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Sekiro

Sekiro

Sekiro, also known as Wolf, comes from the self-titled Soulslike wherein combat is about whittling down an enemy's defenses before dealing a killing blow. In Smash, Sekiro emulates that by building up a Deathblow meter. Sekiro also has limited usage of certain attacks, which consume Spirit Emblems.

Specials
Normals
Smashes
Aerials
Throws

Specials

Neutral:

Shinobi Prosthetic

If tapped: Uses the equipped Shinobi Prosthetic effect.
If held: brings up a wheel to equip a Shinobi Prosthetic. Equipping a new Prosthetic Tool takes a moment and the tool must be activated separately.
Shinobi Prosthetics:

- Loaded Shuriken - Costs 1 Spirit Emblem -
Throw a rapidly spinning shuriken that stops when it hits something and hits two additional times, locking enemies in hitstun

- Loaded Spear - Costs 2 Spirit Emblems -
After a brief chargeup, run forward, capturing multiple enemies in multiple hits as you drag them across the stage

- Flame Vent - Costs 3 Spirit Emblems -
After a moment, launch a giant fireball forward, which sends Sekiro flying backward

- Sabimaru - Costs 1 Spirit Emblem every two attacks -
Initiate a six-hit combo which inflicts the poison status if enough hits connect, even through shield. Can be canceled at any time with a normal attack, which gives i-frames while switching weapons.

- Mist Raven - Costs 2 Spirit Emblems -
A counter. Upon being struck, Sekiro moves as black mist to attack the opponent with a sword strike from the held direction.

- Divine Abduction - Costs 2 Spirit Emblems -
Sekiro swirls leaves and wind in a circle around him which instantly turns enemies around

Side:

Shadowrush

After a brief pause to draw back, Sekiro launches forward with his sword. If he hits an enemy he will spend two Spirit Emblems to jump off the enemy, acting as a footstool (see Byleth). Can be charged briefly to travel further at the cost of one Spirit Emblem.

Up:

Grapple Hook

A temporary tether; Sekiro will grapple to the nearest edge in range, and immediately yank himself to it, releasing the tether while he flies through the air. Sekiro can dodge while flying and get invulnerable frames as he flies to the edge without losing momentum, or he can jump or attack and alter his momentum entirely. Reusable while in midair and defaults to landing on the edge rather than grabbing it, unless Sekiro dodges or holds down in midair.

Down:

Loaded Umbrella

Sekiro crouches under the umbrella shield, turtling damage while able to walk across the battlefield for a short time. The umbrella acts as a slow-moving auto-Perfect Shield that quickly fills the Deathblow gauge and can easily punish attacks, as long as Sekiro has Spirit Emblems. A hit while Sekiro has no Spirit Emblems breaks his guard and leaves him vulnerable for a moment, though he still does not take damage from the attack. Costs 1 Spirit Emblem every time Sekiro is struck while the shield is active.

Shield:

Ceremonial Tanto

Sekiro uses the Ceremonial Tanto to damage himself in return for replenishing his Spirit Emblems, allowing him to resume unbridled use of all attacks which cost Spirit Emblems. Deals 10% damage to Sekiro in return for 5 Spirit Emblems.

Final Smash:

Mortal Blade

Sekiro swings the Mortal Blade in two slashes: a large vertical slash and a far-reaching horizontal slash. Each slash does massive damage and to be hit by both means nearly certain death. Immediately destroys enemies that reach 100% when they are struck by the blade. Each slash does 30% damage.

Notes

- The Deathblow meter increases by dealing damage, hitting shields, and perfect shielding. It decreases when Sekiro is damaged or his shield is hit, and slowly over time after a few seconds. The more damage an enemy has, the more the gauge will fill when Sekiro damages them.
- When the Deathblow meter is full, throwing an enemy or using a command grab will execute a powerful Deathblow, which kills enemies outright if they're over 100% by the end of the attack
- When shielding, Sekiro normally uses his sword to guard; when the Loaded Umbrella is equipped, he whips it out and squats beneath its shield.
- While the Loaded Spear is equipped, Sekiro's grab becomes a long ranged spear thrust and pull, allowing him to grab enemies from afar.
- Sekiro's getup attack from the ledge is a command grab at low damage, wherein he stabs the enemy and throws them off the ledge behind him. At high damage, it is merely a sweep attack before he climbs up.
- When stationary for long enough, Sekiro will raise his hand to his ear to eavesdrop on his foes.
- Sekiro starts with and has a maximum of 15 Spirit Emblems. He gains 5 for using the Ceremonial Tanto, 10 for defeating an enemy, and the full 15 upon his death.
- If Sekiro attempts to use an attack for which he has insufficient Spirit Emblems, he will begin to use the attack but will fail and stagger backwards. Spirit Emblem attacks that are extensions of non-Spirit Emblem attacks cannot be attempted.
- When the Deathblow meter is full, any enemy grabbed or command grabbed by Sekiro has a red dot appear on their body, indicating an impending Deathblow.
- Any enemy killed by a Deathblow will disappear in a cloud of smoke, which obscures characters moving within and briefly stuns anyone who enters it aside from Sekiro.

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