Lastly, Heat generation has been significantly nerfed, forcing players to rely on basic attacks or Kiryu's gadgets. Arguably this is the game where the main campaign demands the most from casual players, that being changing fight tactics on the fly and hopping back and forth between style changes, not to mention optimizing equipment that is best suited for each enemy type, as if the game developers were putting a lot of time and effort to make sure [[ContinuityLockout this isn't anyone's first entry in the series]].

to:

* SequelDifficultySpike: Despite the main campaign being significantly shorter than average, it's noticeably tougher and more challenging than the previous entry in the Kiryu saga. Bosses hit harder, have relentless combos and are good at dodging, not to mention that even insignificant-looking minibosses have utterly ''devastating'' desperation attacks. Even the regular mooks are nastier, most of them packing firearms, knives, sledgehammers and even flamethrowers. Additionally, Kiryu is far more susceptible to status ailments, especially bleed. Lastly, Heat generation has been significantly nerfed, forcing players to rely on basic attacks or Kiryu's gadgets. Arguably this is the game where the main campaign demands the most from casual players, that being changing fight tactics on the fly and hopping back and forth between style changes, not to mention optimizing equipment that is best suited for each individual enemy type, as if the game developers were intentionally putting a lot of time and effort to make into making sure that [[ContinuityLockout this isn't anyone's first entry in the series]].

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* SequelDifficultySpike: Despite the main campaign being shorter than average, it's noticeably tougher and more challenging than the previous entry in the Kiryu saga. Bosses hit harder, have relentless combos and are good at dodging, not to mention that even insignificant-looking minibosses have utterly ''devastating'' desperation attacks. Even the regular mooks are nastier, most of them packing firearms, knives, sledgehammers and even flamethrowers. Additionally, Kiryu is far more susceptible to status ailments, especially bleed. Arguably this is the game where the main campaign demands the most from casual players, that being changing fight tactics on the fly and hopping back and forth between style changes, not to mention optimizing equipment that best suit for each individual enemy type, as if the game developers were putting a lot of time and effort to make sure [[ContinuityLockout this isn't anyone's first entry in the series]].

to:

* SequelDifficultySpike: Despite the main campaign being shorter than average, it's noticeably tougher and more challenging than the previous entry in the Kiryu saga. Bosses hit harder, have relentless combos and are good at dodging, not to mention that even insignificant-looking minibosses have utterly ''devastating'' desperation attacks. Even the regular mooks are nastier, most of them packing firearms, knives, sledgehammers and even flamethrowers. Additionally, Kiryu is far more susceptible to status ailments, especially bleed. Lastly, Heat generation has been significantly nerfed, forcing players to rely on basic attacks or Kiryu's gadgets. Arguably this is the game where the main campaign demands the most from casual players, that being changing fight tactics on the fly and hopping back and forth between style changes, not to mention optimizing equipment that is best suit suited for each individual enemy type, as if the game developers were putting a lot of time and effort to make sure [[ContinuityLockout this isn't anyone's first entry in the series]].series]].
* SignatureScene: [[spoiler:Kiryu's breakdown as he watches the recording of Taichi and Ayako and the realization that he can never see them grow up is considered to be the best-remembered scene among players, due to it being regarded as ''the most'' tearjerking moment in the game, if not the whole franchise.]]
Is there an issue? Send a MessageReason:
None


* SequelDifficultySpike: Despite the main campaign being shorter than average, it's noticeably tougher and more challenging than the previous entry in the Kiryu saga. Bosses hit harder, have relentless combos and are good at dodging, not to mention that even insignificant-looking minibosses have utterly ''devastating'' desperation attacks. Even the regular mooks are nastier, most of them packing firearms, knives, sledgehammers and even flamethrowers. Kiryu is far more susceptible to status ailments, especially bleed. Arguably this is the game where the main campaign demands the most from casual players, that being changing fight tactics on the fly and hopping back and forth between style changes, not to mention optimizing equipment that best suit for each individual enemy type.

to:

* SequelDifficultySpike: Despite the main campaign being shorter than average, it's noticeably tougher and more challenging than the previous entry in the Kiryu saga. Bosses hit harder, have relentless combos and are good at dodging, not to mention that even insignificant-looking minibosses have utterly ''devastating'' desperation attacks. Even the regular mooks are nastier, most of them packing firearms, knives, sledgehammers and even flamethrowers. Additionally, Kiryu is far more susceptible to status ailments, especially bleed. Arguably this is the game where the main campaign demands the most from casual players, that being changing fight tactics on the fly and hopping back and forth between style changes, not to mention optimizing equipment that best suit for each individual enemy type.type, as if the game developers were putting a lot of time and effort to make sure [[ContinuityLockout this isn't anyone's first entry in the series]].

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Not a spin-off for having Kiryu as the main protagonist (Judgment series are spin-offs for featuring a different main protagonist and the series is set in the same universe)


** [[spoiler: Kosei Shishido]] is considered by many a definite step-up from the [[HateSink previous]] [[VideoGame/Yakuza6 mainline final boss]]. A bonafide {{Determinator}} with an [[BestBossEver intense and climactic boss fight]], many feel he's THE final boss to Kiryu's saga, despite the game being a spin-off.

to:

** [[spoiler: Kosei Shishido]] is considered by many a definite step-up from the [[HateSink previous]] [[VideoGame/Yakuza6 mainline final boss]]. A bonafide {{Determinator}} with an [[BestBossEver intense and climactic boss fight]], many feel he's THE final boss to Kiryu's saga, despite the game being a spin-off.interquel.


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* SequelDifficultySpike: Despite the main campaign being shorter than average, it's noticeably tougher and more challenging than the previous entry in the Kiryu saga. Bosses hit harder, have relentless combos and are good at dodging, not to mention that even insignificant-looking minibosses have utterly ''devastating'' desperation attacks. Even the regular mooks are nastier, most of them packing firearms, knives, sledgehammers and even flamethrowers. Kiryu is far more susceptible to status ailments, especially bleed. Arguably this is the game where the main campaign demands the most from casual players, that being changing fight tactics on the fly and hopping back and forth between style changes, not to mention optimizing equipment that best suit for each individual enemy type.
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*** Yasuo Sodachi, last seen in ''6'', is one of the best fighters you can get without ever spending a yen, as he's readily available at the Fighters' Lounge once you beat the final match of the Gold Tournament. He uses Daisaku Kuze's moveset and while his special ability is unremarkable at worst (being a simple damage increase on his attacks), his ferocious barrage of attacks makes him a damage machine up close, being able to floor most enemies in seconds.

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