Shadowfall

shadowfall sekiro wiki guide
Emblem Cost 2
SP Required 6
Effect Allows one to perform a spinning sword attack as they descend.
Skill Type Combat Arts Skill
Skill Tree Mushin Arts
Cost 2 Spirit Emblems

Shadowfall is a skill in Sekiro: Shadows Die Twice, this type of skill is a Combat Arts Skill that is under the Mushin 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 Combat Art "Shadowfall". An evolution of  Shadowrush, this is a Secret Technique of the Ashina Mushin Compound Style.

After leaping into the skies with Shadowrush, allows one to perform a spinning sword attack as they descend. Pierce, fly, and then dive back down. Jumping off the enemy costs Spirit Emblems

 

How to Acquire Shadowfall

  • Shadowfall requires 6 Skill Points
  • This can be found under the Mushin Arts Skill Tree and is unlocked by resting at a Sculptor's Idol.

 

Shadowfall Notes & Tips

  • Shadowfall is a Combat Arts Skill
  • Players are only allowed to equip one Combat Arts Skill
  • Full combo deals 3.85x health and 2.8x posture damage.
  • If either this art or Shadowrush is used against either Great Shinobi Owl  or Owl (Father), he will Mikiri Counter it, dealing huge 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  ♦  High Monk  ♦  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  ♦  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

      well this fight feels weird i mean when i fight him he doesn’t feel that bad i know his moves and i know when or where to dodge and deflect but i oddly die a lot with him

      • Anonymous

        The link to the Shadowrush page under Notes & Tips is broken. There is a superfluous "+" at the end of it, which if removed works correctly.

        • Anonymous

          I think most of these combat arts would have been more fun with a time-out period that's scaled to the power of the attack, instead of a SE cost, that way you'd always be able to rely on this during a long boss battle, and can divert your emblems to truly overpowered stuff, like mortal draw or prosthetics. It just feels to me like at a certain point in a long fight, you end up reduced to parrying, slashing, and ichimonji because you're out of emblems

          • Anonymous

            This Skill is very Powerful due to the Unblockable Sliding Pierce... arguably the best Mushin Art skill along with EMD... it only costs 2 Emblems , plus if u guys wonderin when u stab someone & immediately after the stab u jump on the Air right ? That Jump actually does reasonable Posture damage not Vitality... the Charged Stab does very good damage the Spinning Slash does great damage infact very good since when Sekiro jumps & only uses those trashy R1's they aren't that powerful they only deal 25% of your Attack Power like Quarter of ur Normal R1 which is*****ty as***** low damage Lol... this Upgrade is def worth it cuz the Follow up Spin Slash does same as R1 even more damage than R1 i mean the Last Spinning Slash when u come down.... as for ShadowRush u dont wanna use normal R1's on the Air since it's not that great with damage , i suggest combing Lazulite Axe or Spark Axe with Shadowrush so that when you're on the Jump use R2 to quickly Smash the ground with insane damage plus also a follow-up Fang & Blade... this combo Attack costs 4 Emblems but Deals INSANE damage even to Mini Bosses. Like literally 3 uses dead Ashina Elite Ujinari

            • Anonymous

              The description is vague here: the "extra attack" is a spinning downward slice and slam. If you were using Shadowrush anyway, you probably did two air attacks on the way down; this is basically the same but slightly faster and more stylish. Unfortunately it doesn't really do noticeably more poise damage and doesn't hit through block so if the enemy was going to block you you'll still be blocked. Against bosses be prepared to deflect immediately after landing.

              • Anonymous

                can't believe i've spent 6 skill points on shadowrush only to discover a better version which costs...six skill points.

                • Anonymous

                  Is it worth spending skill points in temple arts just to unlock this if you already have and use Shadowrush?

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