Can't wait for the conclusion to the Susan arc and the start of the next Story Arc in the Superrad Cinematic Universe once he starts the History of monsters series.
@@ThiccThighEnjoyer I eventually completed all of Sunbreak with the Insect Glaive. The maneuverability of the weapon really surprised me. I felt like nothing could touch me. When the next game comes out I'm switching to one of the Lance weapons. I've never given them a fair shake.
@@XavierGrim Pretty good choice, the two play a bit differently. Lance takes advantage of even the smallest openings due to its counter attacks, resulting in them appearing to never stop attacking, even when the monster is in the middle of a combo or charge. Gunlance is more similar to other weapons, requiring bigger openings to deal damage, but is more capable at dealing damage in these openings compared to Lance.
I can't believe how many long ass videos you have for mh. I don't even fall asleep to them, they keep me up because they're great. A weird niche I'm so grateful exists.
Hammer + ledge in world+IC was so much fun. You could jump off the ledge, but direction input back to do it again. Doing it correctly will end up in a endless loop of jump attacks
I can say from experience, add airborne (a whole fucking 30% RAW INCREASE), and monsters near a ledge got absolutely SHREADED by arial attacks. Add rocksteady mantle and health augment, and not even most elder dragons could out-damage your healing while you pumped out insane damage.
I don't know if you'll see this, but the Lance's striker style was actually drastically nerfed from Gen to Gen Ult. In base Gen, it had the removed multi hit as you mentioned, but also had MUCH shorter recovery that you could even cancel out of via side stepping. Other styles made you completely finish the animation, and in Gen Ult, they took away the cancel and made it take almost as long as the multi-hit pokes, leading to the Lance dropping in rankings like no other in the series from a base to ultimate variant. It went from a drastic lead on speedruns to the very bottom of list next to Gunlance. It lead to the lance meta being in disarray, and I'm not sure a definitive one ever really made it out, as most popular styles of play ended up with similar times overall (very long).
One thing I think I would add to the Swaxe section for rise is another method of functionality for Soaring Wyvern Blade. Out of ZSD, while you’re in the air, you can go straight into the silkbind. This not only allows super high damage combined with the Discharge, but also allows you to get right back into risking your life, if you choose not to put that distance between you and the monster.
I abused this so many times when I mained SwAx, so much so that I actively just went brain-dead every ZSD and ended up half the time diving right into another attack
Switch axe will always be my fave. In world and rise it really started to shine for me. Coupled with evade extender it's amazing to just dance around and unga bunga monsters in axe mode and then get serious fill up the amp-up gauge in sword mode. The Zero Sum Discharge is where the weapon truly shines these days.
Usually, when you start a monster hunter game, your default weapon would be Sword and Shield on MH1 and MHDos or Gen 2, and starting from Gen 3, your default weapon would be Great Sword. Now, hearing you state that the developer from MHRise said Longsword is a beginner weapon would make sense to have the Longsword as your default weapon... mind blown.
Technically you get the SnS equipped by default in World, but the game encourages you to try everything out and pick whichever one you like, so it may as well not have a default.
@@MadSwedishGamer Yeah but they've been doing that since gen 2 when they give you one of every weapon but have you equip the SnS by default. Rise is the only one that gives you the longsword as a default. The main character even features with the starting longsword in both boxarts and in all the trailers. They're very obviously encouraging newcomers to use it, which makes sense. It's a very easy weapon to pick up and do well with, it appeals to a wide range of people (especially weaboos who get rock hard whenever they see a katana), it's flashy but it still has enough depth to it that you'll need some time to develop your sense of timing and get the most out of the weapon with all the ridiculous parries and I-frames and extra damage it has. It also trivializes like 90% of the game, so that helps newcommers progress through.
@@ArkRiley why would newbies be hunting rajang. If by the time you fight rajang you still don't know what you're doing, you need to go play something else
Small mistake in the Hunting Horn bit, regarding the bead of resonance: you said it applies buffs to teammates if they are out of range of the Hunting Horn user's song effects, but that isn't actually the case. The bead of disappointment has a radius around itself, inside which hunters will receive melody effects from both the HH user and the bead. This is the same radius, I believe, as its damaging radius, which is shockingly small. For most normal melodies, like wind pressure negated, this does nothing, but it duplicates healing melodies so they heal a more significant portion of health. As Gaijin Hunter found early in the game's release, this means you can go in with no healing items and just spam your healing melodies to keep attacking and healing at the same time. Also, in case your Horn doesn't have an attack up melody built in, the bead plays one whenever it is triggered. This makes it surprisingly good considering its initial appearance, but still replaces the earthshaker, which makes its use a very niche thing. Another little point, regarding the melody mode: echo. You can actually play all three songs with one recital and keep the magnificent trio for later use, just by setting up the notes and performing once. It also changes the slide beat to act as a performance for any notes stacked up, meaning this melody mode has far more utility than its counterpart at the cost of i-frames. If you ask me, it's a no-brainer, echo is far better than performance. Otherwise, great stuff. Keep up the good work, I can't imagine how much time gets put into each of these history videos, let alone updating them in the compilations. EDIT: I would mention the shockwave mechanic, and what changed with the horn maestro skill, but that borders on unnecessary for this.
I wouldn't really say that echo is "far better" than performance. Both melody modes are great and can shine depending on the monster. You also forgot to mention that the performance recital fills the gauge faster than the echo one. And it's not like song management is hard with the new hunting horn.
@@xaramint_iv1842 I didn't know about the gauge difference, but really it's not that important, and I'd say that's an even more niche detail than the shockwave mechanic, so I wouldn't have brought it up if I did know. Also the reason I said echo has better utility is because playing songs is objectively faster with echo than performance. And you can do it in more ways so the variety of the fight is kept intact as well. It's personal choice, yes, but you can't deny echo has more utility on the whole.
On the other hand regarding echo, you need to actually perform the 3 different notes before recital to activate magnificient trio, otherwise the recital would eat up the notes and you need to start over. In performance mode, playing recital still leaves the notes in place, allowing you to use recitals more frequently with no drawbacks if you so choose to. Combatwise, it means that echo move requires you to pick between activating your individual songs faster or wait until you perform all three notes before activating them all at once, the issue being that your self improvement is also tied to the recital, meaning you've less mobility unless you opt to get your songs out slower. Performance however can use recital at any point without losing their song setups, especially useful if you also use the recital to dodge moves.
@@sinteleon I feel like this kind of depends on play style. I don't use magnificent trio a great deal, seeing as I can play all my songs at once with the faster echo performance, so I usually reserve it for when it get a big opening and/or I'm setting up the infernal melody. The speed with which you can play the different notes in a combo is intentional, and makes it so that the setup isn't an issue you have to manage like the old games (one reason why I think this version of HH is a genuinely good weapon, but I hesitate to call it HH). Self-improvement is tied to every kind of performance except the performance mode dual note songs, so that also isn't an issue. Song upkeep isn't something I think about much in Rise simply because the way I play involves a lot of echo recitals with a full bar of notes, or slide beat depending on where I want to be.
@@tammywacha Oh, a small correction: playing a single song is actually faster with performance than echo. Echo does beat it in playing two or three songs though. The reason is because performance plays it's song the moment you start a paired note attack, whereas echo plays the song in the middle of the recital. The speed in playing a single song is actually notable when engaging monsters which starts out with a roar: performance with a sonic barrier or earplugs HH can actually get out their song fast enough to nullify that roar if they initiated the fight with an airborne strike.
Man ur one of my favourite creators. Ur dry humour is really funny and i really appreciate ur opinions and views that differ from mine. An absolute king
I did not get into Monster Hunter until 4 and I have been a bow main ever since. I love how powerful the bow has been in gen 5 but it has always been an absolute joy to use.
I fell in love with Glaive during 4U. A relatively fast weapon with an infinite combo, and it comes with a pet! It's also a pretty stylish weapon from a design standpoint, there's no end to the possibilities. The mounting utility has been a boon for me over the years as a (mostly) solo hunter, allowing me to get those hard to reach breaks on tall monsters with ease. It's also just fun to be able to attack from above as well as below. I kind of resent how Rise replaced true mounting with riding, it doesn't keep the monster down as long, and holding a tall monster's tail still and low enough to reach was the best part of mount knockdowns. I feel like my niche has been usurped a bit.
Take it from another glaive main, your niche is never touching the ground when you don't want to and using that to maintain pressure regardless of the beams and blasts thrown at you
Switch axe really came into its own in gen 5, especially iceborne & rise. Even for those who tried it before & didn't care for it, it's worth giving another shot. Iceborne finally made the axe an equal player to the sword with it's iwn unique pure axe play style, and rise took the best parts of axe and sword and blended them together by having the sword buff the axe in vice versa, actually encouraging you to switch between them & make full use of both. It's really fun now. Very dynamic, very engaging, & reasonably strong too.
In iceborne the wild swing overhead slam upped the part damage for axe attacks. This formed the foundation of a unique pure axe play style based mainly on getting repeated trips - great on things like tigrex or brachydios. Rise changed the overhead dlam buff to, yeah, enhance amp guage in sword mode, while the amped bonus from sword mode enhances axe attacks. Instead of separate axe & sword play styles, you have a unified play style where you 'switch' back and forth between the modes.
I feel like 3u or tri was the most balanced version of the Longsword. It so easily outclasses a lot of weapons nowadays especially for casual play. I enjoy valor ls and it only works bc everything in GU was insanely overtuned, including monsters and other weapons. GU is a lot of things but over the top sums it up pretty well. I think valor ls should have stayed in Gu, maybe add guard points to certain parts in the spirit combo, def not the opening attack tho. Id like to see 3u/portable 3rd longsword to be the standard, with the valor combo being the standard spirit combo due to the combo not tripping as many hunters, also it looks cooler. Also note on tactical evasion art for the bow It also increases affinity of the shot A couple notes on rise bow Quickshot was taken out purely bc it was a replacement for spread in world. World mashed all the shot types into a weird mix. Spreadshot became quickshot, pierce became dragon piercer, and rapid became the default shot. So when they reintroduced shot types they brought back the melee ability. Regarding absolute powershot, oooh man i feel bad for hammers. From 4u Chargeblades, to world rapid sticky/crag/ to rise Bow, they have been getting their KOs stolen. Absolute powershot is just as effective as a hammer in stun, if not more so. I can reliably get 2 kos a hunt with it so its def worth the stamina investment.
I'm glad I discovered your channel. I've known about monster hunter games since portable 3rd way back but didn't actually really get into any entries until generations ultimate. Rise is my first time reaching "endgame" and it has been such a delight playing this game. I love the depth there is to everything and i plan on working my way backwards in the franchise. I got 3 ultimate and 4 ultimate waiting on my 3ds for when i finish with rise and generations.
Just a few tips about Switch Axe from a SA main, super late but hopefully still informative. - Iceborne's elemental discharge into claw attack is useful for when you want to to perform the zero sum element discharge(clinging to monster) but aren't at full amped state yet. Using regular element discharge grants a good amount of amped gauge and the claw combo lets you extend your combo while avoiding having to wait for the really long element discharge recovery and phial recharge. - The even more stupid part about SA with clutch claw is that you can perform a zero sum discharge from ANY clutch claw grapple so long as your amped gauge is full, EVEN IF YOUR PHIAL GAUGE IS EMPTY. Just press Triangle+Circle while grappling and voila. Rinse and repeat until amped state wears off for unga bunga damage. Because zero sums deplete phial gauge heavily this was impossible before because you had to wait for phial gauge to recharge to maaaaybe get a second zero sum discharge in one amped state, but in IB it's actually really easy, flying monsters can't avoid it, and if you put on the temporal mantle it's literally braindead because then you don't even have to worry about being knocked off. - Rise's Invincible Gambit is super useful for maintaining momentum against a monster. Monster roars? Invincible gambit. Undodgeable/Really hard to dodge attack? Invincible gambit. It lets you keep DPSing the monster whilst no-selling their attacks, and the amped gauge buffs to axe attacks make this even better. Combined with compressed discharge which is much faster and has hyper armor compared to regular element discharge, it's very easy to stay amped and attacking the monster with little downtime. Soaring Wyvern+Element discharge are definitely more flashy and more damaging if executed right, but also far more risky and difficult to build up. Also I find soaring wyvern+element discharge to get REALLY repetitive after a while because it's literally the same two or three moves over and over again, versus the Gambit+Compressed discharge build which promotes using your actual weapon combos to deal damage.
For the Rise section of GS. Adamant Charge does indeed give you super armor and a 30% damage reduction. Guard tackle is strictly worse than a normal tackle. Guard tackle is that, a guard. So it reduces your sharpness, can be negated by a too powerful hit and only blocks infront of you. Than Rage slash is weaker than TCS but you gain super armor during the charge allowing you to hit the monster more consistently.
The auto guard glitch in portable third was actually on shelling, not reloading. This made it much more powerful than the later intentional quick reload guard, as you could shell instantly after nearly any attack while quick reload has some (though few) limitations. It also meant that you could attack constantly, though inefficiently, without ever dropping your guard by just spamming shells.
Besides all those improvements mentioned for longsword in rise, the existence of the time bomb barrel further improves its usage..you can iai at any time even without monster attacking you also a red gauge serene pose for wake up hit easily deals 1.5k to 2k damage with meta gears.
I really love and I appreciate the in-depth video about all the different weapons. I've been listening to it on repeat whenever I draw. I do have a couple things as a sns main, since they were seem to have been skipped over. The shield bash doesn't drain weapon sharpness. The metsu shoryugeki is the first counter introduced for the sns, with the normal doing extra stun damage to the head and the ability to do a multi-hitting plunging thrust or a shield bash. And on a perfect timed shoryu dealing even more stun damage and extra hits on the descending strikes. And, the perfect rush can be charged and when executed on the right timing further enhances the damage and adds on extra hits after launching into the air and descending with the multi-hitting plunge/shield bash. Though elemental builds have always been a staple; in the more recent titles there's been a focus on the stunning potential of the weapon in the shield portion of the combos and it's what I've seen alot of builds, my own included. Which allows two very different play styles for the weapon that I believe will be further focused on in later titles.
I have this thing since i was a little kid that I don't really care if I need to pass the 50 mins the hunt hitting the monster, so becoming SnS main came naturally. Most people are too attached to the damage and not to mobility and safety, I may not hurt the monster the most but I normally can end the hunt using only the supply potions on not even that. Now a bow main too, i like to suffer trying to be skillful
@51:50 the big sword being the selling point was literally me seeing MH1 at a local game resale store in 2005, proceeded to use sword and shield for the entire first entry because it seemed the easiest at the time. I didn't give Lance a try til Tri years later. Today I have more hunts with GS in GU, Iceborne, and Sunbreak than any other weapon (though I do still have loves like SA, GL, and occasional LS, which I avoid only for being mistaken as "the usual LS player" and feeling shame). The surge slash combo's insane speed and utility has thoroughly skyrocketed my love of GS to new heights. Elemental and Ailment GS's are VERY viable with it, and while the TCS focus has better damage on paper, especially with Strong Arm, for the faster monsters of Sunbreak, the Surge Slash is able to maintain MUCH higher and consistent dps, but skill swap allows me to go back to a charge-focus skill set the moment a monster slows down. MH6 is gonna be hard to enjoy as much when it inevitably takes away a lot of these options for moment-to-moment play.
Oh, and the GS always has an aerial charge slash available in Sunbreak, but Hunting Edge also grants access to a Charged Plunge attack, which allows for multi hit damage that it extremely effective against tall monsters and breaking parts, and some monsters are weakest on their back and wings, which is where aerial charge slash can suddenly do almost as much as a TCS if used correctly (960 vs 1050 on certain monsters). Plus, really good for getting the upper parts of a monster if playing alone or without another player that can effectively hit those.
Quick notes on the bowgun sections: - Deviation in World/Iceborne is different than other monhun entries. Deviation in world/iceborne affects your reticle, and not the bullet. Functionally useless stat as you will never fire fast enough for it to come into play - Auto reload was a thing in World/Iceborne as well, tho it was often notated differently in menus - Wyvernblast Counter in Iceborne has no s, making it a high risk low reward mod as normally placed mines will do more damage(even if the counter mines do have extra stagger damage)
The issue with longsword isn't that it lacks depth, it's that it's a braindead option for all players. It isn't just at the top of the meta - it blows the meta out of the water, often hitting higher damage numbers than True Charge Slash without even a small portion of the effort and skill involved. Longsword basically makes the use of other weapons feel like you're crippling yourself.
Exactly how I feel too. Been playing Freedom Unite as a greatsword main, and from what I’m seeing the long sword is actually very fair and balanced in gen 2. But now it’s completely counter based, and while the mechanics are more complicated, the weapon is way easier and stronger than it’s ever been.
Not to mention the fact that LS existing basically necessitates every other weapon to run flinch-free if they dare set foot in the MP... As LS is so stupid broken that they don't really suffer big penalties for going for the head or other body parts where slashing damage is less ideal. If I had a dollar for every time I was told 'lol just slot flinch free' when I politely asked a LS user to let me focus the head as a HH main I'd be rich enough to make my own MH spin off. I think dramatically nerfing the damage LS does to the head region would go a long way in providing some quality of life for the other weapons. Until they do something about it however, LS makes MP genuinely unfun if you aren't the one using it. Why are the other weapons even there at that point?
I didn't see it in any comments that I managed to look through so I figured I'd put it here, but for switch axe in the iceborne update where you could transition from the elemental discharge to a clutch claw grapple is, from my experience, a way for you to pull off 2 discharges. Let's say you have a sliver off the amped state bar and you go into an elemental discharge. Repeatedly pressing Y/Triangle would fill it up to full so before the explosion goes off you can trigger the explosion with the clutch claw then preform a Zero discharge after you've grappled whatever part of the monster you were hitting.
Alchemy charge blade for life. let me break it down for ya: ripper shield for some easy phials, energy blade III for instant tail cuts and flinches, absolute evasion for quick SP, and run in cirlcles with the barrel at the end of the quest for style
2 quick things i should mention about Hammer in Rise when it comes to Dash Breaker. The first is that if you hold the charge button during the end of the attack, you actually retain the charge level you had when you let it go. So if you charge up to level 3 and then do Dash Breaker, if you keep holding the charge button you will come out of the attack still holding a level 3 charge. The second is that the attack has full super armor. You can be killed during it (happened to me a few times lol), but once you start dashing forwards with it you can't be knocked back by monsters until it ends. That includes roars and wind pressure, but I'm not sure if player attacks can knock you out of it.
As someone who plays a lot of great sword, but not optimally, just because I think it's cool, I really like Hunting Edge. It's really fun as a way to advance up quickly to a monster and let out a mid air charge attack.
Honestly Insect Glaive is my Favorite weapon in the series and was the weapon that got me into Monster Hunter when I first played World. Its incredibly fun to use even in MH4 and Generations.
My first game is Rise, I'm a Light Blowgun main. I gen adored this whole movie, was listening to it for a huge portion of working. Found it all very interesting! I'm excited for Wilds and seeing what two weapons I'll go with :D
I know its an old weapon but i absolutely adored the customizing in tri with bowguns. Making different barrels, stocks and frames, changing the ammo load outs you had. I thought that was unique and wish they brought it back
I know i could comment this on the greatsword video, but the silkbind attack in rise that launches you in the air is actually incredibly useful, if you hit the monster with the initial slash and press r2 (unsure what the button is on other platform) you get a charged plunging attack that has multihit properties, and given how large monsters are, that initial strike is fairly easy to hit most of the time
Switch axe invincible gambit is not useless. This is a pretty slow weapon with some insanely long animations. Invincible gambit can be cancelled into from virtually anything, gives you a massive damage reduction, knockback resistance, repositions you, and actually does some good damage that it probably has no business doing. Using this correctly will put you in a position to just keep whacking the monster without having to do any sort of evade, unnecessary switching, or sheathing.
My favorite part of being a hammer main is introducing it to new players. There’s no weapon quite like it that makes it so whenever someone picks it up, all their brain cells die except for one that says “Unga bunga me go bonk big Dino” lmao. Plus, the community of hunter mains have some great memes
Bow in Rise is kind of insane imo, it has access to pretty much every applyable status affect through coatings, while maintaining accesss to Elemental damage (on the weapon itself) it also has access to KO damage through Switch Skills (Absolute Power Shot) as well as Slicing Damage in Sunbreak through another switch skill, and on top of all that it has support through Healing, Affinity, and Brace arc shots and its overall Damage is pretty good too
Ohhh shiz, time to watch/listen all of this while working. The first vídeo i ever watched here was the compilation of Monster Hunter history videos, i do enjoy long videos that i can listen while working or farming in games. Thank you Mr. Rad for the good times (and videos)
The hunting horn is the most fun weapon in mh universe right behind the insect glaive making the game harder than it already is makes finishing missions more satisfying especially in mhw where the difficulty went above and beyond with lower attack damage on all weapons
Something important you forgot to mention about Gen5 GS is that each charge level increases the damage of the next attack, which is very important for the true charge
Although Kinsects will always be my BFF, this entire series has given me a few ideas of weapons I'll use when I finally try to play 3U on my 3ds. Right now, Switch axe and Hunting Horn seem like really fun options, and I do have a good amount of time playing each, and I would even consider each secondary weapons.
Some input I’d like to add for Rise Great Sword. First you are correct Hunting Edge is useless, replace the second you can. As for tackle verses guard tackle both are viable and it’s more preference. Tackle is faster and guards from all directions, allowing for more of a “oh shit” option. While Shield tackle is slower and only guards in front of you but with better defense and power, making it a good counter move. As for True Charge Slash(TCS) vs Rage Slash(RS) its preference but most use RS. TCS has general power and range, while RS has greater utility. RS can be interrupted and can be aimed in any direction unlike any other charge slash. Also if you block an attack with RS it becomes more powerful and on par with TCS.
I prefer echo mode over performance. Been playing HH since it was released and everyone can fight me about it, and I don't care about Meta's, I play whats fun. Also good video.
Quite surprised that switch axe is 10th and 11th most popular. I was hammer in tri, then great sword, neither really floated my boat. I unlocked switch axe in tri.... and have been exclusively switch axe ever since, all the way through tri, mhg, world and rise. Thousands of hours with it. Every so often I will try a new weapon, I did 300 hours with long sword, and went back to switch axe.
Charge blade is my main in world/rise/sunbreak but I always mained insect glaive in Gen w/ aerial. I also used great sword in 4/4U I plan on beginning to use long sword in the end game of rise/Sunbreak. Great video man, truly a superRAD video
Also in most games insect glaives triple buff gives you the ability to have natural ear plugs, razor sharp, and the ability to hit monsters without getting knocked out although the last one isn’t a thing anymore. In worldborne they have gotten rid of most of those buffs which is a shame, but in rise we see this added back as razor sharp and earplugs which is nice.
Lance Correction: power guard nulls knockback but you get tons of chip damage. Gen 5 marks the disappearance of an obscure mechanic that boosted damage on hitzones vulnerable to blunt damage. While sure lance gained mobility in gen 5 I would argue not enough to catch up because sidestep handled better attacks in previous battle system. In Rise Twin Vine does not aggro the monster and spiral thrust is meta because of the third hit you can input with huge motion values. Also I suggest all people trying old school lance to check out evade lancing.
I wanna point out that in GU Alchemy style for LBG was just as good if not better than Striker. It not only provided the same amount of HAs. But also gave the hunter access to a bunch of utility. Allowing for free heals, rations, earplugs and more. Also in Alchemy style you boost the benefits of SP mode the more you use the Alchemy barrel. Adding 3 additional levels to SP mode. Making it a lot stronger and beneficial to you and other hunters. Particularly for LBGs you can create a unique ammo called Alchemy S. That for LBGs is a 2 shot rapid fire ammo type that increases the meter for your HAs faster. Because of this, Alchemy style practically gives you the same benefits that Striker style has while giving bigger rewards and utility. In a group setting it's arguably as good as Adept due to the support you'll be giving to other players.
My first MH game was Tri, i remember wanting to try bowgun and how frking aweful and overwhelming it was. i ended up maining hammer at that time but always eyeing this weapon type. When World dropped, with all those quality of life updates, i felt like a kid, it was christmas every mission i could finally understand and use this weapon, it was so fun, i quickly became HBG one trick.
as Dual Blade main since Freedom Unite this man spitting real facts The weapon looks simple on surface level but there multiple resource and repositioning going on to keep your DPS consistency due to its short reach and stamina consuming you can really see after watching this developer trying to make it deeper each game
I'm so happy they added Flinch Free as an Armor Skill in World. Now players don't have a stupid reason to hate me anymore. Also, getting caught by certain other weapons can be much more devastating. If you happen to get caught by the upswing of a Greatsword or Switchaxe, enjoy your flight. In the rare chance you get caught by a Dual Blade User, prepare to get staggered for a loooong time cause these dudes couldn't care less about you and will certainly not stop attacking because of you. I love Flinch Free lv 1 and so should you!
Shoutout to the players who will stagger others at just the right time to get hit by the monster, then complain about other people carting like they didn't just open you up for a free hit.
"The hunting horn has potentially received one of the biggest gameplay shifts out of all the weapons in the series!" Me, a faithful Hunting Horn main: Yeah, it got removed from the game and replaced with a different one, pretty crazy shift :´)
This is the reason on why I am hesitating on using HH again as an HH user back in MHFU days. Not that it is hard to use due to changes but the feel of it just really feels off for me.
1 thing if you fade slash and are hit you are send flying, its actually if you dodge an attack, am sure little tiny hits are still tankable but does are also tankable for some of the moves of other weapons as far as I remember
I'm a Bow main since World. It just feels right when I play it. But now I'm getting into Insect Glaive in Rise. (Well started giving it a try mid-Sunbreak) and I've been enjoying it thus far. Love the air attacks and combos as well as different Kinsects. Now I understand how ya'll Insect Glaivers feel in your hunts~. 😙👌
I still remember picking up my first PSP over 15 years ago and buying the first Monster Hunter for it...I played every game that came out since then...
the amount of effort going into these videos is amazing, only criticism i have is the awkward pauses in between sections of the video. keep up the good stuff superRAD.
If I remember right, in MHFU, if you have an ailment coating attached, your melee attacks can apply said debuff. Could be wrong, but I think it was a thing Edit: Oh, you said it. I did remember right lol
Next up: 10 hours of the history of every monster in the mainline series.
Would watch tbh
Should be fighting them too 10-15 hours
Heavy wings is making that one...
I'll watch that too
YES PLEASE
Can't wait for the conclusion to the Susan arc and the start of the next Story Arc in the Superrad Cinematic Universe once he starts the History of monsters series.
What does Super Rad have to do with League of Legends?
@@halvarianknight4477 what?
@@lucasbeck1391 The Champion Nasus is often called Susan by the community.
Going into Sunbreak and I'm using a completely new weapon, still appreciate this collection and how in depth you go for each weapon.
which one?
@@ThiccThighEnjoyer I eventually completed all of Sunbreak with the Insect Glaive. The maneuverability of the weapon really surprised me. I felt like nothing could touch me.
When the next game comes out I'm switching to one of the Lance weapons. I've never given them a fair shake.
@@XavierGrim Pretty good choice, the two play a bit differently.
Lance takes advantage of even the smallest openings due to its counter attacks, resulting in them appearing to never stop attacking, even when the monster is in the middle of a combo or charge.
Gunlance is more similar to other weapons, requiring bigger openings to deal damage, but is more capable at dealing damage in these openings compared to Lance.
I began Sunbreak this week and I also picked insect glaive as a weapon for it
This series is especially useful for arena quests.
I can't believe how many long ass videos you have for mh. I don't even fall asleep to them, they keep me up because they're great. A weird niche I'm so grateful exists.
Finally, a good fucking movie
Dude, the lord of the rings was getting bored.
@@RetroResonanceBeats LOTR but everyone is a longsword user. You can thank me later
@@TecnoRase that has to be way better than the actual Monster hunter movie 😂
@@RetroResonanceBeats Can't wait for the sequel lmfao. While the movie was bad, the fact they gave Gore like 5 seconds of screentime makes me sad...
@@TecnoRase is it getting a sequel? There’s no fucking way. The one they’re making for Netflix looks amazing though.
The grongigas bit gave me more years in my life. Thank you for that
Hammer + ledge in world+IC was so much fun. You could jump off the ledge, but direction input back to do it again. Doing it correctly will end up in a endless loop of jump attacks
I can say from experience, add airborne (a whole fucking 30% RAW INCREASE), and monsters near a ledge got absolutely SHREADED by arial attacks. Add rocksteady mantle and health augment, and not even most elder dragons could out-damage your healing while you pumped out insane damage.
You can also do this with GS and LS. I’m sure there’s more weapons that can do it but hammer was definitely the most effective with that strat.
@@SuperBlackopsboy99gs was probably more effective given mv
SuperRad: the charge blades aed got nurfed so you won't be using it as much.
Me: Arial discharge go BRRRRRRRR
I don't know if you'll see this, but the Lance's striker style was actually drastically nerfed from Gen to Gen Ult. In base Gen, it had the removed multi hit as you mentioned, but also had MUCH shorter recovery that you could even cancel out of via side stepping. Other styles made you completely finish the animation, and in Gen Ult, they took away the cancel and made it take almost as long as the multi-hit pokes, leading to the Lance dropping in rankings like no other in the series from a base to ultimate variant. It went from a drastic lead on speedruns to the very bottom of list next to Gunlance. It lead to the lance meta being in disarray, and I'm not sure a definitive one ever really made it out, as most popular styles of play ended up with similar times overall (very long).
the video i've been waiting for this whole time, almost 5 hours of Long sword content
One thing I think I would add to the Swaxe section for rise is another method of functionality for Soaring Wyvern Blade. Out of ZSD, while you’re in the air, you can go straight into the silkbind. This not only allows super high damage combined with the Discharge, but also allows you to get right back into risking your life, if you choose not to put that distance between you and the monster.
I abused this so many times when I mained SwAx, so much so that I actively just went brain-dead every ZSD and ended up half the time diving right into another attack
Dude idk why but you seem like such a chill dude and a great guy to just have a conversation with. Great vids btw.
Switch axe will always be my fave.
In world and rise it really started to shine for me.
Coupled with evade extender it's amazing to just dance around and unga bunga monsters in axe mode and then get serious fill up the amp-up gauge in sword mode.
The Zero Sum Discharge is where the weapon truly shines these days.
Usually, when you start a monster hunter game, your default weapon would be Sword and Shield on MH1 and MHDos or Gen 2, and starting from Gen 3, your default weapon would be Great Sword. Now, hearing you state that the developer from MHRise said Longsword is a beginner weapon would make sense to have the Longsword as your default weapon... mind blown.
Technically you get the SnS equipped by default in World, but the game encourages you to try everything out and pick whichever one you like, so it may as well not have a default.
@@MadSwedishGamer Yeah but they've been doing that since gen 2 when they give you one of every weapon but have you equip the SnS by default. Rise is the only one that gives you the longsword as a default. The main character even features with the starting longsword in both boxarts and in all the trailers. They're very obviously encouraging newcomers to use it, which makes sense. It's a very easy weapon to pick up and do well with, it appeals to a wide range of people (especially weaboos who get rock hard whenever they see a katana), it's flashy but it still has enough depth to it that you'll need some time to develop your sense of timing and get the most out of the weapon with all the ridiculous parries and I-frames and extra damage it has. It also trivializes like 90% of the game, so that helps newcommers progress through.
I hear "it trivializes most of the game" and I'm seeing a montage in my head of newbie hunters getting smashed to pieces by Rajang 'n stuff.
@@ArkRiley why would newbies be hunting rajang. If by the time you fight rajang you still don't know what you're doing, you need to go play something else
Sure sounds easy to blow your mind
Small mistake in the Hunting Horn bit, regarding the bead of resonance: you said it applies buffs to teammates if they are out of range of the Hunting Horn user's song effects, but that isn't actually the case. The bead of disappointment has a radius around itself, inside which hunters will receive melody effects from both the HH user and the bead. This is the same radius, I believe, as its damaging radius, which is shockingly small. For most normal melodies, like wind pressure negated, this does nothing, but it duplicates healing melodies so they heal a more significant portion of health. As Gaijin Hunter found early in the game's release, this means you can go in with no healing items and just spam your healing melodies to keep attacking and healing at the same time. Also, in case your Horn doesn't have an attack up melody built in, the bead plays one whenever it is triggered. This makes it surprisingly good considering its initial appearance, but still replaces the earthshaker, which makes its use a very niche thing.
Another little point, regarding the melody mode: echo. You can actually play all three songs with one recital and keep the magnificent trio for later use, just by setting up the notes and performing once. It also changes the slide beat to act as a performance for any notes stacked up, meaning this melody mode has far more utility than its counterpart at the cost of i-frames. If you ask me, it's a no-brainer, echo is far better than performance.
Otherwise, great stuff. Keep up the good work, I can't imagine how much time gets put into each of these history videos, let alone updating them in the compilations.
EDIT: I would mention the shockwave mechanic, and what changed with the horn maestro skill, but that borders on unnecessary for this.
I wouldn't really say that echo is "far better" than performance. Both melody modes are great and can shine depending on the monster.
You also forgot to mention that the performance recital fills the gauge faster than the echo one.
And it's not like song management is hard with the new hunting horn.
@@xaramint_iv1842 I didn't know about the gauge difference, but really it's not that important, and I'd say that's an even more niche detail than the shockwave mechanic, so I wouldn't have brought it up if I did know.
Also the reason I said echo has better utility is because playing songs is objectively faster with echo than performance. And you can do it in more ways so the variety of the fight is kept intact as well. It's personal choice, yes, but you can't deny echo has more utility on the whole.
On the other hand regarding echo, you need to actually perform the 3 different notes before recital to activate magnificient trio, otherwise the recital would eat up the notes and you need to start over. In performance mode, playing recital still leaves the notes in place, allowing you to use recitals more frequently with no drawbacks if you so choose to.
Combatwise, it means that echo move requires you to pick between activating your individual songs faster or wait until you perform all three notes before activating them all at once, the issue being that your self improvement is also tied to the recital, meaning you've less mobility unless you opt to get your songs out slower. Performance however can use recital at any point without losing their song setups, especially useful if you also use the recital to dodge moves.
@@sinteleon I feel like this kind of depends on play style. I don't use magnificent trio a great deal, seeing as I can play all my songs at once with the faster echo performance, so I usually reserve it for when it get a big opening and/or I'm setting up the infernal melody.
The speed with which you can play the different notes in a combo is intentional, and makes it so that the setup isn't an issue you have to manage like the old games (one reason why I think this version of HH is a genuinely good weapon, but I hesitate to call it HH). Self-improvement is tied to every kind of performance except the performance mode dual note songs, so that also isn't an issue. Song upkeep isn't something I think about much in Rise simply because the way I play involves a lot of echo recitals with a full bar of notes, or slide beat depending on where I want to be.
@@tammywacha Oh, a small correction: playing a single song is actually faster with performance than echo. Echo does beat it in playing two or three songs though. The reason is because performance plays it's song the moment you start a paired note attack, whereas echo plays the song in the middle of the recital. The speed in playing a single song is actually notable when engaging monsters which starts out with a roar: performance with a sonic barrier or earplugs HH can actually get out their song fast enough to nullify that roar if they initiated the fight with an airborne strike.
There's just something about your editing style that feels so right. A beautifully done video with timeless appeal.
Man ur one of my favourite creators. Ur dry humour is really funny and i really appreciate ur opinions and views that differ from mine. An absolute king
I did not get into Monster Hunter until 4 and I have been a bow main ever since. I love how powerful the bow has been in gen 5 but it has always been an absolute joy to use.
I fell in love with Glaive during 4U. A relatively fast weapon with an infinite combo, and it comes with a pet! It's also a pretty stylish weapon from a design standpoint, there's no end to the possibilities. The mounting utility has been a boon for me over the years as a (mostly) solo hunter, allowing me to get those hard to reach breaks on tall monsters with ease. It's also just fun to be able to attack from above as well as below. I kind of resent how Rise replaced true mounting with riding, it doesn't keep the monster down as long, and holding a tall monster's tail still and low enough to reach was the best part of mount knockdowns. I feel like my niche has been usurped a bit.
Take it from another glaive main, your niche is never touching the ground when you don't want to and using that to maintain pressure regardless of the beams and blasts thrown at you
Also damn shame that rise's hitboxes are fucking bonkers when it comes to the air.
Switch axe really came into its own in gen 5, especially iceborne & rise. Even for those who tried it before & didn't care for it, it's worth giving another shot. Iceborne finally made the axe an equal player to the sword with it's iwn unique pure axe play style, and rise took the best parts of axe and sword and blended them together by having the sword buff the axe in vice versa, actually encouraging you to switch between them & make full use of both. It's really fun now. Very dynamic, very engaging, & reasonably strong too.
In iceborne the wild swing overhead slam upped the part damage for axe attacks. This formed the foundation of a unique pure axe play style based mainly on getting repeated trips - great on things like tigrex or brachydios. Rise changed the overhead dlam buff to, yeah, enhance amp guage in sword mode, while the amped bonus from sword mode enhances axe attacks. Instead of separate axe & sword play styles, you have a unified play style where you 'switch' back and forth between the modes.
"Gen 5 especially the only games in Gen 5"
@@lilcaps I think he meant to exclude MH: World before the Iceborne expansion came out.
I feel like 3u or tri was the most balanced version of the Longsword. It so easily outclasses a lot of weapons nowadays especially for casual play.
I enjoy valor ls and it only works bc everything in GU was insanely overtuned, including monsters and other weapons. GU is a lot of things but over the top sums it up pretty well.
I think valor ls should have stayed in Gu, maybe add guard points to certain parts in the spirit combo, def not the opening attack tho.
Id like to see 3u/portable 3rd longsword to be the standard, with the valor combo being the standard spirit combo due to the combo not tripping as many hunters, also it looks cooler.
Also note on tactical evasion art for the bow
It also increases affinity of the shot
A couple notes on rise bow
Quickshot was taken out purely bc it was a replacement for spread in world. World mashed all the shot types into a weird mix. Spreadshot became quickshot, pierce became dragon piercer, and rapid became the default shot. So when they reintroduced shot types they brought back the melee ability.
Regarding absolute powershot, oooh man i feel bad for hammers. From 4u Chargeblades, to world rapid sticky/crag/ to rise Bow, they have been getting their KOs stolen.
Absolute powershot is just as effective as a hammer in stun, if not more so. I can reliably get 2 kos a hunt with it so its def worth the stamina investment.
I'm glad I discovered your channel. I've known about monster hunter games since portable 3rd way back but didn't actually really get into any entries until generations ultimate. Rise is my first time reaching "endgame" and it has been such a delight playing this game. I love the depth there is to everything and i plan on working my way backwards in the franchise. I got 3 ultimate and 4 ultimate waiting on my 3ds for when i finish with rise and generations.
Time to binge more monster hunter content. You da best superrad!
Just a few tips about Switch Axe from a SA main, super late but hopefully still informative.
- Iceborne's elemental discharge into claw attack is useful for when you want to to perform the zero sum element discharge(clinging to monster) but aren't at full amped state yet. Using regular element discharge grants a good amount of amped gauge and the claw combo lets you extend your combo while avoiding having to wait for the really long element discharge recovery and phial recharge.
- The even more stupid part about SA with clutch claw is that you can perform a zero sum discharge from ANY clutch claw grapple so long as your amped gauge is full, EVEN IF YOUR PHIAL GAUGE IS EMPTY. Just press Triangle+Circle while grappling and voila. Rinse and repeat until amped state wears off for unga bunga damage. Because zero sums deplete phial gauge heavily this was impossible before because you had to wait for phial gauge to recharge to maaaaybe get a second zero sum discharge in one amped state, but in IB it's actually really easy, flying monsters can't avoid it, and if you put on the temporal mantle it's literally braindead because then you don't even have to worry about being knocked off.
- Rise's Invincible Gambit is super useful for maintaining momentum against a monster. Monster roars? Invincible gambit. Undodgeable/Really hard to dodge attack? Invincible gambit. It lets you keep DPSing the monster whilst no-selling their attacks, and the amped gauge buffs to axe attacks make this even better. Combined with compressed discharge which is much faster and has hyper armor compared to regular element discharge, it's very easy to stay amped and attacking the monster with little downtime. Soaring Wyvern+Element discharge are definitely more flashy and more damaging if executed right, but also far more risky and difficult to build up. Also I find soaring wyvern+element discharge to get REALLY repetitive after a while because it's literally the same two or three moves over and over again, versus the Gambit+Compressed discharge build which promotes using your actual weapon combos to deal damage.
Been watching this over the last few days! Been taking on some of the older games so this is very helpful! Good work!
10/10 best longsword video ever!!
Oh yeah and I guess 3/10 for those other dauntless weapons too I guess??..
"The best weapon in the series, the Longsword"
You're treading on thin ice there, buddy. /s
Seriously though, great video
Thanks!
That bit at the beginning of the switch axe with the Calebcity audio had me rolling, amazing
For the Rise section of GS. Adamant Charge does indeed give you super armor and a 30% damage reduction. Guard tackle is strictly worse than a normal tackle. Guard tackle is that, a guard. So it reduces your sharpness, can be negated by a too powerful hit and only blocks infront of you. Than Rage slash is weaker than TCS but you gain super armor during the charge allowing you to hit the monster more consistently.
The auto guard glitch in portable third was actually on shelling, not reloading. This made it much more powerful than the later intentional quick reload guard, as you could shell instantly after nearly any attack while quick reload has some (though few) limitations. It also meant that you could attack constantly, though inefficiently, without ever dropping your guard by just spamming shells.
honestly, despite this one being longer, i felt way more engaged than i did with the other two complete history videos
Besides all those improvements mentioned for longsword in rise, the existence of the time bomb barrel further improves its usage..you can iai at any time even without monster attacking you also a red gauge serene pose for wake up hit easily deals 1.5k to 2k damage with meta gears.
I really love and I appreciate the in-depth video about all the different weapons. I've been listening to it on repeat whenever I draw.
I do have a couple things as a sns main, since they were seem to have been skipped over.
The shield bash doesn't drain weapon sharpness.
The metsu shoryugeki is the first counter introduced for the sns, with the normal doing extra stun damage to the head and the ability to do a multi-hitting plunging thrust or a shield bash. And on a perfect timed shoryu dealing even more stun damage and extra hits on the descending strikes.
And, the perfect rush can be charged and when executed on the right timing further enhances the damage and adds on extra hits after launching into the air and descending with the multi-hitting plunge/shield bash.
Though elemental builds have always been a staple; in the more recent titles there's been a focus on the stunning potential of the weapon in the shield portion of the combos and it's what I've seen alot of builds, my own included. Which allows two very different play styles for the weapon that I believe will be further focused on in later titles.
You can literally make a 24 hour mh video and I'll watch the whole thing. Good stuff, man
I have this thing since i was a little kid that I don't really care if I need to pass the 50 mins the hunt hitting the monster, so becoming SnS main came naturally. Most people are too attached to the damage and not to mobility and safety, I may not hurt the monster the most but I normally can end the hunt using only the supply potions on not even that.
Now a bow main too, i like to suffer trying to be skillful
@51:50 the big sword being the selling point was literally me seeing MH1 at a local game resale store in 2005, proceeded to use sword and shield for the entire first entry because it seemed the easiest at the time. I didn't give Lance a try til Tri years later. Today I have more hunts with GS in GU, Iceborne, and Sunbreak than any other weapon (though I do still have loves like SA, GL, and occasional LS, which I avoid only for being mistaken as "the usual LS player" and feeling shame).
The surge slash combo's insane speed and utility has thoroughly skyrocketed my love of GS to new heights. Elemental and Ailment GS's are VERY viable with it, and while the TCS focus has better damage on paper, especially with Strong Arm, for the faster monsters of Sunbreak, the Surge Slash is able to maintain MUCH higher and consistent dps, but skill swap allows me to go back to a charge-focus skill set the moment a monster slows down.
MH6 is gonna be hard to enjoy as much when it inevitably takes away a lot of these options for moment-to-moment play.
Oh, and the GS always has an aerial charge slash available in Sunbreak, but Hunting Edge also grants access to a Charged Plunge attack, which allows for multi hit damage that it extremely effective against tall monsters and breaking parts, and some monsters are weakest on their back and wings, which is where aerial charge slash can suddenly do almost as much as a TCS if used correctly (960 vs 1050 on certain monsters). Plus, really good for getting the upper parts of a monster if playing alone or without another player that can effectively hit those.
Quick notes on the bowgun sections:
- Deviation in World/Iceborne is different than other monhun entries. Deviation in world/iceborne affects your reticle, and not the bullet. Functionally useless stat as you will never fire fast enough for it to come into play
- Auto reload was a thing in World/Iceborne as well, tho it was often notated differently in menus
- Wyvernblast Counter in Iceborne has no s, making it a high risk low reward mod as normally placed mines will do more damage(even if the counter mines do have extra stagger damage)
Traveling through the seven levels of Hell with a weird Roman poet as your guide. Is that a Dante's Inferno reference?
Great collection of videos! Sword and shield is my favorite.
The issue with longsword isn't that it lacks depth, it's that it's a braindead option for all players. It isn't just at the top of the meta - it blows the meta out of the water, often hitting higher damage numbers than True Charge Slash without even a small portion of the effort and skill involved.
Longsword basically makes the use of other weapons feel like you're crippling yourself.
Exactly how I feel too. Been playing Freedom Unite as a greatsword main, and from what I’m seeing the long sword is actually very fair and balanced in gen 2. But now it’s completely counter based, and while the mechanics are more complicated, the weapon is way easier and stronger than it’s ever been.
Not to mention the fact that LS existing basically necessitates every other weapon to run flinch-free if they dare set foot in the MP... As LS is so stupid broken that they don't really suffer big penalties for going for the head or other body parts where slashing damage is less ideal. If I had a dollar for every time I was told 'lol just slot flinch free' when I politely asked a LS user to let me focus the head as a HH main I'd be rich enough to make my own MH spin off. I think dramatically nerfing the damage LS does to the head region would go a long way in providing some quality of life for the other weapons.
Until they do something about it however, LS makes MP genuinely unfun if you aren't the one using it. Why are the other weapons even there at that point?
Also the fact that it’s a better counter weapon than lance, which is supposed to be entirely about counters and sticking to the monster.
I didn't see it in any comments that I managed to look through so I figured I'd put it here, but for switch axe in the iceborne update where you could transition from the elemental discharge to a clutch claw grapple is, from my experience, a way for you to pull off 2 discharges.
Let's say you have a sliver off the amped state bar and you go into an elemental discharge. Repeatedly pressing Y/Triangle would fill it up to full so before the explosion goes off you can trigger the explosion with the clutch claw then preform a Zero discharge after you've grappled whatever part of the monster you were hitting.
Alchemy charge blade for life. let me break it down for ya: ripper shield for some easy phials, energy blade III for instant tail cuts and flinches, absolute evasion for quick SP, and run in cirlcles with the barrel at the end of the quest for style
2 quick things i should mention about Hammer in Rise when it comes to Dash Breaker. The first is that if you hold the charge button during the end of the attack, you actually retain the charge level you had when you let it go. So if you charge up to level 3 and then do Dash Breaker, if you keep holding the charge button you will come out of the attack still holding a level 3 charge. The second is that the attack has full super armor. You can be killed during it (happened to me a few times lol), but once you start dashing forwards with it you can't be knocked back by monsters until it ends. That includes roars and wind pressure, but I'm not sure if player attacks can knock you out of it.
As someone who plays a lot of great sword, but not optimally, just because I think it's cool, I really like Hunting Edge. It's really fun as a way to advance up quickly to a monster and let out a mid air charge attack.
Honestly Insect Glaive is my Favorite weapon in the series and was the weapon that got me into Monster Hunter when I first played World. Its incredibly fun to use even in MH4 and Generations.
The switch axe is criminally underrated
Yeah totally
Thanks for the FREE movie Rad!
My first game is Rise, I'm a Light Blowgun main. I gen adored this whole movie, was listening to it for a huge portion of working. Found it all very interesting! I'm excited for Wilds and seeing what two weapons I'll go with :D
I know its an old weapon but i absolutely adored the customizing in tri with bowguns. Making different barrels, stocks and frames, changing the ammo load outs you had.
I thought that was unique and wish they brought it back
I know i could comment this on the greatsword video, but the silkbind attack in rise that launches you in the air is actually incredibly useful, if you hit the monster with the initial slash and press r2 (unsure what the button is on other platform) you get a charged plunging attack that has multihit properties, and given how large monsters are, that initial strike is fairly easy to hit most of the time
on the beads part for HH you forgot to mention no matter what HH equipped using Beads Does a Aoe Attack up Buff to the party
I look forward to sleeping to this every night this week. And I mean that in the best possible way, thank you.
Cutting Tails with Bow Dragon piercer is satisfying.
Switch axe invincible gambit is not useless. This is a pretty slow weapon with some insanely long animations. Invincible gambit can be cancelled into from virtually anything, gives you a massive damage reduction, knockback resistance, repositions you, and actually does some good damage that it probably has no business doing. Using this correctly will put you in a position to just keep whacking the monster without having to do any sort of evade, unnecessary switching, or sheathing.
My favorite part of being a hammer main is introducing it to new players. There’s no weapon quite like it that makes it so whenever someone picks it up, all their brain cells die except for one that says “Unga bunga me go bonk big Dino” lmao. Plus, the community of hunter mains have some great memes
Bow in Rise is kind of insane imo, it has access to pretty much every applyable status affect through coatings, while maintaining accesss to Elemental damage (on the weapon itself) it also has access to KO damage through Switch Skills (Absolute Power Shot) as well as Slicing Damage in Sunbreak through another switch skill, and on top of all that it has support through Healing, Affinity, and Brace arc shots and its overall Damage is pretty good too
Never touched the S&S , DB, HH, CB, OR any of the ranged weapons I'm thinking I might try them
And thus your soul was released from making this series. This complete series is ginormous lol
The perfectly timed "WHAT" in the music paired with the monster's mouth in 2:18:06 had me wheezing, holy shit- 💀
Ohhh shiz, time to watch/listen all of this while working. The first vídeo i ever watched here was the compilation of Monster Hunter history videos, i do enjoy long videos that i can listen while working or farming in games. Thank you Mr. Rad for the good times (and videos)
The hunting horn is the most fun weapon in mh universe right behind the insect glaive making the game harder than it already is makes finishing missions more satisfying especially in mhw where the difficulty went above and beyond with lower attack damage on all weapons
Something important you forgot to mention about Gen5 GS is that each charge level increases the damage of the next attack, which is very important for the true charge
Although Kinsects will always be my BFF, this entire series has given me a few ideas of weapons I'll use when I finally try to play 3U on my 3ds. Right now, Switch axe and Hunting Horn seem like really fun options, and I do have a good amount of time playing each, and I would even consider each secondary weapons.
Some input I’d like to add for Rise Great Sword. First you are correct Hunting Edge is useless, replace the second you can.
As for tackle verses guard tackle both are viable and it’s more preference. Tackle is faster and guards from all directions, allowing for more of a “oh shit” option. While Shield tackle is slower and only guards in front of you but with better defense and power, making it a good counter move.
As for True Charge Slash(TCS) vs Rage Slash(RS) its preference but most use RS. TCS has general power and range, while RS has greater utility. RS can be interrupted and can be aimed in any direction unlike any other charge slash. Also if you block an attack with RS it becomes more powerful and on par with TCS.
You are smoking crack cocaine. Hunting edge is incredible
Another retrospective to binge for the next few days 🙌
53:57 I know I'm a few years too late, but this part made my ptsd act up. Thanks for that.
I prefer echo mode over performance. Been playing HH since it was released and everyone can fight me about it, and I don't care about Meta's, I play whats fun.
Also good video.
Next: A History of Monster Hunter Food: An In-Depth Analysis of Pre-Hunt Meal Mechanics
Quite surprised that switch axe is 10th and 11th most popular. I was hammer in tri, then great sword, neither really floated my boat. I unlocked switch axe in tri.... and have been exclusively switch axe ever since, all the way through tri, mhg, world and rise. Thousands of hours with it. Every so often I will try a new weapon, I did 300 hours with long sword, and went back to switch axe.
The longsword is my undisputed favorite. And i'm not ashamed to say it.
Charge blade is my main in world/rise/sunbreak but I always mained insect glaive in Gen w/ aerial. I also used great sword in 4/4U I plan on beginning to use long sword in the end game of rise/Sunbreak. Great video man, truly a superRAD video
Also in most games insect glaives triple buff gives you the ability to have natural ear plugs, razor sharp, and the ability to hit monsters without getting knocked out although the last one isn’t a thing anymore. In worldborne they have gotten rid of most of those buffs which is a shame, but in rise we see this added back as razor sharp and earplugs which is nice.
Lance Correction: power guard nulls knockback but you get tons of chip damage. Gen 5 marks the disappearance of an obscure mechanic that boosted damage on hitzones vulnerable to blunt damage. While sure lance gained mobility in gen 5 I would argue not enough to catch up because sidestep handled better attacks in previous battle system. In Rise Twin Vine does not aggro the monster and spiral thrust is meta because of the third hit you can input with huge motion values. Also I suggest all people trying old school lance to check out evade lancing.
I wanna point out that in GU Alchemy style for LBG was just as good if not better than Striker.
It not only provided the same amount of HAs. But also gave the hunter access to a bunch of utility. Allowing for free heals, rations, earplugs and more.
Also in Alchemy style you boost the benefits of SP mode the more you use the Alchemy barrel. Adding 3 additional levels to SP mode. Making it a lot stronger and beneficial to you and other hunters.
Particularly for LBGs you can create a unique ammo called Alchemy S. That for LBGs is a 2 shot rapid fire ammo type that increases the meter for your HAs faster.
Because of this, Alchemy style practically gives you the same benefits that Striker style has while giving bigger rewards and utility. In a group setting it's arguably as good as Adept due to the support you'll be giving to other players.
My first MH game was Tri, i remember wanting to try bowgun and how frking aweful and overwhelming it was. i ended up maining hammer at that time but always eyeing this weapon type. When World dropped, with all those quality of life updates, i felt like a kid, it was christmas every mission i could finally understand and use this weapon, it was so fun, i quickly became HBG one trick.
as Dual Blade main since Freedom Unite this man spitting real facts
The weapon looks simple on surface level but there multiple resource and repositioning going on to keep your DPS consistency due to its short reach and stamina consuming
you can really see after watching this developer trying to make it deeper each game
Having just played FU myself the use of the "Aang" save is very relatable.
Elemental reload isn’t really used either but I really loved this video!
I'm so happy they added Flinch Free as an Armor Skill in World.
Now players don't have a stupid reason to hate me anymore.
Also, getting caught by certain other weapons can be much more devastating.
If you happen to get caught by the upswing of a Greatsword or Switchaxe, enjoy your flight.
In the rare chance you get caught by a Dual Blade User, prepare to get staggered for a loooong time cause these dudes couldn't care less about you and will certainly not stop attacking because of you.
I love Flinch Free lv 1 and so should you!
Shoutout to the players who will stagger others at just the right time to get hit by the monster, then complain about other people carting like they didn't just open you up for a free hit.
This was awesome! Good luck with your family
History of Monster Hunter Monsters next?
Yo RAD, when do you plan on making a history video on the OG monster hunting game, Dauntless?
Nice joke.
"The hunting horn has potentially received one of the biggest gameplay shifts out of all the weapons in the series!"
Me, a faithful Hunting Horn main: Yeah, it got removed from the game and replaced with a different one, pretty crazy shift :´)
Yeah
This is the reason on why I am hesitating on using HH again as an HH user back in MHFU days. Not that it is hard to use due to changes but the feel of it just really feels off for me.
Back in my day the Supremacy Blade was a great sword.
World gave Charge Blade the most OP move. That sliding slash is TOO GOOD
how so?
It isn't too good, but it does have it's uses. Brilliant moveset addition, honestly.
1 thing if you fade slash and are hit you are send flying, its actually if you dodge an attack, am sure little tiny hits are still tankable but does are also tankable for some of the moves of other weapons as far as I remember
Thank you dude for this video !😀
And now with sunbreak. Insect glaive is the coolest looking weapon in terms of moves.
I'm a Bow main since World. It just feels right when I play it.
But now I'm getting into Insect Glaive in Rise. (Well started giving it a try mid-Sunbreak) and I've been enjoying it thus far.
Love the air attacks and combos as well as different Kinsects.
Now I understand how ya'll Insect Glaivers feel in your hunts~.
😙👌
I still remember picking up my first PSP over 15 years ago and buying the first Monster Hunter for it...I played every game that came out since then...
yoooo, what if for your next history series you did elder dragon or just monster lore?
Yeah I guess I can squeeze in a measly 4 and half hours and watch all these videos again
the amount of effort going into these videos is amazing, only criticism i have is the awkward pauses in between sections of the video. keep up the good stuff superRAD.
MHW Switch Axe’s Heavy Slam attack doesn’t do more direct damage, but it does have higher stagger and partbreak damage.
3:33:48 to 3:53:09 is my favourite section for completely unbiased reasons
I like having these long ass videos… I’ve been blessed
If I remember right, in MHFU, if you have an ailment coating attached, your melee attacks can apply said debuff. Could be wrong, but I think it was a thing
Edit: Oh, you said it. I did remember right lol
just long enough to cover the rest of my shift. hell yeah
I've watched all of these but screw it I need something to listen to at work