High Monk

high_monk_sekiro_wiki_guide
Emblem Cost 0
SP Required 4
Effect Adds sword slashes and additional kicks to Senpou Leaping Kick.
Skill Type Combat Arts
Skill Tree Temple Arts

High Monk(奥義・仙峯寺菩薩脚, Secret Technique - Senpou Temple Bodhisattva Kick) is a skill in Sekiro: Shadows Die Twice, this type of skill is a Combat Arts Skill that is under the Temple Arts Skill Tree. Each Skill Tree consists of a variety of skills that are categorized as Combat Arts, Shinobi Martial Arts, and Latent Skills that will allow players to alter and customize Sekiro's overall effectiveness in combat and survivability.

These skills can be unlocked by spending gained Skill Points at a Sculptor's Idol.

 

 

Acquires the Combat Art "High Monk". The Secret Technique of the Senpou Style, this adds sword slashes and additional kicks to Senpou Leaping Kick.

This technique has no form, and the attacks differ from person to person. For Wolf, it's only natural that he'd rely on Kusabimaru when performing the technique

 

How to Acquire High Monk

  • High Monk requires 4 Skill Points (12 total, if counting skill requirements)
  • This can be found under the Temple Arts Skill Tree and is unlocked by resting at a Sculptor's Idol.

 

High Monk Notes & Tips

  • High Monk is a Combat Arts Skill
  • Players are only allowed to equip one Combat Arts Skill
  • Using this technique can render most enemies wielding swords, and even minibosses, unable to attack during most of the moves of the combo, this can be used to pin them on a corner and force them into a defensive stance until they are able to counter-attack
  • It is often innefective against oversized enemies (e.g. Taro Troops) and bosses (e.g. Guardian Ape), due to their low probability of getting stunned by Sekiro's attacks
  • This Combat Art can be used against Sweeping attacks to cause major Posture damage(as of 1.02, the posture damage is getting reduced in 1.03).
  • This Combat Art along with Leaping Kicks and Sakura Dance can perform lightning reversals, always reverse lightning with a combat art if possible.
  • Full combo deals approximately 2x health and 3.5x posture damage.

 

 

 

Skills
A Beast's Karma  ♦  A Shinobi's Karma: Body  ♦  A Shinobi's Karma: Mind  ♦  Ascending Carp  ♦  Ashina Cross  ♦  Bestowal Ninjutsu  ♦  Bloodsmoke Ninjutsu  ♦  Breath of Life: Light  ♦  Breath of Life: Shadow  ♦  Breath of Nature: Light  ♦  Breath of Nature: Shadow  ♦  Chasing Slice  ♦  Descending Carp  ♦  Devotion  ♦  Dragon Flash  ♦  Emma's Medicine: Aroma  ♦  Emma's Medicine: Potency  ♦  Empowered Mortal Draw  ♦  Fang and Blade  ♦  Floating Passage  ♦  Flowing Water  ♦  Grappling Hook Attack  ♦  Ichimonji  ♦  Ichimonji: Double  ♦  Living Force  ♦  Mibu Breathing Technique  ♦  Mid-air Combat Arts  ♦  Mid-air Deflection  ♦  Mid-air Prosthetic Tool  ♦  Mikiri Counter  ♦  Most Virtuous Deed  ♦  Nightjar Slash  ♦  Nightjar Slash Reversal  ♦  One Mind  ♦  Praying Strikes  ♦  Praying Strikes - Exorcism  ♦  Projected Force  ♦  Puppeteer Ninjutsu  ♦  Run and Slide  ♦  Sakura Dance  ♦  Sculptor's Karma: Blood  ♦  Sculptor's Karma: Scars  ♦  Senpou Leaping Kicks  ♦  Shadowfall  ♦  Shadowrush  ♦  Shinobi Eyes  ♦  Shinobi Medicine Rank 1  ♦  Shinobi Medicine Rank 2  ♦  Shinobi Medicine Rank 3  ♦  Spiral Cloud Passage  ♦  Suppress Presence  ♦  Suppress Sound  ♦  Vault Over  ♦  Virtuous Deed  ♦  Whirlwind Slash



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    • Anonymous

      Weirdly enough, Genichiro and Isshin are among the few enemies that let you do the whole combo without interrupting you. You can make a ton of progress on their posture bar if you counter a sweep with this and just spam R1.

      • Anonymous

        This combat art DOES reverse lightning 'technically' but it does NOT work the same way as Sakura Dance. Sakura Dance was built specifically to uniquely catch lightning without interrupting the animation. Using Senpou Leaping Kick/High Monk or Shadowrush/Shadowfall will only propel you into the air to catch lightning the exact same way you normally jump into the air to catch lightning. And yes, you still take damage.

        So DON'T use this combat art if you want to counter against Genichiro or Isshin and ESPECIALLY against the Elite Okami warriors. You're better off using Sakura Dance which actually catches lightning seamlessly and does not damage you. Plus, Sakura Dance only makes you immune to the initial damage in the Boss Fights. You're better off using Mist Raven against the Okami. Or even better yet, just deflect the lightning out the air, since you don't take damage from them if you do that unlike when fighting Way of Tomoe Genichiro and Isshin the Sword Saint.

        So take my advice. Do not use any combat arts aside from Sakura Dance to reflect lightning if you want to play effectively. It's utterly unnecessary and doing a simple ****ing jump is WAY easier to pull off. If you want to use a combat art? Use Sakura Dance. If you want to deflect lightning? Just jump or use Mist Raven and its upgrades. You don't want to spend spirit emblems? Just jump, you're wasting time on jumping combat arts anyway. If you don't want to take damage when jumping as well, that only works on the Purple Okami if you time it right.

        Of course, disregard this comment if you just want to look cool, because I gotta agree that Sekiro is a game that makes you look as cool as possible.

        Just wanted to say that this is much less effective than jumping, and I discourage you from "always reversing lightning with a combat art if possible." Sakura Dance is the only exception.

        • Anonymous

          High Monk is a combination of all the attacks the Lone Shadows use, so I'm curious as to how the hell this ended up in a kung fu book from the local estranged monks (who are 'High' on false immortality and sugar) who look like crusty ass old men and are locked away from the rest of the world. Talking about these monks makes me wonder if they were the ancient form of gamers today.

          • Anonymous

            I use this to crush purple ninjas, since their sweep is extremely predictable. Certainly useful against enemies with predictable sweeps. You may want to hold off on finishing the combo though, cause the last kick is extremely slow and most enemies will counterattack by that point.

            • Anonymous

              With this, saint isshin becomes easier to fight. In 2nd phase he can respond to the sword slashes with only one attack, and the followuls to it are either easy or generous

              • Anonymous

                Its better to use the leaping kick instead of this one since you'll mostly get hit trying to finish the combo

                • Anonymous

                  I initially thought it was useless after the repeated nerfs, but it's actually still great. Against enemies that don't get stunned by it, it's kind of pointless because they'll hit you before you get the sword slashes off. If you are facing an enemy that'll take most of the combo, it does a pretty large amount of posture damage. It's not spammable on everything like ichimonji double is, but it's situationally very effective against enemies like the purple ninja, lady butterfly and certain other sword wielders. Definitely not a must have, and doesn't work everywhere, but where it does, it's awesome. Looks cool as hell too.

                  • Anonymous

                    In true from software fashion, a stylish and unique offensive method is rendered nigh useless while basic ***** ichimonji double can be spammed on everything.

                    • Anonymous

                      Excellent Art for applying pressure to normal Enemies... Posture damage is slightly increased from Senpou Kicks as this is the Upgraded version... can be paired with Yashiriku & Ako for further Posture Damage aswell... the First High Jump Kick is very good for a Sweep Counter Attacks aswell as can be used to dodge some attacks aswell not just Sweeps....not that much good against some Bosses cuz Slow animation... but overall a Fun Free Combat Art Skill to use

                      • Anonymous

                        High Monk is a very good late game C.Art because of the Nature of the First Kick you can Dodge many attacks... aswell as it Flinches Enemy counter or follow up attacks prior... but only to Light Enemies or Medium Enemies... Heavy enemies wont flinch due to Armor like Heavy Red Guards at Set Ablaze & the Kotaro like Monks... The Posture damage dealt by the First Overslam Kick of this Art can be increased by Ako/Yashiriku aswell... mainly the First & Final kick of this Art are the 2 Strongest Kicks... the Follow up kicks are lower on posture damage. While also the 2 Slashes within High Monk can also be Divined Confetti'd aswell if u want but not that much of a worth for a Buff as for this Art... what is Good on High Monk is that the 2 Kusabimaru follow up slashes can't be Blocked or when u hit a blocking enemy with R1 u mainly Hit a Blunt repeated attack if u know what i mean... this is why if u aren't interrupted you can Fully pull High Monk on enemies which is a great Art for building Posture & applying Constant Pressure as it's a 6 Hit Combo Art without Emblem uses... but it's not that that Good against certain enemies or bosses due to it being Slow of course... but it's a Fun & well Combat Art after all. Use it & train ur timings

                        • Anonymous

                          A quick rapid question for this particular Art ( High Monk ). Do Sekiro deal more or extra Posture Damage with the Leap Kick & Follow Kicks as i upgrade my Attack Power ? Or is it just the 2 slash follow ups that only increase due to ( Kusabimaru ) ? I need confirmation even tho i tested Senpou Kicks from 15 Attack Power to 20 it apears that a Slight increase in posture damage... but not that noticable since they nerfed it on the previous patch ( After 1.03 ).

                          • Anonymous

                            I love all senpou combat arts because they block (most) counter attacks. No point in a fancy combo of you're going to get smacked in the middle of it. In the late game it becomes easier to not use combat arts at all because some of them make you so vulnerable during the execution.

                            • Anonymous

                              This attack works well on those red interior ministry guys in the late game except that one asshole enemy type without the cone hat who doesn't flinch from any attacks at all. Not so good against rats because they are so short that most hits will go above them. It's moderately good against a SINGLE okami fish lady Extremely good against monks, regular ashina guards and sunken valley bandage ppl.

                              • Anonymous

                                After the patch the initial kick of the combo has been reduced to be slightly better than simply jumping off your enemy. From my tests the initial kick appears to do roughly 1.5x the posture damage that jumping off the enemy does. If you follow through with the next two kicks and two sword swings (which were blocked and the final kick was interrupted cause its painfully slow) then you do around 1.75x the posture damage of jumping off the enemy. I tested this against the purple shinobi in Hirata Estate. I baited his sweep attack and dodged through the first sword swing so as to not fill up his posture bar at all before the sweep. I got the values by taking a screenshot right after my attacks landed so the estimates are very rough and should only give you a general idea.

                                • Anonymous

                                  Using it in Mid-Air after jumping normally helped me a lot. I just couldn’t get used to pressing R1+L1 instead of Jumping

                                  • Anonymous

                                    Using this on O'rin whenever she is about to do one of her two perilous attacks makes that fight like 75% faster. Plus, AESTHETIC af, as we all know.

                                    • Anonymous

                                      This seems like one of the, if not the best combat art. It has a lot of pros, barely any cons, and it's stylish af.

                                      • Anonymous

                                        HIGH MOTHER*****ING MONK PROS: PUNISH SWEEPS LIKE A GOD DAMN HERO KICK YOUR OPPONENT IN THE *****ING FACE HOLY***** LOOK AT THAT POSTURE DAMAGE THAT COMBO JUST KEEPS *****ING GOING YOU CAN CANCEL AND BACKOUT MIDWAY THROUGH THE COMBO IT ALMOST ALWAYS WORKS HOW THE ***** IS IT SO GOOD JUMP OVER THE ENEMY AND KICK HIS ASS, CAN YOU DO THAT WITH YOUR*****TYMONJI? NO SPIRIT EMBLEMS, NOTHING HAS BEEN THIS USEFUL AND FREE SINCE AIR CONS: PEOPLE STILL THINK ITS NOT THE BEST COMBAT ART NOTHING ELSE, JUST EQUIP IT

                                        • Anonymous

                                          That art punishes the lone shadows so hard. You use it whenever they attempt a sweep and you answer with a vertical kick on their vulnerable face for a large amount of posture damage and some more aggression.

                                          • Anonymous

                                            My favorite combat art, I've been experimenting with this move on the final boss. Posture damage seems decent when using this attack head-on, it's not as good as a double ichimonji. The exception is when using this to punish perilous attacks. The heavy posture damage seems to come when you connect the kick as you land on the ground and hit the backside of the enemy, the combo can be continued and sometimes you can follow up with one or two normal R1. Maybe only hitting the backside is sufficient for heavy posture damage, but so far I have only used this to punish perilous attacks. Fairly safe move if you catch enemies outside an attack animation. Even if you use this move when being attacked (especially regular attacks) you get hyper-armor and you can finish the combo. Special attacks (like enemy combat arts) still knock you down. I think the startup (the jump) even has some i-frames. Also the no emblem cost is amazing. If the enemy is being generous you can sometimes chain a few of these without taking a single hit, basically stunlocking the enemy. It seems this attack can dodge quite a few attacks, so far I have managed to dodge (final boss battle): - various thrust attacks (heavy posture damage + punish) - sweeping attacks (heavy posture damage + punish) - grab attack (heavy posture damage + punish) *seems that pretty much all type of perilous attacks (with the red kanji) can be dodged - the combat art move (with the black flames) from a frontal position - various normal attacks (hard to read these, mostly seem like lucky dodges) Need to test this move more but it seems it has some potential (especially human/small enemies), definitely a fun move.

                                            • Anonymous

                                              Good art. As said, doesn't consume emblems. First leap allows you to potentially dodge attacks. On enemies that attack relatively fast, the last kick might be difficult to pull. Also it's pretty much the leap kick combo the purple ninjas often do. So you can give them a taste of their own medicine.

                                              • Anonymous

                                                if you use this to punish sweep attacks, the first kick does a ton of posture damage and you get some follow up hits as well

                                                • Anonymous

                                                  Easily one of the best Arts in the entire game and unlike most endgame arts it doesn't use white emblems (seriously, From, don't be silly and patch that idiocy out, there's barely enough talismans to use tools let alone Arts). Deals excellent posture damage, startup animation has i-frames, last hit seems to break hyperarmor.

                                                  • Anonymous

                                                    This can be quite useful for dealing high posture damage to certain mobs like the Rifle/Cannon guys when they're about to shoot. Can be also useful when dodged behind an enemy's back. Looks pretty cool too and feels much better to use than some other combat arts.

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