Yakuza How to Fight Amon Again
Notwithstanding, there is one thing our association considers a worse evil than decease... and that's for the defeated to live on on his weakness. Or her. His or her weakness. "Their" works, too. Kazuma Kiryu, you defeated me, nonetheless yous left me clinging to a miserable existence. Your act of allowing me to live is folly and a mortal sin in the eyes of my association. In my eyes, you—Kazuma Kiryu—are the strongest life course. As long equally you alive, I cannot truly be complete.
— Jo to Kazuma Kiryu, Yakuza 3 Remastered
Jo Amon (亜門 丈, Amon Jō) is a recurring minor antagonist in the Yakuza serial first introduced in the original Yakuza. He is the second leader of the Amon Association, subsequently his father So Amon, and the most recurring member featured in Kazuma Kiryu'southward saga.
Contents
- 1 Profile
- i.ane Advent
- one.i.1 Attire
- ane.two Personality
- i.ane Advent
- 2 Interest
- ii.1 Yakuza 0: 1988
- 2.2 Yakuza/Yakuza Kiwami: 2005
- 2.three Yakuza 2/Yakuza Kiwami 2: 2006
- ii.4 Yakuza 3: 2009
- 2.5 Yakuza 4: 2010
- ii.6 Yakuza 5: 2012
- ii.7 Yakuza 6: 2016
- three Fighting Style
- iii.1 Yakuza
- three.ii Yakuza 2
- three.iii Yakuza iii
- 3.4 Yakuza 4
- 3.5 Yakuza v
- 3.six Yakuza 0 / Yakuza Kiwami
- three.7 Yakuza six
- 3.8 Yakuza Kiwami 2
- four Trivia
- 5 References
- six Gallery
Profile [ ]
Appearance [ ]
Jo matches Kiryu in build as a result of his rigorous training. He wears his very short black hair slicked back and has prominent sideburns. He bears a strong resemblance to the other men of his association. Although non seen in-game, it is stated that he has numerous scars all over his trunk.[1]
Attire [ ]
Jo'due south signature all-black attire consists of a car coat worn over a dress shirt, pants, and dress shoes. He is is always seen with his trademark aviator sunglasses. In Yakuza 0, he likewise wears a dark gray fedora similar to Sango Amon's.
Personality [ ]
Jo is a ruthless and cold-blooded private likely as a result of his profession which he executes with deadly accuracy. Like the rest of his clan he is prideful to no known boundaries and seeks to show that the Amon Clan are the strongest fighters in the world. He is very confident (and rightfully and so) in his abilities and always believes he will win due to his successful streak.
The sole exception however is Kazuma Kiryu equally he has been able to defeat Jo in all their encounters, severely hurting his pride and leaving him with years worth of obsession to defeat Kiryu, training himself nigh to death and in the most farthermost areas possible (going as far as swimming in Iceland'southward frozen cliffs despite the excessive cold) in order to become strong enough to defeat Kiryu.
His obsession is then strong that he will do everything that is needed in order to defeat him, going as far as assaulting Sotaro Komaki to steal his ringlet of secrets in guild to larn more powerful techniques, coerce Minamida, and fifty-fifty went equally far equally threatening Kiryu over the telephone that if he didn't face him, he would kill somebody dear to him every month and if there was no one left, he would kill everyone that ever knew Kiryu with malicious glee.
His pride goes to the point that he demanded Kiryu to kill him after his third defeat or else he will kill somebody dearest (seemingly in an endeavour to make him "lose" by turning him into a murderer and thus reject his principles).
As of tardily games this psychotic behavior is less visible although he remains just as malevolent equally the cumulative insults earned through his defeat have made him declare that defeating Kiryu alone won't satisfy him but that he will injure him to the indicate that he can't fight whatsoever longer.
In the end while his pride and desire for revenge are the fuel for his continuous growth in strength it is also his greatest downfall as his cumulative negative motivations impede him from acquiring true strength, which is why Kiryu manages to ever shell him.
Involvement [ ]
Yakuza 0: 1988 [ ]
- Main article: Sotenbori in Peril
In Yakuza 0 he appears and faces Goro Majima by orders of his begetter And so, to defeat Majima and prove the force of the clan as part of his kickoff mission. He introduces himself trying to utter cool and intimidating phrases only doesn't feel satisfied with the content, so he drops the act and faces Majima.
He proves a tough fight just is ultimately defeated past the Mad Dog of Shimano. Knowing that the shame of declining his first mission is too much he demands Majima to kill him. Majima doesn't concede since he doesn't run across any point as the battle is already over.
Jo takes it as a sign of the heavens and strangely plenty hints that fifty-fifty if it takes 17 years of grooming he will render with his clan stronger than earlier, and that letting him leave was a fault that likely a man "stronger than him (Majima)" would regret. He departs after leaving his message.
Yakuza/Yakuza Kiwami: 2005 [ ]
- Master article: The Last Assassin
In his starting time appearance, Jo is a hidden dominate, merely encountered afterwards completing every substory successfully. As he believes himself to be the sole master of this world, he challenges Kazuma Kiryu to a duel, only loses, which then sparks a rivalry between the ii.
Yakuza 2/Yakuza Kiwami 2: 2006 [ ]
In Yakuza 2, Jo employs the services of his iii apprentices Kazuya, Jiro, and Sango in society to attack and defeat Kazuma Kiryu. All the same (and arguably expectant that they'd lose) he assaults Sotaro Komaki and steals his scroll of hugger-mugger arts waiting for Kiryu at the pier having plainly mastered the arts of the curl. When Kiryu appears before him he reveals that he trained in United mexican states, the Himalayas and swam x laps on Iceland's frozen cliffs.
Eventually and despite his arsenal of attacks he is unable to fully master the Komaki style's ultimate techniques and is defeated. He then returns the ringlet to Kiryu.
In Yakuza Kiwami two, the story is the same, simply Jo is found in the entrance hall of the Millennium Tower instead of the pier. He now changes his mode of attacking to iv dissimilar katana (Sakura Fubuki/Lightsaber/Red Lightsaber/Two Lightsaber way), and he can too throw grenades to stop a philharmonic. Additionally, after beating him, he can be found on the roof of Serena to be recruited into Majima Construction, and can be refought in the Coliseum.
Yakuza three: 2009 [ ]
His obsession with Kiryu reaches its peak and he contracts the services of Dr. Minamida in lodge to develop his game machine, giving him the blueprints needed. Minamida then creates his virtual device which Jo wanted in social club to play the game itself and adapt the techniques of Kiryu and of several of Jo's already faced enemies, showing monstrous levels of proficiency that scared Minamida, with the motorcar being made with the sole purpose of helping him defeat Kiryu.
Afterward Minamida witnesses Jo killing a man he had hired Minamida knew he'd exist killed next and thus escaped into Kamurocho knowing Jo wouldn't follow since Kiryu would exist there. Upon meeting the existent Kiryu he was joyed that he could find conservancy and had Kiryu play his game.
Eventually Minamida tells the truth to Kiryu but the ii are interrupted past Jo who calls both of them by cell phone. He reveals that he had taken the information from Minamida and as well manufactured his ain machine since the blueprint was originally his and but gave Minamida the blueprints in order to test whether the machine could be used on regular people.
His psychotic personality comes to face up when he demands Kiryu to face him now or he will kill somebody close to him every month (having apparently doing a full background cheque on Sunshine Orphanage) and if he fifty-fifty refuses to comply, he will murder everyone that has ever known Kiryu 1 person per month and so equally to torment him with the guilt.
Kiryu faces Jo and defeats him, with the latter enervating Kiryu to impale him or he will accept his loved ones killed. Kiryu refuses and claims he will not intermission his code to not impale and volition non play by Jo's rules and that if he so desires he will face him as many times as needed and non to go everyone else involved, leaving Jo alone.
Apparently accepting he couldn't defeat Kiryu neither in combat or in ideology he simply vanishes past the time being.
Yakuza 4: 2010 [ ]
Jo sends a letter to Kiryu challenging him to fight him and his apprentices. Kiryu in response brings his own friends to match the Amon Clan in number. He watches as all his comrades are defeated and declares that all of them were only the warmup and that the real show would begun. Kiryu defeats Jo once over again, leaving the group to vow to return stronger.
Yakuza 5: 2012 [ ]
Jo brings members of the Amon clan to assist in fighting Kiryu, whom invites his three friends to even the match. Jo grows impatient with each subsequent defeat of his colleagues. Feeling insulted by all the numerous defeats handed down by Kiryu, he vows to defeat him and exit him to the signal he cannot fight anymore. Despite this, Kiryu defeats him once again and tells him that, and so long as he sticks to pride and revenge, he volition never acquire truthful forcefulness and defeat the likes of those that hold to their dreams. Jo vows to render stronger and face Kiryu in one case more.
Yakuza 6: 2016 [ ]
Jo will contact Kiryu via electronic mail to fight him later on completing two certain substories. His initial phase is somewhat similar to his previous encounters, however things will change when his health is at a lower level where his defense increases and he starts to summon drones and land mines that may interrupt Kiryu's attacks. Once defeated, Kiryu offers him a chance to join his family, which he agrees. This enables him to be recruited as a member on the Clan Creator mode.
Fighting Style [ ]
Jo is easily the well-nigh powerful enemy in the Yakuza series and the strongest foe that Kiryu has faced. Jo is a master assassin, martial artist and copycat, being able to use several weapons with mortiferous proficiency, utilize several manus-to-hand gainsay techniques and is also able to adapt and fully utilize the styles of several different characters and mimic them perfectly. He can also (allegedly due to gameplay purposes just) use mystical powers.
Yakuza [ ]
He utilizes both paw-to-hand combat and usage of firearms, as he dual-wields handguns and throws grenades. For his hand-to-hand combat, he uses Kiryu's moveset.
Yakuza 2 [ ]
He fights on four phases, one for each bar of health he has. His first stage consists on basic punches, kicks, and can sometimes spring to pummel Kiryu with both hands and throw grenades, sometimes i, sometimes several at once.
On the second phase he switches to a pair of pistols using melee attacks and gunning Kiryu. His shots can be powerful as they tin inflict great impairment and burn Kiryu leaving him stunned in the ground.
On the third phase he switches to hi-tech pistols, this time attempt to barrage Kiryu with more than bullets and also gains an attack where he spins his weapons fast making information technology incommunicable to approach. His long-range and melee attacks also increase on frequency.
For the terminal phase he switches to electric blades. His attacks are fundamentally melee in nature just they are fast and a single strike tin can stun Kiryu leaving him vulnerable to other attacks.
Yakuza 3 [ ]
He fights on mostly ii phases and is basically a reverse of the last game. He volition first fight using his lightning blades, using them very much like the by game.
On the second stage he utilizes his guns. Then he utilizes guns with melee moves if Kiryu gets inside melee range. In both phases, he can ignite several spheres that are laid on the ground causing them to explode and cover a keen area behaving very much like his grenade set on, except deadlier.
Yakuza 4 [ ]
He fights in ii stages. In his first stage he uses Mine's moveset, and has peachy catch power and also throws grenades from time to time (similarly to his get-go phase on Yakuza ii). During the 2d one he adapts the styles of all the iii Amon brothers and can switch between them freely. His attacks become more than frequent and ambitious the more than he loses health. He also utilizes his jail cell phone to summon an arrow of black lightning on a straight line.
Yakuza five [ ]
He adapts the Komaki style for the entire fight and none of his attacks can be blocked. He fights on several phases.
During the first phase his attacks very much mirror Kiryu and has nothing special.
On his second phase he enters Heat Mode and remains in this state for the residuum of the fight. His attacks are more vicious, his catch power is increased and he can utilise some of Kiryu's Oestrus Moves if the latter is downed.
On his 3rd stage he will imitate Sosuke Komaki and enter in Dragon Spirit manner from cursory periods of fourth dimension merely will continue to transition between his Heat Manner and Dragon Spirit mode for the remainder of the battle. During Dragon Spirit he is immune to damage unless Kiryu uses his own Dragon Spirit.
On his fourth phase when he enters Dragon Spirit mode he can dash and create fire that volition knock Kiryu downward although he will only practise this if he is far from Kiryu, otherwise he will endeavor to strike or grab him. His Dragon Spirit time is extended and his combos are more than deadly.
On his final stage whenever he enters Dragon Spirit manner he volition summon several parasols very much like Sango Amon did, making it far easier to him to knock Kiryu down and eventually unleash a full philharmonic that can imitate Akiyama'due south technique and accept him kicking Kiryu on air repeatedly (Kiryu can dodge even if launched in mid-air).
Yakuza 0 / Yakuza Kiwami [ ]
He retains Kiryu's Komaki style equally his first way. In his Komaki manner, he has a grab which cannot be escaped in time, he is also able to sidestep cancel his attack to fool or to escape the player. He also does a considerably large amount of impairment if he does his tiger drop. He can sometimes throw blades at the role player which is his own knockback motility for when he'south being pressured.
On his second phase, He volition now obtain the Mad Dog of Shimano fashion. He does a lot of impairment with his knife attacks in this mode as well every bit being fast. He tin sometimes get for dash attacks that can plummet the player and exercise an incredible amount of damage. Jo's knifes are space which you can utilize Majima'south Heat action to steal it, however the durability can but last once per pocketknife.
In both styles, Jo starts at normal or slightly higher up boilerplate speed, only as his HP decreases he becomes more relentless in both styles and is able to assault the thespian several times in quick succession, regularly making it difficult to discover room to assail or make some infinite.
He has a staggering 14 health bars, and when paired with his high impairment output, health items are incredibly useful for this fight. However, Jo can identify his own personal brand of tissues likewise equally Staminan Spark lookalikes called Staminan Spork in Majima's empty inventory slots. While incredibly like to the normal analogue (which even includes the aforementioned description), Staminan Sporks deal massive damage to Majima when consumed, and lowers his heat bar significantly.
In Yakuza Kiwami, he throws grenades instead of blades, and he starts with just 8 health bars initially, though he revives in one case with total HP and switches to Mad Dog of Shimano. He becomes even faster every bit his HP decreases, and his version of Mad Dog Trick: Frenzy tin can instantly kill Kiryu.
Yakuza vi [ ]
His fighting style in the game drastically differs from those of the previous installments. In this opportunity Jo only has 1 bar of HP and starts the fight with moves from Iwami and Akiyama'southward movesets which are hands manageable, though on extremely rare occasions he can block a Tiger Drib from Kiryu.
The true challenge comes as he nears 20% of his health bar, every bit at that point his defense volition skyrocket and volition take minimal damage from all attacks, his damage output will also increase much more than before and will flood the stage with flying drones.
The drones do minimal damage but there are many of them and they tin interrupt Kiryu's combos, and they swarm in bigger numbers the more Jo's HP driblet. As his HP decreases Jo reveals an boosted trick up his sleeve, landmines start appearing across the battleground and they can pursuit Kiryu. The mines move slowly only are spread beyond the area and tin can heavily impairment Kiryu.
All the same, with the Drones, the budgeted Jo and the mines pursuing the player, being surrounded by mines is not unheard of. The mines will explode later a sure flow of fourth dimension or when sufficiently shut to Kiryu, in either case they will start beeping more than aggressively when they are virtually to detonate. Also mines preparing to explode can be nerveless by Kiryu and used as a weapon to bash Jo simply they won't inflict nowhere as much damage or tin can be thrown at Jo to destroy his forcefield enabling Kiryu to inflict more impairment.
Yakuza Kiwami 2 [ ]
Just similar the original, Jo fights with 4 phases as his health gets lower. The first stage consists of him utilizing a Sakura Storm Katana, which has stun backdrop, attacking with wild swings. As expected he too has a fairly high quickstep or block gamble. He may also randomly counterattack by throwing diverse grenades- normal, stun, or incendiary.
The second phase consists of him switching to a Photon Blade RG which deals more damage and has the possibility to shock Kiryu.
For his 3rd phase, Jo will gain ruddy heat and switch to a Magic Katana (fire sword) which tin set Kiryu aflame. His set on speed volition choice up tremendously along with his damage increasing massively, equally footling as one swing may result in a one-hit KO depending on the difficulty and how much defense the player has. He will speedily swing the bract up close or apply it to stab from a distance.
As with the other Amon brothers, Jo will gain a oestrus shield during his last phase making his defense increase significantly. He volition switch to dual Photon Blades which tin can either shock or prepare Kiryu aflame. His impairment will slightly lower, but combined with his rapid attacks they show to be fatal. Sometimes he performs a spinning attack that stuns. Again as with the other Amon brothers, repeated estrus actions will gradually deal less damage before somewhen doing none at all, extreme estrus attacks are no exception to this equally well. Jo's heat shield is permanent but tin be broken by performing an extreme heat rush combo.
Trivia [ ]
- One of the rewards for defeating Jo in the first Yakuza game is 893 feel points. This is because 8-ix-3, read as "ya-ku-sa" through Goroawase, is the etymological origin of the give-and-take "Yakuza."
- Jo is i of just three characters to have appeared in every Kiryu saga game, the other two beingness Kiryu himself and Majima. Out of the iii, he is the only one to have never been playable.
- Jo makes an advent in Fist of the N Star: Lost Paradise, equally a bonus dominate after completing every other substory as is the Yakuza norm.
- Although but identified as "Amon" in game, his design is an exact match for Jo.
- He too has the ability to grow to a huge height and possesses a buggy of his own which he uses to claiming Kenshiro to a mid-fight race.
- In the 3rd stage of their battle, Amon volition also use various Nanto Seiken techniques.
- Due to the nature of the Fist of the Northward Star universe, this is the only Yakuza style game in which Jo dies after existence defeated, falling victim to Hokuto Shinken's pressure point killing techniques.
- His death cry, every bit shown in the text box, is "Nagoshi!" in reference to Toshihiro Nagoshi, creator of the Yakuza series.
- Jo'south appearance in Yakuza Kiwami marks the nearly health bars for a boss in the series, with xvi health confined full with both phases of his fight.
References [ ]
- ↑ Yakuza 3 Remastered (Ryu ga Gotoku Studio, PS4, August xx, 2019) - Amon - Minamida: "I'm not one for mysticism, but Amon had what can only exist described as a foreboding aura about him. The scars all over his torso didn't help, either."
Gallery [ ]
Source: https://yakuza.fandom.com/wiki/Jo_Amon
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