Something I noticed that is not stated in the weapon controls for the sns is that if you perform a focus strike (vital stab) on a wound that has not yet opened (white scars but no red glow) you will instead do a move similar to drill slash from risebreak. This move is great for actually opening the wounds. Just want to get it out there because I have not seen anyone else bring this up.
I see. I was testing this out just now and it def doesn't work if there is no white scar, and also doesn't work after the wound is scabbed over already or broken. So yeah it looks like it IS a way to get wounds opened up faster after the white mark shows up
Instant backstep after roll when sheathed is gone. (In world and rise, when sheathed, we can block, roll, backstep. There is an end lag after block now so we can't roll immediately after the block.) Rising slash is gone. (Block+Chop. An important move to start attack when sheathed without moving forwards.) Roll after backstep is gone. More difficult and slower to control the direction of backstep after roll. (In world and rise, we can choose the direction of backstep after roll by simply pushing the left stick to that direction. In wilds, we need to be in focus mode and turn the camera to that direction, then push the left stick to the backwards direction of the roll.) And the direction is not accurate. (Maybe it's a bug.) Cannot change attack direction during combo without focus mode, while focus mode requires a non-human hand or the gyroscope. (Not a problem for keyboard and mouse.)
Oh but my friend it is flashy in its own particular way that f****** downward/ finisher is fantastic and that clash stab stab stab stab stab stab stab like crazy
SnS is the weapon I always end up coming back to after giving all the others a try, doesn't rely on long combos that can get interrupted, can bash or slice, can dodge or block, can use items in the middle of combat, it's just really flexible.
And I really love the SnS iteration in RiseSunbreak. A lot of game style with a lot of build combination and fast moveset with strong counter. I might main HH in Wilds though.
@@luck002 SnS iteration in Sunbreak is my favorite SnS, mainly because of Metsu, they gave the most satisfying sound effect compared to other weapons that do counter.
6:51 Cool thing about the Triangle + Circle dismount attack! If you press Triangle again when you successfully hit the monster with this attack, you'll go into a scaling slash, which gives you access to all the moves that Charged Backstep and the Perfect Rush Finisher give you (Falling slash, falling bash, etc.). Just like in Rise, you can also do the spinning reaper in place of the final Perfect Rush input, although it's done with Triangle + Circle this time instead of just Circle. But you can also do the charged chop by holding it too. Charged backstep is also able to be held a LOT longer this time around. I don't think it increases your damage, but it gives you a lot more leeway with your timing before you jump back in.
Not only did they keep the finisher from Rise, they gave us a finisher finisher. Plus airborne focus strikes, EVEN MORE sticking power, and the fact that basically everything chains into everything. Any more combo flexibility and I'm gonna have to bust out the leverless.
Something I haven't seen mentioned but loved is that you can cancel any attack into the guard so you have the choice between backhop for slightly delayed monster attacks or guard points for reactive play. The dev team somehow raised the skill cieling for SNS mains!!🔥
As a Lance main, I’m looking more toward SnS in this game. Straight up just feel like I’m boxing the monsters and it was one of the funnest weapons in the beta for me
One thing that wasn’t mentioned about the sliding swipe move. The swipe attack at the end of the sliding animation can be redirected in any direction (360), not just the direction you were sliding. So it’s great for repositioning AND reorienting. Happy hunting.
Man, as a recently player to the series (world), one thing I was hoping to see was a counter move, so I am sooooo glad its part of the kit now. All the new move sets look amazing and looks like it will just add more versatility to the weapon.
There comes a point in every Monster Hunter game where the monsters feel like they are every place at once, like something that big shouldn't be coming at you so fast, or like you just can't keep up. At that moment, I always go back to roots. There's only one weapon that allows you to be fast enough, flexible enough, and dangerous enough to stand toe to toe with the biggest threats. That moment is when I pick up my trusty sword and shield.
@@BlazinBro786 the mestu shoryu was good but the side movement in the regular combo along with the block string are a nifty alternative to the uppercuts parry stance.
I miss being able to spin 180 degrees after the second triangle combo from World. That is so ingrained into me as part of engaging safely that when Rise removed it (and messed with all of the other movement stuff World SnS that I relied on) I just couldn't play SnS anymore. Probably part of why I haven't finished rise. I am glad I can just dodge roll in any direction now at the drop of a hat.
I was a Hammer and Charge Blade main in World but somehow I got drawn to and tried SnS for the Beta and fell in love, it's so fast, so mobile, the Charged Chop and Backstep attacks are so cool and it can block and all without having to worry about some gauge or mode. Still keeping the Hammer around cause bonking heads never gets old but totally picking the SnS as my secondary.
RIP everyone like me that has muscle memory for rising slash combo opener. :’( I haven’t had to adjust my gameplay this much in between games before because they were largely similar with optimal combos changing… but the sliding slash replacing my opener has caused me so much difficulty because I’ve always been kind of poor at back stepping through guard (because I fight the camera since I don’t like using lock on mode as I’m used to classic camera). So I usually actually open my backstep with a rising slash as a workaround, but the way the directions work with the sliding slash may be good for repositioning it has cost me so many knockdown openings. :(
I loved the mobility with the basic triangle combo and focus mode seems to benefit sns the most with how fast you can strafe and position yourself. The only thing I didn't like is how small the range seems to be on perfect rush now, I miss even when the monster is down.
Swaxe SnS is probably the combo im gonna go for. Swaxe for monsters with big openings and easy parries, SnS for more agile monsters or monsters with small windows. Also SnS gives access to blunt damage.
4:29 my pet peeve with this new SnS move is that the Counter Slash can only be done if you let go the R2 block when you press the /\, if you still hold the R2, you'll just do the Sliding Swipe instead, despite successfully perfect block monster's attack. It is possible to get used to it after a while, but it still feels an awkward input. Maybe it would be better if they add a Left Stick directional requirement to execute the Sliding Swipe, that would make more sense.
im glad some of the mobility is back after Rise, cuz I *detested* Rise SnS simply because of the loss of easy control from World. I couldn't easily turn around anymore or dive in whatever direction I wanted. Now I still can't just pivot after two chops, but I *can* just dodgeroll wherever I want, so I'll take it. The increased lateral movement sort of compensates for my lack of 180 degree shifting.
Waiting to get a video on IG just to see if the nightmare it true I am in the Beta and I don’t feel or see the Bounce but at the same time I am hoping I am missing something and the Air part of the IG have not been neutered
3:40 hey guys just want to remind you about focus mode. yeah that thing lets you aim the perfect rush anywhere, please try to think about it and incorporate it more in your future vids I seriously think we need to push using this mechanic
Charging chop!! That’s what I did. For the life of me I could figure out how I managed to do that move lmao. In the chaos of monster hunting sometimes I panicked spammed lmao. It felt good to get into the game though if the beta showed me anything is that I’m a little rusty lol.
this is arguably my favorite weapon changes. finally sns got some love. was so upset when they tricked everyone in rise that they gave em new moves. good to see they finally got some attention since theyve been the same since the psp days.
Might have to give SnS another try! Also please do glaive next. I desperately need to figure out what I'm missing with insect glaive, 200 hours in world with it and I cannot figure out what to do with it in Wilds.
I got a few tips: Using your focus strike will give you all 3 buffs, so take advantage of multiple wounds being open to do the spinning slash and replenish all buffs. Focus mode light attacks do a good job at hitting hard to reach extract spots. You cannot use any charge attacks until you get the red extract. When using the spinning slash, you will be able to use aerial actions as soon as the attack animation for the hunter is done. The kinsect likely not get all extracts when doing the spinning slash, so try uding the focus mode or piercing kinsect attack afterward. The ground movement on ig has gotten more mobile, try experimenting with your combos and possible directions
Testing it out in Beta 2, I like the new stuff, only thing that bothers me is how inadequate the range on advancing slash feels now. I'm misjudging the distance and whiffing constantly
Also when in the air there's a plunging stab move by hitting triangle + circle and does shit for damage with less range (but more hits so probably better than the plunging downward slash for mounting). And don't forget it's also now less mobile as well, multiple attacks or lunges have less range with hotboxes (like perfect rush), the movement gave or distance covered by certain attacks (like the charged jump) has been reduced, and multiple attacks are more committal as now you can't change direction with certain attacks without using focus (which for controller requires the claw or taking your finger off an attack button to use the analog stick if you don't have a controller with extra buttons), which also makes it more difficult to block attacks coming from anywhere other than directly in front of you as you block in direction you're facing while attacking, and some attacks are no longer able to be cancelled by dodge rolling. While the sidestepping is great, it sadly feels like they stole the mobility from other moves to give it to sidestepping. I can't help but feel like my boy got done a little dirty.
The one thing Im not enjoying about Wilds currently is how different the timing some SNS moves are. Most significantly, the third Hard Bash and the Backhop timing are super off for me, plus I always hit the Charged Chop by accident instead of Spinning Reaper. Maybe I just need to get used to it
When chatacabra was on his last legs, I put two large explosive barrels down, called in an SOS, my allies each placed barrels with now 8 sitting on its face. Tapped it with my LongSword and ended him. It was a fun time....
Never understood why MH always considers the SnS a new player friendly weapon. Back in the 3DS days IMO it was one of the hardest weapons to sustain good DPS while everything else hit like a truck.
I like this SnS very much, unlike World where i didn't feel it, it's very nice. Also since wounds are very powerful in some weapon's kit, your team will love you given how many wounds pop up with the SnS
I am thinking about actually utilizing weapon swapping. SnS to create tons of wounds -> swap to GS to use wounds for quick TCS access -> swap back. Was not able to try it out in beta because it just occured to me you could do stuff like that.
@NanoNaps for that purpose, a bowgun might be good too, they're both good to create a lot of wounds quickly, especially the HBG with the machinegun mode. It will be easier to cycle and keep plahing on the GS, since i imagine the special energy bar of the bowguns get reset when you swap.
0:16 it's like you fisted Doshaguma. 1:31-2:00 this is what i've missed about SnS in SunRise: attacking while moving - which was in WorldBorne, in case you've forgotten. i'm glad it's back in Wilds; now don't remove it again, Capcom. i love the 2 new attacks for the Triangle Combo. i LOVE the new Charged Chop! although i wouldn't call it that, since you're actually *stabbing* the monster. wait... we can *move* while using the *Perfect Rush?!* YES!! and speaking of which, one change i liked in SunRise was the addition of the "final blow" of the Perfect Rush: you have a choice between a mere sword slash, a shield bonk to the beast's head, or plunging the sword into the monster like Link from Twilight Princess. i personally use that last one, as it actually feels like a final blow for a SnS combo (no offense to those who prefer the shield bonk). 5:08-5-13 and let me confirm this, in case you didn't believe your eyes: said minigame is *stabbing the monster in the mouth!* (assuming it's something like Doshaguma) *side note:* i want to talk about oils, for fun. i'm just confused about 2 of the ones we got in GU: Stamina Oil? Mind's Eye Oil? don't get me wrong, they have a use... but how does that realistically work? because the way i see it, that's jumping the Zamtrios/Plesioth, even for Monster Hunter. how does an oil exhaust a monster, or increase the likelyhood of knocking it down? how does that work? how does an oil help retain sharpness, but *only* when the weapon hits a spot where it would normally bounce off? wouldn't it make a tad more sense to have the effect be to not lose sharpness at all for a limited amount of time? irl oil, to oversimplify it, was used to preserve sharpness and prolong the blade's lifespan. that said, i say oils should restore a certain amount of Sharpness, as well as directly interact with the damage modifier. let me pitch my idea: - Affinity Oil: same effect. restores 10% Sharpness. - Destroyer Oil: acts like Partbreaker 2. restores 10% Sharpness. - Hunting Oil (for a lack of a better name): a combo of Destroyer and Affinity oils, with the effects of 20% Affinity and Partbreaker 1. restores 15% Sharpness. - Sharpness Oil: prevents loss of Sharpness no matter what. restores 25% Sharpness. when an oil is applied, the damage modifier would be increased by 1 or 1,5. and to compensate for how OP i've made those oils, you can only carry 2 per Oil type; and the effect only lasts for 1 minute.
I *despised* Rise SnS for what it did to my movement options while attacking. It messed with my dodging and it was such a pain in the ass to reposition. And no, the Skills doing the repositioning do not count, that is a crutch, it should be part of its actual moveset. While i don't have all of my World movement back, the improved lateral movement certainly helps, so I'll take it.
Some attack names just confuse me. The charged chop is literally not a chop capcom. That's a stab. The hunter is ramming the point of the sword downwards, which is a stab, not a chop.
Why after a certain amount of hits my sword and shield won't connect with the monster, I used whetstone and that doesn't work, can someone tell me that's experienced
Gravely mourning the loss of Metsu Shoryugeki, though I knew it was inevitable. But slide into scaling slash? Come on. Thankfully you can still hit it from a backstep, but yeah.
Now all this weapon need is the ability to deflect attacks, i know, it would probably be way too good so i can understand why they decided to not add it on the sns
I think this was just a rise thing, which is the mobile/arcade-like entry in the series where they try lots of stuff even if all weapons become busted. Personally I don't think it makes sense for all weapons to have the same countering/combo/aerial/etc tools.
If they were going to change the end of the perfect rush combo, why make it something that the SnS already does. Would have been cool too see something new there too.
@@Madchimpz it made you fly away from monsters after a guaranteed big hit with high part break multiplier. Current finishers are not guaranteed to hit after a long combo making it even longer,and anything that monster moves make you miss it. So far most of the time I do PR monster filnches or feint from PR that makes finishing jump attacks misses. Another reason to just spam charged chop...
They got rid of rising slash and the guard slash counter? F*** that. The SnS has always been my favorite weapon, but I strongly dislike the new feel. Don't get me wrong, the mobility on the standard combo is great, and the versatility is still there, but I feel like the weapon slowed down quite a bit, and the lunch on the perfect rush is also smaller and less forgiving. I'm really bummed. Oh well. The switch axe is going to be my new main, methinks.
For those wondering why that may be: you have to be charging the back step and WHILE holding circle press triangle to interrupt the backstep slash into a perfect rush
I think you can no longer use items while unsheathed, because aiming with left trigger is replaced with focus strike aiming for slinger ammo, and just pressing the Use Item button won't trigger while I'm guarding (unless I messed up something).
Took me a little bit to figure it out but you can use L3 during focus mode to use the slinger. Unfortunately, like Iceborne, every weapon gets this. :/ but items you can use them as usual by using guard+square or just use radial menu.
Something I noticed that is not stated in the weapon controls for the sns is that if you perform a focus strike (vital stab) on a wound that has not yet opened (white scars but no red glow) you will instead do a move similar to drill slash from risebreak. This move is great for actually opening the wounds. Just want to get it out there because I have not seen anyone else bring this up.
I gotta try this
Thanks! Sw n Sh seems to be the specialist when it comes to opening wounds
I see. I was testing this out just now and it def doesn't work if there is no white scar, and also doesn't work after the wound is scabbed over already or broken. So yeah it looks like it IS a way to get wounds opened up faster after the white mark shows up
@@LCDgunmage it also seems like this mechanic just works for all weapons too
ahhh i thought it was a bug
I dont care if it ain't flashy, my baby can still do everything. Landing those back wounds off a hop is so fun.
yess.. sns and gs is not get flashy but still the god i think
Instant backstep after roll when sheathed is gone.
(In world and rise, when sheathed, we can block, roll, backstep. There is an end lag after block now so we can't roll immediately after the block.)
Rising slash is gone.
(Block+Chop. An important move to start attack when sheathed without moving forwards.)
Roll after backstep is gone.
More difficult and slower to control the direction of backstep after roll.
(In world and rise, we can choose the direction of backstep after roll by simply pushing the left stick to that direction. In wilds, we need to be in focus mode and turn the camera to that direction, then push the left stick to the backwards direction of the roll.)
And the direction is not accurate.
(Maybe it's a bug.)
Cannot change attack direction during combo without focus mode, while focus mode requires a non-human hand or the gyroscope.
(Not a problem for keyboard and mouse.)
Oh but my friend it is flashy in its own particular way that f****** downward/ finisher is fantastic and that clash stab stab stab stab stab stab stab like crazy
Perfect rush -> aerial focus strike -> shoryugeki -> falling bash
@@ctclonnysounds like a nerf fr
SnS is the weapon I always end up coming back to after giving all the others a try, doesn't rely on long combos that can get interrupted, can bash or slice, can dodge or block, can use items in the middle of combat, it's just really flexible.
SNS is like a really good buffet; all the choices, however I want.
And I really love the SnS iteration in RiseSunbreak. A lot of game style with a lot of build combination and fast moveset with strong counter. I might main HH in Wilds though.
@@luck002 SnS iteration in Sunbreak is my favorite SnS, mainly because of Metsu, they gave the most satisfying sound effect compared to other weapons that do counter.
6:51 Cool thing about the Triangle + Circle dismount attack! If you press Triangle again when you successfully hit the monster with this attack, you'll go into a scaling slash, which gives you access to all the moves that Charged Backstep and the Perfect Rush Finisher give you (Falling slash, falling bash, etc.).
Just like in Rise, you can also do the spinning reaper in place of the final Perfect Rush input, although it's done with Triangle + Circle this time instead of just Circle. But you can also do the charged chop by holding it too.
Charged backstep is also able to be held a LOT longer this time around. I don't think it increases your damage, but it gives you a lot more leeway with your timing before you jump back in.
Yep, all good changes!
Not only did they keep the finisher from Rise, they gave us a finisher finisher. Plus airborne focus strikes, EVEN MORE sticking power, and the fact that basically everything chains into everything. Any more combo flexibility and I'm gonna have to bust out the leverless.
Yooo you play on a fight stick ? If so that’s impressive !
Something I haven't seen mentioned but loved is that you can cancel any attack into the guard so you have the choice between backhop for slightly delayed monster attacks or guard points for reactive play. The dev team somehow raised the skill cieling for SNS mains!!🔥
As someone who plays almost entirely solo, SnS is my baby. Doesn't matter what I'm fighting, SnS is good for the job. Looks amazing in Wilds.
You can also push the stick forward when you press triangle after a backstep to do a farther leaping slash like in world
As an SnS main- it’s very slightly heavier to use compared in World. The new stuff made it more deadlier tho
As a Lance main, I’m looking more toward SnS in this game.
Straight up just feel like I’m boxing the monsters and it was one of the funnest weapons in the beta for me
I feel the same way, lance main too, but after playing with both i found myself enjoying sns more
I mean technically isn’t a lance just a more pointy version of a sword
One thing that wasn’t mentioned about the sliding swipe move. The swipe attack at the end of the sliding animation can be redirected in any direction (360), not just the direction you were sliding. So it’s great for repositioning AND reorienting. Happy hunting.
Man, as a recently player to the series (world), one thing I was hoping to see was a counter move, so I am sooooo glad its part of the kit now. All the new move sets look amazing and looks like it will just add more versatility to the weapon.
I discovered that in wilds, this was my crashout weapon. Took on a whole pack of four and good god did they have to WORK to finaly take me down
We are so back, baby
really like your guide. easy to understand. can't wait for the other one
There comes a point in every Monster Hunter game where the monsters feel like they are every place at once, like something that big shouldn't be coming at you so fast, or like you just can't keep up. At that moment, I always go back to roots. There's only one weapon that allows you to be fast enough, flexible enough, and dangerous enough to stand toe to toe with the biggest threats. That moment is when I pick up my trusty sword and shield.
Somebody notify Jocat
not enough oils for him to return
thank you. I needed this. I was having a hard time with the combos.
I loved the sns in the beta it felt like it had everything I could have ever wanted
still miss the metsu shoryu in rise but it does feel nice in wilds
@@BlazinBro786 the mestu shoryu was good but the side movement in the regular combo along with the block string are a nifty alternative to the uppercuts parry stance.
I miss being able to spin 180 degrees after the second triangle combo from World. That is so ingrained into me as part of engaging safely that when Rise removed it (and messed with all of the other movement stuff World SnS that I relied on) I just couldn't play SnS anymore. Probably part of why I haven't finished rise.
I am glad I can just dodge roll in any direction now at the drop of a hat.
I was a Hammer and Charge Blade main in World but somehow I got drawn to and tried SnS for the Beta and fell in love, it's so fast, so mobile, the Charged Chop and Backstep attacks are so cool and it can block and all without having to worry about some gauge or mode. Still keeping the Hammer around cause bonking heads never gets old but totally picking the SnS as my secondary.
they finally finally got rid of the overhead swing, I'm crying tears of joy
Finally ,the sns guide ,Thank you very much😍🙏
I love this SnS version. Reminds me of its simplicity in 2nd Gen Monster Hunter
RIP everyone like me that has muscle memory for rising slash combo opener. :’(
I haven’t had to adjust my gameplay this much in between games before because they were largely similar with optimal combos changing… but the sliding slash replacing my opener has caused me so much difficulty because I’ve always been kind of poor at back stepping through guard (because I fight the camera since I don’t like using lock on mode as I’m used to classic camera). So I usually actually open my backstep with a rising slash as a workaround, but the way the directions work with the sliding slash may be good for repositioning it has cost me so many knockdown openings. :(
I loved the mobility with the basic triangle combo and focus mode seems to benefit sns the most with how fast you can strafe and position yourself. The only thing I didn't like is how small the range seems to be on perfect rush now, I miss even when the monster is down.
Can’t wait for the full game release 😫😫
@@abzmohareb5550 me too but I won't be able to play it optimally...can't use 120hz.
I've been tryin to get into Switch Axe in the beta but SNS is just so smooth, I can't let her go. Good thing I can carry two weapons lol
Swaxe SnS is probably the combo im gonna go for. Swaxe for monsters with big openings and easy parries, SnS for more agile monsters or monsters with small windows. Also SnS gives access to blunt damage.
my brain turn into mush whenever i switch between Rise and Worlds SnS, can't wait to do all that again
Im glad the shield uppercut is still available, but damn Im gonna miss countering with metsu shoryugekki
This is the game I gotta get back into sns ❤ it's beautiful
4:29 my pet peeve with this new SnS move is that the Counter Slash can only be done if you let go the R2 block when you press the /\, if you still hold the R2, you'll just do the Sliding Swipe instead, despite successfully perfect block monster's attack. It is possible to get used to it after a while, but it still feels an awkward input. Maybe it would be better if they add a Left Stick directional requirement to execute the Sliding Swipe, that would make more sense.
Jocat gonna be so happy.😆
im glad some of the mobility is back after Rise, cuz I *detested* Rise SnS simply because of the loss of easy control from World. I couldn't easily turn around anymore or dive in whatever direction I wanted. Now I still can't just pivot after two chops, but I *can* just dodgeroll wherever I want, so I'll take it.
The increased lateral movement sort of compensates for my lack of 180 degree shifting.
Tyrone hit Gears5 for real. Congrats, man🎉
Waiting to get a video on IG just to see if the nightmare it true I am in the Beta and I don’t feel or see the Bounce but at the same time I am hoping I am missing something and the Air part of the IG have not been neutered
I'm gonna love playing with this in the full game.
I'm sad we lost Metsu but this looks good
my destructive defender bow is waving to me i can feel it
3:40 hey guys just want to remind you about focus mode. yeah that thing lets you aim the perfect rush anywhere, please try to think about it and incorporate it more in your future vids I seriously think we need to push using this mechanic
Loosing the sling shotgun is a massive downer for me, but the new charge attack and aerial focus strike more than make it up
I just practice SnS recently on world but damn the wilds SnS is 🔥
I’m a long sword main but boy, I might have to switch lol. I’m liking the brutal move set
Charging chop!! That’s what I did. For the life of me I could figure out how I managed to do that move lmao. In the chaos of monster hunting sometimes I panicked spammed lmao.
It felt good to get into the game though if the beta showed me anything is that I’m a little rusty lol.
this is arguably my favorite weapon changes. finally sns got some love. was so upset when they tricked everyone in rise that they gave em new moves. good to see they finally got some attention since theyve been the same since the psp days.
I’m happy with the SnS just want wait for the game now
Might have to give SnS another try!
Also please do glaive next. I desperately need to figure out what I'm missing with insect glaive, 200 hours in world with it and I cannot figure out what to do with it in Wilds.
I got a few tips:
Using your focus strike will give you all 3 buffs, so take advantage of multiple wounds being open to do the spinning slash and replenish all buffs.
Focus mode light attacks do a good job at hitting hard to reach extract spots.
You cannot use any charge attacks until you get the red extract.
When using the spinning slash, you will be able to use aerial actions as soon as the attack animation for the hunter is done.
The kinsect likely not get all extracts when doing the spinning slash, so try uding the focus mode or piercing kinsect attack afterward.
The ground movement on ig has gotten more mobile, try experimenting with your combos and possible directions
Testing it out in Beta 2, I like the new stuff, only thing that bothers me is how inadequate the range on advancing slash feels now. I'm misjudging the distance and whiffing constantly
Also when in the air there's a plunging stab move by hitting triangle + circle and does shit for damage with less range (but more hits so probably better than the plunging downward slash for mounting). And don't forget it's also now less mobile as well, multiple attacks or lunges have less range with hotboxes (like perfect rush), the movement gave or distance covered by certain attacks (like the charged jump) has been reduced, and multiple attacks are more committal as now you can't change direction with certain attacks without using focus (which for controller requires the claw or taking your finger off an attack button to use the analog stick if you don't have a controller with extra buttons), which also makes it more difficult to block attacks coming from anywhere other than directly in front of you as you block in direction you're facing while attacking, and some attacks are no longer able to be cancelled by dodge rolling. While the sidestepping is great, it sadly feels like they stole the mobility from other moves to give it to sidestepping. I can't help but feel like my boy got done a little dirty.
I just hope the weapon will look nice similar to the Witcher sword and shield in world. We need cool designs
Can we have the option to put the sword in right hands and shield in left?
It's really disappointing to see that the guard slash counter was removed. That was one of my favorite things about SnS.
Ill still SnS when Wilds come out, but i feel like they shouldve made the counterattack Shokugeki in my opinion. I just love that moce man! 😢
As a left hander I love sns
The one thing Im not enjoying about Wilds currently is how different the timing some SNS moves are. Most significantly, the third Hard Bash and the Backhop timing are super off for me, plus I always hit the Charged Chop by accident instead of Spinning Reaper. Maybe I just need to get used to it
I just miss OP perfect rush from world
First❤ love your content brooo SNS!!
You dont need to land the first slash to go into CC. Any attack will make you do a CC, even the sliding attack.
i'm a veteran but i still love SnS
My sweet SnS
When chatacabra was on his last legs, I put two large explosive barrels down, called in an SOS, my allies each placed barrels with now 8 sitting on its face. Tapped it with my LongSword and ended him. It was a fun time....
Never understood why MH always considers the SnS a new player friendly weapon. Back in the 3DS days IMO it was one of the hardest weapons to sustain good DPS while everything else hit like a truck.
Does the backstep still have i-frames?
Yes
I like this SnS very much, unlike World where i didn't feel it, it's very nice.
Also since wounds are very powerful in some weapon's kit, your team will love you given how many wounds pop up with the SnS
I am thinking about actually utilizing weapon swapping.
SnS to create tons of wounds -> swap to GS to use wounds for quick TCS access -> swap back.
Was not able to try it out in beta because it just occured to me you could do stuff like that.
@NanoNaps for that purpose, a bowgun might be good too, they're both good to create a lot of wounds quickly, especially the HBG with the machinegun mode.
It will be easier to cycle and keep plahing on the GS, since i imagine the special energy bar of the bowguns get reset when you swap.
@@nicolaspeigne1429 Probably true, I just never liked ranged weapons in MH so will stick with SnS.
Perfection
I'm still waiting for my sword oils capcom
0:16 it's like you fisted Doshaguma.
1:31-2:00 this is what i've missed about SnS in SunRise: attacking while moving - which was in WorldBorne, in case you've forgotten. i'm glad it's back in Wilds; now don't remove it again, Capcom.
i love the 2 new attacks for the Triangle Combo.
i LOVE the new Charged Chop! although i wouldn't call it that, since you're actually *stabbing* the monster.
wait... we can *move* while using the *Perfect Rush?!* YES!!
and speaking of which, one change i liked in SunRise was the addition of the "final blow" of the Perfect Rush: you have a choice between a mere sword slash, a shield bonk to the beast's head, or plunging the sword into the monster like Link from Twilight Princess.
i personally use that last one, as it actually feels like a final blow for a SnS combo (no offense to those who prefer the shield bonk).
5:08-5-13 and let me confirm this, in case you didn't believe your eyes: said minigame is *stabbing the monster in the mouth!* (assuming it's something like Doshaguma)
*side note:* i want to talk about oils, for fun.
i'm just confused about 2 of the ones we got in GU: Stamina Oil? Mind's Eye Oil?
don't get me wrong, they have a use... but how does that realistically work? because the way i see it, that's jumping the Zamtrios/Plesioth, even for Monster Hunter.
how does an oil exhaust a monster, or increase the likelyhood of knocking it down? how does that work? how does an oil help retain sharpness, but *only* when the weapon hits a spot where it would normally bounce off? wouldn't it make a tad more sense to have the effect be to not lose sharpness at all for a limited amount of time?
irl oil, to oversimplify it, was used to preserve sharpness and prolong the blade's lifespan. that said, i say oils should restore a certain amount of Sharpness, as well as directly interact with the damage modifier. let me pitch my idea:
- Affinity Oil: same effect. restores 10% Sharpness.
- Destroyer Oil: acts like Partbreaker 2. restores 10% Sharpness.
- Hunting Oil (for a lack of a better name): a combo of Destroyer and Affinity oils, with the effects of 20% Affinity and Partbreaker 1. restores 15% Sharpness.
- Sharpness Oil: prevents loss of Sharpness no matter what. restores 25% Sharpness.
when an oil is applied, the damage modifier would be increased by 1 or 1,5. and to compensate for how OP i've made those oils, you can only carry 2 per Oil type; and the effect only lasts for 1 minute.
I *despised* Rise SnS for what it did to my movement options while attacking. It messed with my dodging and it was such a pain in the ass to reposition. And no, the Skills doing the repositioning do not count, that is a crutch, it should be part of its actual moveset.
While i don't have all of my World movement back, the improved lateral movement certainly helps, so I'll take it.
Finally
can you power clash Rey dau though?
Some attack names just confuse me. The charged chop is literally not a chop capcom. That's a stab. The hunter is ramming the point of the sword downwards, which is a stab, not a chop.
Best weapon.
Why after a certain amount of hits my sword and shield won't connect with the monster, I used whetstone and that doesn't work, can someone tell me that's experienced
Y’all have known me long enough to know how much I love this weapon. You know I’m keeping my eyes on these SnS guides! Love this damn thing!
i think ill maim S&S this time around.
sns and db all day!
So they took some of rise move
Man.. i really want sns to have move like captain America throwing shield
The perfect rush need more damage scaling.
Gravely mourning the loss of Metsu Shoryugeki, though I knew it was inevitable.
But slide into scaling slash? Come on. Thankfully you can still hit it from a backstep, but yeah.
Now all this weapon need is the ability to deflect attacks, i know, it would probably be way too good so i can understand why they decided to not add it on the sns
I think this was just a rise thing, which is the mobile/arcade-like entry in the series where they try lots of stuff even if all weapons become busted. Personally I don't think it makes sense for all weapons to have the same countering/combo/aerial/etc tools.
If they were going to change the end of the perfect rush combo, why make it something that the SnS already does. Would have been cool too see something new there too.
for sure.
Why would I do PR to do falling bash or falling chop when I can use that from other attacks that is easier to use and has higher DPS?
It's the same one from rise. I like it, it keeps the combo going. It made you fly away from the monster in World which sucks.
@@Madchimpz it made you fly away from monsters after a guaranteed big hit with high part break multiplier.
Current finishers are not guaranteed to hit after a long combo making it even longer,and anything that monster moves make you miss it.
So far most of the time I do PR monster filnches or feint from PR that makes finishing jump attacks misses.
Another reason to just spam charged chop...
SnS mains, we’re eating good!
The real question is, is perfect rush the only thing worth doing on sns like in world?
no it's been nerfed so bad it's practically useless
All speed runners are spamming the new triangle + circle attack
Wait the guard slash used to counter?
in SunRise it did. managed to Guard Slash counter Risen Crimson Glow Valstrax's laser, to name one example.
I just want a better performance T-T
My game had crisp ps1 graphics and a buttery smooth 12fps.
Had to go back to s&s after they butchered ig 😢
so instead of perfect rush we will now be spamming charged chop great....
Sns feels so fluid in this game, all they have left to do is just remove guard slash. I don't even know why that move still exists
You used to be able to Metsu parry barrel bombs off of it, but with that gone its single purpose I had for it is now defunct.
@@pezdispencer113 guard slash went into perfect rush in rise right?
@@cardnal44 Block does that, so you dont need a really weak attack for it.
@pezdispencer113 no, I mean it goes right into perfect rush if you do a sucessful counter, no back step
They got rid of rising slash and the guard slash counter? F*** that. The SnS has always been my favorite weapon, but I strongly dislike the new feel. Don't get me wrong, the mobility on the standard combo is great, and the versatility is still there, but I feel like the weapon slowed down quite a bit, and the lunch on the perfect rush is also smaller and less forgiving.
I'm really bummed. Oh well. The switch axe is going to be my new main, methinks.
Anyone else can't get perfect rush to come up as an option??
For those wondering why that may be: you have to be charging the back step and WHILE holding circle press triangle to interrupt the backstep slash into a perfect rush
lance next please
Pétition pour que le jeu sors en décembre !
You guys have your work cut out for you getting all these videos done before the beta access ends!
Does anyone remember how to use items with your weapon drawn ?
Holding shield isn't it? I also think it automatically does it if you use the quick menu wheel.
Use the radial menu.
losing the perfect rush finish really is a shame , otherwise nice changes
I actually didn't like it much :( Put you too far away from the monster.
Question, is 120hz really important for this, because my TV and Series X can't support it.
well you will most likely never able to have 120 fps so....
@monsieurglu dammit...
You wont get 120hz on console only pc andaybee ps5 pro if they add a 120fps performance mode
@monsieurglu Don't know what to do, man.
@@KaiHighwind What TV's that support 120hz?
Hammer please !!
Where bonk video?
Hammer please
Its kinda annoying that the sword is on the left hand side
I think you can no longer use items while unsheathed, because aiming with left trigger is replaced with focus strike aiming for slinger ammo, and just pressing the Use Item button won't trigger while I'm guarding (unless I messed up something).
Took me a little bit to figure it out but you can use L3 during focus mode to use the slinger. Unfortunately, like Iceborne, every weapon gets this. :/ but items you can use them as usual by using guard+square or just use radial menu.
Really was hoping to have a special arekkz Sword and shield video 😢