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
  • 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
  • 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).

 

 

 

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  ♦  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



    • Anonymous

      17 May 2019 22:28  

      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

        17 May 2019 22:24  

        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

          24 Apr 2019 19:43  

          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

            24 Apr 2019 11:20  

            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

              22 Apr 2019 16:37  

              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

                13 Apr 2019 13:03  

                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

                  12 Apr 2019 12:57  

                  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

                    07 Apr 2019 03:13  

                    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

                      05 Apr 2019 10:07  

                      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

                        29 Mar 2019 18:23  

                        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

                          28 Mar 2019 14:59  

                          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

                            26 Mar 2019 19:59  

                            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

                              25 Mar 2019 20:24  

                              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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