- Ro-Ghoul jason refers to Yakumo Oomori’s Yamori kagune and its Kakuja progression.
- Yamori Stage 1 focuses on grabs, mobility, knockback, and sustained close-range pressure.
- YamoK1 Stage 2 requires 10,000,000 RC Cells and Level 1000 or higher.
- Best range: Keep opponents nearby, where Yamori’s tendrils and heavy strikes are most effective.
- Core warning: Several moves restrict other actions, so use them with deliberate timing.
Ro-Ghoul jason and the Yamori Kagune
Ro-Ghoul jason is represented through Yamori, a Rinkaku kagune shaped like two spiked tails. The kagune is associated with the psychotic ghoul Yakumo Oomori, better known as Jason. In Ro-Ghoul, Yamori is designed for aggressive, close-range combat rather than long-distance harassment.
The two-stage design gives the kagune a clear progression path. Stage 1 uses mobility and tendril control to close gaps, interrupt enemies, and keep targets within striking distance. Stage 2 develops that identity into an incomplete Kakuja form with stronger immobilization and heavier area damage.
Yamori performs best when you control spacing instead of chasing endlessly. Close the gap, maintain pressure, and disengage before your limited actions become a liability.
Stage 1
- Two spiked tendrils
- Close-range pressure
- Grab and dash utility
- Speed-focused special
Stage 2
- Incomplete Kakuja form
- Four-pronged right arm
- Stronger impact attacks
- Area-of-effect ground slam
Playstyle
- Aggressive engagement
- Short-range control
- Knockback management
- Punishes poor positioning
The Yamori page identifies this kagune as one of the few options that increases the user’s size. It is also listed as a kagune without an assigned NPC user. These details make Yamori visually distinctive, but its practical identity comes from its ability to hold enemies close and punish them with direct attacks.
| Feature | Yamori Function |
|---|---|
| Kagune type | Rinkaku |
| Visual form | Two spiked tails |
| Primary range | Close range |
| Main strengths | Grabs, mobility, knockback, heavy hits |
| Stage 2 name | YamoK1 |
| Kakuja requirement | 10,000,000 RC Cells and Level 1000+ |
For additional terminology and related game categories, visit the Yamori page on the Ro-Ghoul Wiki.
Yamori Stage 1 Moves and Controls
Stage 1 is the foundation of the Jason-inspired Yamori playstyle. Its two tendrils support direct pressure and movement control. The basic attack produces a long knockback effect, while the E ability changes how the player approaches a fight.
The most important decision is whether to use E for sustained movement or save normal actions for a more flexible exchange. E lasts indefinitely while active, but it prevents other actions such as specials, dashing, and blocking. This tradeoff makes it useful for repositioning, but risky during an active attack sequence.
While the E special is active, you cannot perform other actions such as specials, dashing, or blocking. Turn it off or avoid activating it when you expect an immediate counterattack.
| Input | Stage 1 Move | Practical Use |
|---|---|---|
| Click | Whipping knockback | Pushes an enemy away and creates temporary space |
| E | Spinning tendril stance | Increases movement speed and deals contact damage |
| Final movement option | Special dash | Closes distance and helps keep targets nearby |
The Click attack is not simply a damage button. Its long knockback can interrupt an opponent’s rhythm, create breathing room, or force a target into a less favorable position. Because Yamori is strongest at close range, use knockback with a purpose rather than automatically sending every opponent away.
The E ability has a different function. The user adopts a Naruto-run-like pose while the tendrils spin clockwise. The effect deals damage, increases speed, and continues indefinitely while toggled. It is particularly useful when approaching a target or repositioning across a short combat area.
Identify the engagement distance
Start by checking whether the opponent is close enough for Yamori’s tendrils to matter. If the target is too far away, use movement before committing to an attack.
Approach with controlled movement
Use the E stance for speed when you need to close a gap, but remember that it prevents blocking, dashing, and other specials while active.
Apply pressure with Click
Use the whipping attack to interrupt the opponent or create space. Avoid pushing the target away without a follow-up plan.
Reposition before repeating
After knockback or a missed exchange, move back into the useful range instead of attacking from a distance where Yamori loses efficiency.
A reliable Stage 1 sequence is built around approach, pressure, separation, and re-entry. Yamori does not need to remain in constant contact to be effective. Short pauses let you evaluate whether the opponent is preparing a counterattack or whether the next approach is safe.
Treat speed as an entry tool, not a replacement for defense. The strongest Yamori users activate movement deliberately, then return to normal actions once the fight begins.
YamoK1 Stage 2 and Kakuja Requirements
Stage 2 is called YamoK1, an incomplete Kakuja form of Yamo1. Its appearance changes significantly: the right arm becomes encased in a four-pronged structure, while the head and torso gain additional casing. A band remains visible around the left bicep, and the form produces screen shaking similar to the first-stage Kakuja effect associated with Rinkaku kagune.
The visual changes are paired with a heavier close-range combat role. YamoK1 is designed to immobilize, damage, and fling targets. It is not described as a ranged replacement for Stage 1; instead, it reinforces Yamori’s preference for fighting at short distance.
| Requirement | Value |
|---|---|
| RC Cells | 10,000,000 |
| Required level | 1000 or higher |
| Form | Incomplete Kakuja |
| Combat focus | Close-range attacks and target control |
| Key utility | Area damage, immobilization, knockback |
The requirement is substantial, so players should treat YamoK1 as a long-term progression objective. Reaching the level threshold alone is not enough if the RC Cell requirement has not been met. Likewise, collecting the required RC Cells does not replace the level requirement.
The Stage 2 move set is compact but impactful. Click/Q slams the ground in front of the user and deals area-of-effect damage. The move has a long cooldown, so it should be used when multiple enemies are positioned within the impact area or when a key interruption is needed.
The E move curls the arm inward before whipping it outward. It damages and flings enemies, giving YamoK1 a direct way to disrupt a target’s position. Because the move launches opponents, plan the next approach before using it.
| Stage 2 Input | Effect | Limitation |
|---|---|---|
| Click/Q | Ground slam with area damage | Long cooldown |
| E | Arm whip that damages and flings enemies | Can move targets out of immediate range |
| Kakuja form | Greater visual casing and heavier pressure | Still centered on close combat |
Do not spend the ground slam as soon as one opponent enters range unless the impact is necessary. Its long cooldown makes missed timing especially costly.
YamoK1’s best pattern is to use the ground slam when enemies commit to a predictable position, then use the arm whip to disrupt survivors or create a second spacing advantage. If the target is already escaping, the whip may send them even farther away, requiring another approach.
Track both requirements separately: Level 1000+ unlocks the progression threshold, while 10,000,000 RC Cells completes the resource requirement.
Close-Range Setup and Matchup Tactics
Yamori’s kit rewards players who understand spacing. Its moves can knock enemies back, fling them, or temporarily restrict the user’s own actions. That means the player must constantly decide whether the next action should start a combo, force separation, or create a safer re-entry.
A simple setup is to reserve Stage 1 E for movement and use Click for interruption or displacement. With YamoK1, the ground slam becomes the major commitment tool, while the E arm whip helps control the opponent’s position after the initial impact.
Entry
Use movement to reach the opponent without wasting heavy attacks at poor range.
Control
Use knockback, grabs, or flings to determine where the fight continues.
Commitment
Spend the ground slam when the target’s position makes the area damage worthwhile.
Reset
Reposition after a miss, cooldown, or forced separation before attacking again.
| Situation | Recommended Response | Reason |
|---|---|---|
| Target is far away | Use movement to approach | Yamori’s main tools are close-range focused |
| Target is grouped | Consider Click/Q | Area damage can affect more than one enemy |
| Target is escaping | Use movement before a heavy attack | Prevents wasting an attack outside its useful range |
| Target is counterattacking | Avoid E action lock | Blocking or another defensive option may be needed |
| Target is too close after a hit | Use knockback or fling deliberately | Creates space for the next approach |
The most common mistake is treating every displacement effect as automatically beneficial. Knockback and flinging can interrupt an enemy, but they can also remove the target from your effective range. Follow each displacement with a movement decision.
Another mistake is activating E and forgetting its restrictions. The speed increase is valuable, but the inability to block, dash, or use other specials can expose you to a punish. Use it before an engagement or during a controlled repositioning window rather than during a dangerous exchange.
Every Yamori attack should answer one question: are you keeping the opponent in range, creating a safe reset, or setting up the next approach?
For players still learning the kagune, focus on repeatable habits instead of complicated strings:
- Approach with E only when the action lock will not cause immediate danger.
- Use basic attacks to interrupt or separate, not simply to push targets away.
- Save YamoK1’s ground slam for a clear area-damage opportunity.
- Expect flung enemies to require another approach.
- Recheck your position after every major displacement effect.
Yamori Progression Checklist and FAQ
Yamori progression is easiest to manage when combat practice and resource goals are handled together. Stage 1 teaches the movement and spacing principles that remain relevant in YamoK1. By the time you reach the Kakuja threshold, you should already understand when to approach, when to disengage, and when displacement helps or hurts.
Yamori Progression Goals:
- Learn the Click knockback timing in Stage 1
- Practice using E without getting caught by its action restrictions
- Reach Level 1000 or higher
- Collect 10,000,000 RC Cells
- Use YamoK1 ground slam and arm whip with deliberate spacing
| Milestone | What to Practice | Completion Check |
|---|---|---|
| Stage 1 basics | Click knockback and movement | You can control whether a target stays near or gets separated |
| Mobility control | E stance timing | You understand when the action lock is safe |
| Level threshold | General progression | Character reaches Level 1000+ |
| Resource threshold | RC Cell collection | Total reaches 10,000,000 RC Cells |
| Stage 2 mastery | Slam and arm whip timing | You can use both attacks without losing effective range |
You are ready to rely on YamoK1 when you can recognize good impact positions and recover quickly after an enemy is flung away.
Q: What is Ro-Ghoul jason’s kagune?
Jason is associated with Yamori, a Rinkaku kagune shaped like two spiked tails. In Ro-Ghoul, it emphasizes close-range combat, movement control, and heavy pressure.
Q: What does Yamori Stage 1 do?
Stage 1 uses a whipping Click attack for knockback and an E stance that increases speed while dealing damage. The E stance lasts indefinitely while active but prevents other actions such as specials, dashing, and blocking.
Q: What are the YamoK1 requirements?
The incomplete Kakuja form requires 10,000,000 RC Cells and Level 1000 or higher.
Q: Is YamoK1 a ranged kagune?
No. YamoK1 continues Yamori’s close-range identity. Its ground slam provides area damage, while the arm whip damages and flings enemies.
Yamori is a focused choice for players who enjoy direct engagements and active control over enemy positioning. Its strongest results come from disciplined spacing rather than constant button use. Learn Stage 1 first, manage the E action lock carefully, and treat YamoK1’s cooldowns as strategic resources.
Yamori’s path from Stage 1 to YamoK1 is consistent: close the distance, control the target, commit at the right moment, and reset when the fight leaves your range.