Lance solo from Vycery on the new Risen Shagaru from title update 5. How fast can he kill it? Team Darkside: ► Patreon: / teamdarkside ► Discord: / discord ► Twitch: / teamdarkside ► Twitter: / tds_chris ► Twitter: / tds_vycery
they straight up forget that exist. Ngl, with the mechanic of mhrise, the gunlance and lance should and looks perfect to have some engage moves that lefts any defense and parry or engage moves full centered on defense like a truck.
As someone who plays as a Poker (get it?) since the PS2 game, this run was amazing, so nice to see someone speedrunning with a lance and a lot of skill!! Amazing!!
Thanks for doing what TDS should have done ! The least they can do when using music than the one in the game is to give credit to the author and where it comes from...
@@charlietr9815 There's 100% things you can leave out of the build for a little less damage, no matter the build. The general idea of max damage no health builds is easily done even without cheats, so unless you're copying 1-to-1 (which is a horrible idea in sunbreak) you can get pretty close.
@@woodpecker8116 Its more like a known secret. Instead of wasting time on save reseting or rolling loot tables, you mod your files on Pc. This was you have more time to invest in actual practise runs. I mean even the beast min maxed build is worthless if you cant handle the weapon/monster. Practise is all
@@SilverTwinkle nah man, there's one in 0:45 where he doesnt get chip damage, probably from guard 5 + embolden 3 + extra guard lvl from the guard dash - hence why he did the anchor rage at the second one. Edit: Also at 2:30 where he blocked them without any pushback nor chip damage
I swear some of these runs seem so odd, there were a couple spots where it looked like they took a hit but nothing happens. At 00:54 that shoulder slam looked like it hit well before the evade went off but nope. At 1:24 he literally just walks over them without actually triggering a hit box.
Well shit... this video just made me realise that you can stack embolden and guard to their max levels for even better block than guard 5. I wish I knew that before I started grinding this fight. Getting knocked back while blocking 90% of risen shaggies attacks definitely makes the fight take a lot longer.
@@fromhl7619because unlike any other weapon, in MHRSB every SnS move is highly risky but almost no positive feedback at the same time. While the most efficient way to deal damage in Sunbreak is pressing your light attack over and over again. None of the new added moves actually helps the fight
1:27 how come that you didn't take damage here? is it iframing hops? I don't see any dodge/hop here? perhaps I'm blind or it's overshadowed by shagaru?
how do you transition from guarding to attacking so quickly? i always seem to be at the very tail-end of an attack animation and it's too late for me to block/instablock the monster's attack
@@inkyeo thanks, I also really like running shield tackle. I can just infinitely combo the monster and I find it easier to block attacks with, it works stupidly well with Offensive Guard and Guard skills, I love it
@@dylanj950 this is the dilemma of rise lance; both guard dash and shield tackle are so good you don't know which one to choose. in the end it comes down to preference.
i have shield tackle in my orange scroll, but when the monster is knocked down/stunned/etc i like to swap to the blue scroll and spam backstep-thrust-backstep-thrust like in the video
It isn't a switch skill so it's always available for use, you do it by pressing left trigger+Y/X/Triangle? (don't play on ps so just press the top face-plate button)+ a direction, this will make an jump with your shield raised, then you can press Y/X/Triangle again to do an advancing thrust that does 3 hits or press B/A/Circle to do a stationary shield bash.
@@VaiWolfe Blocking an attack with the Anchor Rage wirebug skill gives you a temporary damage buff which is shown by that glow. The color shows how strong the buff is, with a gold glow being a bigger dmg increase than red. Which buff you get depends on how much knockback the attack you blocked does.
The run as a whole meh. But the count at 3:30 was clean af. Beautifully timed. And before everyone flames me like "let's see you do better". Youre right. I cant. But that doesn't mean I can't have an opinion. Just isn't what I'd expect from a TDS member. I feel like lance isn't their main weapon here, and it just wasn't nearly as optimized as it could've been. Maybe I'm wrong. Probably am. I do use lance. But I've never gotten into the numbers of what's the most DPS on lance, I just poke and play.
as a true main lance , it's not greatly played tbh , there were many occasions where she could slip some attacks and also occasions where she could parry for dps increase. Yet there was also the fear of losing that 1 hp while tanking. Overall AMAZING build!
@@akaimizu9780 Those augs aren't cheated, you can tell off the defense and elemental defense roll values. Those are natural, doesn't matter if you use a augment editor if the game wouldn't naturally roll it anyway it will break it.
Use guard bash and guard dash the multi hit is rly good and the guard bash skill is basically a safer and guaranteed counter and time the monster hits u!
@Filip Borkowski it basically counters anything insta would but there's zero risk and u can ko with it good for raw Lance also great against multi hit moves that would get you if u use insta block
@@FifiDuLMB Not true. Guard Bash is extremely useful for keeping damage uptime with multi-hit attacks like Auroracanth's everything, Lucent's tail spins, and Anjanath's charge. Those are attacks where you can Insta-Block them with the proper timing, but you don't necessarily get an opening to use Cross Slash and retaliate. With Guard Bash, you can still do damage and have even greater blocking potential than Insta-Block. The tradeoff is less overall damage, but much more defens- and increased damage uptime because you're now dealing damage to monsters in your face even when you're blocking. Guard Bash is also a skill from Frontier, of course. Reflect Lance, I believe. There's videos of Lance absolutely shredding monsters in Frontier due to being able to "reflect" the damage from multi-hit attacks right back at them.
Since the whole gimmick is just sticking to the monster like glue and not giving a single shit what they do to you; unfortunately everybody and their brother has a counter move now, lance has just kinda gotten buried and can't keep up as well. Especially because lance has no big "Oh the monster's locked down, I can do my giant 5k damage move!" In fact, we do WORSE damage the longer a monster is down/not attacking us.
@@Warcombine It's litterally the most aggressive and hyper offensive weapon in the game. The reason why it is often (but not always) worse than other weapons when it comes to speedruns is because of evryones dreaded nemisis....MATH Speedruners that main a weapon (which usally get the best times with that weapon) can keep a pretty much 100% uptime (time spend actually hitting the monster) on most runs with pretty much every weapon. Lance in average play has a higher uptime than other weapons. Lets say just as as an example (not the actual numbers just to make the point clear) avg. play Lance = 75% uptime avg. play GS = 50% uptime and in speed runs both have 100%. Ok so now how are the Devs gonna balance this? Lets say they balance around avg. Play so that in avg. Play the dps of both GS and LA is 100dps avg. play Lance = 75% uptime = 100dps avg. play GS = 50% uptime = 100 dps then on speedruns (SR) the DPS would look like this SR. LA = 100% uptime = 133.3 dps SR. GA = 100% uptime = 200 dps even if it isnt exactly 100% uptime on both the difference is there. The other option the Devs have is to balance around SR. Then th result would be: SR. LA = 100% uptime = 200 dps SR. GA = 100% uptime = 200 dps and avg. play Lance = 75% uptime = 150 dps avg. play GS = 50% uptime = 100 dps so either they balance it around avg. play and have it under perform in SR or they balance it around SR and have it over perform on avg. play. Ofcousre they could just make Lance's damage scaling with uptime none-linear but that requires a decent amount of testing and the devs dont care enough about balancing to do that. So Lance's main problem is actually that it is the most aggressive weapon in the game, which makes it hard to balance.