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Lost Judgment Retrial Mod Experience

10.9K views
Jul 28, 2025
9:22

Lost Judgment Retrial is very good! I think a lot of the additions in this mod were something I expected or would love to see in RGG games like in Gaiden. I really respect that this mod tried as much as possible to keep the gameplay natural for what was added to it. Some of the things that were modified are: 1- Reversals Attacks: can now be executed in both situation. Meaning normal light or light reversals always have a follow up to a heavy reversal, which is understandably how it should be originally if you think about it. The nature of reversals is quite complex and deep in a good way in LJ base game, and you have to understand which attack (normal light or light reversal) will follow up with whether heavy reversal or normal heavy, unlike this mod where you can execute a reversals heavy in either cases. In my opinion, this is better reversals mechanics and surprisingly TripleAAA makes it work really good similar to left stick small tilt light reversal 6:00 Yagami is the only one who have consecutive light reversals follow ups in rgg games, and I don't see any reason to not make the heavy reversal work the same since you can cancel reversal follow up by holding down the Fighting Stance button before any attack. 2- Seamless fighting style transitions: it exists in Kiwami yes, and we could have seen it make an improved return in Gaiden or Pirate Yakuza itself. This idea is amazing in the mod as long as it doesn't conflict with or replace the current fighting style slow mo switch in the Dragon Engine. It's just a nice addition to create a nice connection between the other fighting styles. 3- Running Attacks: Strong tracking has been added to most running attacks, making their connection to the juggle even better. The new tracking applies to Tiger-style running attacks and Boxer-style heavy attack only. I have a particular point of view regarding tracking in the game, and I believe it depends on the form and speed of the attack, but I don't rule out that it actually improves the game performance, especially if the running attack that contains more than one hit like Tiger heavy . In addition to what I said, I think it would also be great if tracking was added to the Boxer's jab running attack, as it would help connect it better in juggle(btw in the mod the running attack between jab and hook are swapped so it’s better to be left like before just a suggestion). 4- Adding a new combo system: it's now possible to perform wall-bound combos that can be found similar to older Yakuza games like Yakuza 4 or 3. I think more tweaks into the combo system is unnecessary and overkill, while there are three current combo systems not one in the game: the juggle, the ground combo, and the stun combo by Noble which is close to ground combos. You know I don't want to log in to the game and do a snake parry near a wall and discover “oh shit I can also do a wall bound combos” lol, so yes what we have in LJ is already enough. 5- Kaito changes: this was expected. If there was an option between this kaito and the one we have in base game then I would go for this version! It look so much better to have more crowd moves, group Ex Actions, double finishers for the first two light attacks, decent grab system and ofc charged attacks. Though, I think there are some issues with Kaito’s light combo tracking in both styles during high juggles because sometimes kaito would aim his combo to ground and miss the juggle especially in Tank style or skill issue on my part since I haven’t been playing much. Things I didn't like are removing the launchers for Boxer’s back dodge mainly, the glorious running launcher swapped with cheap move and others is unnecessary and erases the identity of the Boxer style for quick juggles punish. Charged attacks like SST/LLH and others that help reset the juggle during juggles are unnecessary too while there is a scaling for juggling in LJ and other precautions can be taken after an enemy falls. Kaito’s Rocket 2.0 move mapping is not my favourite since it contradict with instant run(there is a way by release and hold dodge again). Skateboard = no slide attack in EX. Finally, the behavior of strong bosses doesn't help with charged attacks, because any charged attack with tiger style will send them flying away and end the juggle, I suggest that the behavior of the bosses will be restored as if they were in heat mode. This mod does not ruin the current techs in LJ, it did improve on certain stuffs I mentioned above. it may take time to get used to all the new things added and bear with new launchers, setups, combo system transitions, different hit reaction like boxers left or right dodge hook come out quick. Ending off, I truly did enjoy trying out this mod, thank you @TripleAAA7331 & modding community for making mod like this possible and doing a developers supposedly work regarding the combat system. 0:00 Kaito 4:13 Yagami Musics: 1- LEVEL NINE: Voidseekers 2- Stronghold[H.S.T.A] 3- Land Eater[H.S.T.A]

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Lost Judgment Retrial Mod Experience | NatokHD