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YAKUZA 5 REMASTERED: THE FOUR AMON FIGHTS, STEP BY STEP

· Yakuza 5

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YAKUZA 5 REMASTERED: THE FOUR AMON FIGHTS, STEP BY STEP This is the final listed substory. It opens after all 77 other listed substories across Kiryu, Saejima, Haruka, Akiyama, and Shinada. Haruka's hidden Noa Amon challenge is separate and is not a prerequisite. Find the messenger outside New Serena and speak to him as Kiryu. Prepare before talking to him inside and accepting the trip. You fight four matches in succession, with a different protagonist in each, so Kiryu's medicine does not cover an empty Shinada inventory. PREPARATION THAT ACTUALLY HELPS Make a separate save. Complete useful trainer moves and breakthroughs, equip every man, and fill each personal inventory with recovery items. Restaurant health overcharge and its buffs work here, unlike the Coliseum. Do not plan around ordinary weapon durability lasting the entire encounter. These opponents can wear weapons down quickly. Shinada benefits particularly from the unbreakable Sturdy Pole and Sturdy Knife. Keep their crafting unlocks in mind before using them as investment items elsewhere. If you use a healing item, take the moment to reset your position too. Healing while remaining inside the same attack string can simply turn another item into the same lost health. 1. AKIYAMA VS. KAZUYA Kazuya begins unarmed and has six health bars. Use Akiyama's fast kicks to maintain pressure, but stop extending a combination when it is being blocked or countered. Essence of Comebacks is useful when Kazuya breaks Akiyama's guard. Keep that response in mind instead of treating every guard break as a command to keep pressing the normal combo. Attack his recovery windows, then move before he turns another long exchange against you. This first match is comparatively direct, but that is not a reason to spend all Akiyama's medicine on avoidable damage. Practice getting through the opening phase cleanly before forcing repeated full four-fight attempts. 2. SAEJIMA VS. JIRO Jiro initially fights like a powerful bruiser. Saejima's charged finishers can answer that, and maintaining Heat helps him resist interruption. It still does not remove incoming damage. When the shadow copies appear, remove them promptly. They have little health, but striking them can knock Saejima back, so don't let one push him into the rest of the group. Use his wide attacks to clear space rather than tunneling on the real Jiro while copies surround him. Tiger Roar provides a defensive answer while guarding. You can also force a grab with repeated input, throw Jiro, and set up Essence of Clotheslining. Ordinary Heat Action opportunities are less dependable than against street enemies, so use the tools the fight actually permits rather than repeatedly chasing a prompt that isn't appearing. 3. SHINADA VS. SANGO This has three distinct parts, and your approach should change with them. Spear phase: Sango starts with the Penguin Spear, giving him reach and quick movement. Don't stand just outside Shinada's punching range while still inside the spear's reach. Use a reliable weapon or short punish after a missed attack. Parasol phase: when he switches to the Colorful Parasol, the Sturdy Pole is useful. Its wider swing can catch him when he slips around Shinada, and its reach reduces how often you must stand directly beside him. A close-range parasol sequence can overwhelm your guard, so blocking in place is not a complete defense. Floating phase: Sango fights more like Tendo, with hovering movement and fire attacks. His mass-parasol projectile move includes invulnerability. Stop trying to damage him through that animation, create distance, and move sideways to avoid the stream. You cannot use the normal tackle or Heat Actions on him while he is floating. The Sturdy Knife's quick attacks are useful between his moves. Without it, take one or two punches at a time; a full combo is unlikely to remain a safe opening. 4. KIRYU VS. JO Jo has ten health bars and increasingly borrows Kiryu's own strongest tools. The opening is the safest phase for ordinary pressure. After roughly the first two bars, his Heat state adds dangerous counters and Heat techniques. Around the halfway point he begins using Dragon Spirit. Its attacks cannot be handled by simply holding guard. Later versions add flame trails, and getting caught can lead into a launching combination. Near the end, expect the multi-parasol attack as well. One practical control sequence is: 1. Grab and throw him. 2. Pick him up from the head side while he is down. 3. Use four light attacks. 4. Add one heavy attack. 5. Use Grab for Bounding Throw. 6. If he lands on his back in a usable position, repeat from the head-side pickup. It is not a promise that every attempt will loop forever. If spacing or timing breaks, disengage and rebuild the opening instead of trying to force the next grab while Jo is already retaliating. Another option is answering his Dragon Spirit with Kiryu's own. Use it when he is committing to offense. Spending the mode while Jo is merely guarding in his earlier blue-Heat state can waste your opportunity against his defense. Heal before the next long combo would kill you. Jo's last bars are not a sensible place to save medicine for a hypothetical later boss. AFTER WINNING The direct reward is Amon's Sunglasses. Completing the full substory list also unlocks the Golden Pistol through the completion-reward system; collect it from the reward counter rather than expecting it to arrive as the same item. For a Legend run, remember the save distinction. Preserve ordinary equipment and character development in your story-clear data. Shared completion-reward unlocks do not let Premium Adventure generate a new clear save.

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