1) Copy "motion.par" to "\Yakuza Kiwami 2\data" 2) Copy "fighter_command.cfc" into "\Yakuza Kiwami 2\data\battle_lexus2" 3) Copy the contents of the puid folder into \Yakuza Kiwami 2\data\puid Animation List: P_KRU_BTL_SUD_ath_hvy_back - R1+←△ Heavy Back P_KRU_BTL_SUD_ath_hvy_frw - R1+→△ Heavy Forward P_KRU_BTL_SUD_ath_bck_01 - R1+←□ Light Back 1 P_KRU_BTL_SUD_ath_bck_02 - R1+←□□ Light Back 2 P_KRU_BTL_SUD_ath_bck_03 - R1+←□□□ Light Back 3 P_KRU_BTL_SUD_ath_frw_01 - R1+→□ Light Forward 1 P_KRU_BTL_SUD_ath_frw_02 - R1+→□□ Light Forward 2 P_KRU_BTL_SUD_ath_hvy_chg_en - (No lock-on) △ Jumping Spin Back Kick P_KRU_BTL_SUD_sy0_ath_rev_pr - (When About to be hit) ⃝ Sync Counter P_KRU_BTL_SUD_sy1_ath_rev_pr - (When About to be hit) ⃝ Sync Counter P_KRU_BTL_SUD_sy0_ath_swy_f - Sway+⃝ Forward Quickstep Suplex (Front) P_KRU_BTL_SUD_sy1_ath_swy_f - Sway+⃝ Forward Quickstep Suplex (Front) P_KRU_BTL_SUD_sy0_ath_swy_b - Sway+⃝ Forward Quickstep Suplex (Back) P_KRU_BTL_SUD_sy0_ath_swy_b - Sway+⃝ Forward Quickstep Suplex (Back) P_KRU_BTL_SUD_grd_rev_02 - (After Blocking) △△ Guard Reversal 2 P_KRU_BTL_SUD_sy0_grd_rev (After Blocking/During Guard SP Heavy) ⃝ Beast Bearhug P_KRU_BTL_SUD_sy1_grd_rev (After Blocking/During Guard SP Heavy) ⃝ Beast Bearhug P_KRU_BTL_SUD_sp_hvy_st - L1+△ Guard SP Heavy Start P_KRU_BTL_SUD_sp_hvy_lp - L1+△ Guard SP Heavy Loop P_KRU_BTL_SUD_sp_hvy_en - L1+△ Guard SP Heavy End P_KRU_BTL_SUD_sp_lit_1 - L1+□ Guard SP Infinite Combo 1 P_KRU_BTL_SUD_sp_lit_2 - L1+□ Guard SP Infinite Combo 2 P_KRU_BTL_SUD_sp_lit_3 - L1+□ Guard SP Infinite Combo 3 P_KRU_BTL_SUD_sp_lit_4 - L1+□ Guard SP Infinite Combo 4 P_KRU_BTL_SUD_sp_lit_5 - L1+□ Guard SP Infinite Combo 5 P_KRU_BTL_SUD_sp_lit_6 - L1+□ Guard SP Infinite Combo 6 P_KRU_BTL_SUD_sp_lit_7 - L1+□ Guard SP Infinite Combo 7 P_KRU_BTL_SUD_sp_lit_8 - L1+□ Guard SP Infinite Combo 8 P_KRU_BTL_SUD_ath_sp_cntr_st - L1+⃝ Counter Stance Start P_KRU_BTL_SUD_ath_sp_cntr_lp - L1+⃝ Counter Stance Loop P_KRU_BTL_SUD_ath_sp_cntr_en - L1+⃝ Counter Stance End P_KRU_BTL_SUD_sy0_ath_sp_rev - (When hit duting Counter Stance) Aikido Throw P_KRU_BTL_SUD_sy1_ath_sp_rev - (When hit duting Counter Stance) Aikido Throw P_KRU_BTL_SUD_wev - L1+X Bob and Weave P_KRU_BTL_SUD_wev_f - L1+X+Forward Weaving Evade (Front) P_KRU_BTL_SUD_wev_r - L1+X+Right Weaving Evade (Right) P_KRU_BTL_SUD_wev_l - L1+X+Left Weaving Evade (Left) P_KRU_BTL_SUD_wev_b - L1+X+Right Weaving Evade (Back) P_KRU_BTL_SUD_ath_wev_f - (After a weaving evade) △ Weave Attack P_KRU_BTL_SUD_ath_wev_b - (After a weaving evade) △ Weave Attack P_KRU_BTL_SUD_ath_wev_l - (After a weaving evade) △ Weave Attack P_KRU_BTL_SUD_ath_wev_r - (After a weaving evade) △ Weave Attack P_KRU_BTL_SUD_ath_dam_f - (When Hit) Damage Counter (Front) P_KRU_BTL_SUD_ath_dam_b - (When Hit) Damage Counter (Back) P_KRU_BTL_SUD_sy0_hed_f - (Near a fallen enemy's head) ⃝ Pick up (Front) P_KRU_BTL_SUD_sy1_hed_f - (Near a fallen enemy's head) ⃝ Pick up (Front) P_KRU_BTL_SUD_sy0_hed_b - (Near a fallen enemy's head) ⃝ Pick up (Back) P_KRU_BTL_SUD_sy1_hed_b - (Near a fallen enemy's head) ⃝ Pick up (Back) P_KRU_BTL_SUD_sy0_leg_nge - (Near a fallen enemy's legs) ⃝ 180° Slam P_KRU_BTL_SUD_sy1_leg_nge - (Near a fallen enemy's legs) ⃝ 180° Slam P_KRU_BTL_SUD_atm_sze_dsh_md (While Running) ⃝ Meteor Tackle Grab P_KRU_BTL_SUD_sy0_run_f_st - Meteor Tackle Start (Front) P_KRU_BTL_SUD_sy1_run_f_st - Meteor Tackle Start (Front) P_KRU_BTL_SUD_sy0_run_f_lp - Meteor Tackle Loop (Front) P_KRU_BTL_SUD_sy1_run_f_lp - Meteor Tackle Loop (Front) P_KRU_BTL_SUD_sy0_run_f_en - ⃝ Meteor Tackle Throw (Front) P_KRU_BTL_SUD_sy1_run_f_en - ⃝ Meteor Tackle Throw (Front) P_KRU_BTL_SUD_sy0_run_f_wal - Meteor Tackle Wall Crash (Doesn't Work) P_KRU_BTL_SUD_sy1_run_f_wal - Meteor Tackle Wall Crash (Doesn't Work) P_KRU_BTL_SUD_sy0_run_b_st - Meteor Tackle Start (Back) P_KRU_BTL_SUD_sy1_run_b_st - Meteor Tackle Start (Back) P_KRU_BTL_SUD_sy0_run_b_lp - Meteor Tackle Loop (Back) P_KRU_BTL_SUD_sy1_run_b_lp - Meteor Tackle Loop (Back) P_KRU_BTL_SUD_sy0_run_b_en - ⃝ Meteor Tackle Throw (Back) P_KRU_BTL_SUD_sy1_run_b_en - ⃝ Meteor Tackle Throw (Back) P_KRU_BTL_SUD_sy0_run_b_wal - Meteor Tackle Wall Crash (Doesn't Work) P_KRU_BTL_SUD_sy1_run_b_wal - Meteor Tackle Wall Crash (Doesn't Work) P_KRU_BTL_SUD_sy0_gsp_to_nge - ←⃝ Shoulder Throw P_KRU_BTL_SUD_sy1_gsp_to_nge - ←⃝ Shoulder Throw P_KRU_BTL_SUD_sy0_chk_ath_nktw - ←⃝ Back Throw P_KRU_BTL_SUD_sy1_chk_ath_nktw - ←⃝ Back Throw P_KRU_BTL_SUD_sy0_finhd_n1_f0 - No heat finish hold 1 part 1 P_KRU_BTL_SUD_sy1_finhd_n1_f0 - No heat finish hold 1 part 1 P_KRU_BTL_SUD_sy0_finhd_n1_f1 - No heat finish hold 1 part 2 P_KRU_BTL_SUD_sy1_finhd_n1_f1 - No heat finish hold 1 part 2 P_KRU_BTL_SUD_sy0_finhd_n2_f0 - No heat finish hold 2 P_KRU_BTL_SUD_sy1_finhd_n2_f0 - No heat finish hold 2 P_KRU_BTL_SUD_sy0_finhd_n3_f0 - No heat finish hold 3 P_KRU_BTL_SUD_sy1_finhd_n3_f0 - No heat finish hold 3 P_KRU_BTL_SUD_sy0_finhd_n4_f0 - No heat finish hold 4 P_KRU_BTL_SUD_sy1_finhd_n4_f0 - No heat finish hold 4 P_KRU_BTL_SUD_ath_sp_lit - Guard SP Light (Unused) P_KRU_BTL_SUD_ath_sp_hvy - Guard SP Heavy (Unused) P_KRB_BTL_SUD_ath_swy_f - Quickstep Forward * Needed to be added fro the audio to work P_KRB_BTL_SUD_ath_swy_b - Quickstep Back * Needed to be added fro the audio to work P_KRB_BTL_SUD_ath_swy_r - Quickstep Right * Needed to be added fro the audio to work P_KRB_BTL_SUD_ath_swy_l - Quickstep Left * Needed to be added fro the audio to work