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by CyricZ

Table of Contents

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FAQ/Walkthrough by CyricZ

Version: 1.0 | Updated: 09/26/18

Table of Contents

  1. Introduction
  2. FAQ
  3. The Basics
    1. Basic Controls
    2. Menus
    3. Hints and Tips
  4. Exploring Japan
    1. Common Attractions
    2. Kamurocho, Tokyo
    3. Sotenbori, Osaka
    4. Important Characters
    5. Glossary of Terms
  5. Combat and Abilities
    1. Basic Combat
    2. Stats and Abilities
  6. Main Story Walkthrough
    1. Chapter 1 - Letter of Blood
    2. Chapter 2 - The Dragon of Kansai
    3. Chapter 3 - The Yakuza Huntress
    4. Chapter 4 - The Four Kings of Omi
    5. Chapter 5 - Hidden Past
    6. Chapter 6 - Schemes
    7. Chapter 7 - The Foreign Threat
    8. Chapter 8 - Suspect
    9. Chapter 9 - The Omi Invasion
    10. Chapter 10 - Survivors
    11. Chapter 11 - The Iron Creed
    12. Chapter 12 - Osaka Castle
    13. Chapter 13 - Settling Accounts
    14. Chapter 14 - The Go-Ryu March
    15. Chapter 15 - Blood and Bonds
    16. Chapter 16 - Decision
  7. The Majima Saga Walkthrough
    1. Overview
    2. Combat with Majima
    3. Chapter 1 - Tojo Clan Reform
    4. Chapter 2 - Prodigal Son
    5. Chapter 3 - Mad Dog of Shimano
    6. Hidden Items for Majima
  8. Substories
    1. Chapter 1 Substories
    2. Chapter 2 Substories
    3. Chapter 3 Substories
    4. Chapter 4 Substories
    5. Chapter 5 Substories
    6. Chapter 6 Substories
    7. Chapter 7 Substories
    8. Chapter 8 Substories
    9. Chapter 10 Substories
    10. Chapter 11 Substories
    11. Chapter 13 Substories
  9. Cabaret Club Grand Prix
    1. Basics of a Cabaret Club
    2. The Hostess Brigade
    3. Grooming Your Platinums
    4. Business Partners
    5. Grand Prix Battles
    6. Intermission Chat
  10. Clan Creator
    1. Building a Business
    2. Basics of Clan Battles
    3. Construction Employees
    4. Clan Tips
    5. Clan Missions
    6. Intermission Chats
  11. City Exploration
    1. Locker Keys: Kamurocho
    2. Locker Keys: Sotenbori
    3. Hidden Items
    4. Food Bonuses
    5. Video Shops
    6. Haruka's Requests
  12. Battles in the City
    1. Technique Primers
    2. Acupuncturist
    3. Bouncer Missions
    4. Street Bosses
    5. Coliseum
  13. Minigames
    1. Arcade: Toylet Games
    2. Arcade: UFO Catcher
    3. Arcade: Virtua Fighter 2
    4. Arcade: Virtual-On
    5. Batting Center
    6. Casino: Blackjack
    7. Casino: Poker
    8. Darts
    9. Gambling Hall: Koi-koi
    10. Gambling Hall: Oicho-kabu
    11. Golf Center
    12. Gravure Photo Shoot
    13. Karaoke
    14. Mahjong
    15. Shogi
  14. Items
    1. Recovery
    2. Food/Drink
    3. Gambling Cheat Items
    4. Other
    5. Weapons
    6. Gear
    7. Gear Combinations
  15. Completion
    1. Completion List
    2. DLC
    3. New Game + and Premium Adventure
    4. Trophies
  16. Standard Guide Stuff


Batting Center

Found: Yoshida Batting Center


  1. Score a total of 50 Home Runs in Home-Run Courses
  2. Complete all the Easy, Intermediate, and Advanced Challenge Courses

The classic hang-out. Kiryu's been going to this place forever. You can knock some balls around and earn a few prizes while doing so.


These are the same controls as Yakuza 6. As you bat, you'll see a 3x3 grid in your batter's box. You'll also have a cursor, represented by a yellow baseball, which you can move around with the Left Control Stick. Note that a red baseball cursor will appear on your grid surrounded by a red circle. That's the projected spot where the ball will land. Once the ball is thrown, that larger red circle will shrink as the ball gets closer, and the cursor turns yellow the moment it enters the strike zone. Depending on the speed of the ball, you have a very short time to hit X to swing the bat to connect. Make sure that your yellow cursor matches the part of the grid where the red cursor lands. The challenge is that the red cursor can move to match the curve the ball takes depending on the pitch, so you may have to adjust while the ball flies to hit it. If the cursors match and your timing is correct, you'll get a home run every time. If you're off by a bit, you'll get a less perfect hit. The more you're off, the worse the hit.

To begin playing, simply walk up to any of the cages and select which of the games you'd like. You start with a choice of two games:

  • Home-Run Course - Get as many home runs as you can in ten pitches. Nothing counts but a solid home run. You'll get a letter grade based on how many home runs you get. A rank is 7 home runs. S rank is 9. Only A and S will get you rewards.
  • Challenge Course - Get as many runs as you can. In these courses, singles, doubles, and triples will count, and your score increases every time a runner rounds the bases. These challenges are pass/fail, and you get the prize if you pass.
  • Home Run Competition - Once you get at least an A on the first three levels of Home-Run Course, speak to the manager and he'll allow you to access this endurance run for lots of points.

After you select the game, you'll select the difficulty. The Home-Run Course has all difficulties unlocked by default. On Challenge, you'll only be able to access the three Beginner challenges, then when you beat all those, you unlock the three Intermediate challenges, then the same for Advanced. For Expert, you'll only unlock one Expert challenge at a time.


You'll note that before you select a course, you'll be told what pitches you'll see. The type of pitch is important, because it determines how the ball (and the cursor) moves across the strike zone. The good news is that for any given course, the pitch types are all the same every time you play the course, so as you'll see later in the section, I have them all charted out. Also, for almost all courses, the pitches fall into the same positions on the strike zone for every pitch. The only courses where the positions change are the Expert Home-Run Course and the final Expert Challenge Course.

Here are the pitches you'll see, and their color:

  • Fastball (Fast) - A straight shot. No change where it falls in the strike zone. As the name implies, it's pretty fast.
  • Curveball (Curv) - A slower curve. The ball will travel down and right one square on the zone.
  • Sinker (Sink) - A mid-speed ball that curves inside and drops. It will travel down one square and left one square.
  • Forkball (Fork) - The mid-speed dropper. It starts on a line on the grid and drops to the square below.
  • Splitter (Splt) - Slightly faster than a forkball. It also starts on a line on the grid and drops to the square below.
  • Change-up (ChgU) - The classic slow ball. A change-up will fall down one full square on the zone.
  • Slider (Slid) - The classic speedy breaking ball. The ball travels one square to the right.
  • Cutter (Cutr) - A breaking fastball. The ball starts on a vertical line and cuts to the square on the right.
  • Two-seamer (2sem) - A wobbly fastball. The ball will start on a vertical line and cut to the square on the left.
  • One-seamer (1sem) - Another wobbly fastball that I've honestly never heard of. It's the only pitch to start on a corner of the grid, and it will travel to the square to its lower-left.
  • Shootball (Shoo) - An odd type of wobbling pitch that breaks inside and was invented by the Japanese if wikipedia is truthful. The ball will travel one square to the left.
  • Freedom Fastball (Free) - An absolute blazing fastball. You better swing a split second after it leaves the pitcher's hand.
  • American Dream (Drem) - A spiraling corkscrew that despite the theatrics lands in the same spot it starts.
  • Soaring Eagle (Egle) - A considerably fast pitch that rises one full square.

The charts below will give you each course's pitches and where they ultimately fall on the zone. I've numbered the squares in the strike zone like a numeric keypad on a keyboard:

Strike Zone

Home-Run Courses

CoursePitchesPointsRank A RewardRank S Reward
BeginnerFast 5Curv 5Slid 6Fork 2Fast 7Curv 3Slid 9Fork 1Fast 3Curv 415Staminan LightBronze Plate
Intermediate2sem 6Cutr 4Splt 21sem 1Splt 32sem 7Cutr 61sem 2Splt 11sem 430Toughness ZZSilver Plate
AdvancedFast 7ChgU 2Fast 9Curv 4Fast 1Sink 3Fast 8Fast 2ChgU 1Sink 350Staminan XXGold Plate
ExpertEgleDremSpltCurvFreeSlidShooSinkCutrFork100Staminan RoyalePlatinum Plate

Challenge Courses

Beginner 13 RunsFast 5Fast 3Fast 7Fast 1Fast 9Fast 4Fast 6Fast 5Fast 7Fast 315Toughness Light
Beginner 23 RunsCurv 3Curv 4Fast 9Curv 1Curv 6Fast 2Fast 8Curv 1Fast 7Curv 315Staminan Light
Beginner 35 RunsCurv 3Sink 1Sink 3Curv 6Curv 4Curv 2Sink 1Curv 3Sink 1Sink 615Bronze Plate
Intermediate 13 RunsCutr 6Splt 21sem 5Cutr 32sem 7Splt 11sem 3Splt 1Cutr 12sem 630Toughness Z
Intermediate 25 RunsSlid 6Shoo 4Fast 2Fork 2Slid 5Shoo 3Fork 1Shoo 9Slid 7Fork 230Staminan XX
Intermediate 35 RunsFast 5ChgU 2Fast 6Curv 1Fast 4Sink 3Fast 8Fast 2ChgU 1Curv 630Silver Plate
Advanced 17 RunsSlid 6Cutr 62sem 1Cutr 3Shoo 7Slid 9Cutr 3Shoo 32sem 4Slid 150Toughness ZZ
Advanced 27 RunsFork 61sem 7ChgU 2Splt 1ChgU 3Fork 4Splt 6ChgU 21sem 9Splt 150AppStim RX
Advanced 37 RunsCurv 32sem 7Sink 31sem 7Curv 4Sink 61sem 1Curv 32sem 9Sink 150Gold Plate
Expert 17 Runs2sem 8Curv 3Drem 4Splt 2Slid 9ChgU 2Egle 7Fork 3Cutr 7Sink 3100AppStim RX
Expert 28 RunsCurv 1Free 3Fork 22sem 7Cutr 9ChgU 2Egle 6Slid 4Free 7Shoo 3100Staminan Spark
Expert 39 RunsDremForkCurvFreeSink2semSlidDremChgUDrem100Platinum Plate

Home Run Competition

As said earlier, the HRC will not unlock until you complete the first three Home-Run Courses. You'll get a notification once you complete them. After that you can speak to Yoshida, the manager, the same guy who gives you your items. This is an endurance course of batting set after batting set. Your challenge for each set is simple: get eight home runs out of ten pitches. Once you hit the 8th home run, you automatically move on to the next set. If you don't get that, the challenge is over. There's no buy-in for this, so all you're losing is time.

As you complete each set, you'll earn points. More sets equals more points, which I've described below:

Set123456789Each after
Total Points15306090140190290390540+150

Now as to the composition of these sets. The first eight sets are exactly equivalent to the first eight Challenge Courses as written above, in order from Beginner 1 to Advanced 2. Once you hit the 9th set, we enter "random" territory, which is to say that the placement of the pitch on the grid becomes random, but the type of pitch remains consistent each time, much like the other "Expert" courses above. Those sets go like this:


Now, once you clear the 11th set, the challenge will continue. For the 12th and subsequent sets, you will get a random pick of the previous three sets. Basically, whichever the first pitch is dictates the set: if it's a Soaring Eagle, then it's Set 9, for example, and you can use that as reference. You can keep going as long as you are able and you will continue to get 150 points for each complete set.

My advice for going the distance in this is to use the Serene Bat that you can get from Item Exchange. While you do have the penalty of only getting 0.7x the points you earn, the active hit window for a home run is frankly disgusting. I got home runs off pitches using that I was convinced blew by me. So for an endurance run like this, you want a fair margin of error, and the Serene Bat gives it to you. The point deduction is negligible considering you'll likely be able to go much further than with even the Normal Bat.

Item Exchange

In addition to getting items just for winning, batting well will also get you points. You can use these points to "purchase" items if you talk to Manager Yoshida. Here's the list of what you can get:

Staminan XRecovery150
Staminan XXRecovery300
Staminan RoyaleRecovery1000
Staminan LightRecovery80
Staminan SparkRecovery2000
Tauriner +Recovery500
Tauriner ++Recovery1000
Tauriner MaximumRecovery3000
Serene BatValuable200
Expert BatValuable200
Secret Book of BattingTechnique Primer1000
Essence of Batting PrimerTechnique Primer2000

In addition to the basic set of recovery items, which you can absolutely ignore because there are easier ways to get them, you can also get two bats for use in the Batting Center, and two Technique Primers.

The Serene Bat gives you a considerably widened batting cursor, as well as a much wider timing window for swinging and hitting a home run. The tradeoff is that all earned points from any run are multiplied by 0.7, meaning you don't get as much. The Expert Bat does the opposite. It narrows the batting cursor and the batting timing window is considerably shrunk, but you get 1.5 times the points you earn.

For my money, if you're going for points, then you'll want to be focusing on the Home Run Competition, which, as I detailed above, is just easier with the Serene Bat, even if it gives you fewer overall returns. If you're going for items earned directly as rewards from the other courses, then still use the Serene Bat, since those courses don't care how much money you earn. Basically you only will ever want to use the Expert Bat (or even the Normal Bat) if you want to show off.

As for the primers, the first one, "Secret Book of Batting", unlocks an ability for purchase that gives you a larger swing when using the Heavy Attack of a bat in combat. The "Essence of Batting Primer" unlocks for purchase the Heat Action for using a bat. If you're going for the Platinum, you'll need both of these to complete the big list of abilities.