Here's another tip for springboard: If you charge before you jump off you can press square/triangle for a x2 vertical attack and THEN if you release the charge at the right time you can also do a x2 Horizontal slash. Very good for covering ground and damage.
Cool thing about charge is that it cancels the recovery of heavy attacks too so you can get 3 lights a heavy and a full charge slash before/during a monster getting up
I think you're underselling the utility of the heavy attacks, especially while charging. If you just need a slight repositioning to hit a weakspot, the heavy attack can help put you in that prime spot while doing damage. Specifically at 3:30 I think is one of the best use cases for the forward heavy attack. It attacked the monster, put you in range to hit with your Iai slash, *and* hit a break point in the gauge. For this weapon, it seems like the light and heavy attacks are really just in service of your charges, light attacks if you're already in position and need a bit of gauge, and heavy attacks if you need to reposition while gaining some gauge. I think the skill ceiling of this weapon will come from using those attacks to position and hit those gauge breakpoints to keep yourself flowing into those big attacks. Awesome videos, looking forward to go through the rest of them!
Largest bit of tech for Nodachi rats like myself. Unsure if bug or a real thing, but once you start charging in planted iai stance, no input plus jump lets you start running while still maining the super fast gauge fill. Not sure why this happens but lets you start a charge and jump, then dodge pretty easy to look for an opening for damage!
You can cancel the recovery frames from the fully charged attack by placing a spring or holding Iai slash again. I personally hold charge again then place a spring the space out and recharge stamina at the same time.
Maybe i'm wrong here but i think the uncharged r2 in particular sort of magnets towards weak spot hitzones even if the hitbox is closer to something else
I actually think half bar charge attacks are better in the long run unless you are running a cheesy endgame build which just stunlocks kemonos with traps and stuns. You can safely charge up to half a bar without worrying about stamina, and the actual attack pushes you forward and has a massive arc to readily hit a specific target, and hits for maybe 0.4x the damage of a full charge. But full charges are just impossible to navigate in natural play because all kemonos attack too fast for you to reliably charge up to that point to begin with.
Beat me to the punch: springs are useful for recovering stamina, but your regular attacks still do damage and build meter, can't be slept on like this: Any heavy attack also takes the place of the first hit in the 3 vertical swings, letting you do Y, X, X into that last powerful heavy charge building hit. This combo flinches a lot and quite often opens up a window for a full charge or half charge smash depending on the window.
Here's another tip for springboard: If you charge before you jump off you can press square/triangle for a x2 vertical attack and THEN if you release the charge at the right time you can also do a x2 Horizontal slash. Very good for covering ground and damage.
Cool thing about charge is that it cancels the recovery of heavy attacks too so you can get 3 lights a heavy and a full charge slash before/during a monster getting up
I think you're underselling the utility of the heavy attacks, especially while charging. If you just need a slight repositioning to hit a weakspot, the heavy attack can help put you in that prime spot while doing damage. Specifically at 3:30 I think is one of the best use cases for the forward heavy attack. It attacked the monster, put you in range to hit with your Iai slash, *and* hit a break point in the gauge. For this weapon, it seems like the light and heavy attacks are really just in service of your charges, light attacks if you're already in position and need a bit of gauge, and heavy attacks if you need to reposition while gaining some gauge.
I think the skill ceiling of this weapon will come from using those attacks to position and hit those gauge breakpoints to keep yourself flowing into those big attacks.
Awesome videos, looking forward to go through the rest of them!
Largest bit of tech for Nodachi rats like myself. Unsure if bug or a real thing, but once you start charging in planted iai stance, no input plus jump lets you start running while still maining the super fast gauge fill. Not sure why this happens but lets you start a charge and jump, then dodge pretty easy to look for an opening for damage!
About to try this thx
@@chrismaxie2864 No problem, hope its servers you well, and pray it doesnt get changed lmao
Elemental ailments depend on the damage you deal and not the amount of attacks you do. Proven by the 5-Hit combo i dealt with 4% cold.
I didn't even know the charge gauge goes up on hit, that makes it so much easier to punish. Thanks for the tips
You can do a second input when you do the fire attack slash, it does a slightly massive firs slam
Great video man. Didnt know that i can attack while charging. I was thibking of going iai builds like monhun gs, and now i can. Thks!
You can cancel the recovery frames from the fully charged attack by placing a spring or holding Iai slash again. I personally hold charge again then place a spring the space out and recharge stamina at the same time.
You don’t have to focus your gameplay on charge 3. Charge 1 cancels your other moves which is great for dps.
The torch is the key to this weapon. You left out the best combo this weapon has.
After 1000 hours of this weapon, and are on Alphas endgame, I can say this is the worst weapon in the game...
I feel like just spamming short press r2 is actually not that weak of a playstyle
Maybe i'm wrong here but i think the uncharged r2 in particular sort of magnets towards weak spot hitzones even if the hitbox is closer to something else
I actually think half bar charge attacks are better in the long run unless you are running a cheesy endgame build which just stunlocks kemonos with traps and stuns. You can safely charge up to half a bar without worrying about stamina, and the actual attack pushes you forward and has a massive arc to readily hit a specific target, and hits for maybe 0.4x the damage of a full charge. But full charges are just impossible to navigate in natural play because all kemonos attack too fast for you to reliably charge up to that point to begin with.
Ayo the heavy (repositioning slash) has invol frames don’t sleep on it
Beat me to the punch: springs are useful for recovering stamina, but your regular attacks still do damage and build meter, can't be slept on like this:
Any heavy attack also takes the place of the first hit in the 3 vertical swings, letting you do Y, X, X into that last powerful heavy charge building hit. This combo flinches a lot and quite often opens up a window for a full charge or half charge smash depending on the window.