4. Jinfeng CEO
“I accept your sentence.”
Jingfeng is the fourth in
Sevo List revenge and resides in the tower. The site is represented by the Confucian value of Yi: Justice, and the element Wuxing Jin: Metal. The tower is the headquarters of the organization and is a state-of-the-art structure of steel covers and underground grids with a golden court underneath. The whole place is staffed with well trained staff to be simple office workers.
Jingfeng was one of the Five Talisman Guards and the traitor among them. As a philanthropist at heart, she sided with Yang believing that they should not hoard spells when they could help the world. She built an empire, amassed a fortune from the caves below, funded the museum and sanctuary, and ran a charitable foundation.
Jing Feng is armed with rope arrows and a meteor hammer, reminiscent of wushu style, which she uses with masterful precision despite losing her right arm. Its energy is that of metal and is distinguished by its strength and inexhaustible design. Her fighting power expresses accuracy, focus and speed. What separates her from her other boss?
Sevo is its range, which makes the challenge revolve around closing the strike distance. Jingfeng experiences all that Fajar, Sean, and Kuroki have learned, requiring a combination of dribbling and steps as they maneuver through her graceful dance of swings, lunges, and thrusts that chop like an axe.
Its second form is a scene where the room falls like an elevator in free fall, creating a sense of urgency that threatens to distract as the distance closes once more. Like Shaun, her second stage doesn’t change the game, but instead increases the intensity by changing the rope dart into a meteor hammer that hits harder. Grabbing both ends of the rope in the choke is the best final blow a player can take
Sevo boss fights.
Photo: Sloclap 3. Dawn of the plant world
Vagar is the number one killer on the kill list and resides in The Squats, an area represented by the Confucian value of Ren: Humaneness and the Wuxing element Mu: Wood. The Squats is a rundown industrial area where a drug smuggling gang set up shop. The urban jungle is slowly turning to plant life, hiding greenhouses that produce a purple flower and with it Purple Mist.
Fajar is dumb and suffers from an unknown disease from which he is treated in The Sanctuary. Yang has been monitoring his mental and physical health for years. It is known that it is a kind of hermit, rarely leaving the warehouse where its plants grow. It is possible that he has dealt with feelings of guilt for being the one who butchered the protagonist as a child.
The combat power of wood is characterized by strength and flexibility. It expresses itself in rooting, torque, rebounding, throwing, and hitting. Fajr’s fighting style is unusual although his use of kicks and kicks is not usually seen in Chinese martial arts. While Tiger’s style focuses on aggressive speed and agility, his style leans toward something closer to the Southeast Asian system like Silat. Fajr is an Arabic name, and Indonesia has a large Muslim population. The forest in which its second stage takes place reminds us of an Indonesian jungle. Maybe it’s time to step back and relax like you’re at home.
Boss Fighting Evil starts with a knife throw before he steps forward and leaps off a plant shelf with a jumping kick. His kicks, high and low, are incredibly fast and seek to beat them. Blocking quickly erodes an individual’s chassis, making dawn the first real test in avoidance and cornering. He jumps over random scattered gardens, using them to his advantage while remaining an obstacle in front of you. This is his forest and you are a stranger.
The second stage is the second most memorable in the game. Armed with a machete, Dawn retreats into a lush forest and alters the very landscape of combat. A faint rustle in the foliage indicates a jumping blow, hence his kicks mixed with the swipes of his blade. Rough bamboo fences must be quickly stamped and broken to secure a piece to deflect his blade and block. Without them, the deflectors must be perfect on the playing field to avoid slicing and relying on avoidance will keep its shape in good shape. Like Jinfeng, the key to facing wood is striking like a chopping axe.
Dawn battle looks almost primitive, this focus on the roots of martial arts
Sevo The first boss fighting such a suspense. It’s proof that you don’t have to open it softly.
Photo: Sloclap 2. Leader Yang
“Do you want revenge, little sister? Show me.”
Yang is the last on the hero hit list and the final players are challenged to the boss fight
Sevo. He resides in The Sanctuary, an area represented by the Confucian value of Xin: Integrity and the element of Wuxing Tu: Earth. A sanctuary is a shelter and sanctuary for the sick of body and mind, a place of healing. It is a quiet and simple building built on a sacred mountain.
Yang was raised and trained by the protagonist’s father. One day his wife and child died and he asked for the help of the spell. He denied his wish, disappeared and came back one day with Dawn, Shun, Kuroki, and Jinfeng to kill the guards including Sifu and Father figure to take spells. However, it was too late for Yang because the spell could not bring his family back. Yang The Sanctuary began in the mountains as a haven for the terminally ill, offering a range of traditional healing methods but also some “miracles”.
Yang is a mirror image of the hero in
Sevo Thus he is trained in Pak-Mei. Yang uses every technique you have against you but is faster and stronger, making this battle the ultimate test of all your abilities, focus and awareness. He may feel invincible, but the key to victory lies in knowing yourself and your enemy. Think of all the battles that led to this and everything that breached your defenses. If Yang is the mirror of all your strengths, he possesses all of your weaknesses as well. With every move he uses, the player knows the best way to defend and block against it. In martial arts, we often think that we are fighting each other when we are really fighting ourselves. In Sifu, all of this became even more important while fighting Chief Yang as focus attacks couldn’t be used on him. It’s an even battle that requires mastery.
It’s an amazing scenario that makes for one of the greatest final battles ever.
Photo: Sloclap 1. Kuroki the artist
“I don’t want to fight you. This feeling of revenge… won’t stop here. I’m speaking from experience.”
Kuroki is third on the list of findings and resides in the museum, an area represented by the Confucian value of Zhi: Wisdom and the Wuxing Shui: Water element. The museum features an exhibit on Koroki, divided into three exhibits of Identity, Cycle, and Twins. Kuroki’s thoughts line the walls and give an insight into the tragic essence they cover. It is a self-reflection on her life and the death of her sister at her hand. Kuroki is the only member of the five who has given up on her past of violence. Even her guards are pleading with you to stay away.
Japanese Kuroki, exiled to China. Her fighting style reflects this in her use of a team of three and the effects of ninjutsu in her second phase, but some similarities can be drawn from Crane’s water-related style. Water energy is liquid and manifests itself in throws and counterattacks. To stand against Kuroki, one must prove oneself to the ground.
Kuroki sits at the top of the museum in a gentle icy glass in the moonlight, like Lady Snowblood herself. She’s halfway on this journey of revenge, and her two-stage battle is a test for everyone before her. Moving forward, she swings her splintered team around, high and low, in both offensive and defensive form. Hitting her means entering the battle. There is no way around it. Like a deadly game of jumping rope. The eyes must remain in the center of the block, watching it intently, and react quickly to a series of low and high responses before responding. Deadly and graceful, Kuroki, cold and resolute in her determination as snow under her feet.
The second stage of Kuroki is the most special in the story
Sevo. conveys the memory and trauma of her deceased twin; Her other half that she dedicated to suppressing him. Her calm grace turns into a fierce rage. The snowy surface turns into the plaza amid a furious ocean, the waves swell and crash, threatening to overrun and drown.
Kuroki rushes forward, her past only reflected in the wobbling reflection in the water at her feet. Armed with Kunai now, she mixes flashes from close range with long-range attacks. Quick avoidance and deflection are needed before you can back off. It throws waves of konai from afar that can either be dodged or caught to throw it back and interrupt its charge. Its charge requires a quick dodge in order to take advantage of its moment of recovery. Her cruelty must be confronted and taken advantage of, not only punishing those who recover but the charges against her. In the end, the hero takes her own weapon against her – her rage against her – however, in a bosom. kindness.
Kuroki’s brilliance is seeing the rage in her fight that she’s trying so hard to bury. This duality of character, fighting style, and location makes the fight feel like a fight of two as one. Heart twin. Kuroki stands alone in her grandeur as the highlight of the story and the best Sifu boss fight.