Local sns nerd, here with some more info, the infinite is still in rise the redirection was just moved to the round slash as a reset point instead and can now be directed, and with falling shadow you can also cancel into helm breaker mid air without connecting for a very accurate gap closer that also builds mount gauge!
I ve been morally defeated , i see no gunlance video in the horizon and thus i ve fallen deep into the cannon of depression . I ll be fired out with a wyverns fire only by the creation of the forbidden scroll analyzing the history of thy might gunlance through the games, or just the SuperRad video on gunlance , any would do really. Till then i shall slumber in pain and sadness awaiting thy faitfull day , as it seems my cries and pleas fall on deaf ears ....
Brother, hold your breath just a bit longer. As the codex of the Gunlanncers Guild insists we must guard through the storm of videos and await the opportune moment to pull a perfect combo. Our Inferno shall be brighter that the sun and the shelling will be heard all over the old and new world when our time has come. Not everyone is yet ready to put their glaze upon the perfection of craftsmanship that we hold in our hands so steady.
You know what, since the most holy and superior of all weapons, the switch axe has been covered already. I'll back this support of the gunlance. Do it super rad! Give this hunter what they want!
@@LikeaNoobplays You where the mega dash juices to my low stamina from blocking wyvern attacks . I shall not give in just yet ! I shall continue the witty comments vouching for the gunlance video on every post of SupeRad. The mighty gannon buster sword will prevail!!
@@DragonGunzDorian Yes! Support from the *slightly inferior *but still really cool and respectable switch axers! You know my partner across 4u was a switch axe user , until he was defeated my a silver rathalos atop the tower( his left trigger stopped working) and he was never seen again( he kinda dropped the game ) .But the in the spirit of Occuleterio and by the power of gunlance and switchaxe alike , we shall prevail and get SuperRad to make the goddamned sooner rather than later! And Thanks once again for the support!
you didn't expect to have such an audience ? Your audio is crisp, your editing is on point and the information is great the quality of this content is near peak and you deserve the viewership
"The one weapon that I thought was utter trash in pretty much the majority of games in the Monster Hunter series seems to actually be pretty cool" Yeah, SnS has a history of being underestimated.
I remember how I always underestimated sword and shield when I was younger, I got stuck on the barroth fight in monster hunter tri back when I was 12 or so, I was stuck on it for a week and a half but I gave sword an shield a try and beat it without fainting. Then I went back to using hammer literally immediately after that quest
Bruv falling shadow is: - Gap closer/ spacing maneuver - let's you jump over laser beam attacks - also let's you go into the helm breaker from World Also you forgot the parry in Rise though I guess that's understandable since it left such a weak impression in the demo due to no guard skills.
Actually, the SnS still has access to infinite combos if using the roundhouse slash mid combo, which also now turns your direction like the turn slash in world. If used at the end of a combo though it becomes a spinning reaper combo finisher that does pretty insane damage. Overall was really glad to see my main covered this early in the series.
I completely disregarded SnS until Gen was like "what if sword oils?" and decided to give it a shot. I remained my main for the main story quests for worldborne. It's good man
yeah boi, the SnS. The weapon that got me into Monster Hunter. The weapon I learned the basics of Monster Hunter with. Even after branching out and using and maining multiple weapons throughout the games, I still often see myself coming back to the SnS. I'm hyped to start my Rise playthrough with the SnS, its new moveset is so fricking awesome!
Actually, the Sword and Shield straight up had a negative sharpness modifier in terms of hitzones in MH1-- so green sharpness would only be as effective as yellow, yellow orange, and orange red. Freedom undid that while also buffing MVs across the board by 50%
wikiwiki.jp/nenaiko/%E6%AD%A6%E5%99%A8/%E7%89%87%E6%89%8B%E5%89%A3#lced49f0 Shows the change history of SnS changes history. For instance Sharpness modifier: MH1= x1.0? (No clear mentions, simply says no modifier, but did say weaker base damage than other weapon, but poison is hyper strong in MH1, so poison SnS is a spotlight back then) MHP1= x1.5(this is as good as purple in MHP2G, which is stronger than the purple sharpness today) + buff in MVs, so not just undid, they straight up buff it to the point that in green it cuts through every armor in the game. MH2= x1.2 MHP2= x1.12 (same as LS full spirit gauge sharpness bonus introduced as MHP2 LS buff) MH3 onwards until final removal of bonus in World= x1.06 It's important to mention sharpness modifier in SnS, as especially in Freedom, SnS was pretty darn good due to the massive buff from its poor MH1 state.
A few things on the that you may have missed: MH4U: You can do the jumping slash up a ledge by performing an advancing slash into it. Rise: You can still do the infinite in rise! If you do regular roundslash in a different direction you can combo into standard triple slash or lateral slashes. Rise: The wirebug attack "falling shadow" is used as an aggressive approach option that makes it so close distance without sheathing as it acts very similarly to a regular wirebug sling.
Don’t know if anyone answered this but here goes: Falling Shadow does give you a Scaling Slash, but the follow-ups are all increased in power. The Falling Bash has more damage and an extra hit and you get access to a special Plunging Thrust that does multiple hits. The normal Scaling Slash doesn’t give you access to those. You do get the same follow-ups after a Perfect Rush but the Falling Shadow gets you faster access.
I love the oil mechanic in Generations, but I understand why they might not want to bring it back considering SnS doesn't really need anymore buffs. While I didn't use the weapon in World, I've put in a decent amount of time into the Rise demo to get better at the combos and landing the Perfect Rush. Also, I find Falling Shadow a solid Silkbind move. While not flashy, being able to close the distance with the monster without having to sheathe your weapon is nice. While in the air for Falling Shadow, you can choose to do the Helm Splitter or the shield bash, which I like. That's just my takeaway from the move. Overall, another great video man!
I don't know if this comment will be seen but I have a lot of info about the SnS from Gen 1-2 to help flesh out the history, not just of moveset but to contextualize *how* the weapon functioned at high levels of play! Back in Monster Hunter/MHF, the SnS for some reason or another wouldn't bounce off of almost any monster in the entire game while at green sharpness. The Fatalis being the exception. This means that timing and positioning of hit zones was less important, and let you play with a much more aggressive playstyle. This aggression is actually something incredibly understated on the SnS. Here is why. In the earlier MH games, targeting specific hit-zones could produce certain effects. Speaking for the SnS, that hit-zone was usually the legs. Hitting the legs repeatedly could cause the monster to fall over. Where the hammer on the team could focus the face, and the great sword at the tail, the sword and shield EXCELLED at the legs. For many weapons, the legs were a very dangerous place. Huge hitboxes, instantaneous charges, wind pressure, and many other things put other weapons in extreme danger at the legs. Of the other 3 blademaster weapons, the SnS/DS tree are the weapons with the least commitment. What I mean by that is while a lance is thrusting or a greatsword is swinging, they are entirely committed to that animation. Positioning is incredibly important thing in old MH. Most of the weapons were very slow, and the monsters very fast. One would think that positioning was more important on these commitment heavy weapons. It was actually arguably even *more* important on the SnS. Positioning on the SnS made it one of the highest skill-cap weapons. The other weapon's attacks super armor through small knockbacks, such as vespoid stings and steps from the monster. The SnS, however, does not armor through small things. This is not a bane of the SnS, but its boon. Mastery of the SnS was not in its survivability, not in the traditional sense, but in its ability to choose which hits to take. When the rathalos enters rage and roars, he steps forward with his left foot. An intermediate player would see this and roll away to cancel the last move and block to avoid the roar. This would keep you safe where as other weapons would be committed and still flinched from the sound. But an expert player actually rolls INTO the foot. Rolling into the step with an SnS would cause your hunter to be knocked down. During this animation, you have a brief window of invisibility standing up, and the animation is much shorter than recovering from a roar. To paint the perfect flow of an SnS, you stick to the right leg of a rathalos, slashing it repeatedly without worrying of bouncing off anywhere as long as you have green. You are constantly building trip damage to the legs, and making the most of his absurd elemental weakness to dragon. This frees up your fellow hunters to take on the face and the tail without getting in their way. Upon the rathalos entering rage, you roll towards the left leg, (which is almost always a perfect evade distance from the right) causing a trip that legs you immediately stand up and gauge the monster's next move. If he does anything besides an instant charge, you're almost guaranteed a knockdown from the legs, all without moving position or giving up any offense. Playing SnS was all about choosing the hits you want to take, from avoiding plesioth hip-thrusts to a charge-stop from a rathian. On a short note, wind used to be a MUCH bigger deal in the old games. Any landing monster with wings would cause a wind-box. The SnS was phenomenal for not needing to drop offense by simply blocking the wind knockback or being able to avoid it at a distance and jumping slash your way back into the fight. TL;DR: The SnS was more than a jack-of-all-trades. It was a weapon with an incredibly high skill-ceiling, maybe even the highest for the first two gens. It had a role and a playstyle that nothing else could match, and glued together a group when in a guild quest. The positioning and elemental versatility was so unique to the weapon, and as cool as it is in the new games, those things will be missed. Good luck out there, hunters.
I'm from the future and I'm here to tell you that the SnS is now the only weapon class in the series to have a weapon with _100%_ affinity. It's bonkers.
FINALLY! The best weapon there is, there was and there ever will be. S+ tier stands for Sword + Shield after all lol Jokes aside, been loving these videos. A lil criticism tho, maybe lessen length the silence transition by half when going to the next games, been kinda jarring to listen to audio-wise from how long it is. Cant wait for Lance next ^_^
Hey, I just wanted to just say I happened to search for "history of switch axe" shortly before you posted it, and I was disappointed not to find a series like this at the time. Didn't expect you to come out of nowhere in my recommendations just a few days later with exactly the content I was looking for! I'm a fifth fleet hunter and I main switch axe, my hype for Rise has consumed me and you're helping me get there. Have a lovely day. :)
In MH 1, starting with Sword and Shield is like starting with a Toothpick and Napkin someone expected you to reuse a ton. At base 1st gen before upgrades, it is a fitting weapon for the starting game chores and not much else. With that said... I wanna see someone do a MH 1 Hunter's Knife-only run. Glad it got improved so much over the years. The Corona's actually my choice weapon against Kirin in World due to its fire damage and evasion speed.
Falling Shadow Gives ya (I-Frames on contact with the monster not during travel time) and closes distance while unsheathed, its a great move, thanks for another banger of a video.
Here to follow up on my comments during the premiere. You can use helmbreaker out of falling shadow, you don't even need to have falling shadow connect, basically canceling it into helmbreaker when you feel it's about to miss. it's also great as a gap closer and you can even use it as a backup evasive tool. Windmill is cool but falling shadow really makes you feel like spiderman.
The Horizontal Slash combo in Gen 3 was the best. That cancel combo was how you broke parts with the SnS. *chef kiss* When Gen 4 gave us the backstep it all came together.
when i first got into monster hunter, for a ridiculous amount of time i thought that there were no sns mains and that it was just the gateway drug into the franchise
SnS can do everything it wants, except hit the monster's weak spots if they are particularly tall. Also: 18:50 there is still an infinite but it uses the Round Slash, followed by a Chop, which both move the character forward.
One very small but neat thing to note, the clutch claw uppercut in Icebore has built in superarmor- one can't be interrupted by anything while performing it, just like with the Greatsword tackle!
The weapon that probably wouldve been my main if it wasnt for my brother who needed help in finish an online quest and was using the hammer and well there was no coming back. I did touch it briefly in mh4u and really has stayed quite good ever since, Im glad
Awesome video! Two quick things! 1. Infinite is still in Rise. Pressing X+A and a direction in the middle of any combo allows you to do a reaper slash that then lets you start your combo over. You can rinse and repeat this as many times as you would like. If the reaper slash is done at the end of a combo it will not allow you to do the infinite, however if you do this the reaper / will do an incredibly higher amount of damage. 2. Falling Shadow is super useful as a gap closer, an opener, and a combo finisher. Once you do your basic combo and finish with a reaper slash you normally have a crap ton of lag. You can cancel that lag by using falling shadow and get your finisher out of it. Also, if you do the falling bash out of a back step it only has one hit, well if you do it out of following shadow or the perfect Rush combo it has two hits. Just some extra stuff to think about. Your videos are awesome and you do so much for the community. We all appreciate it!
Yo, SnS main here! Dabbled in it a lot in World and eventually returned to it in Rise *specifically* because of Falling Shadow. My main struggle in Rise was just keeping up with the monster, and once I arrive, to even be able to reach it. Most of the time, I'd just be swinging through air even standing right under it. Not only does Falling Shadow act as an insanely fast cooldown gap closer, but it can be chained into 3 different attack *or*, if you notice that the monster is rearing up something else, Falling Shadow can even be used in mid-air. It doesn't have i-frames, though, so it won't save you from everything.
Little known fact about First Gen SnS, they did some weird stuff with the coding in Monster Hunter Portable/Freedom and SnS ended up having a 1.5x raw damage modifier making it kind of busted.
Some things I want to point out as a SnS main in GU: - Using Minds Eye oil while Chaos Oil is active will insta sharpen the weapon to the max! - Alchemy style is also really good since 3 arts, all are SP, and SnS has the easiest access to the Alchemy Barrel, and can easily use all its produced itens. - Oils are gone since World! : C Great video! : D
It is weird, i though the sword and shield was left handed to accomodate for the item use while unsheated, but it was left handed on the first game so…
@@xxNightxTrainxx plus they also attack with the shield, which is essentialy dualwielding 2 different weapons. Makes the bashes stronger with the dominant hand.
Don't know what's up with youtube lately but I haven't been able to watch livestream archives without them getting stuck and looping back to the same point. Guess this video is similar since it premiered live. I'll just watch it some other time when youtube isn't being dumb
I only picked up the sns in 4u as a joke initially cause I was a biased longsword, weeb garbo person who thought the sns was noob trash. After a couple quests I was shocked that I actually really liked the weapon and started using it regularly. Now I got well over 1k hunts under my belt with the sns in 4u alone and I never looked back. Ive been playing sns literally exclusively in all titles after 4u lmao
Exact same. Most sns mains come from “this weapons trash but imma try it” followed by a lifetime of only using sns. I was a great sword main in 4U before I picked up sns, never looked back after finding out how good it was.
Good to see sns getting more love. Quick thing though there actually is still an infinite in rise, but it's a bit harder to do since instead of mashing x you'll have to start it with the x+a spinning slash
19:40 it is an option that is great to use monster flying monster openers, as it shoots you up at the prefect height to hit something like rathian after a tail flip plus it can be used to close distances like dodging away from a monster to heal and using the attack to get back into the fight with your strongest attack, and do to the low cool down and only costing one wire bug it is quite spamable, meaning there isn't much cost in using it so there is very little reason to not use it when the opportunity comes up, and I do love how it doesn't replace the strong attacks like what happened to long sword so theres always more options on how you want to get your damage
SnS main here. Falling Shadow is a really great wiremove. It has an incredibly quick recharge on top of only costing one bug to use, so even without a third wirebug/Wirebug Whisperer, it can be spammed incessantly. Because of its low oppurtunity cost, you can use it to evade monster attacks and reposition without feeling like youre wasting it. offensively, Falling Shadow is really important as well, as it opens up into your two biggest damaging moves, empowers them, and allows you to place them with precision. The first move is the plunging shield attack. After using Scaling Slash, you can press Heavy Attack to use your shield, doing two incredibly high damage strikes that deal Blunt damage and don' t decrease your sharpness. along with the Shield Bash combo, the SnS is very viable for dealing KO's, and Falling Shadow allows you to hit monster heads in places where you normally couldn't reach. The combo is fast, can be placed with precision, and deals high damage. second move is the plunging strike. Use Falling Shadow, land the Scaling Strike, and press Heavy and Light attack at the same time. This move hits multiple times for high severing damage, dealing lots of elemental/status damage and is great to use when trying to cut off tails/break skin on monsters that move quickly and give very short openings. In general, Falling Shadow's importance can't be understated. It gives the SnS user the opportunity to hit places on a monster it normally couldn't due to the weapons short reach and the lack of reliable, high dps combos that can hit things over your head. with Falling Shadow you can hit monster heads/wings/tails with high burst damage, your choice of slashing or blunt, and make use of relatively small openings to deal high damage. Unlike in previous iterations, I feel like I have a lot more control over my aerial game, as in Monster Hunter 4 I felt at the mercy of having a knee-high ledge around to abuse, or waiting for monsters to lower their heads/tails in World. in Rise, the SnS has lost some power in their general combos (i miss the turning slash a lot) but their level of agency overall has jumped forward considerably. its not perfect however, as missing the attack can send you flying into a disadvantageous position. using it recklessly can get you in a lot of trouble too, as you can't pull up your shield as quickly as you might like after hitting the ground, and monster hitboxes in this game have generous vertical angles that can be downright confusing at times, so you need to know your prey. all in all though i use Falling Shadow a lot and i'm a massive fan of where SnS is right now. i'm 60 hours in and have yet to use another weapon, as i've felt no need to in terms of utility or fun factor.
I'm a longsword main but I do use the sword and shield occasionally and that first silk bind move is a great fast way to get to the monsters head and shield bash on the way down for k.o. Damage
Random SnS geek here. To answer the question (and maybe add a bit more details) on core features of Rise SnS, in case it might be helpful: - Falling Shadow is a gap closer, i-frame counter (the scaling part has i-frame, even on the regular one), air mobility (you can do Falling Shadow mid-air after scaling slash) in one package. Also, the Falling Bash from Shadow is also more powerful (2 hits) than the "normal" one from backstep or sliding slash. - The Roundslash now has two "levels" so to speak. Doing it after a 3-hit combo would make it become Spinning Reaper, which has higher animation commitment and MV. This, added with the removal of Spiral Slash infinite combo (the Roundslash-as-starter is far less effective than the Worldborne infinite, effectively a nerf), made the combo path mainly about "how to reach Reaper" as soon as possible. - Perfect Rush was also significantly nerfed in terms of values and utility. Can't change direction mid-rush, a lot harder to roll out to cancel it mid-way, and the final stab's hitbox is so small whiffing it is quite common. PR definitely deserved nerfing (the post-patch PR was just...stupid), but it got it HARD. - The guard slash is useless as a counter/parry, but it is very effective as an "emergency block" since it can cancel other animations. A case of wrong marketing, I would say. Shoryugeki/Windmill are the counters, not this one. These are probably the major changes from Worldborne, I think. Personally, the Rise SnS feels closer to pre-World SnS in terms of timing and pacing of combat flow. Yes, I love this weapon too damn much. hahaha
My favorite monster hunter moment was soloing Ukanlos in MH4U with SnS to get into G-Rank. I was on my last cart and running out of time but I pulled it off became my main weapon ever since.
a video that can hopefully show to other player that the SnS is on par with other weapon and should be respected the same way! as an SnS Main, I really like this video! Good Job!
While playing the demo I noticed falling shadow actually gives you a better downward finisher that feels closer to the one in world. On top of that the normal downward finisher in rise feels like it was significantly nerfed. Not into oblivion but enough to be very noticable. Also.... Falling shadow just FEELS good
Regarding falling shadow, it’s a great way to quickly close distance when needed or continue combos. An interesting aspect of it is that while in the air, you can press X+A to use the helm breaker move anytime even without falling shadow connecting, so it’s a good way to quickly close distance and land exactly where you want to.
Really awesome to see this weapon's progression! I started dabbling with SnS just before Iceborne's release on PC, and I fell in love with it ever since. A couple things that I'd like to mention about the Rise section, cuz I scanned some comments for a small moment and didn't see anyone mention it. The infinite isn't totally gone in the Rise demo. If you press X+A and push your stick in a direction mid-combo, you do the spinning slash in the direction you pushed, and can move on with your combos from there. It was simply made less button mashy, and more deliberate to pull off. Also, if you use that X+A move at the end of the A button combo (i.e. After doing the spinning slash from mashing A) you'll do the spinning slash again, but it has a raw damage boost, and you can still change the direction. I'm not sure if changing the direction affects the damage though. Either way, awesome stuff! Thanks for doing all of these mh history videos, they are super interesting and fuel my obsession with this series to a new level.
I don’t know if anyone told you this, but as a self-proclaimed expert on SnS, Falling Shadow is the BEST silkbind attack it has. It can; 1. Chase down a monster faster than if you sheathed and ran for it 2. Get out of the way of an attack quickly 3. Become temporarily invincible with Scaling Slash, because it has I-frames now 4. Reposition quickly around a monster’s body to get to those juicy squishy bits. Also, tails 5. You can cancel out of it mid-air with a plunging thrust 6. You can do another one if you land a Scaling Slash, essentially you become Insect Glaive 7. Wirebug cool-down is very fast, you have no excuse to not spam the ever-loving shit out of it. You can still Metsu Shoryugeki on demand, basically 8. Lets you style all over the monster, making the other weapons jealous and the Insect Glaive shocked that you too can fly
Dont forget Mind's Eye Oil sharpens your weapon while Chaos Oil is in effect. I think it still removes any other oil effects that might be active, but that's a non issue since you can just reapply another oil
Falling Shadow is really good for closing distance, also you get i frames during the scaling slash, and you get your 2 hits falling bash (the backstep gives you a one hit FB) The infinite is still there but you have to input X+A after a move that's not spinnign reaper, and you don't even need to input a direction anymore
Mr. late to the party, but falling shadow is an ok move its not something you base your play style around but since it has a super short wirebug cool down and launches you it can be nice for catching up to a monster that has dashed away from you, Additionally it can go into helm splitter by pressing X + A for your finisher meaning it can be helpful for cutting tails off monsters that hold their tail high
SnS didn't start as my main weapon but it was always a very comfortable weapon for me. It was my side weapon in gen 2. It actually became my secondary main in gen 4 and in Iceborne I decided to give it the whole spotlight. It's a beginner weapon, sure - it's a beginner weapon because it's the most forgiving weapon. Good mobility, a shield, I-frames for days, easy mounts, easy item access, short one attack moves - all of this creates a certain safety net. This safety net is what makes it good for beginners but that's not why it's there - it's there because it allows the user to be super aggressive. You don't have to stop your onslaught, just roll slightly to the left or backstep and here you go! Teostra's explodions? Pff backstep, bitch. Rathalos is trying to fly up? It would be shame if someone flashed him immediately ... Diablos trying to screech in my direction? ... bold words for someone in stabbing range.
15:26 "Chaos Oil 3 locked behind G Rank Hyper Rare Los" Me equipped with Adept Kirin SnS and Zinogre armor: Shut up and take my zenny! Also me in Bomber Prowler in subsequent hunts: Shut up and take my Vouchers!
I'm looking forward to when you cover the Gunlance. There was two moves that it had in Gen 4 (which a lot of people didn't know about) that got removed in World, one was where you could do an advancing thrust after firing a shell into the air (X+A>A>forward+X), and the other was being able to run forward into an advancing shell from a guard (R+forward+A)
Started with SnS in Rise and loved it. After 200 hunts my gf asked if I am even able to play other weapons. I am learning Hammer, lance and longsword now😂
The infinite combo is still in Rise but it was changed into the round slash. Inputting the a and x button and choosing the direction with left stick, you will face toward said direction with the round slash
Actually, the infinite combo in Rise is still there, but reworked. Inputting for a roundslash at the end of a combo allows you to perform a new move, "Spinning Reaper". This behaves basically the same as the redirect from World, but deals more damage and, as mentioned, uses an X+A input instead of a directional input.
19:22 Not sure if hyperbole. If hyperbole, then yeah, okay. I hope they fix it, aerial hitboxes are all sorts of jank in the demo. If you're referring to that Twitter clip with the Rathian tail flipping the hunter off a very high cliff... then it seems it's some sort of anti cliff camping move. Or possibly a bug. Thing to note is... it's unblockable, doesn't do any damage, doesn't poison you, and always throws you off the cliff instead of backwards like it normally should, which adds to the anti cliff camping theory IMHO.
You can still do the infinite in rise with the triangle + circle with a directional input different from your attack to reset your combo. It’s not as swift as iceborne but it is there.
Falling shadow is a nice quick advancing attack that I use for rathian when she’s in flight and a quick way into the helmbreaker or the falling bash, I mostly use it for that or close distance when I’m far away from Mizu
What weapon do you want covered next? let me know in the comments!
i gotta request my baby the fuckin charge blade
Admiral's rock
Charge blade or any gunner weapon
The Palico
CHARGE BLADE it's a sword it's a shield its a big muddaafkn axe !
"I thought this weapon was trash" Classic LS mains smh
Hah
Facts.
I first was turned onto SnS by Jocats videos and then when I started playing it I was like...
"OH...He's right"
Me, who mained sns in mhgen: *maniacle laughter*
@@bulletmagnet1038 lmao same, and especially the buff sns got on iceborne, then i started playing old mh (p3rd and 4u) again using sns, it was good
@@klauserjiperfect rush feels so good to pull off
Local sns nerd, here with some more info, the infinite is still in rise the redirection was just moved to the round slash as a reset point instead and can now be directed, and with falling shadow you can also cancel into helm breaker mid air without connecting for a very accurate gap closer that also builds mount gauge!
The helmbreaker does not exist because sharpness.
(Give me back free Master's Touch, I beg you)
History of Medium Bowgun for make a great topic for April 1st
Didnt a game or two have medium bowgun
@@JuicemanGravy Yeah. The first version of Tri did.
Medium bowgun was the only bowgun, since you simply got one, heavily modular bowgun type in Tri.
Also longbow ang crossbow
Hey!, I liked my medium bowgun! :"v
ah ic, so using items unsheathe was a gen2 ability. didn't knew that.
I didn't either. Also didn't know the super armor only showed up in gen2
I ve been morally defeated , i see no gunlance video in the horizon and thus i ve fallen deep into the cannon of depression . I ll be fired out with a wyverns fire only by the creation of the forbidden scroll analyzing the history of thy might gunlance through the games, or just the SuperRad video on gunlance , any would do really. Till then i shall slumber in pain and sadness awaiting thy faitfull day , as it seems my cries and pleas fall on deaf ears ....
Brother, hold your breath just a bit longer. As the codex of the Gunlanncers Guild insists we must guard through the storm of videos and await the opportune moment to pull a perfect combo. Our Inferno shall be brighter that the sun and the shelling will be heard all over the old and new world when our time has come. Not everyone is yet ready to put their glaze upon the perfection of craftsmanship that we hold in our hands so steady.
He just announced he won't be covering gunlance.
Ever.
You know what, since the most holy and superior of all weapons, the switch axe has been covered already. I'll back this support of the gunlance. Do it super rad! Give this hunter what they want!
@@LikeaNoobplays You where the mega dash juices to my low stamina from blocking wyvern attacks . I shall not give in just yet ! I shall continue the witty comments vouching for the gunlance video on every post of SupeRad. The mighty gannon buster sword will prevail!!
@@DragonGunzDorian Yes! Support from the *slightly inferior *but still really cool and respectable switch axers! You know my partner across 4u was a switch axe user , until he was defeated my a silver rathalos atop the tower( his left trigger stopped working) and he was never seen again( he kinda dropped the game ) .But the in the spirit of Occuleterio and by the power of gunlance and switchaxe alike , we shall prevail and get SuperRad to make the goddamned sooner rather than later! And Thanks once again for the support!
you didn't expect to have such an audience ? Your audio is crisp, your editing is on point and the information is great the quality of this content is near peak and you deserve the viewership
I appreciate that!
Nice chill humor too. I mean... the videos are just chill overall (most of the time). I can feel my BP lowering just by watching these videos. XD
"The one weapon that I thought was utter trash in pretty much the majority of games in the Monster Hunter series seems to actually be pretty cool"
Yeah, SnS has a history of being underestimated.
Jack of all trades, master of none... But sometimes better than a master of one.
@@skeletonwar4445 Sns was trully the american way to play the game
@@Boxhemia Why American way? The weapon isn't exactly morbidly obese.
@Boxhemia it's not stupid, ignorant, self-centered or obese so I fail to see how it's any American
I remember how I always underestimated sword and shield when I was younger, I got stuck on the barroth fight in monster hunter tri back when I was 12 or so, I was stuck on it for a week and a half but I gave sword an shield a try and beat it without fainting. Then I went back to using hammer literally immediately after that quest
Real 12yo moment lol
Bruv falling shadow is:
- Gap closer/ spacing maneuver
- let's you jump over laser beam attacks
- also let's you go into the helm breaker from World
Also you forgot the parry in Rise though I guess that's understandable since it left such a weak impression in the demo due to no guard skills.
Yeah I just found out you can helm out of it
I also like falling shadow. It charges so fast I kinda think it almost as good as air weapon as Insect Glaive for better or worse.
@@SuperRADLemon falling shadow has i-frames too
How do you do the helm breaker after Falling Shadow? What button?
@@SkyonPyon x+a
SnS in GU was so much fun to use. Chaos oil was an absolutely insane weapon art
"Introducing the brand new move in the arsenal:
BACKSTEP"
Only in Monster Hunter.
I was hoping for a section like the Grongigas but for the Deathprize.
Cuz once you go Deathprize, you never go back.
Bow will get a section like that, but not SnS unfortunately lol
Deathprize, the weapon of choice when status based armors are within reach. Imagine combining critical boost with critical status.
Actually, the SnS still has access to infinite combos if using the roundhouse slash mid combo, which also now turns your direction like the turn slash in world. If used at the end of a combo though it becomes a spinning reaper combo finisher that does pretty insane damage. Overall was really glad to see my main covered this early in the series.
I actually didnt know how OP SnS was. I fully understand your final point on it lacking the respect because holy shit that thing is broken
I completely disregarded SnS until Gen was like "what if sword oils?" and decided to give it a shot.
I remained my main for the main story quests for worldborne. It's good man
I started using sns as my main from gen 3 because the combo was starting to get better from there.
JoCat approves this video
Tell him to follow me
So does Arekz
And ProJared.
Link: Jah, juh, HYAH!!! (I find this announcement intriguing...)
yeah boi, the SnS. The weapon that got me into Monster Hunter. The weapon I learned the basics of Monster Hunter with. Even after branching out and using and maining multiple weapons throughout the games, I still often see myself coming back to the SnS.
I'm hyped to start my Rise playthrough with the SnS, its new moveset is so fricking awesome!
Actually, the Sword and Shield straight up had a negative sharpness modifier in terms of hitzones in MH1-- so green sharpness would only be as effective as yellow, yellow orange, and orange red. Freedom undid that while also buffing MVs across the board by 50%
wikiwiki.jp/nenaiko/%E6%AD%A6%E5%99%A8/%E7%89%87%E6%89%8B%E5%89%A3#lced49f0
Shows the change history of SnS changes history.
For instance Sharpness modifier:
MH1= x1.0? (No clear mentions, simply says no modifier, but did say weaker base damage than other weapon, but poison is hyper strong in MH1, so poison SnS is a spotlight back then)
MHP1= x1.5(this is as good as purple in MHP2G, which is stronger than the purple sharpness today) + buff in MVs, so not just undid, they straight up buff it to the point that in green it cuts through every armor in the game.
MH2= x1.2
MHP2= x1.12 (same as LS full spirit gauge sharpness bonus introduced as MHP2 LS buff)
MH3 onwards until final removal of bonus in World= x1.06
It's important to mention sharpness modifier in SnS, as especially in Freedom, SnS was pretty darn good due to the massive buff from its poor MH1 state.
Let the WRIGGLER GOD BLESS THIS VIDEO
A few things on the that you may have missed:
MH4U: You can do the jumping slash up a ledge by performing an advancing slash into it.
Rise: You can still do the infinite in rise! If you do regular roundslash in a different direction you can combo into standard triple slash or lateral slashes.
Rise: The wirebug attack "falling shadow" is used as an aggressive approach option that makes it so close distance without sheathing as it acts very similarly to a regular wirebug sling.
Wooo best weapon and my first ever main in tri. Came for the simplicity, stayed for the complexity.
Don’t know if anyone answered this but here goes:
Falling Shadow does give you a Scaling Slash, but the follow-ups are all increased in power. The Falling Bash has more damage and an extra hit and you get access to a special Plunging Thrust that does multiple hits. The normal Scaling Slash doesn’t give you access to those. You do get the same follow-ups after a Perfect Rush but the Falling Shadow gets you faster access.
I love the oil mechanic in Generations, but I understand why they might not want to bring it back considering SnS doesn't really need anymore buffs. While I didn't use the weapon in World, I've put in a decent amount of time into the Rise demo to get better at the combos and landing the Perfect Rush.
Also, I find Falling Shadow a solid Silkbind move. While not flashy, being able to close the distance with the monster without having to sheathe your weapon is nice. While in the air for Falling Shadow, you can choose to do the Helm Splitter or the shield bash, which I like. That's just my takeaway from the move.
Overall, another great video man!
Yeah I'm hearing a lot of positives I didn't consider for falling shadow
Don't forget it actually has Iframes. Such a good move.
the chad sns
I don't know if this comment will be seen but I have a lot of info about the SnS from Gen 1-2 to help flesh out the history, not just of moveset but to contextualize *how* the weapon functioned at high levels of play!
Back in Monster Hunter/MHF, the SnS for some reason or another wouldn't bounce off of almost any monster in the entire game while at green sharpness. The Fatalis being the exception. This means that timing and positioning of hit zones was less important, and let you play with a much more aggressive playstyle. This aggression is actually something incredibly understated on the SnS. Here is why.
In the earlier MH games, targeting specific hit-zones could produce certain effects. Speaking for the SnS, that hit-zone was usually the legs. Hitting the legs repeatedly could cause the monster to fall over. Where the hammer on the team could focus the face, and the great sword at the tail, the sword and shield EXCELLED at the legs.
For many weapons, the legs were a very dangerous place. Huge hitboxes, instantaneous charges, wind pressure, and many other things put other weapons in extreme danger at the legs. Of the other 3 blademaster weapons, the SnS/DS tree are the weapons with the least commitment. What I mean by that is while a lance is thrusting or a greatsword is swinging, they are entirely committed to that animation. Positioning is incredibly important thing in old MH. Most of the weapons were very slow, and the monsters very fast. One would think that positioning was more important on these commitment heavy weapons. It was actually arguably even *more* important on the SnS.
Positioning on the SnS made it one of the highest skill-cap weapons. The other weapon's attacks super armor through small knockbacks, such as vespoid stings and steps from the monster. The SnS, however, does not armor through small things. This is not a bane of the SnS, but its boon.
Mastery of the SnS was not in its survivability, not in the traditional sense, but in its ability to choose which hits to take. When the rathalos enters rage and roars, he steps forward with his left foot. An intermediate player would see this and roll away to cancel the last move and block to avoid the roar. This would keep you safe where as other weapons would be committed and still flinched from the sound. But an expert player actually rolls INTO the foot. Rolling into the step with an SnS would cause your hunter to be knocked down. During this animation, you have a brief window of invisibility standing up, and the animation is much shorter than recovering from a roar.
To paint the perfect flow of an SnS, you stick to the right leg of a rathalos, slashing it repeatedly without worrying of bouncing off anywhere as long as you have green. You are constantly building trip damage to the legs, and making the most of his absurd elemental weakness to dragon. This frees up your fellow hunters to take on the face and the tail without getting in their way. Upon the rathalos entering rage, you roll towards the left leg, (which is almost always a perfect evade distance from the right) causing a trip that legs you immediately stand up and gauge the monster's next move. If he does anything besides an instant charge, you're almost guaranteed a knockdown from the legs, all without moving position or giving up any offense. Playing SnS was all about choosing the hits you want to take, from avoiding plesioth hip-thrusts to a charge-stop from a rathian.
On a short note, wind used to be a MUCH bigger deal in the old games. Any landing monster with wings would cause a wind-box. The SnS was phenomenal for not needing to drop offense by simply blocking the wind knockback or being able to avoid it at a distance and jumping slash your way back into the fight.
TL;DR: The SnS was more than a jack-of-all-trades. It was a weapon with an incredibly high skill-ceiling, maybe even the highest for the first two gens. It had a role and a playstyle that nothing else could match, and glued together a group when in a guild quest. The positioning and elemental versatility was so unique to the weapon, and as cool as it is in the new games, those things will be missed. Good luck out there, hunters.
I'm from the future and I'm here to tell you that the SnS is now the only weapon class in the series to have a weapon with _100%_ affinity. It's bonkers.
FINALLY! The best weapon there is, there was and there ever will be. S+ tier stands for Sword + Shield after all lol
Jokes aside, been loving these videos. A lil criticism tho, maybe lessen length the silence transition by half when going to the next games, been kinda jarring to listen to audio-wise from how long it is.
Cant wait for Lance next ^_^
They didn’t entirely get rid of the infinite, they just changed it to a new combo called reaper slash I think
Hey, I just wanted to just say I happened to search for "history of switch axe" shortly before you posted it, and I was disappointed not to find a series like this at the time. Didn't expect you to come out of nowhere in my recommendations just a few days later with exactly the content I was looking for! I'm a fifth fleet hunter and I main switch axe, my hype for Rise has consumed me and you're helping me get there. Have a lovely day. :)
In MH 1, starting with Sword and Shield is like starting with a Toothpick and Napkin someone expected you to reuse a ton. At base 1st gen before upgrades, it is a fitting weapon for the starting game chores and not much else. With that said... I wanna see someone do a MH 1 Hunter's Knife-only run.
Glad it got improved so much over the years. The Corona's actually my choice weapon against Kirin in World due to its fire damage and evasion speed.
Falling Shadow Gives ya (I-Frames on contact with the monster not during travel time) and closes distance while unsheathed, its a great move, thanks for another banger of a video.
Here to follow up on my comments during the premiere. You can use helmbreaker out of falling shadow, you don't even need to have falling shadow connect, basically canceling it into helmbreaker when you feel it's about to miss. it's also great as a gap closer and you can even use it as a backup evasive tool. Windmill is cool but falling shadow really makes you feel like spiderman.
Jack of all trades, master of EVERYTHING
Get rid of the shield, grab another sword, NOW we're talking.
Get rid of the sword, grab another shield, Now we're talking.
How about combine both the sword and the shield then charge it? NOW we're talking.
How about we get rid of the shield and just make the sword extra large? Now we're talking.
How about we drop the shield and grab barrle bombs and lets get dunking
How about we get rid of the shield, and then get rid of the sword.
Shadowboxing time
The Horizontal Slash combo in Gen 3 was the best. That cancel combo was how you broke parts with the SnS. *chef kiss* When Gen 4 gave us the backstep it all came together.
when i first got into monster hunter, for a ridiculous amount of time i thought that there were no sns mains and that it was just the gateway drug into the franchise
Watching this again as you just hit 40K is a mood.
Big ups, my man
Rooting for you
SnS can do everything it wants, except hit the monster's weak spots if they are particularly tall.
Also: 18:50 there is still an infinite but it uses the Round Slash, followed by a Chop, which both move the character forward.
Bowguns, or light bowgun if you plan to do heavy and light separately.
One very small but neat thing to note, the clutch claw uppercut in Icebore has built in superarmor- one can't be interrupted by anything while performing it, just like with the Greatsword tackle!
you forgot you can change the direction of spinning slash in rise basically replacing spiral slash from world.
Ngl, you're a pretty RAD dude and love that you make in depth MH content
It's gonna be interesting seeing the weapon go from element based to raw focus. Looking forward to it!
The weapon that probably wouldve been my main if it wasnt for my brother who needed help in finish an online quest and was using the hammer and well there was no coming back. I did touch it briefly in mh4u and really has stayed quite good ever since, Im glad
Awesome video! Two quick things!
1. Infinite is still in Rise. Pressing X+A and a direction in the middle of any combo allows you to do a reaper slash that then lets you start your combo over. You can rinse and repeat this as many times as you would like. If the reaper slash is done at the end of a combo it will not allow you to do the infinite, however if you do this the reaper / will do an incredibly higher amount of damage.
2. Falling Shadow is super useful as a gap closer, an opener, and a combo finisher. Once you do your basic combo and finish with a reaper slash you normally have a crap ton of lag. You can cancel that lag by using falling shadow and get your finisher out of it. Also, if you do the falling bash out of a back step it only has one hit, well if you do it out of following shadow or the perfect Rush combo it has two hits. Just some extra stuff to think about. Your videos are awesome and you do so much for the community. We all appreciate it!
Yo, SnS main here! Dabbled in it a lot in World and eventually returned to it in Rise *specifically* because of Falling Shadow. My main struggle in Rise was just keeping up with the monster, and once I arrive, to even be able to reach it. Most of the time, I'd just be swinging through air even standing right under it. Not only does Falling Shadow act as an insanely fast cooldown gap closer, but it can be chained into 3 different attack *or*, if you notice that the monster is rearing up something else, Falling Shadow can even be used in mid-air. It doesn't have i-frames, though, so it won't save you from everything.
Little known fact about First Gen SnS, they did some weird stuff with the coding in Monster Hunter Portable/Freedom and SnS ended up having a 1.5x raw damage modifier making it kind of busted.
Some things I want to point out as a SnS main in GU:
- Using Minds Eye oil while Chaos Oil is active will insta sharpen the weapon to the max!
- Alchemy style is also really good since 3 arts, all are SP, and SnS has the easiest access to the Alchemy Barrel, and can easily use all its produced itens.
- Oils are gone since World! : C
Great video! : D
Great video and thank you for taking a look at my favorite number one weapon main.
It is weird, i though the sword and shield was left handed to accomodate for the item use while unsheated, but it was left handed on the first game so…
You're supposed to hold the shield in your dominant hand. It would be on the right arm regardless of the items.
@@MurdokEXTRA in Monhun yes, not in real life
In the Monster Hunter games they block with their dominant sides cause the monsters are so tough
@@xxNightxTrainxx Yes, in real life.
@@xxNightxTrainxx plus they also attack with the shield, which is essentialy dualwielding 2 different weapons. Makes the bashes stronger with the dominant hand.
Don't know what's up with youtube lately but I haven't been able to watch livestream archives without them getting stuck and looping back to the same point. Guess this video is similar since it premiered live. I'll just watch it some other time when youtube isn't being dumb
Sorry to hear that
I have been loving this series. Keep up the good content.
Why did I discover this channel only now??? Loving your contents, hunter!!!!
I only picked up the sns in 4u as a joke initially cause I was a biased longsword, weeb garbo person who thought the sns was noob trash. After a couple quests I was shocked that I actually really liked the weapon and started using it regularly. Now I got well over 1k hunts under my belt with the sns in 4u alone and I never looked back. Ive been playing sns literally exclusively in all titles after 4u lmao
Exact same. Most sns mains come from “this weapons trash but imma try it” followed by a lifetime of only using sns. I was a great sword main in 4U before I picked up sns, never looked back after finding out how good it was.
Good to see sns getting more love.
Quick thing though there actually is still an infinite in rise, but it's a bit harder to do since instead of mashing x you'll have to start it with the x+a spinning slash
Unrelated but I can respect the effort it takes to keep your lenses that clean.
I ran over those glasses 😭
19:40 it is an option that is great to use monster flying monster openers, as it shoots you up at the prefect height to hit something like rathian after a tail flip plus it can be used to close distances like dodging away from a monster to heal and using the attack to get back into the fight with your strongest attack, and do to the low cool down and only costing one wire bug it is quite spamable, meaning there isn't much cost in using it so there is very little reason to not use it when the opportunity comes up, and I do love how it doesn't replace the strong attacks like what happened to long sword so theres always more options on how you want to get your damage
No lance or Gunlance videos this entire time. Shall we be abandoned again to be relegated to the dark corners of the MH youtube space?
I love the SnS but to be a bit off-topic, loving them K240's fam!
Keep up the good work!
Those videos are super cool because i actually learn things that i've never heard of
I hope the next video is about the light bowgun !
I think you're getting better with each video, man. these are fucking awesome!
SnS main here. Falling Shadow is a really great wiremove. It has an incredibly quick recharge on top of only costing one bug to use, so even without a third wirebug/Wirebug Whisperer, it can be spammed incessantly. Because of its low oppurtunity cost, you can use it to evade monster attacks and reposition without feeling like youre wasting it.
offensively, Falling Shadow is really important as well, as it opens up into your two biggest damaging moves, empowers them, and allows you to place them with precision.
The first move is the plunging shield attack. After using Scaling Slash, you can press Heavy Attack to use your shield, doing two incredibly high damage strikes that deal Blunt damage and don' t decrease your sharpness. along with the Shield Bash combo, the SnS is very viable for dealing KO's, and Falling Shadow allows you to hit monster heads in places where you normally couldn't reach. The combo is fast, can be placed with precision, and deals high damage.
second move is the plunging strike. Use Falling Shadow, land the Scaling Strike, and press Heavy and Light attack at the same time. This move hits multiple times for high severing damage, dealing lots of elemental/status damage and is great to use when trying to cut off tails/break skin on monsters that move quickly and give very short openings.
In general, Falling Shadow's importance can't be understated. It gives the SnS user the opportunity to hit places on a monster it normally couldn't due to the weapons short reach and the lack of reliable, high dps combos that can hit things over your head. with Falling Shadow you can hit monster heads/wings/tails with high burst damage, your choice of slashing or blunt, and make use of relatively small openings to deal high damage. Unlike in previous iterations, I feel like I have a lot more control over my aerial game, as in Monster Hunter 4 I felt at the mercy of having a knee-high ledge around to abuse, or waiting for monsters to lower their heads/tails in World. in Rise, the SnS has lost some power in their general combos (i miss the turning slash a lot) but their level of agency overall has jumped forward considerably.
its not perfect however, as missing the attack can send you flying into a disadvantageous position. using it recklessly can get you in a lot of trouble too, as you can't pull up your shield as quickly as you might like after hitting the ground, and monster hitboxes in this game have generous vertical angles that can be downright confusing at times, so you need to know your prey. all in all though i use Falling Shadow a lot and i'm a massive fan of where SnS is right now. i'm 60 hours in and have yet to use another weapon, as i've felt no need to in terms of utility or fun factor.
I'm a longsword main but I do use the sword and shield occasionally and that first silk bind move is a great fast way to get to the monsters head and shield bash on the way down for k.o. Damage
You can also now do the downwards thrust by pressing x+a after the charge slash.
Random SnS geek here. To answer the question (and maybe add a bit more details) on core features of Rise SnS, in case it might be helpful:
- Falling Shadow is a gap closer, i-frame counter (the scaling part has i-frame, even on the regular one), air mobility (you can do Falling Shadow mid-air after scaling slash) in one package. Also, the Falling Bash from Shadow is also more powerful (2 hits) than the "normal" one from backstep or sliding slash.
- The Roundslash now has two "levels" so to speak. Doing it after a 3-hit combo would make it become Spinning Reaper, which has higher animation commitment and MV. This, added with the removal of Spiral Slash infinite combo (the Roundslash-as-starter is far less effective than the Worldborne infinite, effectively a nerf), made the combo path mainly about "how to reach Reaper" as soon as possible.
- Perfect Rush was also significantly nerfed in terms of values and utility. Can't change direction mid-rush, a lot harder to roll out to cancel it mid-way, and the final stab's hitbox is so small whiffing it is quite common. PR definitely deserved nerfing (the post-patch PR was just...stupid), but it got it HARD.
- The guard slash is useless as a counter/parry, but it is very effective as an "emergency block" since it can cancel other animations. A case of wrong marketing, I would say. Shoryugeki/Windmill are the counters, not this one.
These are probably the major changes from Worldborne, I think. Personally, the Rise SnS feels closer to pre-World SnS in terms of timing and pacing of combat flow. Yes, I love this weapon too damn much. hahaha
My favorite monster hunter moment was soloing Ukanlos in MH4U with SnS to get into G-Rank. I was on my last cart and running out of time but I pulled it off became my main weapon ever since.
a video that can hopefully show to other player that the SnS is on par with other weapon and should be respected the same way! as an SnS Main, I really like this video! Good Job!
While playing the demo I noticed falling shadow actually gives you a better downward finisher that feels closer to the one in world. On top of that the normal downward finisher in rise feels like it was significantly nerfed. Not into oblivion but enough to be very noticable. Also.... Falling shadow just FEELS good
Dude I love your videos. I watched your Longhorn monster hunter history video 3 times over!
Regarding falling shadow, it’s a great way to quickly close distance when needed or continue combos. An interesting aspect of it is that while in the air, you can press X+A to use the helm breaker move anytime even without falling shadow connecting, so it’s a good way to quickly close distance and land exactly where you want to.
Really awesome to see this weapon's progression! I started dabbling with SnS just before Iceborne's release on PC, and I fell in love with it ever since. A couple things that I'd like to mention about the Rise section, cuz I scanned some comments for a small moment and didn't see anyone mention it.
The infinite isn't totally gone in the Rise demo. If you press X+A and push your stick in a direction mid-combo, you do the spinning slash in the direction you pushed, and can move on with your combos from there. It was simply made less button mashy, and more deliberate to pull off. Also, if you use that X+A move at the end of the A button combo (i.e. After doing the spinning slash from mashing A) you'll do the spinning slash again, but it has a raw damage boost, and you can still change the direction. I'm not sure if changing the direction affects the damage though.
Either way, awesome stuff! Thanks for doing all of these mh history videos, they are super interesting and fuel my obsession with this series to a new level.
Lmao SupaerRad is gonna blow up soon, very nice content , a great quality video
I wish
These videos are cool to me, someone who started in World. I cannot wait for the lance and cooler lance videos.
Do medium bowgun next.
What a coincidence that I recently start a new file in MHGU where I try to mainly use sword and shield and then this gem of a video drops.
I don’t know if anyone told you this, but as a self-proclaimed expert on SnS, Falling Shadow is the BEST silkbind attack it has.
It can;
1. Chase down a monster faster than if you sheathed and ran for it
2. Get out of the way of an attack quickly
3. Become temporarily invincible with Scaling Slash, because it has I-frames now
4. Reposition quickly around a monster’s body to get to those juicy squishy bits. Also, tails
5. You can cancel out of it mid-air with a plunging thrust
6. You can do another one if you land a Scaling Slash, essentially you become Insect Glaive
7. Wirebug cool-down is very fast, you have no excuse to not spam the ever-loving shit out of it. You can still Metsu Shoryugeki on demand, basically
8. Lets you style all over the monster, making the other weapons jealous and the Insect Glaive shocked that you too can fly
im gonna throw in a vote for dual blades or bow next ⚔️🏹
Dont forget Mind's Eye Oil sharpens your weapon while Chaos Oil is in effect. I think it still removes any other oil effects that might be active, but that's a non issue since you can just reapply another oil
Falling Shadow is really good for closing distance, also you get i frames during the scaling slash, and you get your 2 hits falling bash (the backstep gives you a one hit FB)
The infinite is still there but you have to input X+A after a move that's not spinnign reaper, and you don't even need to input a direction anymore
Didn't know about the i-frames!
@@SuperRADLemon it's super useful ! Speedrunners in the demo use it to Mizutsune's roar and get a free falling bash
Mr. late to the party, but falling shadow is an ok move its not something you base your play style around but since it has a super short wirebug cool down and launches you it can be nice for catching up to a monster that has dashed away from you, Additionally it can go into helm splitter by pressing X + A for your finisher meaning it can be helpful for cutting tails off monsters that hold their tail high
SnS didn't start as my main weapon but it was always a very comfortable weapon for me. It was my side weapon in gen 2. It actually became my secondary main in gen 4 and in Iceborne I decided to give it the whole spotlight. It's a beginner weapon, sure - it's a beginner weapon because it's the most forgiving weapon. Good mobility, a shield, I-frames for days, easy mounts, easy item access, short one attack moves - all of this creates a certain safety net. This safety net is what makes it good for beginners but that's not why it's there - it's there because it allows the user to be super aggressive. You don't have to stop your onslaught, just roll slightly to the left or backstep and here you go!
Teostra's explodions? Pff backstep, bitch.
Rathalos is trying to fly up? It would be shame if someone flashed him immediately ...
Diablos trying to screech in my direction? ... bold words for someone in stabbing range.
This series is bopping! Keep it up bruv! ❤️
Praiseth be to the mightiest of weapons, the Sword and Shield. May it's blocks be impenetrable, and it's elemental damage always high.
15:26 "Chaos Oil 3 locked behind G Rank Hyper Rare Los"
Me equipped with Adept Kirin SnS and Zinogre armor: Shut up and take my zenny!
Also me in Bomber Prowler in subsequent hunts: Shut up and take my Vouchers!
Falling shadow is actually really good since it’s the fastest way to get to the overhead slam and does really good damage as a quick punish
Great vid as always, man. Dual Blades would be my pick for your next weapon
The spiral slash is still in rise. Its X+A+direction
I'm looking forward to when you cover the Gunlance. There was two moves that it had in Gen 4 (which a lot of people didn't know about) that got removed in World, one was where you could do an advancing thrust after firing a shell into the air (X+A>A>forward+X), and the other was being able to run forward into an advancing shell from a guard (R+forward+A)
Portable 3rd made me love the sword and sheild, and is one of my two mains in the game
Started with SnS in Rise and loved it. After 200 hunts my gf asked if I am even able to play other weapons. I am learning Hammer, lance and longsword now😂
Round Force, Absolute Evasion, Absolute Readiness
Great vid as always.
I'm really looking forward to a Charge Blade / Gunlance vid
Ahh good ol SnS, or as it’s affectionately known throughout the community, the Swield!
Ew, no.
No one says that. You are the only one who says that.
SWEILD! say it with me...Sweild!
The infinite combo is still in Rise but it was changed into the round slash. Inputting the a and x button and choosing the direction with left stick, you will face toward said direction with the round slash
Actually, the infinite combo in Rise is still there, but reworked.
Inputting for a roundslash at the end of a combo allows you to perform a new move, "Spinning Reaper". This behaves basically the same as the redirect from World, but deals more damage and, as mentioned, uses an X+A input instead of a directional input.
I'll add this tidbit to the complete history rework I'm doing
19:22 Not sure if hyperbole. If hyperbole, then yeah, okay. I hope they fix it, aerial hitboxes are all sorts of jank in the demo. If you're referring to that Twitter clip with the Rathian tail flipping the hunter off a very high cliff... then it seems it's some sort of anti cliff camping move. Or possibly a bug. Thing to note is... it's unblockable, doesn't do any damage, doesn't poison you, and always throws you off the cliff instead of backwards like it normally should, which adds to the anti cliff camping theory IMHO.
You can still do the infinite in rise with the triangle + circle with a directional input different from your attack to reset your combo. It’s not as swift as iceborne but it is there.
Falling shadow is a nice quick advancing attack that I use for rathian when she’s in flight and a quick way into the helmbreaker or the falling bash, I mostly use it for that or close distance when I’m far away from Mizu
You also missed the fact that pressing x+a let's you change your direction and you also get a stronger version of a round slash too after that attack