Zinogre in IB is tripped by front leg damage, I think every 2 flinches. Left and right legs share the same part health, so either leg is fine. Ideally you want to cause trips when he's still in charged state so you get to DPS him while he's stuck in "better hitzone" mode. His charged state being cancelled is tied solely to a damage threshold that starts the moment he first enters the charged state, like Anja/Glav (except they get hit out of their states with head damage while Zin is just total damage dealt anywhere). He also can't have his charged state removed while tripped/KO'd, so most of the time after he gets up from a DPS window from a trip caused while he was in charged state, the very next damage number to hit him will take him out of charged state, even low damage hits like Kinsects/Rocks/Capture net/emotes that deal damage. About Kulve, she can be tripped by front leg flinches, I think every 2 flinches while she has her gold coat on (left and right legs are two different parts). When the coat is off, the back legs also become parts that can be tripped, but I don't remember if they share part health with the front legs, or if they're their own separate thing. The Odos can trip from both front and back legs. Front legs are ideal of course but they share part health in a weird way, where front left/right legs are 1 part, and back left/right legs are another part. Behemoth also trips from front legs, left and right leg are 2 different parts.
@@scragglie mhf1 vet here. I just had that tip before the comment. This will be useful with the zinogre event guess that give shiny at each topple or in general
This is a master key for me the aspiring Hunting Horn main. I've been banging away at the heads of every monster wondering why some seemed so much more resilient than others. Thank you Thank you. I'll be relying so much on your content when MH Wilds comes out. Here's to hoping your channel blows up you deserve it this is S tier content
FYI for those who are not familiar, take the part break value then multiply it by the difficulty and get the total hp you need to flinch or topple a monster. Ex Rathalos has a base leg part break of 200, multiply it by its difficulty like hr x1.6, total hp to topple is 320 hp.
this is exactly how it worked in the old games where we only had the one topple, of course there are some exceptions. I appreciate this video in particular! monster hunter wilds gonna be wild!
Nice, I did not know why those piscine wyverns never seem to topple on all my hunts, seem so random except when stunned with slugger ofc but this definitely gave me more perspective on my next hunt. Thanks
Thanks for the work and the information! Always good stuff from this channel. Quick question to anyone reading this - does the damage to the part have to be on the same one? For example - I want to topple a Barroth. Do have to deal damage to just his left leg, or is the damage split between the two legs?
The Jho's topple is a bit weird and i don't know if it is tied to any specific body part (i don't think it is, but if it actually is i've never noticed it). The flinch itself won't topple it but instead start a counterattack animation during which you need to hit it with anything, so long as you do 1 point of damage during that animation it will topple normal Jho and 50/50 clagger/topple Savage Jho. Again i'm not sure if its always a random 50/50 for Savage Jho or always a clagger followed by a topple on the 2nd flinch.
I somehow feel Jho's topple is tied to its chest? when Jho's enraged, hit enough its chest trigger a counter, attack it during the counter would trigger a big topple in based world, and in IB, it was like every other one (1st one clagger, then the 2nd topple). I only use lance outside of sticky or rapid-fire thunder/dragon when dealing with Jho tho Edit: now I think of it Anjanath and Glavenus family also have a similar one iirc
Anja and Glavenus do NOT have similar topples, they just both have a counterattack if you flinch them during certain attacks AND they both have charged up headstates that topple them if you deal enough damage. For Base Jho you need to hit his chest until he topples at which point it stops glowing and his legs become a weakspot. For Savage Jho his legs are basically irrelevant as his chest is always a weakzone that causes the massive topple on every 2 flinches.
Would you see this as a benefit for faster weapons such as SnS, IG, and DBs? Since they can more easily accurately target specific body parts more frequently? I find myself sometimes hitting the wings or body with the larger weapons and the openings I have to hit specific legs are fewer with the larger weapons.
It gets a bit more complicated when you get into the sunbreak endgame vs iceborne. The hitzone value differences vs bursting the afflicted hitzones on monsters can be tricky. Hitting a weakpoint without affliction that does significantly more damage than a non weakpoint with the affliction is a bit of a mess. In iceborne it's a lot easier to understand. These numbers get even weirder the higher level you go. Depending on the kind of damage your build can dish out, (on a hit by hit basis), at certain levels it's worthwhile to actively go for afflicted hitzones, and at other levels its better to 100% focus the main weakpoint. My general rule at levels 281+, is if the main weakpoint isn't afflicted, I will generally focus on an afflicted body part so long as the hitzone values are within about 15%.
Tried this information out and got a 4 min odogaron hunt. (Greatsword) Im confused about black diablos tho. I do a lot of damage to the legs but Ive only managed to topple it once. I watched speedruns to see what I was doing wrong but it seemed it really is hard to topple this guy. I checked kiraneco and found that the part breakability was reasonable and didnt correlate with the amount of flinches/topples. It really is frustrating how hard it is to get information out of this game. Its been years and wilds is about to come out and its still elusive to get info as a newcomer.
@@naota909 thats probably the case. Ill try it out again tomorrow and be more accurate with my aim. The rajang info is weird thk because in speedruns they go for the head and they still topple him after 2 flinches. Idk if you put it there in the legs section because theres some rule about flinches that will make this more clearer. In any case thank you very much dude. Just watched every recent mhw tips you have and already I've noticed how much better I've gotten.
Blos legs are also individual parts when it comes to flinch/topple, so if you're trying to force a trip you need to prioritize either ONLY the left or ONLY the right. For Rajang he can topple from head flinches as well as front arm flinches (left arm and right arm are 2 individual parts, just like Blos legs). Some quest modifiers can mess with this though, mainly the Tempered Furious Rajang event quest has a super high partbreak modifier on the head, so the arms can be tenderized and will cause a trip faster than the head trip would usually come compared to a normal Furious.
So for example I'm playing lance, is it more worth it to tenderize the legs and focus on them in order to trigger a topple than to tenderize the head, even if I can counter and deal consistent damage to the weakspot ?
Ok I’m confused on lunastra I just watched an Idevastate speedrun where they chain toppled lunastra by just hitting her head… idk maybe it was some sort of script tech tho, the fight started with throwing 10 dung bombs so idk
That's not a dumb question at all tbh; as far as I know outside of unique topples like Great Jagras' belly topple, Anjanath and Glavenus's flame sack topple, Radobaan's roll catch topple, etc., the animations are always the same, even in those examples past the initial animation, but the side that the monster's body falls towards can vary. I wouldn't be surprised if there are niche instances where that isn't the case though.
flinches can either be forced through slinger ammo or by dealing enough damage to a limb, there are different animations for each flinch, though I think it's about your position in relation to the monster, not the bodypart.
Flinches will happen naturally as you fight, as long as you focus 1 part at a time. Think of a monster part like it has its own health bar. Deal enough damage to that one part, you get a flinch. Deal enough flinches, you'll get a break (if that part is breakable). Just remember that shooting slinger ammo to force a flinch doesn't let you "skip" a flinch needed to break a part or trip a monster, you're simply just forcing the monster to stagger for a second.
It’s so annoying to topple monsters in master rank, it’s like x4.40 part hp multiplier. You really need to use the new clutch claw mechanics. Basically you need to speed run the story to unlock the new weapons to compete with the damage. Although still enjoying playing on a new save.
Very useful video, thanks. It's a shame you have to tenderize these parts to actually get flinches/breaks in a reasonable time. I fking hate tenderizing.
So play Switchaxe and use Power Axe(It buffs the rate you can flinch monsters which eventually will topple lock them) got it Disclaimer: This only work in Iceborne, Rise ruined this beautiful move