Yes, that is a play on words. I mainly focus on Monster Hunter TA(time attack) runs. My main weapon is the Switch Axe(Slash Axe/スラッシュアックス) but I know how to play every weapon. I will eventually transition into educational content and playthroughs for Monster Hunter in the near future.
I miss regular Generations energy charge, it was so busted. Using it with snowbarron armor and steve switch axe was the most head empty hunting I've ever done. The nerf was totally deserved tho.
I wish that you say the buttons for every attack not just some of them. "Like Forward Overhead Slash" for example trying to figure out how to do that animation using what I know about OverHead Slash and going Forward and its just not. Other than that pretty large complaint this has been a very helpful video. EDIT: Never mind I see it was an unlockable move. New player so didn't know anything about this that explains that.
Sorry, I initially wrote the script to include it, but I took it out because in order to get Forward Overhead Slash, you have to go to the switch skill screen which shows the controls. I didnt want to be redundant. I'll keep that in mind and fix that next time
@@MahnsterHunter Its all good man a great tutorial regardless really helped me go from the game feeling sluggish to less sluggish at least coming off Dauntless lol
World is not the only game were sonic bombs work on Diablos while enraged. Diablos is also affected by sonic bombs while enraged in the Japanese version of Monster Hunter 1.
@@MahnsterHunter MH1NA used a lot of the rebalancing they planned for MHG with Freedom being built off of MHG (Just with a bunch of added bugs and a bad translation).
I think enrage as a mechanic itself, is actually ingenious-- Of course a monster will get angry if you keep smacking the crap out of it. The fact that they took that idea and made it not only effect monster behavior, but certain armor skills and playstyles by extension, is a testament to the monster hunter team's creativity and love of the craft in not only making an enjoyable game, but a world that feels like it lives and breathes, and nothing is wasted of it. As someone whose main entry of choices is World, but who started with Generations Ultimate (I got basically carried into high rank and had no idea what I was doing in GU, World was my first solid playthrough base game solo), I've certainly found the circumstantial discrepancies of enrage reactions to certain items catch me off guard when going back into GU. I think my favorite interaction in that regard was to enrage Nargacuga with sonic bombs in order to then force a pitfall to work on it right when I need it. Like many of the mechanics in the series, it has been interesting to see how it has changed over time. Understanding how a monster's behavior changes when it's enraged, exhausted, or targeting something else is absolutely imperative to mastery as a hunter. And it's the kind of observation that can be easily lost to newer hunters (many of which don't even pay attention to the eye-con on the map). With the prevalence of Agitator for damage uptime in iceborne (And the ease of access to it via the clutch claw and flinch shots), I myself am hyper-aware of the state, and even outside of that entry, communicate to my teammates when a monster enters or exits that state. Especially with people newer to the franchise or a particularly dangerous hunt, I try to warn the team to exercise caution and adjust to potential cross-ups or follow ups as you showed monsters often get. I used to call this "monster psych", because it often did feel like getting into the monster's head. There is a huge level of satisfaction in being able to fight an enraged monster more aggressively rather than running from it or being passive and waiting for openings on the defense, as with the frequency of attack and danger presented, the exchange feels much more heated. The fight feels more real in that state. I think this is compounded when a monster wears itself out after an enraged rampage and gets exhausted afterward. As a mechanic it feels grounded in reality enough that it doesn't feel quite the same as charged or super states, so I am glad that while similarities are evident, you're categorizing and approaching those differently.
I agree, I love the nuance of rage. I also respect the way you handle it by informing newcomers of the situation. I feel like the devs take a hands off approach when it comes to teaching players the mechanics. Sure they can fight early game monsters like the raptors and bears, but if they're fresh to the series they might not pick up on the context clues. Super states are definitely in need of a separate video and I'm gathering footage for that now~
Just wanna say this is a fantastic channel straight to the point no stupid padding in the videos, all relevant information, don't change what you doin cause you're doing excellent bro.
Something i heard is that in the older games monsters sorta had a "scaling enrage" where the closer they were to death the faster they'd enrage, seems like it affected monsters differently cause it felt like diablos would enrage after every swing when near dead, might be our minds playing tricks on us but its such a common experience people cite about MHFU that i think its true, past MH3 however when they created exaust it seems that enrage is always a set damage no matter the health threshold of the monster.
That's something I would have to fact check. I know Diablos is notorious for having really low rage thresholds, and if the enrage runs out while its downed, it'll stand back up and enrage again. As for the rest, I'll have to look that up or play it myself to see
@@MahnsterHunter yeah, fact checking stuff about older games is hard since there's less datamined data and such, with the newer games its easy down to thresholds for everything and monster motion values, in the older games its more sparse and more odd mechanics like the "scaling enrage" i mentioned a lot of people seem to agree exists from what i researched but i've never found any pure data on it.
Rage is one of the most important mechanics for MH as it gives depth to the monsters independently of any amp states that it may also have by changing, as stated and incredibly explained in the video, the monsters base mechanics.
@@otakubartender7764that’s so sick but I’m just butthurt elemental damage doesn’t generally get buffed when enemies are enraged. I love making different elemental weapons for everything, but part of me died when I realised how little difference it makrs
@enemystand2981 Actually, there's a small amount of monsters who do get a get higher elemental hitzones when enraged. Nargacuga's rage raises both raw and elemental hitzones
The sheer amount of work on making such a complete guide is amazing! Going to be coming back to it on a regular as I try to improve on the switch axe! Thank you! Hope to see a similiar one when Wilds comes out!
One note about the Full Release Slash. One video I watched (I think it was on Arrek's gaming? But I've watched a lot of people so I could be wrong) said the difference between the full Full Release Slash, and the partial one, is the sword being amped vs not being amped, rather than having enough sword gauge. I have a feeling them demonstrated as well?
No confirmation on whether its in the game or not, but Rise was heavily focused on morph attacks into and out of sword mode. Rapid morph played a big part but it might it seems less likely that it would be in this game
Switch Axe always had trouble balancing its two modes. I know Axe Mode is supposed to deal less damage in trade of its range and higher mobility, and it was ok at it for a while. XX/GU gave a lot of steam to Sword Mode, and World/Iceborne practically killed Axe with how much disparity it had between both modes' damage numbers. Rise/Sunbreak giving the Axe access to Amped state was an amazing change, and that coupled with the new morph attacks, switch skills and whatnot, almost perfected the weapon. I'm super happy to see the return of the regular Elemental Discharge even at Amped state, plus a lot of Rise/Sunbreak Switch Skills seems to be part of your moveset now, with you accessing them through different button combinations. I was confident we were never gonna see a better version of SA after Rise when all the marketing team seemed to be pushing that Wilds' combat looks more like World's, but all I can see here is a more grounded, but even better version of Rise's SA. And I'm all so excited for it. I hope Axe still have access to Amped State, or at least that Power Axe and the new moves gives it enough juice to compete with Amped State. And I think, tho it's hard to tell without some more in-depth testing and analysis, that Triangle while standing on Axe is Overhead Slash like in every game except for World. It's a small thing, since it's not hard to access any Axe move, but Overhead first I'd say is much preferable, as it packs a pretty good punch compared to the other basic moves, and it's one of the only moves that hit vertically down so it's very useful to hit heads and wings. That side slash always felt more like a transitional move, something you only do in virtue of it being part of a combo or just your draw attack.
I’m glad to see those double swings made it over from rise, it is such a fantastic addition to the cover moveset and helped make swaxe in rise/sunbreak so amazing
In world I was a great sword main and in rise I was a switchaxe main. Now in Monster hunter wilds I can use both without going back to my camp and swapping weapons yay
Might have to spam heavenward flurry or Element Discharge? Seems like they're the best despite how little the gain is. UNLESS the amped state in Wilds works like it did in Rise because Power Phial had the highest threshold to enter amped state while dragon phial had the lowest.
Seems very interesting. I get the feeling that controlling the gauge will be key and it will be less of a turn off your brain weapon like in rise or world
No ZSD is surprising. Also, the sword counter is very underwhelming in term of damage and meter generation, maybe it is easy to pull of and is only intended to be a defensive move? But it's still a very bad counter compares to all other weapons... On the other hand I like the fact that we still take damage on both counters, it gives of a berzerker vibe that is very positive for the weapon personnality. At least I personaly dig it.
I was hoping for at least one, but I'm thinking now that maybe they didn't realize you had to hold Triangle + Circle instead or didn't look at the hunter's notes. As for the counter, maybe the guy didn't hit good spots on the doshaguma, but the amount of amped state it generates is kinda piddly too. At least it's a risk/reward structure where if you miss you lose a lot of switch gauge but if you land you get a decent refund.
@@MahnsterHunter It's true that ZSD is in the move compendium. Just read another commentary stating that you have to hold the inputs instead of you doing the same as an element discharge and automaticaly jump on the baddie like in rise/world. So yeah, maybe the "beta testers" didn't analyse the compendium and tried it the old way and failed. According to the compendium the sword counter can be followed by a heavenward flurry, it doesn't sound very enticing but maybe the move has been buffed since world...?
Hard to tell if it has been buffed with how low the numbers were. Harder to tell if its a good source to increase amped gauge too. World was easier to fill power phial, but Rise it was super difficult. I wonder if its like that here?
Morph Rising Double Slash is actually a part of the sword combo in World too. Comes after a Triangle/Left Click sword attack. Though it had a slow build up part. I'm glad it's faster now
That's actually separate. There's Sword: Right Rising Slash and Sword: Left Rising Slash that happens if you press Triangle once or twice after Sword: Overhead Slash, but Morph Rising Double Slash was introduced in Rise and happens when you use Axe: Overhead Slash, Axe: Jumping Slash, Axe: Heavy Slam, and Forward Overhead Slash and then press R2.
Love the switch axe, Will be interesting to see the armour skills that will go with this weapon. Hopefully filling up the gauge quicker and rapid morph will be in the game.
It could be just me but new moves and combos are good but it is quite underwhelming for me compared to other weapons. ( at least in this demo, I know it can be better at release) filling up the gauge looking like it can be hard in some scenarios. on the other hand Long sword focus strike attack fills up an entire gauge for them, lol