Making the lance be a viable blunt weapon now opens up a lot of new builds opportunities. Options out of guard, a shiton of timed counter opportunities, and utilizing the Shield for attacks makes me excited.
Believe me, in Rise and Sunbreak the lance was already a viable blunt weapon because of the addition of Switch Skills (not even the Silkbind ones, just the regular ones). Shield Tackle was an insane blunt move added from the Switch Skill arsenal and Shield Charge gave even more blunt options. Blunt lance in Rise and Sunbreak didn't play at all like it has in previous titles where it only had the advancing shield bash or a hunter art or no blunt at all. Because two of its new blunt moves were Switch Skills, it arguably wasn't as nascently good at blunt as Hammer and Horn or even SNS, but it was pretty on par with the actual application of exhaust and KO with SNS, maybe even better. And unlike other alternative blunt weapons like Switch Axe, or Charge Blade they didn't need to specialize in a particular category of the weapon and unlike Greatsword they didn't require special skills like punishing draw to become viable for blunt. If they take a page from Rise and somehow give the lance something akin to shield tackle and shield charge, these new heavy shield moves are going to force Hammers to step up lest they get outperformed by a shield.
when you have more then 3 sets to play, yes. I hope there will be more sets with block/block up this was the biggest problem MHWIB and Rise suffered IMO.
Your SO right. Lance is meant to be the best guard weapon for god sakes. I mean, your holding the biggest shield in the game. I'm really hoping this time around, Lance has guard and guard up skill already built in.
In the clip at 18:27 the second hit actually does connect with the doshaguma's paw as it comes back down, so even if we don't get a phantom hitbox, we at least get a really long lingering one
Ayo!! I was waiting to see if you were going to post something. You are the reason i started playing lance your guide and streams help me breakdown the weapon and understand the different techs. I hope you make another guide this time around.
If people knew just how involved Lance can be, Monster Hunter turns into the Fight Night boxing games. Square tf up in the monster's face while you jab, guard, and counter.
"If you're doing your job right, people won't even know you're doing your job at all." Type thing. And that's the problem, even sword and board got a little flashy things on their kit. Jab and guard is what people mostly see when they see lance gameplay and in a game that MonHun turned into, it's just so plain... But hey keep on rocking that stick and board!
@@StationaryBeggar Literally my entire fight with Kirin in World. Stepping to the side to avoid its lightning. Lance is my favourite weapon to use against it.
@Danka524 Welcome, brother. It's very intoxicating to master, and once you do, you'll get drunk on the power. The monster is no longer the monster, YOU are
I personally really like the jumping thrust in WorldBorne. I usually do it enough time so I only need to do it one more time. I'll do the last jumping thrust when the monster enrage, then I'll get free damage with agitator active once the monster topple from mounting
I've been looking forward to your insight on the lance showcase. Im disappointed that i didn't see jousting on your mount.😂 But i am glad lance has gone back to world style with more tools to use.
I actually think that Lance is the best weapon for modern action rpg fans because of the defensive options of the weapon and the fact that action rpg's quality is mostly based on the quality of defensive mechanics. ( just defense, parries etc... Honestly as a huge arpg fan I've been 100% a Lance user since forever. :D I guess that for action beat em up style games like DMC etc... is what you meant though. Still, as far as modern action rpg's go, its defensive options that shine IMO. Great video btw. Definitely looking foward to this version of the lance which is way more grounded that Rise crazy shenanigans that's for sure. I like the sober aspect of the lance! :D
18:16 The second hit does connect. You can see the right paw fall into the second hit as it's about to end, and it has a tiny hit effect when it does. However, the hitstop from connecting is so small that it seems like the first hit has a lot more mv. Also, right before the initial counter thrust, you see the shield flash blue, which makes me wonder if that's from a successful counter, or if he exited the counter stance with an insta block (which would explain why the counter stance doesn't use the shield in the first place; it'd make transitioning back into a guard look more fluid). We won't know until the demo releases.
Leaping thrust is incredibly safe. It has 360 aim in world, and more range than most monsters. Don't charge directly at them. Aim to the side, leap, poke sideways. Complete the portrait of the guy touching fingertips with god, except its a lance poking a furious rajang's face. You can spam it over and over and almost never get hit, making lance a top weapon for mount practice.
Even if I dont play with the weapon much. I still appreciate the effort they've put in. Using the shield more as an offensive tool is very cool. More crazy movement also seems to make the weapon more fun too.
Some really good things I've gleaned here, a lot of the small tweaks seem geared around qol with offensive guard, which will likely come back or may end up being built into the weapon somehow (it would certainly solve the MV issue a bit) -if we can enter powerguard from guard, we can probably enter it like we can counter stance from neutral too, meaning powerguard should be now able to proc offguard since it is no longer a guard>guard state, which is the reason it couldn't proc it before -the new animation and timing mechanic for counter stance is likely for the same qol reason - you're intended to time the counter release which means you can now proc offguard with it without having to hit at the start of the anim, allowing you to get a fully-charged counter off. I think this is useless and will be immediately supplanted by powerguard play unless we can also aim guard counters now, which would solve the issue of them never landing. how do you feel about the new powerguard thrust anim with the leap? it kinda looks more awkward to aim and like it has longer recovery, better be a damn MV buff in there too capcom!
@@Saltine3022 the power guard upstab utility depends on if it can combo out. the power guard forward stab can combo, so... probably? I tend to dislike things with high recovery though
A few interesting things I noticed: The steps taken during thrusts seem to be purely for positioning. I highly doubt they'll have any i-frames, but it will be interesting if they will be affected by evade skills, although I'm not expecting it to as it seems like it's just pure movement baked into the attacks to aid in positioning and stick to monster weak points better. The lance charge has a MUCH faster hit rate than it does in past games. It does 3 rapid hits as the hunter charges through the monster, and then they do the turnaround sweep. The shield uppercut attack in the focus strike MAY act as some form of counter or guard point. For a few moments after they initiate the attack, the shield actually glows white, as it does in other weapons when there is a guard point. That thing you said looked like the regular counter stance actually might be a new counter stance. I believe in the usual counter state, the shield is placed in front of the user, but in this stance, it's to the side, and a manual input brings it up to perform a perfect guard, as evidenced by the blue glow seen when they do so. Unlike the usual counter state, it also seems to charge up to at least 2 charge levels, and when they perform the attack after glowing orange, the hunter performs a double strong upward thrust. This might be a high-risk, high-reward move similar to both Longsword's Iai Spirit Slash and Sacred Sheathe Combo in that it could perhaps be a true counter (but is at least a regular perfect counter) and has multiple charge levels that increase while the user holds the stance. If it's actually as good as it looks, it could be huge for raw damage lancing. It seems that generally, not just for lance, but for all weapons, the new or improved moves are geared towards empowering elemental and status builds. They seem to do more hits or hit faster than in past games. This could be HUGE for build variety, and I'm really looking forward to how it shakes out. I'm really excited to see how the charge was changed since we already know it does WAY more hits in less time. If they give it Mind's Eye or something after it charges (red glow effect), that would make it an extremely valuable tool in a lancer's kit. Hopefully, they will also buff the jumping thrust's damage out of a charge if you've reached that state, as it would make that move more useful for things other than just a quick and dirty mount.
I'm one of those people that has a deep appreciation for all the weapons. They are all incredible and look beautiful when played well. But if there is one weapon that I've put the least time into, it's lance. I understand it's moveset, and I understand how strong it can be when you master it. But I never got around to really giving it a good shot. Honestly the new additions to the moveset in wilds look pretty awesome. I'm usually more of a gunlance guy but I'm gonna have to give lance a good honest try. The only weapons I haven't been super keen on their trailers were both the bowguns. I enjoy bow but I've just never liked the bowgun play style. Another trailer that didn't quite wow me was switch axe, but it certainly had some cool stuff in there. Definitely liked it more than the bowguns. My current favorite weapons in Iceborne are SnS, gunlance, hunting horn, and hammer. I am THOROUGHLY pleased with SnS, gunlance, and Hunting horn trailers in particular. My 3 most played weapons look like they are gonna be awesome. Damn, I might have to get on Iceborne and make me a Fatalis lance, to prepare.
The armor looks like sawing or drilling equipment. Like tungsten carbide embedded into steel. If you look at circular saw blades or well drilling heads.
Don't let Lance not being in Stories get you worried, Stories only has 6 weapons total. Most weapons aren't in Stories. Capcom's favorite, Longsword isn't even in Stories!
Wait during that counter with the double thrust, where you said they should add a phantom hitbox to gaurantee the second hit… if you look closely right before the scene goes to the next one it looks like there IS a second hit effect near its mouth. So it may already have something of the sort. I might also just be seeing things
One thing I noticed is that they didnt show guard dash. And I think they also made the moves more like a heavy weapon. From the having charged attack and the uppercut thrust from powerguard. I dont think I see any counter thrust and you can immediately go to powerguard. Just gonna pray that they dont nerf the mobility and aggresiveness.
What you called the "Counter Thrust" seems to incorporate the "perfect guard" timing, as you can see that the player brings their shield forward with the signature blue flash of "Adept guard" capability just before the Doshaguma attacks. I think this is either a revamp to the original Counter Thrust, or a new counter entirely, where you charge it up and can bring up the shield to stop a Monster attack and then counter-thrust.
Yeah, I agree. I feel like it's a new counter stance that's a blend between Long Sword's ISS and Sacred Sheathe Combo in that it requires perfect timing (perhaps also being a true counter?) and having a charge-up period while holding the stance, adding damage or maybe even changing the animation of the follow-up thrust when it's released.
At the very least, guard and guard up should be combined. If they keep it at 5 levels, they can make it as if you get a higher level of guard up at guard levels 3, 4, and 5. I think guard, guard up, AND offensive guard being the same skill would be way too busted, though.
Yeah I was concerned about the knock-back as well. I'm assuming they were doing it for a cinematic look: Like whoa he just tanked this massive hit. And maybe the baharararahhh armour doesn't have any guard skills on it. Doesn't look like a guard related monster to be fair. Super hyped for the side steps... no indication of guard dash though :( I reckon this'll take some getting used to.
@@amaninthewest8389 To be fair, compare this to the knockback in the Greatsword video. GS takes a few steps back. At least here, Lance remains fairly rooted.
Guard Dash is almost definitely still in the game. They haven't shown everything each weapon can do in these showcases, just enough to get a general idea of what the weapon and the new additions to them will be like for both new and returning players to the series. Doshaguma is pretty dang beefy, so the attacks it did might just hit extremely hard, and as you said, they almost definitely don't have any guard skills slotted into that armor. Worse shields might have even worse knockback on even more of its attacks compared to the Lance.
Lance getting sidesteping attacks wasn't that much of a shock for me because in a previous trailer it was revealed that they gave _Gunlance_ a sidesteping attack, and that is NOT the kind of move you give to Gunlance but not to Lance.
I really hope that adept guard really is coming for lance, as that'll mean that if you're good enough with timing your guard, you can forgo grabbing the guard skills finally. I'm not entirely convinced that the animation means that we have an adept guard, rather that Capcom seems to be trying to make all of lance's animations look cooler in the hopes that we'll have more than 3% of the player base for once.
It definitely has it. Leads into a quick shield bash. Every other weapon with a shield seems to have gotten a perfect/adept guard, most noticeable on Gunlance and SnS. The Gunlance really obviously does the adept guard shield circle maneuver pretty early into the showcase and chains into a slam, and the SnS one goes into Spinning Reaper from Rise. The SnS one nullifies knockback pretty obviously, so I think all shielded weapons are getting perfect/adept guard as an option by default to help make guarding stronger and minimize reliance on guard skills for higher-risk/higher-skilled gameplay. The real question is how effective guard up will be, as it wasn't really all that useful in World since the chip damage was insane, and it was slightly more helpful in Rise due to silkbinds like Anchor Rage.
@@atomicbanana55 Looking more closely, I think you're right. There seems to even be a special sound to confirm you got the adept guard right. A kind of 'shing!' that rings right before the counter hit. Now I'm really excited. Glad to not be screwed having to pick between crap guard or no damage booster skills in LR.
@@FGMagala I think guard skills will still be helpful as many counters don't have the perfect/adept guard glow (although the charge-up double thrust stance's guard does have it, interestingly enough), but as you said, almost certainly not as necessary in low-rank to around mid-high rank now that there are tools in the Lance's kit specifically to deal with things like that.
It seems like we enter Powerguard like we did before the counter-stance and our counter is moved to the Insta-block. The big counter with the shield to the side is charged and by the looks of it you don't block while charging but only the instant you let the charge go
@@duncanwilson5262 That's certainly possible. It also likely has a pretty long and/or wide phantom hitbox to help make sure it'll land. The regular thrusts definitely seem to have a phantom hitbox wider than the lance itself, especially towards the handle of the weapon from what I could see. The bash comes out really quick, so I can't really imagine a monster not being hit by it unless you're up against something like Rathian's tail flip where its hitbox would move completely out of the way.
I was hoping to see more development, since lance doesn't seem to get much of any attention. It honestly feels pretty by the numbers with some minor changes, although I'm hoping it will st least feel dramatically improved in the process.
18:47 so for the counter, we could use whatever element to extend or widen the reach and for none element ones it could just be some kind of counter raw energy.
16:32 that's not counter stance, the shield is on the side. I believe this move is a charge thrust and you can insta block mid way and continue combo out of it
my theory is that they made power guard not do anything to knockback, but it instead now removes all chip damage - makes sense, given it's a more defensive stance, that for some reason previously let more damage through? very unintuitive. and now there's also this hyper armor lance charge thing that has no shield in front of you so you take decent damage, but don't care about flinches, perhaps it even gives you more damage if you tank a hit during charge up, like rage slash from sunbreak functions.
I think that new counter state is more of a new counter stance that's a blend between Long Sword's ISS and Sacred Sheathe Combo in that it requires perfect timing (perhaps also being a true counter?) and having a charge-up period while holding the stance, adding damage or maybe even changing the animation of the follow-up thrust when it's released. Makes it good for monsters you know the moveset of or for countering their big windup blows, but you can get knocked out of it and probably go into a normal guard if you mess up the timing.
If you need to explain the lance to normies, it's probably the most comfortable way of staying aggressive in the face of aggression. It uses its shield better than any weapon in the game in service of that notion with multi-directional advancing guard and counter states. Iceborne having the clutch counter sent it into the stratosphere for me, very easily a lance main in that game. I love this weapon so much!
Your worries about adept guard are valid, but chances are, there could two two options for adept guard. One is the dual lance sweep from Rise. The other could be the shield slap that you see in the video. I hope there are options. It'd be very nice.
What if instead of giving the lance natural knockback resistance they make the guard skill a three level skill instead of five to allow build flexibility? Also they better bring back the crisp offensive guard proc sound effect
Or the Lance just having a Natural Guard up lvl would be cool too. One of the moved in the videos gives the Lance user a Defense buff when the brown/orange coloring appears after charging for a while.
If they make guard a 1-slot skill instead of a 2-slot skill I'd be happy as well. Or even consolidated Guard Up into Guard but kept the 5 levels, like levels 3, 4, and 5 of Guard effectively adding one level of Guard Up each. Would make it stronger to at least have Guard 3 (minimal investment for dealing with the majority of monsters) and effectively guarding against every attack from every monster with Guard 5 for those who want it.
I know! I always wondered why we didn’t also get the shield bash out of the charge It might be silly but I sent a email to Capcom asking for more shield bash on Lance
Bro there's only 3 weapon classes in the first stories game and the sequel added a grand total of 2 more totaling 5. I wouldn't worry too much about Lance just because it wasn't in Monster Hunter Pokemon (not that I wouldn't have liked to have the Lance in stories).
I'm curious to see how it handles because previous versions, moving around with this thing feels like trying to do jumping jacks with your ankle tied to the back of your neck. If that makes any sense.
@@johnruscigno5738 the lance's tools for controlling distance are inside its moveset instead of just being tied to running like the other weapons. it takes some getting used to, but lance is very efficient at it
It's definitely a step integrated into the attack. You can even see the hunter's leg moving into the motion, as you would expect of it if you look closely. I doubt it's a proper sidestep in that it likely has no i-frames and is probably unaffected by evade skills, but it seems to be very good for positioning (both aggressive and defensive), which may be kind of necessary since monsters are probably going to be a bit faster or more dynamic than those in World. It'll help you keep the pressure on monster weak points even when they're moving around without having to reset your combo so you can still land the triple poke finisher easier. You can also see the hunter do a backstep thrust, and possibly a forward step thrust, so they seem to have added omnidirectional movement options to them.
@@0seraphic yeah i know it could always be charge but here the counter part seems to be diconected from the charged attack. As in you can perform a charged attack without raising your shiel aka being in a counter state
Yeah, seem like a neat blend of ISS and Sacred Sheathe from the Long Sword imo. You can perfect counter out of it like ISS, and it charges up like Sacred Sheathe.
Lance is definitely not very popular unfortunately. In defense of monster hunter stories though, there are only 6 weapons. Hammer, Hunting Horn, Greatsword, Sword and Shield (I think?), Bow, and Gunlance. Not even the long sword made it into that game so lance not being present is rather expected.
Thought they could have easily improve Lance with moves like Counter claw in Iceborne... or throw the shield/lance and close distance with slinger (like the hammer)... instead it's just ..."here's more shield bash" 😑😑
They should start giving full helmet option design for female hunters. Female armors mostly look inferior to male. You trying to be sexy while protecting yourself 😂
Something is very concerning with the LANCE during these demos, I see lots of falling down, I don’t know if it’s because of the perfect guard feature, which needs that perfect timing. But I don’t like this feature if it’s going to take away regular block of the shield. To me LANCE is that immovable defensive weapon which lacks fluidity, but because of its defensive prowess, you can courageously steady yourself in the middle any chaos and welcome the exciting counter exchanges. I don’t mind a feature where you tie/hook sling yourself to the MONSTER and dook it out, no dodging, running, etc… just BLOCK, PARRY, AND COUNTER attacks/ mixups. Until one gives in. It’s a weapon of courage/ bravery. Something is definitely concerning if you pay attention to the amount of times the lance players keep falling / knock backs, it’s annoying. All because of perfect guard timings, you should still be able to block, the least.
I think lance will be even less played then before. I hope leaping thrust will be still in the game otherwise the movement will be way to slow to have fun in onlione lobbies
@@0seraphic I am talking about Wilds not showing leaping thrust and when Monsters move alot from player to player your movement is way to stationary and you should be on the monster at all time.
I mean, the charge definitely seems to be buffed, and you have omnidirectional steps you can take with the thrust combo now, so the movement is still great. I don't think leaping thrust is especially necessary as much as the guard dash is, which is almost definitely still in the game, just not actively shown in this showcase.
first
original video: th-cam.com/video/9cd2dIa1DKk/w-d-xo.html
Making the lance be a viable blunt weapon now opens up a lot of new builds opportunities. Options out of guard, a shiton of timed counter opportunities, and utilizing the Shield for attacks makes me excited.
Believe me, in Rise and Sunbreak the lance was already a viable blunt weapon because of the addition of Switch Skills (not even the Silkbind ones, just the regular ones). Shield Tackle was an insane blunt move added from the Switch Skill arsenal and Shield Charge gave even more blunt options. Blunt lance in Rise and Sunbreak didn't play at all like it has in previous titles where it only had the advancing shield bash or a hunter art or no blunt at all. Because two of its new blunt moves were Switch Skills, it arguably wasn't as nascently good at blunt as Hammer and Horn or even SNS, but it was pretty on par with the actual application of exhaust and KO with SNS, maybe even better. And unlike other alternative blunt weapons like Switch Axe, or Charge Blade they didn't need to specialize in a particular category of the weapon and unlike Greatsword they didn't require special skills like punishing draw to become viable for blunt.
If they take a page from Rise and somehow give the lance something akin to shield tackle and shield charge, these new heavy shield moves are going to force Hammers to step up lest they get outperformed by a shield.
when you have more then 3 sets to play, yes. I hope there will be more sets with block/block up this was the biggest problem MHWIB and Rise suffered IMO.
Lance Guide Part 2 SOON™
We might actually get the sequel soon
based lance man giving us the lance content we deserve
can't wait for wilds
Your SO right. Lance is meant to be the best guard weapon for god sakes. I mean, your holding the biggest shield in the game. I'm really hoping this time around, Lance has guard and guard up skill already built in.
We Lance mains will sit in a corner, knowing that Lance is actually cracked.
In the clip at 18:27 the second hit actually does connect with the doshaguma's paw as it comes back down, so even if we don't get a phantom hitbox, we at least get a really long lingering one
Ayo!! I was waiting to see if you were going to post something. You are the reason i started playing lance your guide and streams help me breakdown the weapon and understand the different techs. I hope you make another guide this time around.
same :)
that shield got more use now on offense i so happy
and that uppercut shield im down
"Lance mains fuggin' Unite!! Cheers, bitches(said with love)!" *glass clinking sounds occur*
If people knew just how involved Lance can be, Monster Hunter turns into the Fight Night boxing games. Square tf up in the monster's face while you jab, guard, and counter.
"If you're doing your job right, people won't even know you're doing your job at all." Type thing.
And that's the problem, even sword and board got a little flashy things on their kit. Jab and guard is what people mostly see when they see lance gameplay and in a game that MonHun turned into, it's just so plain...
But hey keep on rocking that stick and board!
Don't forget the fancy footwork. Big part of lance and very reminiscent of boxing.
@@StationaryBeggar Literally my entire fight with Kirin in World. Stepping to the side to avoid its lightning. Lance is my favourite weapon to use against it.
I started learning lance lately and it is so severely underrated. I used to be a CB main but now I can't go back
@Danka524 Welcome, brother. It's very intoxicating to master, and once you do, you'll get drunk on the power. The monster is no longer the monster, YOU are
Drools so much he might have water element weapons LMAO
Looking at the gameplay makes me feel like I'm having a boxing match with the monster.
That's lance baby
discovered your Lance guide 4 years ago, have been maining Lance since then and am excited for your Wilds content sir🥰
After seeing all the weapons I think lance and HH might be my first play through weapons
>25min
oh boy.... didn't expect anything less.
I personally really like the jumping thrust in WorldBorne. I usually do it enough time so I only need to do it one more time. I'll do the last jumping thrust when the monster enrage, then I'll get free damage with agitator active once the monster topple from mounting
Was waiting for your video!
I've been looking forward to your insight on the lance showcase.
Im disappointed that i didn't see jousting on your mount.😂
But i am glad lance has gone back to world style with more tools to use.
I actually think that Lance is the best weapon for modern action rpg fans because of the defensive options of the weapon and the fact that action rpg's quality is mostly based on the quality of defensive mechanics. ( just defense, parries etc... Honestly as a huge arpg fan I've been 100% a Lance user since forever. :D I guess that for action beat em up style games like DMC etc... is what you meant though. Still, as far as modern action rpg's go, its defensive options that shine IMO.
Great video btw. Definitely looking foward to this version of the lance which is way more grounded that Rise crazy shenanigans that's for sure. I like the sober aspect of the lance! :D
zero lance is looking so good been a lance main since i watched my first video from u never looked back
18:16 The second hit does connect. You can see the right paw fall into the second hit as it's about to end, and it has a tiny hit effect when it does. However, the hitstop from connecting is so small that it seems like the first hit has a lot more mv.
Also, right before the initial counter thrust, you see the shield flash blue, which makes me wonder if that's from a successful counter, or if he exited the counter stance with an insta block (which would explain why the counter stance doesn't use the shield in the first place; it'd make transitioning back into a guard look more fluid). We won't know until the demo releases.
Leaping thrust is incredibly safe. It has 360 aim in world, and more range than most monsters. Don't charge directly at them. Aim to the side, leap, poke sideways. Complete the portrait of the guy touching fingertips with god, except its a lance poking a furious rajang's face. You can spam it over and over and almost never get hit, making lance a top weapon for mount practice.
18:45 you can see the second poke out of the counter register on the face. Great breakdown. Let's look forward to the demo!
Lance is gonna be sick ❤
With the shield stuff, i will bring it now from time to time!
Even if I dont play with the weapon much. I still appreciate the effort they've put in. Using the shield more as an offensive tool is very cool. More crazy movement also seems to make the weapon more fun too.
Some really good things I've gleaned here, a lot of the small tweaks seem geared around qol with offensive guard, which will likely come back or may end up being built into the weapon somehow (it would certainly solve the MV issue a bit)
-if we can enter powerguard from guard, we can probably enter it like we can counter stance from neutral too, meaning powerguard should be now able to proc offguard since it is no longer a guard>guard state, which is the reason it couldn't proc it before
-the new animation and timing mechanic for counter stance is likely for the same qol reason - you're intended to time the counter release which means you can now proc offguard with it without having to hit at the start of the anim, allowing you to get a fully-charged counter off. I think this is useless and will be immediately supplanted by powerguard play unless we can also aim guard counters now, which would solve the issue of them never landing.
how do you feel about the new powerguard thrust anim with the leap? it kinda looks more awkward to aim and like it has longer recovery, better be a damn MV buff in there too capcom!
@@Saltine3022 the power guard upstab utility depends on if it can combo out. the power guard forward stab can combo, so... probably? I tend to dislike things with high recovery though
A few interesting things I noticed:
The steps taken during thrusts seem to be purely for positioning. I highly doubt they'll have any i-frames, but it will be interesting if they will be affected by evade skills, although I'm not expecting it to as it seems like it's just pure movement baked into the attacks to aid in positioning and stick to monster weak points better.
The lance charge has a MUCH faster hit rate than it does in past games. It does 3 rapid hits as the hunter charges through the monster, and then they do the turnaround sweep.
The shield uppercut attack in the focus strike MAY act as some form of counter or guard point. For a few moments after they initiate the attack, the shield actually glows white, as it does in other weapons when there is a guard point.
That thing you said looked like the regular counter stance actually might be a new counter stance. I believe in the usual counter state, the shield is placed in front of the user, but in this stance, it's to the side, and a manual input brings it up to perform a perfect guard, as evidenced by the blue glow seen when they do so. Unlike the usual counter state, it also seems to charge up to at least 2 charge levels, and when they perform the attack after glowing orange, the hunter performs a double strong upward thrust. This might be a high-risk, high-reward move similar to both Longsword's Iai Spirit Slash and Sacred Sheathe Combo in that it could perhaps be a true counter (but is at least a regular perfect counter) and has multiple charge levels that increase while the user holds the stance. If it's actually as good as it looks, it could be huge for raw damage lancing.
It seems that generally, not just for lance, but for all weapons, the new or improved moves are geared towards empowering elemental and status builds. They seem to do more hits or hit faster than in past games. This could be HUGE for build variety, and I'm really looking forward to how it shakes out. I'm really excited to see how the charge was changed since we already know it does WAY more hits in less time. If they give it Mind's Eye or something after it charges (red glow effect), that would make it an extremely valuable tool in a lancer's kit. Hopefully, they will also buff the jumping thrust's damage out of a charge if you've reached that state, as it would make that move more useful for things other than just a quick and dirty mount.
I'm one of those people that has a deep appreciation for all the weapons. They are all incredible and look beautiful when played well. But if there is one weapon that I've put the least time into, it's lance. I understand it's moveset, and I understand how strong it can be when you master it. But I never got around to really giving it a good shot. Honestly the new additions to the moveset in wilds look pretty awesome. I'm usually more of a gunlance guy but I'm gonna have to give lance a good honest try. The only weapons I haven't been super keen on their trailers were both the bowguns. I enjoy bow but I've just never liked the bowgun play style. Another trailer that didn't quite wow me was switch axe, but it certainly had some cool stuff in there. Definitely liked it more than the bowguns. My current favorite weapons in Iceborne are SnS, gunlance, hunting horn, and hammer. I am THOROUGHLY pleased with SnS, gunlance, and Hunting horn trailers in particular. My 3 most played weapons look like they are gonna be awesome. Damn, I might have to get on Iceborne and make me a Fatalis lance, to prepare.
I've always loved the Hunting Horn, Gunlance, and, more recently, the Lance, so I'm super excited to get my hands on all these changes.
The armor looks like sawing or drilling equipment. Like tungsten carbide embedded into steel. If you look at circular saw blades or well drilling heads.
Don't let Lance not being in Stories get you worried, Stories only has 6 weapons total. Most weapons aren't in Stories. Capcom's favorite, Longsword isn't even in Stories!
Really? I haven't played either stories games so I didn't know it was lacking player weapons. I know i saw GS, Bow, Ss, Hammer, and maybe SA.
@@neurosis51 Stories 2 has GS, S&S, Hammer, HH, Bow, and GL.
Stories 1 didn't even have Bow or Gunlance.
@@gamecavalier3230so in four more mh stories games we'll have all of the weapons, if they add 2 per game?
@@knightmare938 Maybe!
Wait during that counter with the double thrust, where you said they should add a phantom hitbox to gaurantee the second hit… if you look closely right before the scene goes to the next one it looks like there IS a second hit effect near its mouth. So it may already have something of the sort. I might also just be seeing things
One thing I noticed is that they didnt show guard dash. And I think they also made the moves more like a heavy weapon. From the having charged attack and the uppercut thrust from powerguard. I dont think I see any counter thrust and you can immediately go to powerguard. Just gonna pray that they dont nerf the mobility and aggresiveness.
I cannot wait for Wilds!! Lance is looking sexy af!
What you called the "Counter Thrust" seems to incorporate the "perfect guard" timing, as you can see that the player brings their shield forward with the signature blue flash of "Adept guard" capability just before the Doshaguma attacks. I think this is either a revamp to the original Counter Thrust, or a new counter entirely, where you charge it up and can bring up the shield to stop a Monster attack and then counter-thrust.
Yeah, I agree. I feel like it's a new counter stance that's a blend between Long Sword's ISS and Sacred Sheathe Combo in that it requires perfect timing (perhaps also being a true counter?) and having a charge-up period while holding the stance, adding damage or maybe even changing the animation of the follow-up thrust when it's released.
Wish they combined guard skill, guard up, and offensive guard as one skill = guard lvl 5
Would make builds more exciting
Honestly it WOULD make building for two weapons make more sense 🤔
At the very least, guard and guard up should be combined. If they keep it at 5 levels, they can make it as if you get a higher level of guard up at guard levels 3, 4, and 5. I think guard, guard up, AND offensive guard being the same skill would be way too busted, though.
The second hit of the counter does connect at the end you can see the water effect on the paw, just before it cuts to the next clip.
It might be the most unpopular weapon but the people who use it make up for it!
Yeah I was concerned about the knock-back as well. I'm assuming they were doing it for a cinematic look: Like whoa he just tanked this massive hit. And maybe the baharararahhh armour doesn't have any guard skills on it. Doesn't look like a guard related monster to be fair.
Super hyped for the side steps... no indication of guard dash though :(
I reckon this'll take some getting used to.
@@amaninthewest8389 To be fair, compare this to the knockback in the Greatsword video. GS takes a few steps back. At least here, Lance remains fairly rooted.
Guard Dash is almost definitely still in the game. They haven't shown everything each weapon can do in these showcases, just enough to get a general idea of what the weapon and the new additions to them will be like for both new and returning players to the series. Doshaguma is pretty dang beefy, so the attacks it did might just hit extremely hard, and as you said, they almost definitely don't have any guard skills slotted into that armor. Worse shields might have even worse knockback on even more of its attacks compared to the Lance.
Great video, I will be subbing to see more gcontent!
Thanks for the breakdown, fellow glorious Lancer!
lance shoryuken for anti air
Lance getting sidesteping attacks wasn't that much of a shock for me because in a previous trailer it was revealed that they gave _Gunlance_ a sidesteping attack, and that is NOT the kind of move you give to Gunlance but not to Lance.
I really hope that adept guard really is coming for lance, as that'll mean that if you're good enough with timing your guard, you can forgo grabbing the guard skills finally. I'm not entirely convinced that the animation means that we have an adept guard, rather that Capcom seems to be trying to make all of lance's animations look cooler in the hopes that we'll have more than 3% of the player base for once.
It definitely has it. Leads into a quick shield bash. Every other weapon with a shield seems to have gotten a perfect/adept guard, most noticeable on Gunlance and SnS. The Gunlance really obviously does the adept guard shield circle maneuver pretty early into the showcase and chains into a slam, and the SnS one goes into Spinning Reaper from Rise. The SnS one nullifies knockback pretty obviously, so I think all shielded weapons are getting perfect/adept guard as an option by default to help make guarding stronger and minimize reliance on guard skills for higher-risk/higher-skilled gameplay. The real question is how effective guard up will be, as it wasn't really all that useful in World since the chip damage was insane, and it was slightly more helpful in Rise due to silkbinds like Anchor Rage.
@@atomicbanana55 Looking more closely, I think you're right. There seems to even be a special sound to confirm you got the adept guard right. A kind of 'shing!' that rings right before the counter hit.
Now I'm really excited. Glad to not be screwed having to pick between crap guard or no damage booster skills in LR.
@@FGMagala I think guard skills will still be helpful as many counters don't have the perfect/adept guard glow (although the charge-up double thrust stance's guard does have it, interestingly enough), but as you said, almost certainly not as necessary in low-rank to around mid-high rank now that there are tools in the Lance's kit specifically to deal with things like that.
thankyou for the info, watched the whole thing 😅
It seems like we enter Powerguard like we did before the counter-stance and our counter is moved to the Insta-block. The big counter with the shield to the side is charged and by the looks of it you don't block while charging but only the instant you let the charge go
Are we going to get a lance guide part 2 for wilds?
Yesterday got monster hunter generations on 3ds cant wait to get the others on 3ds 😊
Strong chance that counter automatically lands, the monster seems to be automatically moved to the shields position skipping inbetween frames
Which counter?
@@atomicbanana55 the adept guard shield bash
@@duncanwilson5262 That's certainly possible. It also likely has a pretty long and/or wide phantom hitbox to help make sure it'll land. The regular thrusts definitely seem to have a phantom hitbox wider than the lance itself, especially towards the handle of the weapon from what I could see. The bash comes out really quick, so I can't really imagine a monster not being hit by it unless you're up against something like Rathian's tail flip where its hitbox would move completely out of the way.
I was hoping to see more development, since lance doesn't seem to get much of any attention. It honestly feels pretty by the numbers with some minor changes, although I'm hoping it will st least feel dramatically improved in the process.
lance can guard cancel at any point of its combo now, so it's considerably more safe and adaptable
The move at 16:30 looks like the Corkscrew Jab Hunter Art from Monster Hunter Generations Ultimate.
18:47 so for the counter, we could use whatever element to extend or widen the reach and for none element ones it could just be some kind of counter raw energy.
It would also be funny if you could save your charges in your shield and get whatever kind of buff or the next hit/block could be a powered up hit.
16:32 that's not counter stance, the shield is on the side. I believe this move is a charge thrust and you can insta block mid way and continue combo out of it
The Tanky Lancers are back Yeah!!!
Hahaa ! Love the commentary my dude !
my theory is that they made power guard not do anything to knockback, but it instead now removes all chip damage - makes sense, given it's a more defensive stance, that for some reason previously let more damage through? very unintuitive. and now there's also this hyper armor lance charge thing that has no shield in front of you so you take decent damage, but don't care about flinches, perhaps it even gives you more damage if you tank a hit during charge up, like rage slash from sunbreak functions.
I think that new counter state is more of a new counter stance that's a blend between Long Sword's ISS and Sacred Sheathe Combo in that it requires perfect timing (perhaps also being a true counter?) and having a charge-up period while holding the stance, adding damage or maybe even changing the animation of the follow-up thrust when it's released. Makes it good for monsters you know the moveset of or for countering their big windup blows, but you can get knocked out of it and probably go into a normal guard if you mess up the timing.
Anyone else notice the adept guard at the start of the charge? Or am I seeing things...
If you need to explain the lance to normies, it's probably the most comfortable way of staying aggressive in the face of aggression. It uses its shield better than any weapon in the game in service of that notion with multi-directional advancing guard and counter states. Iceborne having the clutch counter sent it into the stratosphere for me, very easily a lance main in that game. I love this weapon so much!
Can we just talk about how the demo lance is one of the best looking lances ever
Your worries about adept guard are valid, but chances are, there could two two options for adept guard. One is the dual lance sweep from Rise. The other could be the shield slap that you see in the video. I hope there are options. It'd be very nice.
Beautiful
What if instead of giving the lance natural knockback resistance they make the guard skill a three level skill instead of five to allow build flexibility?
Also they better bring back the crisp offensive guard proc sound effect
Or the Lance just having a Natural Guard up lvl would be cool too. One of the moved in the videos gives the Lance user a Defense buff when the brown/orange coloring appears after charging for a while.
If they make guard a 1-slot skill instead of a 2-slot skill I'd be happy as well. Or even consolidated Guard Up into Guard but kept the 5 levels, like levels 3, 4, and 5 of Guard effectively adding one level of Guard Up each. Would make it stronger to at least have Guard 3 (minimal investment for dealing with the majority of monsters) and effectively guarding against every attack from every monster with Guard 5 for those who want it.
I know! I always wondered why we didn’t also get the shield bash out of the charge
It might be silly but I sent a email to Capcom asking for more shield bash on Lance
shield bashes go wild
Bro there's only 3 weapon classes in the first stories game and the sequel added a grand total of 2 more totaling 5.
I wouldn't worry too much about Lance just because it wasn't in Monster Hunter Pokemon (not that I wouldn't have liked to have the Lance in stories).
i hope they retain the tech with power guard, where u use knockback to get closer.
I'm curious to see how it handles because previous versions, moving around with this thing feels like trying to do jumping jacks with your ankle tied to the back of your neck. If that makes any sense.
@@johnruscigno5738 the lance's tools for controlling distance are inside its moveset instead of just being tied to running like the other weapons. it takes some getting used to, but lance is very efficient at it
6:37 Is that really a sidestep attack or is the monster just pushing the player model ?
Seems to me the first side step is performed before the models start colliding, but this was my thought too especially looking at the second sidestep
It's definitely a step integrated into the attack. You can even see the hunter's leg moving into the motion, as you would expect of it if you look closely. I doubt it's a proper sidestep in that it likely has no i-frames and is probably unaffected by evade skills, but it seems to be very good for positioning (both aggressive and defensive), which may be kind of necessary since monsters are probably going to be a bit faster or more dynamic than those in World. It'll help you keep the pressure on monster weak points even when they're moving around without having to reset your combo so you can still land the triple poke finisher easier. You can also see the hunter do a backstep thrust, and possibly a forward step thrust, so they seem to have added omnidirectional movement options to them.
I think its not a counter state. Its a charge for for a thrust attack that allows you to parry an attack mid charge
@@zawardo5909 the counter stance for lance has always done both since it was introduced in MH Tri
I found the lance main
@@0seraphic yeah i know it could always be charge but here the counter part seems to be diconected from the charged attack. As in you can perform a charged attack without raising your shiel aka being in a counter state
Am I tripping or wasn't there a button combination to go straight to powerguard without entering counterstance before?
Nope, I saw that too. I think instead of being accessed from a counter stance, it's accessed from a normal guard, now.
i just want power guard to have guard up, i think thats fair.
I imagine this monster as an angry golden retriever 😂.
@@madffx1986 not cute or loyal enough to be a goldie lol
@@0seraphic that's monster hunter logic for ya. Familiar but different.
I don't think the attack where he's not holding his shield out front is a counter state, it looks like a high risk high reward powerful charge attack.
Yeah, seem like a neat blend of ISS and Sacred Sheathe from the Long Sword imo. You can perfect counter out of it like ISS, and it charges up like Sacred Sheathe.
Maybe guard reduces knock back and he did not have it?
Lance is definitely not very popular unfortunately. In defense of monster hunter stories though, there are only 6 weapons. Hammer, Hunting Horn, Greatsword, Sword and Shield (I think?), Bow, and Gunlance. Not even the long sword made it into that game so lance not being present is rather expected.
Thought they could have easily improve Lance with moves like Counter claw in Iceborne... or throw the shield/lance and close distance with slinger (like the hammer)... instead it's just ..."here's more shield bash" 😑😑
Instead of leaping thrust, they could have used leaping shield bash, then continue running into running shield bash. Haha
i cant believe power guard has higher chip damage, ive been blocking all wrong.
They should start giving full helmet option design for female hunters. Female armors mostly look inferior to male. You trying to be sexy while protecting yourself 😂
@@pitwandesu2459 it's important to be both cute and powerful
Something is very concerning with the LANCE during these demos, I see lots of falling down, I don’t know if it’s because of the perfect guard feature, which needs that perfect timing. But I don’t like this feature if it’s going to take away regular block of the shield.
To me LANCE is that immovable defensive weapon which lacks fluidity, but because of its defensive prowess, you can courageously steady yourself in the middle any chaos and welcome the exciting counter exchanges.
I don’t mind a feature where you tie/hook sling yourself to the MONSTER and dook it out, no dodging, running, etc… just BLOCK, PARRY, AND COUNTER attacks/ mixups. Until one gives in. It’s a weapon of courage/ bravery.
Something is definitely concerning if you pay attention to the amount of times the lance players keep falling / knock backs, it’s annoying. All because of perfect guard timings, you should still be able to block, the least.
@@maosverse8072 it still has regular guard
I would not get the game if lance isn't in it. I was hoping at some point we could throw the lance, but hey... We can only dream
lance is like if you run out of spread for your bread and now start eating it plain. happy for you it made it into the game.
I think lance will be even less played then before. I hope leaping thrust will be still in the game otherwise the movement will be way to slow to have fun in onlione lobbies
@@sekory88 I had plenty of fun online with lance though
@@0seraphic I am talking about Wilds not showing leaping thrust and when Monsters move alot from player to player your movement is way to stationary and you should be on the monster at all time.
I mean, the charge definitely seems to be buffed, and you have omnidirectional steps you can take with the thrust combo now, so the movement is still great. I don't think leaping thrust is especially necessary as much as the guard dash is, which is almost definitely still in the game, just not actively shown in this showcase.