The summary of ‘All Combat Arts Ranked! || Sekiro Guide’

This summary of the video was created by an AI. It might contain some inaccuracies.

00:00:0000:27:05

The video provides a comprehensive ranking of combat arts in a game, focusing on their effectiveness against bosses, cost-efficiency, utility, buffs, and availability. The creator tests these arts in New Game Plus 5 with additional challenges. Key combat arts like "Ashina Cross," "One Mind," and "Night Jar Slash" are evaluated for their specific advantages and limitations. "Shadowfall" and "Ichimonji" are highlighted for their versatility and high damage output, while "Mortal Draw" and its empowered version receive praise for their crowd control and significant damage, despite high spirit emblem costs. Advanced skills like "Spiral Cloud Passage" and "Sakura Dance" are noted for their exceptional damage potential and utility. The video concludes by recommending these top combat arts for optimal gameplay, with the creator welcoming viewer feedback and support.

00:00:00

In this part of the video, the creator explains that they will be ranking combat arts in detail, unlike their previous video on prosthetics. There are only 18 combat arts compared to the 40+ prosthetic tools covered before, and while prosthetics serve multiple purposes, combat arts are primarily for dealing damage. The ranking criteria include effectiveness against bosses, cost-effectiveness, buffs, utility, and availability. The creator also mentions that all testing was done in New Game Plus 5 with additional challenges. The segment ends by mentioning the beginning of the rankings with the “Sheena Cross,” considered a keystone skill.

00:03:00

In this segment of the video, the creator analyzes the “Ashina Cross” combat art within the Ashina Arts skill tree, noting both its strengths and weaknesses. They highlight its solid vitality, posture damage, and the ability to hold attacks, dodge, or block during the wind-up. However, its medium range and high spirit emblem cost render it less effective in the late game compared to other combat arts. The creator then discusses “One Mind,” rating it higher and detailing its effectiveness for crowd control and significant posture damage, despite its high emblem cost and some situational limitations. They argue that “One Mind” can almost single-handedly defeat certain bosses, unlike “Ashina Cross.”

00:06:00

In this segment of the video, the narrator discusses various mid-game and early game combat arts, starting with “Praying Strikes.” This art performs quick posture damage and light stagger but does very little vitality damage, making it less useful against bosses with fast posture recovery. It requires two skill points, is easy to spam, and doesn’t use spirit emblems, but is often overshadowed by more effective arts by the time players access it.

Next, they talk about “Praying Strikes Exorcism,” an upgrade adding an extra hit that costs three skill points cumulatively, making it five in total. The final hit does considerable posture and some vitality damage and can be charged for a powerful stagger, but its short range and situational use keep it somewhat mediocre.

Finally, “Night Jar Slash,” an early game combat art, is highlighted for its utility in staying at range, punishing missed attacks, and countering sweeps. It has low damage and no stagger, but is useful when not relied on for direct damage. The narrator states their personal rating criteria for these combat arts and acknowledges the situational effectiveness of each discussed.

00:09:00

In this part of the video, the discussion focuses on evaluating various combat arts in a game, particularly highlighting their utility and effectiveness. The first art mentioned is deemed less useful due to its limited utility and damage, despite some midair effectiveness. The “Nightjar Slash Reversal” is recognized for its tactical retreating attack that enhances combat control and can be spammed against bosses, although its damage is low. The “Dragon Flash,” a ranged combat art, has potential for high damage under specific conditions but is hindered by a long charge time and recovery animation, making it awkward to use effectively. Lastly, “Whirlwind Slash,” the first available combat art, is noted for its straightforward usage and relative effectiveness compared to other early options.

00:12:00

In this part of the video, the focus is on evaluating different combat arts and their effectiveness. The discussion begins with a comparison of an unnamed art to “praying strikes,” noting that while the unnamed art is not optimal, it is still better than praying strikes and costs only one skill point. It is mentioned that this art is useful for crowd control, chip damage, and can be spammed, though it struggles against poised enemies.

Next, the video transitions to discussing “floating passage,” highlighting that it has a high carp skill cost but is valuable due to its significant damage output, spammability, and status proccing ability. “Floating passage” is described as effective against bosses, especially when combined with the “pistol ninjutsu” to add damage buffs, and “divine confetti” to increase chip damage, making it useful in specific boss fights.

Finally, “spiral cloud passage” is introduced as an advanced skill obtained in New Game Plus. Despite its lack of stagger and mobility, it is praised for its substantial damage output when exploiting flat damage buffs, particularly with the “living weapon” art. This places “spiral cloud passage” in the S-tier for its damage potential despite its higher emblem cost.

00:15:00

In this part of the video, the speaker discusses the efficiency and utility of the “Spiral Cloud Passage” combat art, highlighting its effectiveness in dealing posture and chip damage, especially when buffed with Divine Confetti. They emphasize its cost-efficiency and ability to deal substantial damage to bosses and groups. The speaker then transitions to the “Shadowfall” combat art from the shinobi skill tree, praising its range, stagger effect, and mobility, despite its high skill point and spirit emblem costs. Finally, they note that the 21 skill points required to unlock Shadowfall are achievable mid-game, despite the increasing experience requirements for skill points.

00:18:00

In this part of the video, the speaker discusses various combat arts, specifically focusing on Senpo Leaping Kicks, High Monk, and Shadowfall. Senpo Leaping Kicks is highlighted for its effectiveness against sweeping perilous attacks, its decent posture damage, and its utility in executing lightning reversals. Despite not benefiting from sword buffs, it is favored for its mobility, zero spirit emblem cost, and mid-game accessibility.

High Monk is critiqued for being a technically superior but less efficient version of Senpo Leaping Kicks, requiring more skill points without providing significant additional benefits. The main advantage of High Monk is its good vitality damage, but it shares the same purpose as Senpo Leaping Kicks.

Shadowfall is praised and rated as an S-tier move, being a significant upgrade to Shadowrush. It provides additional airborne hits, great posture damage, and wide attacks suitable for tight groups. Although it requires substantial effort to unlock, Shadowfall is noted for its spammability and effectiveness, making it one of the most satisfying and visually impressive attacks.

00:21:00

In this part of the video, the speaker reviews several combat arts from a game and ranks them based on their utility and power. They highlight “Shadowfall” for its versatility even after finishing the game, mentioning its potential to find new combos with prosthetic tools and its effectiveness in dealing significant damage to bosses. They then discuss “Ichimonji,” an S-tier early game combat art, praising its great posture and vitality damage, sweep counter combo potential, and its ability to restore posture with no emblem cost, recommending players to also get the mid-air combat art skill. “Ichimonji Double,” an enhanced version, is noted for doubling the benefits of the original “Ichimonji.” Next, “Mortal Draw,” another S-tier combat art, is described as a game-changing option with high damage, reach, and crowd control capabilities despite its high emblem cost and mid-game unlock. Lastly, the “Empowered Mortal Draw” is mentioned as an even stronger version with beefier damage, valuable for its two-hit combo despite its steep emblem cost. Mid-air use is recommended for both versions to reduce charge time and maximize damage.

00:24:00

In this part of the video, the speaker discusses the effectiveness of various combat arts in the game. They emphasize that combat arts from the motion tree, despite requiring spirit emblems, are the most beneficial. Early-game arts like Whirlwind are highlighted for their utility against certain bosses. An honorable mention is given to Nightjar Slash Reversal for its mobility and utility, though not making it to the top tier due to safety concerns.

The final combat art discussed is the Sakura Dance, the speaker’s personal favorite, which is obtained by completing the Divine Air Gauntlet of Strength. This move provides good stagger, great posture and vitality damage, and is effective in dodging attacks and spammable, costing only one emblem. It’s recommended for its efficiency in clearing mobs and for mileage with techniques like Bestowal and Living Weapon. However, a caution is given regarding its lack of amazing stagger against poise-heavy attacks.

The speaker concludes by stating that these are the only combat arts one needs in the game, mentioning Empowered Mortal Draw, Each Emoji Double, and Sakura Dance as their top choices. The video ends with the creator reflecting on the effort put into the ranking list and inviting viewer feedback, while humorously acknowledging potential criticism. They also encourage viewers to like and subscribe to support the channel.

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