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Yakuza 4 Remastered: the finale and all four Amon fights

· Yakuza 4

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Yakuza 4 Remastered: the finale and all four Amon fights Major boss spoilers below. This is the preparation and tactics post for the fights at the end, including the optional Amon challenge. Before leaving New Serena The finale combines the characters' resources, but you still need to equip each man individually. Switch through all four, buy useful abilities, give each one healing and check the actual equipped armor. Don't assume the inventory you prepared for Kiryu follows everyone into their own boss fight. Finish the trainers if possible. The Sacred Tree set is especially valuable: get all three pieces from the relevant Akiyama, Saejima and Tanimura training completion rewards, claim them at Naomi's Palace and put the complete set on Tanimura. Together they grant bullet immunity. A single Sacred Tree piece doesn't do that, and the full set doesn't stop melee attacks or every kind of explosive damage. Keep a separate save before confirming the final departure with Date. On Legend, a Game Over sends you back to a save rather than giving you the usual retry. Preparation is much less painful than replaying the sequence because the last character was under-equipped. Akiyama versus Arai Arai is quick and uses kicks, but the main problem is his ability to interrupt Akiyama's obvious pressure. Don't keep feeding long Slash Kick strings into his blocking counter. Dodge a committed attack, move around his side and use a shorter punish before resetting. When he enters Heat, be more cautious about attacking straight at him. His evasive retaliation can turn what looked like your opening into his. Use Heat Actions when you can secure them, but keep enough health that one counter doesn't end the run. Saejima versus Kido Kido combines heavy damage with more speed than his size suggests. Many attacks won't be interrupted just because Saejima started swinging. Let the string finish, move out of its line and put charging finishers into the recovery. His orange-Heat combination is dangerous but has a readable commitment. Back out instead of testing whether Saejima can absorb it. Near the end, Kido restores health. Treat that as part of the fight, not proof that your damage stopped working. Keep supplies in reserve and repeat the same controlled approach. Kiryu versus Daigo Daigo is good at the basic things: guarding, evading and punishing overcommitment. Long frontal combinations aren't a dependable answer. Wait for an attack, move behind or to the side and take the damage he gives you. Tiger Drop is useful if you've practiced the timing, especially against clearly committed strikes. If you haven't, there is no reason to turn every exchange into an all-or-nothing counter attempt. Safer dodge-and-punish play still works. Watch his recovery instead of trying to force a dramatic finish too early. Tanimura versus Munakata and the bodyguards This is the fight where the Sacred Tree set makes the biggest difference. Munakata keeps shooting while the bodyguards interrupt your approaches, so bullet immunity removes a major source of knockdowns and pressure. Keep the crowd in front of you and use wall-assisted parries. Advancing toward Munakata encourages the guards to rush, giving Tanimura attacks he can redirect. Clear ordinary guards when they're vulnerable and use combo Heat Actions or multi-target opportunities to control the stronger ones. The elites and captain take longer, so don't assume the whole group has the same durability. If you get a clear route to Munakata, damaging or removing him early can reduce the shooting problem. Don't chase him blindly through a ring of knives just because the gunman looks like the obvious target. Without the complete armor set, prioritize positioning even more. Use the outer edge, keep an eye on the gunman's line and heal before repeated knockdowns turn into a death. The fight is manageable without immunity, but you need to account for the bullets rather than treating them as background noise. Unlocking Amon Finish the other 62 substories across all four protagonists. Return to New Serena for the challenge letter. At night, go to the black car in the Underground Parking Lot, east of the taxi, and speak to the suited man. You don't need full minigame completion, every locker key or every Heat Action to unlock this. You do want all four characters well developed, preferably level 20, with their useful trainer and IF7-R upgrades. Amon isn't a good place to discover you ignored Tanimura's defensive abilities. Give everyone healing, with a particularly generous supply for Saejima. Put the complete Sacred Tree set on Tanimura. Don't plan around expensive weapons: weapons break immediately when they connect with the Amon opponents. These are four consecutive character-specific fights. Akiyama versus Kazuya Amon Kazuya is an extremely quick unarmed fighter. If you start the same obvious combination right in front of him, he'll evade and punish it. Begin a rush slightly out of range and bring the finishing kicks into him, or attack after moving around a committed strike. Walls are useful for reliable Heat opportunities. Once his health is low and his Heat phase begins, ordinary strings become much harder to land. Shift toward single heavy attacks and Counter Kick opportunities rather than insisting on the same combination through repeated dodges. The point isn't to out-mash a faster fighter. Make him commit, then take a hit or a safe Heat Action. You only need one consistent opening, not a perfect-looking combo video. Saejima versus Jiro Amon Jiro's hammer creates explosions and hits hard enough that trading is a terrible bargain. Stay outside the swing, let him finish, then use a charging-finisher sequence while he's vulnerable. Don't stand beside him charging as the hammer comes down. He can be grabbed, which gives you another way to interrupt him and create ground-attack opportunities. Use those openings rather than treating the whole fight as two large men competing to absorb damage. During orange Heat he can recover health. You need enough sustained safe damage to get beyond that phase, but rushing recklessly only burns your healing. His later red-Heat phase is faster and more dangerous, though the healing stops. One full hammer sequence can be devastating. Reset your position after a punish instead of asking for one more hit. Tanimura versus Sango Amon Sango begins with an SMG. With all three Sacred Tree pieces equipped, the bullet pressure is largely neutralized. Use the opportunity to control the fight, but don't conclude the armor makes every phase harmless. Around halfway through, he draws a second gun and adds damaging melee attacks. He also parries effectively. Redirect his attacks into a wall and take the resulting opening; don't keep driving a full combination into his counter. Watch his physical strikes even when the bullets can't hurt you. Without the set, keep moving across his firing line and approach only when you have room. The fight becomes much more demanding because you have to solve both the gunfire and the parries at once. Kiryu versus Jo Amon The opening phase mixes unarmed attacks with grenade throws. Avoid the three-grenade pattern, stay out of the blast area and punish the recovery. Don't chase directly into the grenades just because he's moving away. When his opening phase's health is exhausted but the fight doesn't advance, use a Heat Action. That's the transition trigger. A standing-target Heat Action such as Essence of Rolling is useful if you can set it up. Jo then restores his health and switches between the other Amon styles: fast unarmed attacks, the heavy hammer and gunfire. Read the weapon before deciding how to approach. Counter the committed unarmed or hammer attacks when you're confident, and move around the setup to reach his back when you aren't. Near the last health bar, watch for him reaching into his pocket. Move immediately. The laser strike that follows can take an enormous amount of health, and standing still to finish your own combination is not worth it. Keep healing before you're one hit from losing. This is the last fight of the sequence; trying to save one recovery item at the wrong moment can cost the entire attempt. Defeating the four earns the Divine Dragon Short Sword and completes the final substory requirement. The recurring lesson across these fights is simple: use the character's actual strengths, stop attacking when the boss has shown that he can punish that exact move, and prepare the whole team before committing. Four playable characters means four inventories and four movesets to take seriously.

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