For the people disagreeing with me I understand what you all are saying and I am open to being proven wrong. If you guys can make a video and show me what I did wrong in detail and even showcasing it to me with your level of skill I would love to learn as a speedrunner.
Honestly, this is the best idea. There's always people who know more than us about some weapons. If they can prove a point about something then we simply learn and get better. Important if you want to be a speedrunner. I'd be interested in watching an honest video too, hopefully a speedrun even! That way if changes in playstyle need to be made it can be made or perhaps even just a misunderstanding about the usage of the move. If someone makes a video I'd love to please see it.
@@Vector_V think you are coming off more extreme because you have passion for the weapon but your points are true, however with evade entender maybe axe mode counter is better. But the sword counter should not let you take damage that is silly for sure. The weapon feels good to play but it doesn’t interact with the game correctly. It’s not the end of the world but big enough to make some things about the weapon feel bad against strong enemies
@jalengibbs5403 Exactly, switch axe might seem fine to people at first but once take to stronger monsters like Rey Dau, it starts to show all of its problems.
I fully agree with basically all points you make and once I realised the counter takes chip damage (I died after successfully countering Doshaguma) I was like ??? I mean... imagine countering the backflip of Rathian and she still poisons you or what will I have to deal with? That would be SO bad, I guess evade window is back on the menu lmao I really hope we see a general buff in damage (nothing crazy but maybe a bit) and a fix for the counter and offset slash. I honestly really enjoy Switch Axe and the moveset but these small things add up and make it... more annoying than it should be...
Another big problem with counter is that the one attack that doesn't do damage (roars) you can't counter even though every single other countering weapon can. So you HAVE to take chip dmg.
Swaxe main here, I loved to dance with monsters using combos, mixing in natural dodges by morphing. The monsters could never hit me, I'd always be moving and making glancing blows. I never enjoyed the ZSD spam style. But in Wilds, I feel like I need to stand still to get any damage done. Not a happy swaxer stuck in the mud.
hard agree. the current damage meta is full release spam and that attack’s windup is way too long. the monster is often either up from the ground if it was downed, or mid attack animation otherwise. and since you don’t even get hyper armor for your biggest attack, you just get hit out of it! feels a bit shit
0:00-0:42 Intro 0:42-10:13 Problems lmaooooo i love how if i skip through the video, you just sound madder and madder i got similar issues with swaxe, might make a rant of my own
Another thing, Greatsword can hold its offset attack until the monster connect with it which makes it super easy to use. Switch Axe on the other hand can't do that, so you have to be very precise on your timing which makes it super difficult to perform especially multiple times
From what I could gather is you didn’t get a full offset effect unless it was fully charged. So the greatsword would charge from white, then yellow then red then you get the full effects of it and knock the monster back. I noticed if I used it during yellow or white it wouldn’t send them reeling but seemed to keep you from being fully hit by it. Likely causing you to take greater chip damage but I’m not certain. Also you should consider that it’s very likely that not every enemy attack will be optimal to use an offset attack against. I expect certain and specific attacks will be the ones to utilize them against. All that said - the switch axe offset is likely better to the skilled player. It has instant usage and no need to charge like the greatsword. Similar to the hammer’s golfswing offset but with the switch axe you don’t need any combo hits or charge up to its usability. Also switch axe doesn’t have a guard but they gave it a counter as well. Remember guarding attacks also take chip damage - so honestly the switch axe I think has been given some very generous tools. Not to mention its insane vertical and wide reaching attacks in axe mode and its rapid attack spam in sword. Anyhow that’s just my take of getting to use it a bit. I love using all weapons and if there was a weapon that seems to need more I’d say Lance after trying them all.
@@NiricDigital 1. Your comparisons are kinda bad brother A. Hammer can ALSO hold and delay golfswing, switch axe CANT B. You cab still get the offset attack even with g.s of its not fully charged. Switch are has the hardest offset and barely gets the pay off 2. You'd have a point about the s.a if the counter worked like rise but it doesn't A. It's the only counter that doesn't work on roars B. Most/all counters unironically DONT take dmg when used 3. Yh guarding attacks still takes dmg, but that dmg is CHIP, I want you to counter an attack from rey dau and see how much dmg you take on a SUCCESSFUL counter (it's alot) 4. Yh it has a bunch of large vertical attacks but you're ignoring the fact that you literally need to be STATIONARY for any of your stuff 5. Add the clunky switch animation vs rise just allowing us to morph however we wanted S.axe isn't goof. Hell I'd argue its a bottom 5 weapon
One thing I really dislike about the sword counter is that it requires you to press the morph button which means if you don’t press it exactly together with triangle, it transforms the weapon instead of performing the move…
Yup. They need more input buffer time. One way to get by is to press it during another animation but if from neutral, yea, GG if you morph instead during head on collision
One thing about offset attacks is that theres a damage threshold for the dramatic stagger. So say the first one is 40 offset damage the next one will jump to 100 offset damage, thus requiring 2 offset attacks. When this happens you get what happens in your video, basically if you don't do enough offset damage you take like 50% of what the original attack would have done. So ultimately it functions more like a status than a reliable counter, especially with switch axe. Greatswords is busted though considering it does much more damage leading to more offset staggers. Really hope swax gets some love in the full release game. Don't loss hope and happy hunting brother.
What Swax in Wilds needs: A) Motion value adjustments (buffs). B) Way less chip damage on the sword counter. C) Lower gauge consumption with standard sword attacks. What would be nice but harder to implement: D) A follow-up counter/unique dodge after the sword counter. E) The ability to delay the off-set swing but keep the chip damage outside of actual "off set" success. F) Short I-frames on the Fade Slash. Successfully dodging an attack with it triggers a "perfect dodge" and grants passive sword gauge regeneration for a fifteen seconds (this one is a bit of a stretch :P).
If they don’t change switch axe for release, hopefully there are skills that can mitigate counter damage. It may be a late game skill they want to save so players don’t trivialize early game monsters But long sword exists so maybe I’m just yapping
My thoughts is that if health augment exists or some form of life steal exists, this counter would be good but a welcome change would be to be able to chain the sword counter into itself
My thoughts is that if health augment exists or some form of life steal exists, this counter would be good but a welcome change would be to be able to chain the sword counter into itself
5:38 I'm actually so glad you brought this up cuz this is probably my biggest gripe with sword mode counter. Because perfect example is Doshaguma's triple paw combo when he's fully enraged. Like if I was playing Lance I can perfect guard and then press triangle to do the quick poke back for the first two and then I can do the high thrust after countering the third one. But with switch axe after countering the first paw I'm a sitting duck, because my only options outside of that is to hope that I hopped to the side quick enough to either evade it or maybe be able to squeeze that counter in but most of the time that's not going to work. That's like if Lance did a perfect block and their only option was high thrust... That would feel garbage so I don't know why they did that for switch axe. Not only that there's literally no reason for them to not have it be able to be done back-to-back, if that was the case I would basically have zero problems with sword mode counter. Also, and this is just a personal wish, I was really disappointed with the options that you have out of it. Like I was kind of hoping after you did the counter and you pressed the input for ZSD you can just do EBC after. Like all you really had to do was let us access it from being in full power sword mode with full meter, you didn't have to take it away completely I mean you let Hammer keep keeping sway and Lance skyward thrust off of Mount finisher, it's only fair.
It was OP af. SB switch axe with no switcher jewel and counter not giving you amp state for free so that you have to manage your gauges at least sometimes would've been the best switch axe in the series tho.
yeah, but it had the same problem SA had in GU: it was only about swordmode you only used axemode when no swordgauge was available. In Iceborne Axemode by itself was great. Yes Swordmode did more damage, but Axemode was great too.
Capcom is really weird when balancing in this game. Its like two different teams work on bow and longsword compared to insect glaive and switchaxe. There's literally no reason for switchaxe counters to be this restrictive and frankly, unfun when longsword exists as is game after game
Yeah, I've died a few times to Doshaguma's dohble slam due to countering and taking the chip damage on the first slam, then taking the second slam full force because im locked into the double slash. The counter can definitely feel like a detriment at times.
Thank you, I'm glad someone's bringing up the issues that I have with switch axe. Like many here I also agree that it peaked in sunbreak but I was hoping the peak would just be something I'd see on the horizon and that Wilds would prove to me that I haven't finished climbing yet. I was wrong, I will say it's a major improvement from Rise because you get your gauge back so much quicker and axe mode, and if you go from sword mode to axe mode and you hit triangle you do the two upward swings which get you pretty much all your meter back. Great improvement, I genuinely think switch axe felt really good at the start something that I have never actually liked about it switch axe to me has always felt like a weapon that I would use in more of the mid-to-late game versus the very start. The counter Feels So Bad on both which is a let down because it has two counters, and honestly the counters do feel pretty all right when you hit them but the fact that the sword counter does not react to Roars and the fact that you still take damage during your counter which not a single other weapon has that downside it just really sours me to it. TLDR: METER MANAGEMENT IS EASY WHICH IS THE ONLY GOOD THING, COUNTERS SUCK, COMBOS AINT IT, THE NEW MOVE IS ALRIGHT BUT NEEDS SUPER ARMOR ( l don't know.... maybe like how they gave the spirit Helm breaker armor at the startup), hopefully these issues will be resolved before the main game drops so I can actually enjoy this weapon, but so far I'm going to stick with gunlance and charge blade.
as a cb main i agree totally with you. its like the devs made so many more options but didnt think it more indepth. like CB now is mainly pizza mode but we cant defend ourselves like in rise/sunbreak. they also took away neutral SAED . even sword mode cant turn 30 degs in mid combo unless u focus mode 24/7
Ohhh, so that's why I died to Rey Dau's charged dive bomb even when I had it perfectly timed. I thought only the offset had chip damage taken, and the Sword mode counter was a lot like in Rise.
Hmm, these are fair points, it would be best if the key command for counter was the same no matter which mode you are in, or if as you suggested the counter goes off no matter which mode you are in. Also a counter shouldn't have you take so much damage if it needs to have you take any damage at all, that doesn't feel like a counter. If you are eating so much damage its not a counter, its an attack with hyper armor instead that has a timed window.
I agree with you on everything.. but I think there is too little time left until the release and the only thing they can do is reduce the damage taken. They should give a small window of invincibility if the counter is timed perfectly. Also need to be able to counter after counter.. because many monsters do 2-3 hits in a row.. look at the doshaguma..
I think back to back counters probably takes it too far, we don't want long sword 2.0 here, we want a balanced single use counter that DOESN'T take chip damage and allows you to roll out of the high commitment follow up but makes up for the lack of mobility and commitment the switch axe combo has.
@@kokujo9501 yes.. anyway In Rise Sunbreak you could counter whenever you wanted, as long as you had the gauge bar. In Wilds what should be the time between one counter and another?? you understand that it's strange like this.. especially in the G-rank where the monsters will do many attacks more quickly
Totally agree with your suggestions. R2+Tri automatically puts you in sword mode and successfully pulling it off reduces damage by 80% would be absolutely amazing.
Gonna respond to your points as they come up. I'm no speedrunner by any stretch (nor do I want to be), but I have mained Swaxe for ~1000 hours: 1:43 As far as the chip damage goes with the Sword Mode Counter, it definitely doesn't feel good against the stronger attacks from monsters like Doshaguma or Rey Dau in the beta; it is indeed too much damage and "a death wish" to use against them, but as far as the full game goes, I have to imagine we will have higher defenses and maybe even skills to mitigate it (especially since it's rumored that offensive decorations are only equippable on your weapon, leaving your armor to have defensive and utility decorations). Though with that being said, if they're trying to go in this direction, why is Switch Axe the odd one out? All counters on all weapons should do chip damage or none of them. 2:15 I agree that the different counters being in different modes with different button prompts is confusing, and I was mixing them up a lot, but as I've played more and more, it's become less of a problem, though I do still somewhat frequently mistime my button inputs for the Sword Counter (due to this split second confusion) and end up just morphing to Axe Mode and getting hit. 3:42 I'm not too familiar with exactly how the offset thresholds and what not work; soultar803 in the comments explained it, and with how the offset system works for now, at least for Switch Axe, I tend to offset one attack and then just ignore the mechanic since my next attempt will have me eating a hit, which definitely feels bad. 4:15 I think this problem can be mitigated somewhat by using Focus Mode, but you do lose some of the momentum that moves you when turning the Counter Double Slash with it. Rurikhan recently put out a video about how using the left stick to try to aim and position in Focus Mode during certain attacks doesn't actually do much but using the right stick/mouse and keyboard does. Though even though you don't seem to like it, I found your own workaround (countering with your back to Rey Dau) to be a neat gameplay adaptation. 5:37 Yeah, again, it is strange that Switch Axe's counter is an odd one out, and I do like your suggestion at 9:05 that doing the Sword Mode Counter input in Axe Mode should put you into Sword Mode while doing the counter; I feel like that'd also help with some of the 'counter/offset confusion'. 7:20 I do think that most knockdowns are shorter compared to World's, again, but I think some knockdown windows are longer, like when Focus Striking Rey Dau's head weakpoint after it does a big lightning bolt. 8:08 The Switch Axe's damage being weak in the beta does seem like a common consensus. Personally, I don't really give much credence to beta DPS or speedrun times since we've seen things change between beta/demo releases and the full releases before, plus there may be certain "tax" skill that will make the weapon shine in the full game. Though I don't mean to downplay anyone's concerns when it comes to this, I definitely think you should let it be known to the devs what weapons you find too weak and too strong in the beta. 8:56 The doing the Sword Mode Counter input in Axe Mode should put you into Sword Mode while doing the counter suggestion is an excellent idea, and I agree, and my thoughts on the chip damage are at the top of this comment. As far as some of my own thoughts go, I find it very weird that you can Sword Mode Counter through roars, but it gives you a failed counter; you don't get roared, but you don't get a successful counter, either. The Phial Bursts during a Zero Sum Discharge look and sound really weak, especially compared to World. Your camera also gets locked and unable to be moved during a ZSD, which I don't remember if that was the case in World, but it definitely wasn't in Rise, and it feels awkward to me. Not being able to Morph Attack back into Axe Mode after your Sword Gauge gets fully depleted and instead being forced to do the slow stand still Morph is lame. I don't know what's causing this, but sometimes I don't get a Heavy Slam after two Wild Swings and just end up with an Overhead Slash, which feels bad and inconsistent (EDIT: Fox Invictus figured out and detailed what's going on regarding the Wild Swings in his "MH Wilds Switch Axe Changes and Recommended Combos (No Guide!)" video). Overall though, Rise/Sunbreak really spoiled us Switch Axe users (a bit too much if you ask me lol), I'm glad to see combat is back to being more grounded, and that Sword Gauge/Amp Gauge meter management is a factor again. I feel like the flow of Switch Axe will be very fun and satisfying in the main game once we get some of the skills we need, and hopefully the DPS will be in the spot the weapon deserves.
@Hunterwoot nah, rise/sunbreak was the game that finally made me fall in love with the series m, now that I tried wilds the only thing that it was on my mind was to finish the beta fast so I can go back to rise/sunbreak
Not all attacks can be safely offset. There are certain attacks that will only give you hyper armor if offset. This is true to any weapon that has an offset move, not just SAxe (or it's tied to the offset threshold one comment mentioned) If the sword mode counter gives chip damage then maybe it's not a counter, but a guard. We might have to slot in guard skills to prevent the chip which we cant do right now in the beta.
I'm of the opinion that it's more true to Switch Axe to be evading attacks rather than using counters that they gave to the weapon... so, like you said, why did they really add the counters? I don't think we were really asking for them, we didn't have any until the silkbind in Sunbreak and in that case it's an outlier with limitations on its use, but one that's really fun. We weren't really asking for a janky one that hurts us when we use it. Between that, and how slow the new discharges are whilst also being the only attacks that do worthwhile damage, It makes it feel like they don't understand what we liked about SA.
Like @ハク-q6e1j said here in the comments - sword mode feels unsatisfying - the sword counter takes too much damage (why does it take damage in the first place?) - offset is hard to time correctly - what is full release slash's purpose? I would be adding to his list that - The new SA is forced to play with full release because 1: even if you only use a discharge, it almost completely drains your switch gauge so that's why 2: you cannot play ZSD spam AND 3: the rest of the moveset has trash tier damage for some ungodly reason. I main SA in World and Rise, on one hand they took a step in the right direction in rise with combos and the new moves, but then they lowered the axe mode power which rendered it useless. And now in Wilds? They did a 180 degree turn where everything feels weird.
I can't complain because I can't play yet as my graphics card doesn't meet the minimum for beta but does for the full release. I almost took off from work just to play!
Hi, it's so nice to see you again. I'm very grateful that I got to see you again, I know I haven't been posting much but once Wilds fully releases there will be tons of content. Thanks for the support.
I'm OK with the current counters and chip damage if and ONLY if there are skills that can directly boost them. I understand the chip damage being massive early game when we have few skills to choose from, but if there is no way to mitigate chip damage that will definitely be a turn off in the full game. I think its OK as is right now because Swax has always had problems with mobility, so having on-demand counters to get you out of tough spots is a cool way to solve that issue. I see the sword mode counter as less of a offensive option and more an emergency defensive tool. The damage isn't amazing and as you say you get locked into a long animation, but its better than getting hit and taking full damage. Also, unlike the offset attack it can be used on projectiles/ranged attacks which is nice.
so basically the new counter is like the GS guard, u just wanna to use with when you are playing wrong and making mistakes and the chip damage still is brutal
3:55 for reference offset work kind of like a status buildup, the first one always knocks then you have to do more to be able get the knock again. offsets always give hyperarmor but only knock when a certain threshold of offsets have been done
Super late to the party...damn sorry switch axe mains i just started using it during the beta i thought it was pretty good its gonna be my secondary i knew little about it thought it was pretty good but you guys bring up valid points but honestly with it being less forgiving is gonna make you guys so much better i sucked with ls in world and in wilds it felt reallly good i feel like a fraud...havent got the counters down yet but the attacks i got a good feel for with that being said once you guys master it you got somethen to be proud of. Iv had a hard time learning weapons but i really like the game started in world took a long break then iceborn came out and iv had a hard time getting back in the groove if nothimg changes and you guys still master it theres nothing to talk about you overcame...even though it could be simpler or better you did what most can't....ls in wilds makes me feel like a fraud its more fluint but the focus strike makes me feel like a fraud but ls looks so cool but i couldn't figure it out in world but the game tips in wild helped more compared to world
When i tried switch axe (first time touching it, never tried it in world) i actually never seen prompts for counter or offset on the list. And r2+anything seems like 120% guarantee of disaster for this weapon: Game eats input / lag / misclick = enjoy switch animation and not move/counter. Like how is this went through qa?
I think the #1 problem with Swaxe is just that the damage numbers were really low. Counter seems intended to be more of a tool in the toolkit than a core identity and keep in mind that CB, a weapon where counters are part of its identity, can only counter in a specific form, doesn't want to counter *every* attack because some deal too much damage/KB and *requires* them to maintain good levels of damage (CB-playstyle only, more applicable to world than wilds). We could speculate that there could be significant morph-oriented equipment skills (as SAED-CB also has abysmally low damage) but I think its more likely that damage number tuning wasn't a priority for them for the first beta and the numbers were just off. There are a lot of wildly imbalanced weapons, not just Swaxe, so that seems more likely. It's a fair concern for sure though given Swaxe's history.
I feel you dude, its so bad 😢 it was awful doing a rei dau clear with swaxe, my main weapon for 3 games. I picked up longsword, did a doshiguma, jumped straight into rei dau and obliterated him, it was so trivial, he just couldnt hit me 😂 the discharges are way to slow and they chew your whole gauve making for a strange gameplay loop were you dump your load then go back to axe mode then dump your load again 😂 Really sad that only 1 particular sword slash seems to axe morph into a decent axe attack, the rest just chain into regular side chop. I feel like im fighting the camera constantly and unable to slightly pivot any attack without using focus mode non stop.
Swaxe is my fav weapon to use, but it really is all risk, with very little reward. Perfect gameplay still leaves you trailing behind so many other weapons in terms of clear times. Sad.
I think the complains about not being able to do the sword counter from axe mode and vise versa is more of a mentality issue, I instantly had the mentality that the axe counter is much harder to pull off but if I am already in axe mode and I am confident I can counter it with the offset otherwise I dodge, and in sword mode the whole thing is about the flow, I attack the monster and counter as soon as I see it attacking me to keep the flow going which feels GOOD (I agree we take too much damage from the sword counter but that can be easily fixed hopefully, and maybe its just because we had bad armor?)
We have to charge up two different guages to get our best attacks and we move almost as slow as great sword yet deal way less damage? Also why did axe mode get brand new attacks yet sword mode which is the “better” mode only got one new attack, and even then you either zsd or full charge slash
Good video, although I think it would have benefited from having more clips to show exactly the things you were talking about (having to turn around after the counter, the way that LS can counter multiple times, etc). The complaints feel a lot more substantial when there's a visual example showing how annoying the problems actually are
I think people are misunderstanding the point of the sword mode counter, IMO. The sword counter I think should be used on weak attacks to hit them with the double slash followup. The duration of the counter window is really large compared to other counters in the game, so it makes sense that it's not as useful as a traditional "counter". If Swaxe's counter gave full immunity to damage it would be insanely strong, as it would be really easy to just counter any big hit coming your way. The other weapons with small counter windows require a good amount of skill and monster knowledge to be able to counter their big moves effectively, whereas I was able to use the sword-mode counter really easily in the beta, and it was my first time picking up the weapon.
I'm sorry but WHAT??? Did you even play other weapons at all? Some of you are acting like Longsword doesn't exist lol. The Switch Axe counter has shorter time window compared to longsword. Longsword counter gives full immunity to damage and if you follow up with the spirit trust you get Hyper Armor. "Switch Axe counter has a long window duration" WTF are you smoking?💀💀💀 Also as for the Offset, Greatsword and Hammer can hold their offset attacks meaning they don't even care about being on timing they can just wait for the monster. Fun fact: MHWilds Switch Axe counter is the only counter in the game that cannot block roars. Every other counter can but not switch axe and do you wanna know the funny part. Back at TGS, the Switch Axe counter could counter roars but Capcom removed it in the beta. WHY???
Same brother. I played one day of it, and I immediately felt so disappointed. No Offset in Sword mode(R2+O morphs you into an Axe: Forward Overhead Slash, shoulda been the offset), sword eats hella meter, no passive axe regen, lack of meaningful morph attacks, mobility options are trash and attack ranges + movement during attacks are stiff, counters take too much damage, elemental and zero-sum discharge are outclassed by unbridled/full release slash but the attack takes too much time and has no shortcut like double slash into elemental discharge, the gameplan of the weapon is just using all your meter for unbridled/full release and following up with spiral burst slash to get gauge back and unbridled/full release again. Overall, did not feel good and despite some kickback I was getting for voicing this opinion, I'm looking toward the bigger picture when the game is fully released. If other weapons are strong now with demo stats, they're going to be absurd with better weapons, skills, systems, augments, etc. If Switch Axe is weak now, its going to take the planets aligning to reach stardom.
Maybe Capcom thought like the needed to change the switch axe this way after iceborne where we charged up the blade, put the anti knock-off mantles on and repeatively clutch claw attached to the monsters head and performing discharges over and over again. But it should be that sword mode counter is at least none to minimum damage taken and not this weird animation afterwords and in axe mode I think it’s ok because all the other weapons with offsets work the same I think if the monster doesn’t get toppled or knocked by this attack.
As someone coming to Wilds from Iceborn (I did not play rise at all), I’m just excited to have a counter in the first place. For the offset, it is hard to time, but I enjoy it. For the counter, I tend to view sword mode as a berserker type mode in the first place (with the slower walking, heavier attacks and less mobile nature), so the chip damage does fit in with that in my opinion. I don’t know if it’s perfect, but it feels great to me in terms of fun.
I do agree with sword mode being a berserker mode, so the chip damage make sense to me too, but I can't really stand that the counter almost give you nothing in return for the amount of damage you taken. In my opinion, successfully counter and hit back should at least get you in amped state just like in Sunbreak and just like long sword's counter, but no we get nothing except for not dying from that particular monster attack and we might still die nonetheless because of that downtime of animation.
@@panupongkongwan924 that would be great. There should be a good incentive, and amped mode would be a great tradeoff IMO. I also would like if it had a little more effectiveness, most of the time I pull it off the monster just runs through me and I miss most of the attack.
I think the sword counter should be like a long sword parry but could be should just have little dmg, not be very repeatable like foresight slash, but has the s and the ability to help you gain energy.
Yeah honestly think both counters need a buff especially the sword version because not only do you still take a massive amount of damage but you don't really do anything afterwards that makes it worth using so the sword counter feels useless and my issue with the axe counter is that it only topples the monster once so most of the benefits of the axe counter require you to follow it up so the counter on the axe seems to be only worth using once for the whole fight
While I liked swaxe simply because it is swaxe the MVs in this beta were just plain wack. Now I know the "spam mega move" meta isn't knew but the low commitment pokes with the axe and even the sword combos were so weak the damage numbers were pathetic. It really incentived you to spam the full release which imo isn't even as cool looking as ZSD which is also nerfed in this game. The cost of giving us this new mega move is that they had to nerf all our other attacks and they did not come up with a good balance. The commitment needed to even pull it off should justify the damage while not nerfing everything else about the weapon
i feel like whats messing me up the most is shifting movement abilities around, it used to be so fluid by itself in iceborne but now it feels so immobile on an already fairly immobile weapon without evade extender
You are right, but I have to say the shifting was even better in MHRise, you could literally morph in any direction to the point where morphing could be used as evade. MHWilds morph is just not it, a complete downgrade.
The switch axe is so close to being great in my opinion, they need to add a rewarding for counter in sword mode tho like every other form of counter. The design is great but the forgot some things needed for combat situations is all. If they fit I will main this weapon 😊
I haven't tried SWAX yet but does being full charge during sword mode effect the counter? I saw the clips of you countering and taking damage but one of the bars wasn't full so I'm unsure😅
I like the new move sets but we need more damage. If I could change anything I’d make the axe mode hit much harder like 50% more damage than what we have. Have sword be weaker than axe but make phials scale with artillery so that sword mode is weaker than axe till you amp it also make the ed full release combo be the strongest hit in the game. Ed is already hard to land and now you can combo it with another unlikely to land hit. I don’t really need axe to be like in sunbreak with counter spamming just make us hit hard , have the counters be just power armor like greatsword tackle. heck switch axe is bigger than the great sword in size we should have great sword like damage. Offsets slash should be a perfect counter though is not easy to land so it should always negate damage.
On the offset attacks "chip" dmg (thats alot of dmg) im wondering will armor affect it in the full game? Or is losing like 20% of hp just a normal thing thatll just be.
The offset attack sure is not rewarding as much like how elemental burst counter was in rise but I feel like Swaxe got an upgrade nonetheless, just not as op as rise, Swaxe in rise will forever peaked. We need elemental burst counter back in Wilds.
@@JudgeAngelz sliding around the monster attack with morph attacks make it feels like I’m dancing. Also add axe mode phials explosion when amped too, that would make axe mode actually more than just sword mode cool down
Well, thats what happens when the game devs have a favored weapon. Longsword. Do you remember back in Rise when i was raging Vector about how they still dodnt think enough players used longsword as OP as it was....i often joked theyd update the game so longsword would give free carves on hits...little did we know I'd be half right with what happens in this game when you manage to hit a wound with a focus mode attack....the longsword is once again very broken, being the only weapon that can reliably counter with a huge window and more benefits. But now it will give you carves too...
For me my main is switchaxe and i did not try any other weapon. As for the counter i use it to stay in my position and keep attacking instead of falling and taking damage. Its always better to evade and not taking damage but if you have no choice then its better to stay on your feet counter and keep slashing. About unable to counter in axe mode i see it as fun coz you change your play style based on your mode and thats what makes it fun I agree about the damage reduction but instant counter on axe will make it not fun because then you have cheees way to change to sword mode
The counter sucks, the switching sucks. In MHRise Sunbreak you could switch in every direction, you can't do it in Wilds. The best combo in MHRise was a mix of Sword and Axe and it was fast and seamless; the combos in Wilds are slow and Axe mod barely does anything
IKR. In all honesty MHWilds Switch Axe feels like a complete downgrade from MHRise sunbreak switch axe and I'm not even talking about the counter but the entire gameplay of the switch axe feels considerably inferior to MHRise sunbreak.
@@Vector_V I feel like maybe it's being balanced around rapid morph but even if that's true that's an awful decision because rapid morph itself really was good because of amp being on axe letting you run status phials. Overall with the gameplay we have here I don't see how this Swaxe could possibly spec into the type of builds that were available in risebreak. Also doesn't help that people aren't really talking about this with how slow capcom is to re-balance weps.
What are your problems with bow? If anything it feels too strong and I don't just mean damage. Being able to focus strike from range means you can interrupt any attack safely and it's perfect dodge is so much more forgiving than rise's bow.
damage is not an issue its clunky moves dont flow nicely, tracer arrow breaks the flow and coatings reapplication. This is beta i wouldnt focus on damage this are dummy MV
@@chh4554n I actually kind of like it, it makes it feel like you're manually drawing the bow. I watched some speedruns and it seems to flow really well.
@@tasin7777 personaly for me it feels like a lot of complexity and customization was removed with the removal of shot type layouts for each bow...again. If you only played bow in World where there are also no shot type layouts the Bow in Wilds might feel like an upgrade, but for me it feels like a step back.
Understanding the counters and offsets are important, i had to get out of my sunbreak mindset and focus more on landing the follow up to the discharge to see those very fast times, im sure once we get things like rapid morph and other skills it will feel drastically different. Im sorry you arent having a satisfying time and hope things get better, this editions switch axe is very very very technical so give it time and im sure you will find more openings potentially, its definitely a attempt yo make axe mode feel more than just the after thought of the weapon and im sure big changes are to come, stay strong❤
Counter sounds like a concession move. SWaxe is an evasion weapon that gained a way to survive moves where you fucked up and can't get out of the way for. It feels like you take reduced damage during the counter rather than negating damage, but that's how it works for shield weapons. Perfect guarding as Lance still takes a chunk, and you're using a weapon that CANNOT get out of the way. Imagine always being in sword mode, but you can't roll and instead just hop at most, and sheathing takes twice as long. It really sounds like an "oh fuck" move rather than something you lean into to use proactively. I get the feeling that Capcom wants to punish players for using sword mode too recklessly to give it a real downside rather than just be one of two modes you use whenever you want like in Rise. Axe is your default mode, and Sword is when you go Unga when the monster gives you a nice opening, rather than being in sword for 80% of the fight just because it you can.
Couldn't have said it better. Taking 60% damage still communicates that next time you should position yourself better. On-demand counters need some risk/downside involved lest the entire weapon devolves into spamming counters with no repercussions... Unless you're Longsword xd
No the way the offset works is that the first time knocks monsters, after that you need to build up the offset again by continuously landing hit (consider it as a status). So everytime you use to offset after doing the first, you will always take damage until the threshold is full and the monster gets knocked down again
Not hype until I know the changes, because the entire weapon right now is just terrible in every single way, and I don't even care for the counters, so until they fix the actual play style back to what it was to at least world level, I'll not rejoice.
@FriedCoconutSisters True, but the fact that it's gonna be anything better than whatever that garbage was is rejoice worthy, ofcourse Capcom can let our expectations go to the dumps by making it just as bad.
@@kokujo5288 one of the devs said something about "buffing full release slash even further, so people use it more" which makes the play style even more boring, since it's already your only damage source, and it forces you to play just FRS spam, boring as hell, and it's not even effective. But we will see, there is no way they just buff that and call it a day.
@@FriedCoconutSisters I sure hope that isn't the case, it might have looked cool but felt like a chore to use with that start up and end lag. Even zsd felt more satisfying and had the cool mechanic of hooking onto the monster, but they gimped the damage of zsd to the point its completely useless.
Switch Axe felt really good for me, would take a while to get used to utilize both mode, but the offset attack is so good, just don't rely on it entirely for defense.
They made swax so powerful with its movement and wire bug attacks,charging your blade was so easy in wild it feels so much more sluggish maybe abilities will change this
Lol. I know that's why most of my points are about the weapon itself and not the damage. The way the weapon plays right now will most likely be the same in the full game unless nothing is done.
Skill issue if you ask me I personally dont see a problem with Wilds Swaxe Just think majority of Swaxe players are either 1. ZSD Brainrots using Rocksteady 2. Elemental Burst Counter Brainrots thinking a overpowered Counter that does everything is what the weapon need
The Switch axe is amazing. You have to figure out which attacks you can offset counter and which not. Learn the monsters and switch axe feels amazing. Stop crying y‘all.
For the people disagreeing with me I understand what you all are saying and I am open to being proven wrong. If you guys can make a video and show me what I did wrong in detail and even showcasing it to me with your level of skill I would love to learn as a speedrunner.
Honestly, this is the best idea. There's always people who know more than us about some weapons. If they can prove a point about something then we simply learn and get better. Important if you want to be a speedrunner. I'd be interested in watching an honest video too, hopefully a speedrun even! That way if changes in playstyle need to be made it can be made or perhaps even just a misunderstanding about the usage of the move. If someone makes a video I'd love to please see it.
@@Vector_V think you are coming off more extreme because you have passion for the weapon but your points are true, however with evade entender maybe axe mode counter is better. But the sword counter should not let you take damage that is silly for sure. The weapon feels good to play but it doesn’t interact with the game correctly. It’s not the end of the world but big enough to make some things about the weapon feel bad against strong enemies
@jalengibbs5403 Exactly, switch axe might seem fine to people at first but once take to stronger monsters like Rey Dau, it starts to show all of its problems.
I fully agree with basically all points you make and once I realised the counter takes chip damage (I died after successfully countering Doshaguma) I was like ??? I mean... imagine countering the backflip of Rathian and she still poisons you or what will I have to deal with? That would be SO bad, I guess evade window is back on the menu lmao
I really hope we see a general buff in damage (nothing crazy but maybe a bit) and a fix for the counter and offset slash. I honestly really enjoy Switch Axe and the moveset but these small things add up and make it... more annoying than it should be...
charge blade is more switch axe then switch axe it self
Absurd claim
Another big problem with counter is that the one attack that doesn't do damage (roars) you can't counter even though every single other countering weapon can. So you HAVE to take chip dmg.
other weapons: nice i landed a counter
switch axe: oops i should have just dodged
Swaxe main here, I loved to dance with monsters using combos, mixing in natural dodges by morphing. The monsters could never hit me, I'd always be moving and making glancing blows. I never enjoyed the ZSD spam style. But in Wilds, I feel like I need to stand still to get any damage done. Not a happy swaxer stuck in the mud.
hard agree. the current damage meta is full release spam and that attack’s windup is way too long. the monster is often either up from the ground if it was downed, or mid attack animation otherwise. and since you don’t even get hyper armor for your biggest attack, you just get hit out of it! feels a bit shit
0:00-0:42 Intro
0:42-10:13 Problems
lmaooooo
i love how if i skip through the video, you just sound madder and madder
i got similar issues with swaxe, might make a rant of my own
Hahahaha, I actually had to rerecord the entire thing because the first time I sounded so mad, I couldn't upload it like that.
Another thing, Greatsword can hold its offset attack until the monster connect with it which makes it super easy to use. Switch Axe on the other hand can't do that, so you have to be very precise on your timing which makes it super difficult to perform especially multiple times
Hammer too can hold its golfswing by up to 3 or 4 seconds. Really helps with timing if you know the monster well.
From what I could gather is you didn’t get a full offset effect unless it was fully charged. So the greatsword would charge from white, then yellow then red then you get the full effects of it and knock the monster back. I noticed if I used it during yellow or white it wouldn’t send them reeling but seemed to keep you from being fully hit by it. Likely causing you to take greater chip damage but I’m not certain.
Also you should consider that it’s very likely that not every enemy attack will be optimal to use an offset attack against. I expect certain and specific attacks will be the ones to utilize them against.
All that said - the switch axe offset is likely better to the skilled player. It has instant usage and no need to charge like the greatsword. Similar to the hammer’s golfswing offset but with the switch axe you don’t need any combo hits or charge up to its usability. Also switch axe doesn’t have a guard but they gave it a counter as well. Remember guarding attacks also take chip damage - so honestly the switch axe I think has been given some very generous tools. Not to mention its insane vertical and wide reaching attacks in axe mode and its rapid attack spam in sword.
Anyhow that’s just my take of getting to use it a bit. I love using all weapons and if there was a weapon that seems to need more I’d say Lance after trying them all.
@@NiricDigital
1. Your comparisons are kinda bad brother
A. Hammer can ALSO hold and delay golfswing, switch axe CANT
B. You cab still get the offset attack even with g.s of its not fully charged.
Switch are has the hardest offset and barely gets the pay off
2. You'd have a point about the s.a if the counter worked like rise but it doesn't
A. It's the only counter that doesn't work on roars
B. Most/all counters unironically DONT take dmg when used
3. Yh guarding attacks still takes dmg, but that dmg is CHIP, I want you to counter an attack from rey dau and see how much dmg you take on a SUCCESSFUL counter (it's alot)
4. Yh it has a bunch of large vertical attacks but you're ignoring the fact that you literally need to be STATIONARY for any of your stuff
5. Add the clunky switch animation vs rise just allowing us to morph however we wanted
S.axe isn't goof. Hell I'd argue its a bottom 5 weapon
what gets me is that the offset attack also has a long windup animation. that just makes the timings even tighter.
thats the point, otherwise its too easy, its called commitment
@@narmiarmy1599 have you played longsword?
@@TwoPumpChumperso because longsword is easy the rest should be too? Go play fifa if you want an easy game
@@TwoPumpChumper no
And i think capcom also wants to make that weapon more suitable for beginners
@@ender_z4nd3r83 if you think having a counter with a faster windup is going to make the game easy then uh.. idk what to tell you
One thing I really dislike about the sword counter is that it requires you to press the morph button which means if you don’t press it exactly together with triangle, it transforms the weapon instead of performing the move…
Yup. They need more input buffer time. One way to get by is to press it during another animation but if from neutral, yea, GG if you morph instead during head on collision
One thing about offset attacks is that theres a damage threshold for the dramatic stagger. So say the first one is 40 offset damage the next one will jump to 100 offset damage, thus requiring 2 offset attacks. When this happens you get what happens in your video, basically if you don't do enough offset damage you take like 50% of what the original attack would have done. So ultimately it functions more like a status than a reliable counter, especially with switch axe. Greatswords is busted though considering it does much more damage leading to more offset staggers. Really hope swax gets some love in the full release game. Don't loss hope and happy hunting brother.
I know right? Plus Greatsword can charge the offset making it easier to land. Switch Axe offset is quick thus requiring a precise timing.
@@Vector_V Switch axe offset is the only offset that cannot be charged. All 4 other weapons can charge theirs.
It's like they don't want us to use the counter. 10 complexity, 10 timing difficulty, 10 risk, 0 payoff. Might as well just evade
IKR, meanwhile you have longsword, or dual blades or bow that either have perfect counters or perfect evades.
What Swax in Wilds needs:
A) Motion value adjustments (buffs).
B) Way less chip damage on the sword counter.
C) Lower gauge consumption with standard sword attacks.
What would be nice but harder to implement:
D) A follow-up counter/unique dodge after the sword counter.
E) The ability to delay the off-set swing but keep the chip damage outside of actual "off set" success.
F) Short I-frames on the Fade Slash. Successfully dodging an attack with it triggers a "perfect dodge" and grants passive sword gauge regeneration for a fifteen seconds (this one is a bit of a stretch :P).
If they don’t change switch axe for release, hopefully there are skills that can mitigate counter damage. It may be a late game skill they want to save so players don’t trivialize early game monsters
But long sword exists so maybe I’m just yapping
My thoughts is that if health augment exists or some form of life steal exists, this counter would be good but a welcome change would be to be able to chain the sword counter into itself
My thoughts is that if health augment exists or some form of life steal exists, this counter would be good but a welcome change would be to be able to chain the sword counter into itself
5:38 I'm actually so glad you brought this up cuz this is probably my biggest gripe with sword mode counter. Because perfect example is Doshaguma's triple paw combo when he's fully enraged.
Like if I was playing Lance I can perfect guard and then press triangle to do the quick poke back for the first two and then I can do the high thrust after countering the third one. But with switch axe after countering the first paw I'm a sitting duck, because my only options outside of that is to hope that I hopped to the side quick enough to either evade it or maybe be able to squeeze that counter in but most of the time that's not going to work.
That's like if Lance did a perfect block and their only option was high thrust... That would feel garbage so I don't know why they did that for switch axe. Not only that there's literally no reason for them to not have it be able to be done back-to-back, if that was the case I would basically have zero problems with sword mode counter.
Also, and this is just a personal wish, I was really disappointed with the options that you have out of it. Like I was kind of hoping after you did the counter and you pressed the input for ZSD you can just do EBC after. Like all you really had to do was let us access it from being in full power sword mode with full meter, you didn't have to take it away completely I mean you let Hammer keep keeping sway and Lance skyward thrust off of Mount finisher, it's only fair.
Swax really peaked in Sunbreak. Chaining EBCs back to back was pure dopamine.
It was OP af. SB switch axe with no switcher jewel and counter not giving you amp state for free so that you have to manage your gauges at least sometimes would've been the best switch axe in the series tho.
Sorry your weapon can't explode the entire universe 13 times per second and needs to be actually down to earth and balanced.
Good we wont see it again, I like some dificulty in my games
@@Sammysapphira idc its was fun for what it was lol
@@ender_z4nd3r83 Bro posted the same comment in another comment lol
Switch axe in monster hunter rise was peak it was fast and had a good counter
yeah, but it had the same problem SA had in GU: it was only about swordmode you only used axemode when no swordgauge was available. In Iceborne Axemode by itself was great. Yes Swordmode did more damage, but Axemode was great too.
Good that one wont come back, I like my games having some dificulty
@@ender_z4nd3r83regardless of difficulty it was infinitely more fun than this switch axe
@@ender_z4nd3r83 lil bro you was getting your ass handed you to in rise. Relax little boy, you're not that guy.
Capcom is really weird when balancing in this game. Its like two different teams work on bow and longsword compared to insect glaive and switchaxe. There's literally no reason for switchaxe counters to be this restrictive and frankly, unfun when longsword exists as is game after game
Yeah, I've died a few times to Doshaguma's dohble slam due to countering and taking the chip damage on the first slam, then taking the second slam full force because im locked into the double slash. The counter can definitely feel like a detriment at times.
Thank you, I'm glad someone's bringing up the issues that I have with switch axe.
Like many here I also agree that it peaked in sunbreak but I was hoping the peak would just be something I'd see on the horizon and that Wilds would prove to me that I haven't finished climbing yet.
I was wrong, I will say it's a major improvement from Rise because you get your gauge back so much quicker and axe mode, and if you go from sword mode to axe mode and you hit triangle you do the two upward swings which get you pretty much all your meter back.
Great improvement, I genuinely think switch axe felt really good at the start something that I have never actually liked about it switch axe to me has always felt like a weapon that I would use in more of the mid-to-late game versus the very start.
The counter Feels So Bad on both which is a let down because it has two counters, and honestly the counters do feel pretty all right when you hit them but the fact that the sword counter does not react to Roars and the fact that you still take damage during your counter which not a single other weapon has that downside it just really sours me to it.
TLDR: METER MANAGEMENT IS EASY WHICH IS THE ONLY GOOD THING, COUNTERS SUCK, COMBOS AINT IT, THE NEW MOVE IS ALRIGHT BUT NEEDS SUPER ARMOR ( l don't know.... maybe like how they gave the spirit Helm breaker armor at the startup), hopefully these issues will be resolved before the main game drops so I can actually enjoy this weapon, but so far I'm going to stick with gunlance and charge blade.
as a cb main i agree totally with you. its like the devs made so many more options but didnt think it more indepth. like CB now is mainly pizza mode but we cant defend ourselves like in rise/sunbreak. they also took away neutral SAED . even sword mode cant turn 30 degs in mid combo unless u focus mode 24/7
Ohhh, so that's why I died to Rey Dau's charged dive bomb even when I had it perfectly timed. I thought only the offset had chip damage taken, and the Sword mode counter was a lot like in Rise.
Hmm, these are fair points, it would be best if the key command for counter was the same no matter which mode you are in, or if as you suggested the counter goes off no matter which mode you are in. Also a counter shouldn't have you take so much damage if it needs to have you take any damage at all, that doesn't feel like a counter. If you are eating so much damage its not a counter, its an attack with hyper armor instead that has a timed window.
I agree with you on everything.. but I think there is too little time left until the release and the only thing they can do is reduce the damage taken. They should give a small window of invincibility if the counter is timed perfectly.
Also need to be able to counter after counter.. because many monsters do 2-3 hits in a row.. look at the doshaguma..
I think back to back counters probably takes it too far, we don't want long sword 2.0 here, we want a balanced single use counter that DOESN'T take chip damage and allows you to roll out of the high commitment follow up but makes up for the lack of mobility and commitment the switch axe combo has.
@@kokujo9501 yes.. anyway In Rise Sunbreak you could counter whenever you wanted, as long as you had the gauge bar.
In Wilds what should be the time between one counter and another?? you understand that it's strange like this.. especially in the G-rank where the monsters will do many attacks more quickly
Totally agree with your suggestions. R2+Tri automatically puts you in sword mode and successfully pulling it off reduces damage by 80% would be absolutely amazing.
Music too loud 🔊
Thanks for the feedback, and I think my voice is too low. I'm gonna need a better mic.
Gonna respond to your points as they come up. I'm no speedrunner by any stretch (nor do I want to be), but I have mained Swaxe for ~1000 hours:
1:43 As far as the chip damage goes with the Sword Mode Counter, it definitely doesn't feel good against the stronger attacks from monsters like Doshaguma or Rey Dau in the beta; it is indeed too much damage and "a death wish" to use against them, but as far as the full game goes, I have to imagine we will have higher defenses and maybe even skills to mitigate it (especially since it's rumored that offensive decorations are only equippable on your weapon, leaving your armor to have defensive and utility decorations). Though with that being said, if they're trying to go in this direction, why is Switch Axe the odd one out? All counters on all weapons should do chip damage or none of them.
2:15 I agree that the different counters being in different modes with different button prompts is confusing, and I was mixing them up a lot, but as I've played more and more, it's become less of a problem, though I do still somewhat frequently mistime my button inputs for the Sword Counter (due to this split second confusion) and end up just morphing to Axe Mode and getting hit.
3:42 I'm not too familiar with exactly how the offset thresholds and what not work; soultar803 in the comments explained it, and with how the offset system works for now, at least for Switch Axe, I tend to offset one attack and then just ignore the mechanic since my next attempt will have me eating a hit, which definitely feels bad.
4:15 I think this problem can be mitigated somewhat by using Focus Mode, but you do lose some of the momentum that moves you when turning the Counter Double Slash with it. Rurikhan recently put out a video about how using the left stick to try to aim and position in Focus Mode during certain attacks doesn't actually do much but using the right stick/mouse and keyboard does. Though even though you don't seem to like it, I found your own workaround (countering with your back to Rey Dau) to be a neat gameplay adaptation.
5:37 Yeah, again, it is strange that Switch Axe's counter is an odd one out, and I do like your suggestion at 9:05 that doing the Sword Mode Counter input in Axe Mode should put you into Sword Mode while doing the counter; I feel like that'd also help with some of the 'counter/offset confusion'.
7:20 I do think that most knockdowns are shorter compared to World's, again, but I think some knockdown windows are longer, like when Focus Striking Rey Dau's head weakpoint after it does a big lightning bolt.
8:08 The Switch Axe's damage being weak in the beta does seem like a common consensus. Personally, I don't really give much credence to beta DPS or speedrun times since we've seen things change between beta/demo releases and the full releases before, plus there may be certain "tax" skill that will make the weapon shine in the full game. Though I don't mean to downplay anyone's concerns when it comes to this, I definitely think you should let it be known to the devs what weapons you find too weak and too strong in the beta.
8:56 The doing the Sword Mode Counter input in Axe Mode should put you into Sword Mode while doing the counter suggestion is an excellent idea, and I agree, and my thoughts on the chip damage are at the top of this comment.
As far as some of my own thoughts go, I find it very weird that you can Sword Mode Counter through roars, but it gives you a failed counter; you don't get roared, but you don't get a successful counter, either. The Phial Bursts during a Zero Sum Discharge look and sound really weak, especially compared to World. Your camera also gets locked and unable to be moved during a ZSD, which I don't remember if that was the case in World, but it definitely wasn't in Rise, and it feels awkward to me. Not being able to Morph Attack back into Axe Mode after your Sword Gauge gets fully depleted and instead being forced to do the slow stand still Morph is lame. I don't know what's causing this, but sometimes I don't get a Heavy Slam after two Wild Swings and just end up with an Overhead Slash, which feels bad and inconsistent (EDIT: Fox Invictus figured out and detailed what's going on regarding the Wild Swings in his "MH Wilds Switch Axe Changes and Recommended Combos (No Guide!)" video).
Overall though, Rise/Sunbreak really spoiled us Switch Axe users (a bit too much if you ask me lol), I'm glad to see combat is back to being more grounded, and that Sword Gauge/Amp Gauge meter management is a factor again. I feel like the flow of Switch Axe will be very fun and satisfying in the main game once we get some of the skills we need, and hopefully the DPS will be in the spot the weapon deserves.
@Hunterwoot nah, rise/sunbreak was the game that finally made me fall in love with the series m, now that I tried wilds the only thing that it was on my mind was to finish the beta fast so I can go back to rise/sunbreak
@@franccescocarrion1716 Good for you? I just stated my opinion lol, you’re free to have your own.
Not all attacks can be safely offset. There are certain attacks that will only give you hyper armor if offset. This is true to any weapon that has an offset move, not just SAxe (or it's tied to the offset threshold one comment mentioned)
If the sword mode counter gives chip damage then maybe it's not a counter, but a guard. We might have to slot in guard skills to prevent the chip which we cant do right now in the beta.
I'm of the opinion that it's more true to Switch Axe to be evading attacks rather than using counters that they gave to the weapon... so, like you said, why did they really add the counters? I don't think we were really asking for them, we didn't have any until the silkbind in Sunbreak and in that case it's an outlier with limitations on its use, but one that's really fun. We weren't really asking for a janky one that hurts us when we use it. Between that, and how slow the new discharges are whilst also being the only attacks that do worthwhile damage, It makes it feel like they don't understand what we liked about SA.
Like @ハク-q6e1j said here in the comments
- sword mode feels unsatisfying
- the sword counter takes too much damage (why does it take damage in the first place?)
- offset is hard to time correctly
- what is full release slash's purpose?
I would be adding to his list that
- The new SA is forced to play with full release because 1: even if you only use a discharge, it almost completely drains your switch gauge so that's why 2: you cannot play ZSD spam AND 3: the rest of the moveset has trash tier damage for some ungodly reason. I main SA in World and Rise, on one hand they took a step in the right direction in rise with combos and the new moves, but then they lowered the axe mode power which rendered it useless. And now in Wilds? They did a 180 degree turn where everything feels weird.
I can't complain because I can't play yet as my graphics card doesn't meet the minimum for beta but does for the full release. I almost took off from work just to play!
Hi, it's so nice to see you again. I'm very grateful that I got to see you again, I know I haven't been posting much but once Wilds fully releases there will be tons of content. Thanks for the support.
Also the counter with sword mode misses the two slashes half the time because the enemy is moving while doing their attack
I'm OK with the current counters and chip damage if and ONLY if there are skills that can directly boost them. I understand the chip damage being massive early game when we have few skills to choose from, but if there is no way to mitigate chip damage that will definitely be a turn off in the full game. I think its OK as is right now because Swax has always had problems with mobility, so having on-demand counters to get you out of tough spots is a cool way to solve that issue. I see the sword mode counter as less of a offensive option and more an emergency defensive tool. The damage isn't amazing and as you say you get locked into a long animation, but its better than getting hit and taking full damage. Also, unlike the offset attack it can be used on projectiles/ranged attacks which is nice.
so basically the new counter is like the GS guard, u just wanna to use with when you are playing wrong and making mistakes and the chip damage still is brutal
3:55 for reference offset work kind of like a status buildup, the first one always knocks then you have to do more to be able get the knock again. offsets always give hyperarmor but only knock when a certain threshold of offsets have been done
Super late to the party...damn sorry switch axe mains i just started using it during the beta i thought it was pretty good its gonna be my secondary i knew little about it thought it was pretty good but you guys bring up valid points but honestly with it being less forgiving is gonna make you guys so much better i sucked with ls in world and in wilds it felt reallly good i feel like a fraud...havent got the counters down yet but the attacks i got a good feel for with that being said once you guys master it you got somethen to be proud of. Iv had a hard time learning weapons but i really like the game started in world took a long break then iceborn came out and iv had a hard time getting back in the groove if nothimg changes and you guys still master it theres nothing to talk about you overcame...even though it could be simpler or better you did what most can't....ls in wilds makes me feel like a fraud its more fluint but the focus strike makes me feel like a fraud but ls looks so cool but i couldn't figure it out in world but the game tips in wild helped more compared to world
When i tried switch axe (first time touching it, never tried it in world) i actually never seen prompts for counter or offset on the list.
And r2+anything seems like 120% guarantee of disaster for this weapon:
Game eats input / lag / misclick = enjoy switch animation and not move/counter.
Like how is this went through qa?
I think the #1 problem with Swaxe is just that the damage numbers were really low. Counter seems intended to be more of a tool in the toolkit than a core identity and keep in mind that CB, a weapon where counters are part of its identity, can only counter in a specific form, doesn't want to counter *every* attack because some deal too much damage/KB and *requires* them to maintain good levels of damage (CB-playstyle only, more applicable to world than wilds).
We could speculate that there could be significant morph-oriented equipment skills (as SAED-CB also has abysmally low damage) but I think its more likely that damage number tuning wasn't a priority for them for the first beta and the numbers were just off. There are a lot of wildly imbalanced weapons, not just Swaxe, so that seems more likely. It's a fair concern for sure though given Swaxe's history.
For the sword mode counter I only use it as a emergency. For the offset attack I only do it once per fight.
I feel you dude, its so bad 😢 it was awful doing a rei dau clear with swaxe, my main weapon for 3 games. I picked up longsword, did a doshiguma, jumped straight into rei dau and obliterated him, it was so trivial, he just couldnt hit me 😂 the discharges are way to slow and they chew your whole gauve making for a strange gameplay loop were you dump your load then go back to axe mode then dump your load again 😂
Really sad that only 1 particular sword slash seems to axe morph into a decent axe attack, the rest just chain into regular side chop. I feel like im fighting the camera constantly and unable to slightly pivot any attack without using focus mode non stop.
Swaxe is my fav weapon to use, but it really is all risk, with very little reward. Perfect gameplay still leaves you trailing behind so many other weapons in terms of clear times. Sad.
I think the complains about not being able to do the sword counter from axe mode and vise versa is more of a mentality issue, I instantly had the mentality that the axe counter is much harder to pull off but if I am already in axe mode and I am confident I can counter it with the offset otherwise I dodge, and in sword mode the whole thing is about the flow, I attack the monster and counter as soon as I see it attacking me to keep the flow going which feels GOOD (I agree we take too much damage from the sword counter but that can be easily fixed hopefully, and maybe its just because we had bad armor?)
We have to charge up two different guages to get our best attacks and we move almost as slow as great sword yet deal way less damage? Also why did axe mode get brand new attacks yet sword mode which is the “better” mode only got one new attack, and even then you either zsd or full charge slash
PREACH BROTHER. a few small tweaks to damage and the counters would be enough to make swaxe great again! ✊🏻
Good video, although I think it would have benefited from having more clips to show exactly the things you were talking about (having to turn around after the counter, the way that LS can counter multiple times, etc). The complaints feel a lot more substantial when there's a visual example showing how annoying the problems actually are
That's true. I appreciate the feedback.
I think people are misunderstanding the point of the sword mode counter, IMO.
The sword counter I think should be used on weak attacks to hit them with the double slash followup. The duration of the counter window is really large compared to other counters in the game, so it makes sense that it's not as useful as a traditional "counter". If Swaxe's counter gave full immunity to damage it would be insanely strong, as it would be really easy to just counter any big hit coming your way. The other weapons with small counter windows require a good amount of skill and monster knowledge to be able to counter their big moves effectively, whereas I was able to use the sword-mode counter really easily in the beta, and it was my first time picking up the weapon.
I'm sorry but WHAT??? Did you even play other weapons at all? Some of you are acting like Longsword doesn't exist lol.
The Switch Axe counter has shorter time window compared to longsword. Longsword counter gives full immunity to damage and if you follow up with the spirit trust you get Hyper Armor.
"Switch Axe counter has a long window duration" WTF are you smoking?💀💀💀
Also as for the Offset, Greatsword and Hammer can hold their offset attacks meaning they don't even care about being on timing they can just wait for the monster.
Fun fact: MHWilds Switch Axe counter is the only counter in the game that cannot block roars. Every other counter can but not switch axe and do you wanna know the funny part. Back at TGS, the Switch Axe counter could counter roars but Capcom removed it in the beta. WHY???
Same brother. I played one day of it, and I immediately felt so disappointed.
No Offset in Sword mode(R2+O morphs you into an Axe: Forward Overhead Slash, shoulda been the offset), sword eats hella meter, no passive axe regen, lack of meaningful morph attacks, mobility options are trash and attack ranges + movement during attacks are stiff, counters take too much damage, elemental and zero-sum discharge are outclassed by unbridled/full release slash but the attack takes too much time and has no shortcut like double slash into elemental discharge, the gameplan of the weapon is just using all your meter for unbridled/full release and following up with spiral burst slash to get gauge back and unbridled/full release again.
Overall, did not feel good and despite some kickback I was getting for voicing this opinion, I'm looking toward the bigger picture when the game is fully released. If other weapons are strong now with demo stats, they're going to be absurd with better weapons, skills, systems, augments, etc. If Switch Axe is weak now, its going to take the planets aligning to reach stardom.
Maybe Capcom thought like the needed to change the switch axe this way after iceborne where we charged up the blade, put the anti knock-off mantles on and repeatively clutch claw attached to the monsters head and performing discharges over and over again. But it should be that sword mode counter is at least none to minimum damage taken and not this weird animation afterwords and in axe mode I think it’s ok because all the other weapons with offsets work the same I think if the monster doesn’t get toppled or knocked by this attack.
You are right about everything switch axe feels really weak in wilds.
As someone coming to Wilds from Iceborn (I did not play rise at all), I’m just excited to have a counter in the first place. For the offset, it is hard to time, but I enjoy it. For the counter, I tend to view sword mode as a berserker type mode in the first place (with the slower walking, heavier attacks and less mobile nature), so the chip damage does fit in with that in my opinion. I don’t know if it’s perfect, but it feels great to me in terms of fun.
Aww damn you didn't play Rise, if you did you will see why the Counter in MHWILDS is so shit.
@ I can see that being true, but I still think it feels decent. Maybe I’m just blissfully ignorant 🤣
I do agree with sword mode being a berserker mode, so the chip damage make sense to me too, but I can't really stand that the counter almost give you nothing in return for the amount of damage you taken. In my opinion, successfully counter and hit back should at least get you in amped state just like in Sunbreak and just like long sword's counter, but no we get nothing except for not dying from that particular monster attack and we might still die nonetheless because of that downtime of animation.
@@panupongkongwan924 that would be great. There should be a good incentive, and amped mode would be a great tradeoff IMO. I also would like if it had a little more effectiveness, most of the time I pull it off the monster just runs through me and I miss most of the attack.
I think the sword counter should be like a long sword parry but could be should just have little dmg, not be very repeatable like foresight slash, but has the s and the ability to help you gain energy.
remember to fill out the survey guys…. surely things will change…
Yeah honestly think both counters need a buff especially the sword version because not only do you still take a massive amount of damage but you don't really do anything afterwards that makes it worth using so the sword counter feels useless and my issue with the axe counter is that it only topples the monster once so most of the benefits of the axe counter require you to follow it up so the counter on the axe seems to be only worth using once for the whole fight
While I liked swaxe simply because it is swaxe the MVs in this beta were just plain wack. Now I know the "spam mega move" meta isn't knew but the low commitment pokes with the axe and even the sword combos were so weak the damage numbers were pathetic. It really incentived you to spam the full release which imo isn't even as cool looking as ZSD which is also nerfed in this game.
The cost of giving us this new mega move is that they had to nerf all our other attacks and they did not come up with a good balance. The commitment needed to even pull it off should justify the damage while not nerfing everything else about the weapon
Yeah, that’s not a counter, we taking a lot of damage in sword mode, not good at all
i feel like whats messing me up the most is shifting movement abilities around, it used to be so fluid by itself in iceborne but now it feels so immobile on an already fairly immobile weapon without evade extender
You are right, but I have to say the shifting was even better in MHRise, you could literally morph in any direction to the point where morphing could be used as evade.
MHWilds morph is just not it, a complete downgrade.
They murdered my boi ....
Hi, do not forget it's just the beta, so the final game can change until the 28/02 and more if players ask explanation
Yes, we can only hope 😭 🙏
The switch axe is so close to being great in my opinion, they need to add a rewarding for counter in sword mode tho like every other form of counter. The design is great but the forgot some things needed for combat situations is all. If they fit I will main this weapon 😊
Yes, it the counter would reward you with more amp gauge for example that would be great and would make the counter worth using.
I haven't tried SWAX yet but does being full charge during sword mode effect the counter? I saw the clips of you countering and taking damage but one of the bars wasn't full so I'm unsure😅
Agreen, counter cannot be a counter if taking damage
What even is a counter that doesn't negate damage?
omg finally someone finally address the swaxe problem
Loved iceborne Switch Axe. Definitely not feeling Wilds Switch Axe personally. Doesn't feel as strong or fluid for me.
@@NAUploads Let's be honest it also sucked. Only good one was rise sunbreak
Looks like someone didn't play rise sunbreak switch axe sucks in world too
@@pawhunter340 sucks in base game sure. Saying it sucks in iceborne is cope
@@noodle6679 I didn't make it that far in iceborne cause I got bored of it so I don't know how switch axe is in iceborne
@@pawhunter340switch axe in iceborne is awesome, just loses to sunbreak swaxe
man as IG Main i fell with you guys
@@theanimefreak9145 as a swaxe and ig main, life is pain
I like the new move sets but we need more damage. If I could change anything I’d make the axe mode hit much harder like 50% more damage than what we have. Have sword be weaker than axe but make phials scale with artillery so that sword mode is weaker than axe till you amp it also make the ed full release combo be the strongest hit in the game. Ed is already hard to land and now you can combo it with another unlikely to land hit. I don’t really need axe to be like in sunbreak with counter spamming just make us hit hard , have the counters be just power armor like greatsword tackle. heck switch axe is bigger than the great sword in size we should have great sword like damage.
Offsets slash should be a perfect counter though is not easy to land so it should always negate damage.
All they had to do was just bring back EBC from rise.
On the offset attacks "chip" dmg (thats alot of dmg) im wondering will armor affect it in the full game? Or is losing like 20% of hp just a normal thing thatll just be.
Yeah i tried n it doesn’t feels good
This song has been used by angbata so much it feels weird on another channel
Let’s be honest. Rise gave us a switchaxe that we’ll never get again
FILL UP THE BETA SURVEY GUYS, THEY CAN STILL CHANGE THINGS!
The offset attack sure is not rewarding as much like how elemental burst counter was in rise but I feel like Swaxe got an upgrade nonetheless, just not as op as rise, Swaxe in rise will forever peaked. We need elemental burst counter back in Wilds.
@@JudgeAngelz nah just rapid morph and two stages morph slashes, no more counter
@ you know what, yeah we need that, it felt off without it while using a morph weapon.
@@JudgeAngelz sliding around the monster attack with morph attacks make it feels like I’m dancing. Also add axe mode phials explosion when amped too, that would make axe mode actually more than just sword mode cool down
Well, thats what happens when the game devs have a favored weapon. Longsword. Do you remember back in Rise when i was raging Vector about how they still dodnt think enough players used longsword as OP as it was....i often joked theyd update the game so longsword would give free carves on hits...little did we know I'd be half right with what happens in this game when you manage to hit a wound with a focus mode attack....the longsword is once again very broken, being the only weapon that can reliably counter with a huge window and more benefits. But now it will give you carves too...
For me my main is switchaxe and i did not try any other weapon.
As for the counter i use it to stay in my position and keep attacking instead of falling and taking damage. Its always better to evade and not taking damage but if you have no choice then its better to stay on your feet counter and keep slashing.
About unable to counter in axe mode i see it as fun coz you change your play style based on your mode and thats what makes it fun
I agree about the damage reduction but instant counter on axe will make it not fun because then you have cheees way to change to sword mode
sunbreak switch axe was peak. this version is so clunky. elemental discharge/zsd feels terrible
I just don't get why they're focusing so much on counters. What happened to switching?
The counter sucks, the switching sucks.
In MHRise Sunbreak you could switch in every direction, you can't do it in Wilds. The best combo in MHRise was a mix of Sword and Axe and it was fast and seamless; the combos in Wilds are slow and Axe mod barely does anything
@@Vector_V Yeah, I'm legit so confused by wild axe, it just feels so bad, the design seems so bad.
IKR. In all honesty MHWilds Switch Axe feels like a complete downgrade from MHRise sunbreak switch axe and I'm not even talking about the counter but the entire gameplay of the switch axe feels considerably inferior to MHRise sunbreak.
@@Vector_V I feel like maybe it's being balanced around rapid morph but even if that's true that's an awful decision because rapid morph itself really was good because of amp being on axe letting you run status phials.
Overall with the gameplay we have here I don't see how this Swaxe could possibly spec into the type of builds that were available in risebreak.
Also doesn't help that people aren't really talking about this with how slow capcom is to re-balance weps.
Yeah at this point we can only hope that things gets fixed in the full game
Preach brother, i have a similar feeling with bow and cb
What are your problems with bow? If anything it feels too strong and I don't just mean damage. Being able to focus strike from range means you can interrupt any attack safely and it's perfect dodge is so much more forgiving than rise's bow.
damage is not an issue its clunky moves dont flow nicely, tracer arrow breaks the flow and coatings reapplication. This is beta i wouldnt focus on damage this are dummy MV
@@chh4554n I actually kind of like it, it makes it feel like you're manually drawing the bow. I watched some speedruns and it seems to flow really well.
@@tasin7777 personaly for me it feels like a lot of complexity and customization was removed with the removal of shot type layouts for each bow...again.
If you only played bow in World where there are also no shot type layouts the Bow in Wilds might feel like an upgrade, but for me it feels like a step back.
Understanding the counters and offsets are important, i had to get out of my sunbreak mindset and focus more on landing the follow up to the discharge to see those very fast times, im sure once we get things like rapid morph and other skills it will feel drastically different. Im sorry you arent having a satisfying time and hope things get better, this editions switch axe is very very very technical so give it time and im sure you will find more openings potentially, its definitely a attempt yo make axe mode feel more than just the after thought of the weapon and im sure big changes are to come, stay strong❤
Counter sounds like a concession move. SWaxe is an evasion weapon that gained a way to survive moves where you fucked up and can't get out of the way for. It feels like you take reduced damage during the counter rather than negating damage, but that's how it works for shield weapons. Perfect guarding as Lance still takes a chunk, and you're using a weapon that CANNOT get out of the way. Imagine always being in sword mode, but you can't roll and instead just hop at most, and sheathing takes twice as long.
It really sounds like an "oh fuck" move rather than something you lean into to use proactively. I get the feeling that Capcom wants to punish players for using sword mode too recklessly to give it a real downside rather than just be one of two modes you use whenever you want like in Rise. Axe is your default mode, and Sword is when you go Unga when the monster gives you a nice opening, rather than being in sword for 80% of the fight just because it you can.
Couldn't have said it better. Taking 60% damage still communicates that next time you should position yourself better. On-demand counters need some risk/downside involved lest the entire weapon devolves into spamming counters with no repercussions... Unless you're Longsword xd
moveset is cool, damage is shit, counter is shitter
So, switch axe sucks, insect glaive sucks, lance sucks. Is anything good? I haven't really heard anything positive about MHWilds.
Longsword is still OP I guess
Lance actually feels very good and insect glaive doesn't really suck but it just feels weird to play.
meanwhile longswords zzzz thet hate swax
❤
You didn’t knock him over when you tried to counter you’ll take damage if it’s not a perfect counter
No the way the offset works is that the first time knocks monsters, after that you need to build up the offset again by continuously landing hit (consider it as a status). So everytime you use to offset after doing the first, you will always take damage until the threshold is full and the monster gets knocked down again
Not gonna buy mhwilds just because I feel like SA is even worse than in mhw which was already pretty bad.
There's still hope, they might fix things in the full release or make some changes in the future DLC expansion.
Rejoice, SWAGAXE is getting patched up.
Not hype until I know the changes, because the entire weapon right now is just terrible in every single way, and I don't even care for the counters, so until they fix the actual play style back to what it was to at least world level, I'll not rejoice.
@FriedCoconutSisters True, but the fact that it's gonna be anything better than whatever that garbage was is rejoice worthy, ofcourse Capcom can let our expectations go to the dumps by making it just as bad.
@@kokujo5288 one of the devs said something about "buffing full release slash even further, so people use it more" which makes the play style even more boring, since it's already your only damage source, and it forces you to play just FRS spam, boring as hell, and it's not even effective.
But we will see, there is no way they just buff that and call it a day.
@@FriedCoconutSisters I sure hope that isn't the case, it might have looked cool but felt like a chore to use with that start up and end lag. Even zsd felt more satisfying and had the cool mechanic of hooking onto the monster, but they gimped the damage of zsd to the point its completely useless.
@@kokujo5288 I hate that I was right in the end 😿
Switch Axe felt really good for me, would take a while to get used to utilize both mode, but the offset attack is so good, just don't rely on it entirely for defense.
all i hear is skill issues.
They made swax so powerful with its movement and wire bug attacks,charging your blade was so easy in wild it feels so much more sluggish maybe abilities will change this
Honestly I’ll probably still try to main SwAxe and just try heroics, if heroics can’t save a build, it’s not monster hunter 😂
its not a counter thou
The one in Sword mod is a counter, the one in Axe mode is not
Its a beta,so i think they can fix the issue about the dommage you take , im agree that you take to much dommage for
Your sound so funny dude, but at least you are right.
IT'S A BETAAAAAAAAA HELLLLLOOOOOOO
Lol. I know that's why most of my points are about the weapon itself and not the damage. The way the weapon plays right now will most likely be the same in the full game unless nothing is done.
Switch axe doesn't suck your just trying to get views thumbs down for that
Lol I don't think 3K views is worth that much. I made this video and thumbnail when I was still enraged hence why I used those words.
No it doesn't.
@@Sammysapphira Yes it does 😹😹😹😹
Skill issue if you ask me
I personally dont see a problem with Wilds Swaxe
Just think majority of Swaxe players are either
1. ZSD Brainrots using Rocksteady
2. Elemental Burst Counter Brainrots thinking a overpowered Counter that does everything is what the weapon need
You clearly don't play the Switch Axe
Did you learn the word "brainrot" yesterday and like to overuse it ?
If I were you, I wouldn't say its skill issued to a Speedrunner lmao.
Not op = it sucks, ok, this 5th fleeters
The Switch axe is amazing. You have to figure out which attacks you can offset counter and which not. Learn the monsters and switch axe feels amazing. Stop crying y‘all.
Did you even watch the video? You know what, nvm.
@@Qing-Dynasty96 I honestly think switch axe could use some adjustments. All of his points were valid and he wasn’t asking for too much.