They'll need to really buff Hammer in Sunbreak because it's the first time it's completely outdamaged by HH, in fact it has some of the lowest damage in the game. Also Hammer has become the slowest weapon to apply KO normally, this hand shake feels like HH is taking away even more from the Hammer.
As a horn main: I love Rise’s mobility and look forward to Sunbreak’s additions **BUT** I sorely miss 3-4 note songs that you actually recite/encore Echo mode ain’t the same brotha
I don't mind the two note. My problem is that that's all there is. There should be the basic 2 note 3 songs but also have options to do more complicated songs with more notes. Best of both worlds.
@@tielmaster7879 Agreed. The option for both is a warm welcome, possibly something like longer songs with encores for longer/stronger buffs but obviously more punishable animations compared to weaker buffs for faster moves
I hope the next mainline games like world bring back the World style hunting horn. Imo that's my favorite version and really improved a lot from old gen hunting horn without changing too much. Especially the Iceborne improvements makes it even more amazing with the echo note buffs and attacks combined with the spinny horn attack. With some minor tweaks to make it slightly faster it would be great. The lack of recital mode and encores to make melodies stronger like getting Attack Up XL buff kinda bothers me. But hunting horn in rise definitely still fun and cool. Albeit a bit becoming button mashy.
As an HH main, I think this is just what it needed for me to come back to Rise for it. Impact Press on an HH, triggering EVERY HIT is insane. The KO potential is unreal.
@@Pizza_is_old yeah, but that was never going to happen in an expansion, better off waiting on the next game release for the chance they change it to the previous version.
@@camil3545 how long do you think the new series will drop? I've in a dilemma, trying rise now but the game age maybe 1-2 year left and gonna be like world, meanwhile the other hands, waiting new series seems hella fun but dont know what platform it runs made me nervous
And the damage too! Imagine that Shockwave right before a Magnificent Trio or an Infernal Melody. GOD, that damage will be straight up DISGUSTING with the right build!
Looks like swing combo replaces both crush and multi-crush (at 0:40, we see it used after a right swing which would normally be crush and at 0:44 we see it used after a left swing which would normally be multi-crush). I wonder if we can influence the direction of the swing combo to get a left encore or a back encore?
The swing animation reminds me of mhgu valor HH, correct me if im wrong. Its been awhile i played mhgu xD If does function like in mhgu then , yes we can influence the swing direction of the combo.
I can see Silkbind shockwave being effectively the sister to MHGU's Double note system since you have to actually land hits in order to make use of it. Neat we have the option of the old recitals back throug hthe swing combo as well
Its more reminds me of the HAMMER hunting art (mhgu) inpired skill that buffs your charge attcks that leaves stun dmg echoes but this time they placed it on a hunting horn, it echoes when you attack (since HH dont have charged attacks)
@@thirdyqwerty3954 Ah the impact press, I can see that yeah, I disagree though since with impact press even if you whiffed it released the shockwave, this one doesn't seem to, at least at first glance, only on contact.
I just wish I could switch out the moveset to the one from the last games. It's like playing a different weapon 😞 I've been maining HH since 4U and I can not get used to this new moveset, I feel like all those years of mastering the weapon is worthless now
it is honestly part of the territory of being a HH main, the weapon was already massively revamped going from the 2nd Gen (where it debuted) to the 3rd Gen MH games.
@@camil3545 yeah but the weapon has still kept its identity after the revamp. And after that it was gradually improved on until we got Icebourne HH (arguably the best HH). But to go from all these improvements to almost completely reworking the weapon was not the right choice.
So, they're dubbling down on how HH feels in Rise: a rapid brawl hitter. Not complaining, it was my first HH before I came back to MHXX and noticed the big difference, I'm guessing the people/"OG HH fans" who hate/dislike the change will have further reason to dislike/hate it.
I don't think many hh players dislike the flashy moves in general, but the song system got completely gutted and hh turned into more of a proactive weapon instead of a reactive dance with the monster.
The flashy moves are cool, we already had similar attacks in GU that were super fun, but yeah. Effectively removing songs, gutting melody variety, and then turning it into a combo-heavy fast hitter instead of a fluid, longer, reaction-based weapon is the big issue. It's like taking the greatsword and replacing charging with a series of smaller hits or something.
@@xHeigoux you'd be surprised. I've seen a lot of people hate on the new moveset, which I found just...odd. Like, I totally get the complaints about the simplified song system, but when people are actively upset about stronger/faster/more flashy moves...idk man. Perfect HH for me would essentially be old song mechanics+new moveset, with a few minor tweaks like keeping instant use songs simple for spamming/reactive playing and free use of any move whenever. If anyone's still upset in that hypothetical scenario I really wouldn't know what to tell them.
@@KPlaysHere It's hard to explain, but imagine if GS didn't have a charge mechanic any more and you swung it like a LS. It wouldn't be the same weapon anymore. Kinda the same situation with HH. It went from methodical positioning, big meaty hits, and meaningful buffs, to rolling your hand on the controller, wet noodle attacks, and buffs that are kinda meh. It barely resembles the weapon we few HH mains loved.
@@KiskeFriedChicken well, we do kinda have a real example of your hypothetical there. GS got the Surge Slash Combo, which is a 'fast' set of moves for GS. Still looks pretty GS to me though, since they're still decently heavy attacks and can still bridge into the typical charged slashes. I see HH in Rise the same way: the speed's turned up a bit, but the weapon is still the same (as far as the moveset goes at least, the song mechanics are another thing)
Swing Combo A two-hit attack that can be delivered from either the left or right. This allows you to quickly shift directions, making it useful for repositioning. Silkbind Shockwave A Silkbind attack that wraps your weapon in Ironsilk. For a short period of time, any attack performed causes the silk to vibrate, creating a time-delayed shockwave that triggers additional hits. These additional hits do major stun, exhaust, and part damage.
Looks ok, but contrary to what I'm seeing a lot of in the comments, not sure I like how homogenized HH and Hammer are becoming with each other. They needed some love yes but in different ways imo, just giving them some moves from the other is a bit weak. If anything I would have loved the older style of HH back again but sped up or with some s on recital sort of like they gave the self-buff animation/attack. Still gonna be one of the mains though!
Yeah ageeed....I don't want to sound ungrateful but I would rather see something new than a rehash. Still happy for more content though just minor thoughts here
Same I feel a lot of people feel they need to just stick with stuff when they are well paying for a game (same reason for things like delay) if this was free dlc, then it is fine but this is the big expansion pack for Rise, so a bit more than sharing moves between the only two blunt weapons in the game would be good
@@Mare_Man from a purely offensive weapon standpoint, yes, but the song mechanics--while at their most efficient--are significantly weakened. If you look at Rise's power and Iceborne's buffing capabilities, I would say that HH has been at its best in 5th gen as a whole though. Just gotta get both aspects in the same game some time in the future...
@@KPlaysHere Infernal Melody? You can also give another attack buff if you use the silkbug cocoon switch skill. There's also the sonic boom performance, which does some actual damage and consequentially being quite impactful. They made it so combat and buffing is intertwined to make a fully cohesive weapon rather than just buffing up your team before each area or mid fight in the same way you would sharpen a weapon or use items. To me the performing from older games feels like more of a part of the kit rather than just an item. It makes it feel less clunky and more streamlined, overall making it way more fun for me. Didn't help that in old games the moveset was very bland in general, I definitely enjoy the higher combat complexity it got in rise with earthshaker, slide beat, magnificent trio, infernal melody (and the ways to charge it quicker,) and especially performance with its s. Many of the normal attacks feel more interesting too, especially with having more interesting combos. I always tried to like world horn, but it just felt slow, bland, and clunky. It was damn strong but it didn't do much interesting. The slower performance to me just slowed the gameplay a lot and felt more akin to sharpening the weapon rather than something satisfying or impactful. Performing in Rise feels far more impactful to me, especially with the addition of the almighty Infernal Melody. Magnificent Trio is a lot of fun too, I get to dish out a ton of damage, breakdance, and apply buffs all at the same time. Personally, I think Rise hunting horn is better in every single way, making it no longer a boring weapon with it's only interesting trait being buffing allies and instead a fully unique weapon with a dynamic and interesting move kit with buffs being more interesting than ever before thanks to infernal melody requiring actual good buff timing. Infernal Melody actually requires forethought when using, making it an actual part of the weapons playstyle unlike how buffing was before. Before, buffing was just about applying them in the same way you'd apply demon powder or something. No implications on the playstyle, no thinking, just reapplying buffs. I think the best way to describe old hunting horn is "glorified demon powder with different buffs." Meanwhile, Infernal Melody is more like a chargeable (charged quicker by certain moves to make it more interesting) Might Pill built smoothly into the movekit that can dish out serious damage if timed right, making it super satisfying.
I miss it too but that system also is what partly made HH so bad at the same time. You set up 3 double notes, and miss the 4th only to have to retry all the previous hits all over again. The opposite issue is that in rise, they don't care cause you play as you hit and objectively speaking using the classic style is just a hinderance when fighting Rise monsters. Its a rough time for horn mains who want viability while missing the old school playstyle.
So, the hunter art of hammer. I don't know if I'm the only one but a prefer older mh game horn. In rise it just don't feel the same satisfying feeling as before. Just press buttons and done..
Im very happy to see the old encore swings back With this and the Echo switch skill, you can hopefully get a better feel for traditional hunting horn if you wanted to play that style
Yes, agreed. I still feel that Monster Hunter World: Iceborne has the best Hunting Horn when it comes to gameplay mechanics, but I can't deny that faster and wild attack animations for MHR Hunting Horn are a lot more fun to perform.
Rise HH taking animations from older games does not at all mean that it plays as it did before. It's still totally unrecognizable to me as a HH main of many years. The normal attack combos are totally different, the melody system is totally different, and many moves have been completely removed or replaced. Like, Lance and Gunlance share animations, but they're still two distinct weapon classes.
It isn't traditional Hunting Horn unless they bring back the ability to combo any attack into any other attack. I find the song mechanics to be less important to the feel of the weapon than the combo mechanics.
@@blastimbre Well yeah, I do wish that recital and encores were back, as I do prefer the more methodical playstlye of classic HH. Just give me that and then add the wild attack animations from MH Rise for normal attacks and it would be perfect for me.
@@blastimbre well it isn't the first time HH has completely changed as a weapon yet still managed to retain most of the same basic swinging animations.
@@lunamayham exactly! Like just planning around the monster, attacking it to combo 3 songs into each other, and then taking steps to be able to perform once or twice for the buffs always felt really good. Especially in Iceborne with the bubbles and Echos
@@pepejz YES. I loved figuring out when I could fit in which note and when I could start my recital. It gave each fight a uniqueness that I didn’t really get with other weapons.
@@devv197 I swear, perfectly evading an attack in the middle of a performance was the most satisfying thing in the game. Its a shame recitals have been turned into a mediocre attack with some I-frames
Nice. Finally some actual skills to stun monsters. The ability to stun monsters with HH was very very limited with the basic Rise movesets if you didn't made a set especially for stunning/KOing. I know HH isn't meant to stun monsters on a level like hammer users, but still. Having *some* stun moves is nice. In the end, HH is just another hammer. 👍
Went back to this to check the skills again. Tried it on sunbreak and now I'm all for the doot. It's like hunting horn has a wolf's maw skill now because of the multi hits. I think I'm gonna use HH for the duration of the demo!
The animations look rather confusing. This is yet more combo things on top of a weapon that had no business doing that much multi-hits on simple swings (apart from the spin attack, which is now locked behind a combo/dps meter). Also, too much wirebug things already. I miss pre-Rise HH so, so much...
@@cheemslord9917 It hurts for your main weapon to be changed into a weapon that you can no longer enjoy. You would feel the same way if it happened to you
@@wallacesousuke1433 Well, I tend to disagree, but I understand your reasoning. HH's moveset was not the most obvious for newcomers, but only because most people considered the weapon as a "combo meter" tool, much like the other weapons. Once you play your songs, your gameplay loop is very simple, and the moveset is very methodical and positional (very much like a "dance" with the monster), but very rewarding. Although I agree that some of Rise's changes were good, I feel it was way too disruptive, and it didn't need to be. I think World already brought a lot of improvements to the weapon's mobility while retaining a familiar moveset. Your music queue was always on screen, and in a way much clearer when compared to older games. The possibility to enqueue three songs at a time was a game changer already. You could prepare them during the fight, then perform any of them in the order you needed, or perform all at once, possibly with an encore to double the damage and music effects if the opportunity presented itself. Now, In Rise, we have much shorter songs, but the feeling of building up your power is lost, because with two (or at most three) button presses you play your music. The Echo Mode switch skill thing did nothing to shake off this feeling, unfortunately, and we even lost the possibility of i-framing attacks (which, I admit, was a marvelous addition of the new "Performance Mode"). Because of the reduced music performance requirements, now songs have a much shorter duration, and we need to keep doing the same combos again, and again, and again... The gameplay becomes old very fast. It's even worse than playing DB. In World, the hilt stab and the flourish were essential for fast music queuing. You could keep pressure whilst enqueuing songs. Provided that the songs themselves all followed the same note patterns, the same pattern could be used on another horn without much difficulty; you only needed to look at the music sheet on the screen to be sure what to play, and that was it. It was so easy to switch weapons. Now, In Rise, because of the easier and more combo-focused music performance, the number of songs was reduced dramatically, because there's only so much note combinations you can perform with such a crude combo system. In World, for big openings, you had two major options: performances (with encores; excellent KO potential) and the spin attack (excellent for damage, including elemental). Now, In Rise, what do you really have? The Infernal song? That's no substitute. Despite the new Attack Up effect, IMHO damage is much lower if compared to the spin in Rise. Also, you're locked out of it by a combo meter. If for some reason a big opening shows up, you have no Infernal Melody available, tough luck, the only thing you can do is the same old pew-pew combos :D I think we had all the tools we needed for a good fight, all we needed was a bit more MV or damage, and perhaps longer duration for the songs, or shorter animations. Now, I feel like Rise equalized the weapon to be a "combo tool" like the others, but this removed a lot of the easiness (by that I mean the positional gameplay, which is now dead, because you're forced to combo your way in, meaning less damage per hit) and nuances of the HH gameplay that most seasoned users were very much happy with. We got new players to the weapon, but now I feel like I have no home anymore hahaha. Rise's gameplay looks too much like other button masher games. I don't feel rewarded the same way as I felt before. Theres no build-up, there's only comboing, and reactions. Heck, even the big-damage animations from other weapons feel underwheling in Rise! Colpare World's CB vs Rise's CB for an example. Rise as a whole feel like a weaker game. Sorry for the wall of text.
I'm hoping future titles give the players a choice to either have the Iceborne HH moveset or the Rise HH moveset. I felt like the Iceborne HH moveset was more satisfying. Better yet, they could have the HH have 2 "stances", similar to how Hammer does in Rise, where one stance is "support" oriented and functions identical to the Iceborne HH and the other stance is "offense" oriented and functions identical to the Rise HH but doesn't play notes AT ALL but can still play songs that were queued up in "support" stance. I WOULD LOVE THIS!
Light HH and Heavy HH. Light is Rise HH, slightly less damage to balance its speed, Heavy HH is Icebourne HH with buffed motion values to compensate for its speed compared to Rise HH. If MH6 HH is based off of Rise HH without the option to switch I’m dropping the weapon.
Honestly, with the fact that the Rise HHs actually appear to be smaller to the HH in other games, there really are grounds for a light and heavy HH to exist.
The idea of making distinctions "within" a weapon type is an idea I LIKE. For example, it makes sense to me that if a GS, or any cutting weapon, looks like a club or a Hammer or HH looking like a axe or looks sharp, it should do impact/exhaust damage instead of cutting and vice versa, or certain LSs, assuming no Silkbind in the future, having access to ONE special move that reflects the weapon design, like Sakura Slash, Spirit Helm Breaker, Serene Pose, Critical Juncture, etc. The idea of HHs being distinguished buy supportive or offensive capabilities is appealing to me, but there are downsides. We can already see that with SA and CB where the "best" SAs and CBs are those with Power Phials and Impact Phials respectively. This inadvertently makes SAs and CBs with other Phial types gimmicky from a casual angle and obsolete from a speed-running angle. Since most monsters are overall weaker to cutting, "blunt attribute" weapons within a typically "cutting attribute" weapon type would be overshadowed and likely the same for the inverse situation of Hammer/HH. Coming back to HH, while I like the whole Light and Heavy idea, I think it would be better if the HH simply had 2 stances. One can create buffs and the other has super moves (the Infernal Melody meter shouldn't simply just be Infernal Melody, if could change based on individual HH). HH already has the absurd distinctions within the weapon simply due to the buffs each individual HH can play.
@@jepr91 HH already had 2 stances: neutral and recital mode :p On the topic of a light/heavy HH split, I get that some people want what they like back but I don't think you guys realize how bad that'd be for the weapon. Like...could you imagine HH essentially having to compete with itself? It already has enough trouble going up against most other weapons as is. It'd be hard to not have 1 version ultimately end up being more effective than the other based on the different mechanics. If you ask me, it'd be a much better idea for them to find a way to give future HH the best of both versions--that way, everyone's satisfied in 1 way or another and the weapon as a WHOLE benefits. No need to split it down the middle.
Is the swing combo not just the pre Rise moveset? If so then in happy. Hunting Horn was probably the second most enjoyable weapon weapon for me pre World (Hammer is allways number one and will allways be) i really miss the music inputs in Rise feels like a different weapon. The unike melodys and combinations HH had where such a cool system it was nice to finally master one horn and play all your songs without having to look up the inputs, though Worlds display was more accesable. My favorite version of HH was probably GUs guild or adept Hunting Horn the simple addition of double notes made the weapon so much more fun. For anyone who hasnt played GU double notes where powered up versions of your notes, these only appear when you hit the monster with an attack. A song thats only made of double notes will power up the songs effekt for example a +15 attack boost becomes as +20 attack boost (GUs damage numbers only go up to the 300s in late game weapons so an extra 20 points attack is very good). This additional buff incentivises the player to be agressive and thus prevents corner horning.
It's one specific move from encores based on stick movement, but this time they turned it into a combo. Honestly, while I'm happy to see *something* return, it's still so disappointing to see them miss the point entirely. Combos are the last thing I want in a hunting horn. It really only shares animations in common, functionally it's still as different as can be.
In MHGU they had Double Notes that played the song that was played with the song you are playing, this made it very fast to buff everyone, you got these notes by hitting the monster, you see, older games had a solution already to Corner-Horners, we didn't need to remove a lot of the old mechanics and streamline the weapon
Raising my voice to remind capcom that I miss hunting horn and while the new hunting horn is nice too, its just not the same weapon, just using its name. Could we have both next game so everyone is happy?
@@camil3545 ehhh, I’ve just watched a few vids and tutorials on it and it’s just a worse scuffed version of Icebourne HH. Not anything too different to require it’s own variation.
@@devv197 ummmm no, other than having a number of the same core weapon swinging animations (which Rise HH still has a number of them), the OG HH doesn't even generate notes from regular attacks unless you switch it to an alternate mode. In actual practical usage, "Iceborne" HH has more in common with Rise HH than it does the OG HH.
Was hoping they would add old recitals/encore back with the previous song system somehow, doesn't seem that is the case though unfortunately. The changes are nice though
A full rework is a bit much for an expansion, I'm sure classic HH will be back I'm the next mh. If I'm being honest though I'd rather keep the current moveset while getting the old song list back. That forward A letting you turn has been just amazing, it actually lets me do a followup attack to QTABS.
Yea the more I played HH in Rise the more I missed the old HH, HH used to just be pretty chill and we just need to play music by bashing skulls non stop, but now HH has a "feel bad" move with Earthshaker. Every time a monster suddenly takes a back/side step or get flinched out of position and I miss the move, I feel the Earthshaker in my own body instead.
@@Vulcanfaux I personally much prefer Flourish over forward slam, the versatility of the double note in one attack is really useful for pushing out the double input notes faster, and you can dodge roll after the first hit to cancel the second
Nobody remembers the REAL 'og' HH, I feel like everyone's always referring to post 3rd gen HH 2.0 when they say that. Trust me, you don't want the actual original version of HH back lol
well that's... boring? and it looks like both deal Sonic damage so they might just be useless if they un-nerf sonic damage it could be interesting though, and horn needs it too, cause as is... there's no reason to use anything but Earthshaker and Overhead Smash still holding out hope that Horn gets a Switch Skill option to use "complicated" songs like the old sheets. with the combat swap that could be really interesting even, needing to stance swap between your easy songs and the hard songs