Boss Guide#

Sifu has five bosses, in level order: Fajar, Sean, Kuroki, Jinfeng, and Yang. Each boss corresponds to a stronghold and one of the five-element talismans. This page collects each boss’s identity and a fight framework; specific phase-by-phase move names were not captured in this verification — defer to the in-game presentation.

These five are exactly the raiders who attacked the kung fu school eight years ago: their leader Yang was once the master’s own student — he killed his teacher, stole a talisman, and ordered Fajar to kill the master’s only son. The protagonist was murdered that night and survived only through the talisman; eight years later, the reckoning begins, one by one. The full timeline is in the site’s Story page.

The Five Bosses at a Glance#

Order Boss Title Talisman Stronghold
Level 1 Fajar The Botanist Wood The Squats
Level 2 Sean The Fighter Fire The Club
Level 3 Kuroki The Artist Water The Museum
Level 4 Jinfeng The CEO Metal The Tower
Level 5 Yang The Leader Earth The Sanctuary

All five belong to the “Dawn Group,” each holding a talisman seized from the five-element guardians. The defeat order is the level order — no skipping ahead.

The five-stage revenge is also five choices: the spare-or-execute fork appears from level 1, and how you treat each boss ripples all the way into the final ending — decide which route you’re walking before the first punch is thrown.

Level 1: Fajar (The Squats)#

Fajar is the Dawn Group’s botanist, titled The Botanist, fights with a blade, and is mute. He is your first boss and the best object lesson in the “break structure — execute” loop.

Fight notes:

  • Fajar’s offense is mostly blade swings; keep distance, read his wind-ups, then choose block or dodge.
  • Phase one is standard pressure; break his structure and execute to reach phase two.
  • The second structure break of phase two is the spare fork: for the Wude route, follow the prompt to spare; for a direct clear, execute.
  • He is mute — no dialogue to distract you; just watch his movement.

Defeating Fajar records his execution achievement normally; the non-lethal route is covered on the site’s Achievements page.

This fight also carries extra story weight: the protagonist originally died at Fajar’s hands, on Yang’s orders. The first boss fight is both a systems tutorial and the formal start of an eight-year revenge.

The Squats also hides a choice beyond combat: a shortcut that only opens after beating an elite miniboss for a key-type item, ending at this level’s exclusive 4th shrine — other levels usually have only about 3. Whether to take the detour is worth deciding before entering the boss room; details on the site’s Shortcuts page and Shrine Rewards page.

Level 2: Sean (The Club)#

Sean is titled The Fighter, holds the Club, and fights with a long staff — his execution achievement, The Hateful Pole Fighter, derives directly from it. A staff outreaches fists and feet, so positioning timing matters more than against the previous boss.

Fight notes:

  • Against polearms, mind reach — fighting too close or too far both cost you.
  • Use phase one to absorb his attack rhythm; stay calm through phase two.
  • On the Wude route, spare after the second structure break of phase two.

A fuller breakdown of blocking, dodging, and push-back timing against polearms lives on the site’s Combat page; the Club fight is the game’s textbook polearm duel — worth reviewing the basics before you start.

Level 3: Kuroki (The Museum)#

Kuroki is titled The Artist, holds the Museum and the water talisman. She is one of the best tests of your defensive fundamentals, with a rhythm clearly different from the first two.

Fight notes:

  • Use phase one to count her combo lengths before choosing counter windows.
  • Structure bar play is the core of this fight: only a broken structure lets you execute or spare.
  • The death cost rises noticeably from here; if your age climbs too fast, replay earlier levels to lower your starting age (see the site’s Age page).

Level 4: Jinfeng (The Tower)#

Jinfeng is titled The CEO, holds the downtown Tower and the metal talisman. Her style befits a corporate chief — the hardest fight before the finale.

Fight notes:

  • The Tower’s shortcut tradeoff affects shrine count (the shortcut leaves only 2), so decide whether to detour and power up before the showdown.
  • Jinfeng follows the same “break structure — execute/spare” frame; the second structure break of phase two is the spare window.
  • Age lost here feeds directly into your final-boss starting age; see the site’s Age page for reduction tools.

The Tower is also where shortcut and shrine power-ups collide head-on: the shortcut saves time but cuts shrines from about 3 to 2, shrinking your reinforcement opportunities. If earlier death counters are already high, do that math before committing.

Level 5: Yang (The Sanctuary)#

Yang is titled The Leader, holds the Sanctuary and the earth talisman. He is the Dawn Group’s leader and the man who struck the killing blow against the master — the final boss.

Fight notes:

  • Yang’s spare option has a prerequisite: you must have spared all four previous bosses before his spare prompt appears.
  • If any earlier boss was executed, the final fight has only the execution path — the revenge ending.
  • Sparing Yang triggers a hidden third phase in which the protagonist cannot die, ending with one final execution.
  • The full divergence of the two endings is on the site’s Endings page.

His motive surfaces late in the story: Yang wanted to use the earth talisman to save his dying wife and daughter, was barred by the master for breaking his oath and cast out, and with nowhere left to turn killed his teacher and founded the Dawn Group. The final fight is thus not just a villain’s comeuppance but a head-on collision of two generations’ obsessions — the full story on the site’s Story page.

The Universal Fight Framework#

All five boss fights share one underlying rule set — learn the frame first, then adapt to each rhythm:

  1. Observe before attacking: every boss’s moves must be experienced to be remembered; phase one is for defense and study.
  2. Structure is the real target: not HP — breaking structure is how fights end; both executions and spares require it.
  3. Alternate block and dodge: blocking, dodging, push-backs, knockdowns, and stuns are all tools; choose per the enemy’s attack pattern.
  4. Phase transitions are forks: the first structure break of phase two executes into the next phase; the second is the spare window.
  5. Death ages you: dying in a boss fight adds age per the death counter, escalating with consecutive deaths — when stuck, reinforce skills before brute-forcing.
  6. The death counter can be lowered actively: defeating elite enemies and Enraged enemies each removes 1 from the counter, and breaking each boss phase removes 1; the shrine’s “Reset Death Counter” reward (1000 EXP) zeroes it outright. Before rage-quitting a lost boss fight, check whether these refill tools were used.

On Sparring Mercy and Endings#

The execution route’s conclusion is written into the story too: executing Yang sends the talisman winding the protagonist back to the beginning — time loops, and eight years of revenge resets to zero at its origin.

The spare mechanic is the only road to the Wude true ending: spare all five bosses in sequence and collect all five talismans. Mechanically, the only difference between executing and sparing is the button chosen after breaking structure — but the endings diverge completely. Full steps and story differences on the site’s Endings page.

Scope Notes#

  • Specific move names and combo structures for each boss’s second and third phases were not captured; this site speculates none of it.
  • The game has no official “age-graded rewards” challenge system; the real age-related content is achievement criteria (e.g., finish under 50, finish under 25, live past 78) — names per the live Steam/PSN lists.

内容最后验证于 2026-07