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Now that's not true. It's been better since Judgment released. Yakuza 6 was extremely rough and is pretty close to being the worst combat in the series (though Ishin Kiwami definitely takes the top spot as number 1 worst).
A number of things that add up to a generally terrible combat experience. The styles do not flow well together and Wild Dancer is so much more versatile and powerful than the rest that it's almost comical. Bosses are next to impossible to knock down a lot of the time outside of a tiny handful of viable strategies and have absurd super armour. A lot of enemies and bosses turn around instantly when being hit in the back, making back hit combos almost entirely pointless. Quickstep cancels being style specific (where in the original ishin it was a universal move) is a terrible change.
In general it is just slow and clunky, with a lot of questionable changes and lacks any kind of redeeming qualities at all. Yakuza 6 is a much more enjoyable game by comparison (and I don't know why you would mention Yakuza 3 either, Yakuza 3 is light years ahead of both of these games).
They were never responsible for the combat, they were only ever producers or some script writing, and even with them barely present, we got Lost Judgment which is highhandedly the best combat system out of any RGG game, which Gaiden uses as base. You're talking hot air.
Nagoshi was an executive director and the story was based on his script, not only was Lost Judgment directed by neither Yokoyama nor Nagoshi, but RGG Studio have dedicated teams of designers and programmers for every part of their games, including gameplay/combat, and Jun Orihara is the one listed as Battle Design Lead for many Yakuza games, including LJ.
If you think that scriptwriters and producers are responsible for combat design, then I suggest you educate yourself
Uh, what? This isn't true at all. How did you play Swordsman and Gunman? Wild Dancer is the most versatile obviously as that's what the style is designed as, but it absolutely does not eclipse Swordsman as a powerhouse style to the point of comicality. Swordsman is on the precipice of being broken when played optimally. Gunman style remains incredibly powerful and easy to cheese in this game despite the nerf to Double Shot and addition of super armor. The only truly awful style is Brawler, but even then, that is only due to its pitiful damage rather than problems with the actual style.
Fair, but multiple Yakuza games suffer different but similar issues in regards to cheesy AI design; enemy design flaws of this nature aren't exclusive to just the Ishin remake. Yakuza 6, being the first Dragon Engine game, introduced the bounce on block mechanic, which was awful and killed the momentum of combos. People just don't think about it too much given how easy Yakuza 6 is, but it would have been a much more prominent issue if Yakuza 6 was actually challenging. Even in Gaiden, enemies are prone to input-read dodges and random hyper armor startups.
Yakuza 3 combat is awful, especially in the remaster where features are straight up broken.
The remaster makes things worse but Yakuza 3 combat is far from awful. It's just a straight up better version of Yakuza 2's combat.