Oh shit, I got a, well, maybe not quite a god charm, but it's real good?
Rapid/Normal up 1, Fortify 1, with a level 3 + level 1 slot.
This let's me run Ele up 5, Rapid/normal up 3, Weakness Exploit 3, and Constitution + Stam Surge 2 on all my rapid bow sets. Fuck it, I'll chug dash juice if I need to, cause getting WEX 3 feels too good.
+3
jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
Yeah using the Spio waist and my WEX talisman has been a great combo so far.
Thanks to @HereticAstartes for letting me tag along on the HR6 mid-urgent, I unlocked the cutscene I was missing!
Again...anyone doing this quest...don't join by request to someone else's mission in progress. At least attempt it once. You can offer for others to join you, just don't join someone else. Although I guess...if you offer for others to join you, you are perpetuating the cycle allowing them to miss out on their own cutscenes.
Thanks to @HereticAstartes for letting me tag along on the HR6 mid-urgent, I unlocked the cutscene I was missing!
Again...anyone doing this quest...don't join by request to someone else's mission in progress. At least attempt it once. You can offer for others to join you, just don't join someone else. Although I guess...if you offer for others to join you, you are perpetuating the cycle allowing them to miss out on their own cutscenes.
It is possible to get matched into it randomly if you pick the right Rampage tier I think?
God I hate how dirty this game did lance. I'm doing decent numbers but I'm quadruple screwed because
A - No good lance skills are on talismans (guard or guard up), so you have to rely on gear with barely any deco slots. I have 3 total deco slots that aren't level 1. Every single other weapon class has talisman skills besides Weakness Exploit.
B - The best lance skill, Anchor Rage, misses more times than it hits. And you still take a ton of damage from it.
C - Guard Up 3 and Guard 5 are impossible to get together without forgoing any and all damage decos, negating the shield usage, and Guard Up is just a percentage reduction.
D - Offensive Guard is almost insultingly weak in this game, and it's forced on to lance gear.
I'm now considering giving HH or Heavy Bowgun a run. I hope some kind of build freedom for lance shows up in future content.
What attacks even need Guard Up to block? I don't think I've noticed any yet playing Gunlance.
Also, what's wrong with Offensive Guard? 15% attack is a ton. Does it last two seconds or something?
Guard Up?
Nothing. Yet. Come master/g-rank, or as the HR continues to rise, reducing the chip damage is going to be necessary.
And Offensive Guards timing still has the World timing, but at half the framerate. It's a crapshoot to pull off.
Wait, you literally can't name a single attack Guard Up affects, yet you declare Lance useless because Guard Up is hard to fit in a set?
God I hate how dirty this game did lance. I'm doing decent numbers but I'm quadruple screwed because
A - No good lance skills are on talismans (guard or guard up), so you have to rely on gear with barely any deco slots. I have 3 total deco slots that aren't level 1. Every single other weapon class has talisman skills besides Weakness Exploit.
B - The best lance skill, Anchor Rage, misses more times than it hits. And you still take a ton of damage from it.
C - Guard Up 3 and Guard 5 are impossible to get together without forgoing any and all damage decos, negating the shield usage, and Guard Up is just a percentage reduction.
D - Offensive Guard is almost insultingly weak in this game, and it's forced on to lance gear.
I'm now considering giving HH or Heavy Bowgun a run. I hope some kind of build freedom for lance shows up in future content.
What attacks even need Guard Up to block? I don't think I've noticed any yet playing Gunlance.
Also, what's wrong with Offensive Guard? 15% attack is a ton. Does it last two seconds or something?
Guard Up?
Nothing. Yet. Come master/g-rank, or as the HR continues to rise, reducing the chip damage is going to be necessary.
And Offensive Guards timing still has the World timing, but at half the framerate. It's a crapshoot to pull off.
Wait, you literally can't name a single attack Guard Up affects, yet you declare Lance useless because Guard Up is hard to fit in a set?
Off the top of my head, I think Basarios's super duper Dragonball Z Laz0r beam and Khezu's Ball Lightning thing require Guard Up to block, but I can't think of others.
God I hate how dirty this game did lance. I'm doing decent numbers but I'm quadruple screwed because
A - No good lance skills are on talismans (guard or guard up), so you have to rely on gear with barely any deco slots. I have 3 total deco slots that aren't level 1. Every single other weapon class has talisman skills besides Weakness Exploit.
B - The best lance skill, Anchor Rage, misses more times than it hits. And you still take a ton of damage from it.
C - Guard Up 3 and Guard 5 are impossible to get together without forgoing any and all damage decos, negating the shield usage, and Guard Up is just a percentage reduction.
D - Offensive Guard is almost insultingly weak in this game, and it's forced on to lance gear.
I'm now considering giving HH or Heavy Bowgun a run. I hope some kind of build freedom for lance shows up in future content.
What attacks even need Guard Up to block? I don't think I've noticed any yet playing Gunlance.
Also, what's wrong with Offensive Guard? 15% attack is a ton. Does it last two seconds or something?
Guard Up?
Nothing. Yet. Come master/g-rank, or as the HR continues to rise, reducing the chip damage is going to be necessary.
And Offensive Guards timing still has the World timing, but at half the framerate. It's a crapshoot to pull off.
Wait, you literally can't name a single attack Guard Up affects, yet you declare Lance useless because Guard Up is hard to fit in a set?
Off the top of my head, I think Basarios's super duper Dragonball Z Laz0r beam and Khezu's Ball Lightning thing require Guard Up to block, but I can't think of others.
Zinogre claw uppercut I'm fairly sure. Possibly Rakna fire blasts. Some stuff from the elders. Uh...
Thanks to @HereticAstartes for letting me tag along on the HR6 mid-urgent, I unlocked the cutscene I was missing!
Again...anyone doing this quest...don't join by request to someone else's mission in progress. At least attempt it once. You can offer for others to join you, just don't join someone else. Although I guess...if you offer for others to join you, you are perpetuating the cycle allowing them to miss out on their own cutscenes.
It is possible to get matched into it randomly if you pick the right Rampage tier I think?
Yeah you can get into that fight again, but if you ever join in progress, even a few seconds late, the game won't show the cutscene because it would keep you from getting to the gameplay and helping the others. I had to join a lobby, join a posted mission from the board, and ready up.
God I hate how dirty this game did lance. I'm doing decent numbers but I'm quadruple screwed because
A - No good lance skills are on talismans (guard or guard up), so you have to rely on gear with barely any deco slots. I have 3 total deco slots that aren't level 1. Every single other weapon class has talisman skills besides Weakness Exploit.
B - The best lance skill, Anchor Rage, misses more times than it hits. And you still take a ton of damage from it.
C - Guard Up 3 and Guard 5 are impossible to get together without forgoing any and all damage decos, negating the shield usage, and Guard Up is just a percentage reduction.
D - Offensive Guard is almost insultingly weak in this game, and it's forced on to lance gear.
I'm now considering giving HH or Heavy Bowgun a run. I hope some kind of build freedom for lance shows up in future content.
What attacks even need Guard Up to block? I don't think I've noticed any yet playing Gunlance.
Also, what's wrong with Offensive Guard? 15% attack is a ton. Does it last two seconds or something?
Guard Up?
Nothing. Yet. Come master/g-rank, or as the HR continues to rise, reducing the chip damage is going to be necessary.
And Offensive Guards timing still has the World timing, but at half the framerate. It's a crapshoot to pull off.
Wait, you literally can't name a single attack Guard Up affects, yet you declare Lance useless because Guard Up is hard to fit in a set?
Master Rank is around the corner. And lance is "fine" now, but I'm getting ready for the next level up. Big hits like Magnamalos wombo combo in HR is already taking off a 3rd of my health, and for lance that's really shitty.
Guard Up is going to 100% be necessary once we get past HR.
I've been using lance all game, but now in high rank it's starting to seem like a liability
it just feels like countering attacks doesn't work very well anymore. Anchor rage definitely misses a lot, but it's more that the high frequency of multi hit attacks makes countering useless because you only nullify the first hit and then get smacked anyway
combined with the low mobility and damage it's made me start trying out other weapons
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
There's been an attempt at changing the narrative that the horn is for support only, that it's a good weapon in it's own right, and it is. But then this build comes along like wait well actually, you can make it so no one you play with ever has to heal again...
Also nicely highlights the use of the bead, which a lot of people have been avoiding since the other version of the skill hits so hard. Something to maybe look into.
There's been an attempt at changing the narrative that the horn is for support only, that it's a good weapon in it's own right, and it is. But then this build comes along like wait well actually, you can make it so no one you play with ever has to heal again...
Also nicely highlights the use of the bead, which a lot of people have been avoiding since the other version of the skill hits so hard. Something to maybe look into.
I'm mostly soloing but I think if I did do group play I'd switch it up a bit to lean more on the utility, which is a very nice thing about the weapon. Going into echo and queueing up the melodies and letting the resonance bead double it up for your team sounds very cool.
I've been using lance all game, but now in high rank it's starting to seem like a liability
it just feels like countering attacks doesn't work very well anymore. Anchor rage definitely misses a lot, but it's more that the high frequency of multi hit attacks makes countering useless because you only nullify the first hit and then get smacked anyway
combined with the low mobility and damage it's made me start trying out other weapons
One nice thing about shield charge is that it counters multi-hit attacks because it just keeps blocking (also, you often end up avoiding subsequent ones because you're still moving, and then you can do a shield slam or thrust on the back of a monster). The alternate silkbind to Anchor Rage is probably better overall because it's less likely to miss (as it's manually controlled and has lots of range). Plus the mobility means it dodges followups. I think Lance is probably fine, but I agree about counters being a liability in some fights (oh god never counter Zinogre). Some multi-hit moves are slow enough to chain-counter, but that's risky - just power guard the set and thrust after (also, power guard can aim freely on the followup thrust, which makes it better at countering many attacks).
Aside from HBG on some leviathans I beat everything with lance (and I've gone and beaten said fights later with lance too, but only with muck resistance slotted)
There's been an attempt at changing the narrative that the horn is for support only, that it's a good weapon in it's own right, and it is. But then this build comes along like wait well actually, you can make it so no one you play with ever has to heal again...
Also nicely highlights the use of the bead, which a lot of people have been avoiding since the other version of the skill hits so hard. Something to maybe look into.
I'm mostly soloing but I think if I did do group play I'd switch it up a bit to lean more on the utility, which is a very nice thing about the weapon. Going into echo and queueing up the melodies and letting the resonance bead double it up for your team sounds very cool.
I still don't get echo mode. Seemingly the advantage is, just play every note once, then perform them all, you don't have to play the notes twice. But...but I already do magnificent trio all the time, and that's also just playing every note once.
jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
Not to dog on it, Lance in MHW was apparently kind of difficult until the clutch counter was put in (God I miss it) and it changed everything about it.
Just it feels like it definitely joined LBG, Bow, and HBG as the weapons they put the least effort into/found them the most difficult to gel with the Rise playstyle while still maintaining the core identity of the weapons. Seeing something the lancer jumping 20 feet in the air and kicking down the shield on to the monsters head, then just plunging with the lance part sounds neat but is so far removed from what the actual lance is about.
Yeah, I really don't get that silkbind. It's 2 bugs, risky to use if you're not shield charging every time, etc. It DOES make it very easy to keep up with a monster, but you could just... charge, or set Spiral and, well, charge.
Health Regeneration and Healing L also exist on the Narwa Hunting Horn, and that's the real money combination (The Rampage Agitato is better in every way unless you are wearing full Ibushi armor for the Narwa Soul bonus, but still). I was able to keep a bunch of awful noobs alive between that and Lifepowders in a Magnamalo quest recently. Bead of Resonance doubles your healing and gives almost the equivalent of a regular healing potion every two attacks. You will do lower DPS, but the whole party stays topped off, which is a worthwhile trade.
If I had to define the key attributes of lance, it would be in its charge and its counter. Those are the main things to differentiate it from other weapons, and Sprial/Anchor fit it well in that regard. I think the constant silkbind should have maybe just been a buff of some kind. Or maybe instead of launching you up, it's a one time followup that has you do a charge directly at the marked spot for big damage.
God I hate how dirty this game did lance. I'm doing decent numbers but I'm quadruple screwed because
A - No good lance skills are on talismans (guard or guard up), so you have to rely on gear with barely any deco slots. I have 3 total deco slots that aren't level 1. Every single other weapon class has talisman skills besides Weakness Exploit.
B - The best lance skill, Anchor Rage, misses more times than it hits. And you still take a ton of damage from it.
C - Guard Up 3 and Guard 5 are impossible to get together without forgoing any and all damage decos, negating the shield usage, and Guard Up is just a percentage reduction.
D - Offensive Guard is almost insultingly weak in this game, and it's forced on to lance gear.
I'm now considering giving HH or Heavy Bowgun a run. I hope some kind of build freedom for lance shows up in future content.
What attacks even need Guard Up to block? I don't think I've noticed any yet playing Gunlance.
Also, what's wrong with Offensive Guard? 15% attack is a ton. Does it last two seconds or something?
Guard Up?
Nothing. Yet. Come master/g-rank, or as the HR continues to rise, reducing the chip damage is going to be necessary.
And Offensive Guards timing still has the World timing, but at half the framerate. It's a crapshoot to pull off.
Wait, you literally can't name a single attack Guard Up affects, yet you declare Lance useless because Guard Up is hard to fit in a set?
Master Rank is around the corner.
The game has been out for 11 days. Master Rank isn't going to hit for months at best.
Alright, I'm gonna take up something new after I retire the CB. I'll inevitably go back to both the IG and LS eventually, but I want to do something new for me first. I'm thinking gunlance, hunting horn, or bow. Hunting horn seems very in vogue, and I think I could just use my old hammer skills? Which makes me think about going bow since it's an old weapon I've never really learned.
What is this I don't even.
0
IceBurnerIt's cold and there are penguins.Registered Userregular
God I hate how dirty this game did lance. I'm doing decent numbers but I'm quadruple screwed because
A - No good lance skills are on talismans (guard or guard up), so you have to rely on gear with barely any deco slots. I have 3 total deco slots that aren't level 1. Every single other weapon class has talisman skills besides Weakness Exploit.
B - The best lance skill, Anchor Rage, misses more times than it hits. And you still take a ton of damage from it.
C - Guard Up 3 and Guard 5 are impossible to get together without forgoing any and all damage decos, negating the shield usage, and Guard Up is just a percentage reduction.
D - Offensive Guard is almost insultingly weak in this game, and it's forced on to lance gear.
I'm now considering giving HH or Heavy Bowgun a run. I hope some kind of build freedom for lance shows up in future content.
What attacks even need Guard Up to block? I don't think I've noticed any yet playing Gunlance.
Also, what's wrong with Offensive Guard? 15% attack is a ton. Does it last two seconds or something?
The invisible, oft-forgotten benefit of Guard Up is it increases your blocking arc. I don't recall the precise figures any more, but it greatly cuts down hitbox goosery where long hitboxes can reach "through" your shield due to the continued lack of vectored collision.
Lance, Gunlance, SnS, Greatsword, and Charge Blade can all benefit. I seem to recall Heavy Bowgun does not benefit thru GenU, but can't check right now and did not find any confirmation either way.
Not to dog on it, Lance in MHW was apparently kind of difficult until the clutch counter was put in (God I miss it) and it changed everything about it.
Just it feels like it definitely joined LBG, Bow, and HBG as the weapons they put the least effort into/found them the most difficult to gel with the Rise playstyle while still maintaining the core identity of the weapons. Seeing something the lancer jumping 20 feet in the air and kicking down the shield on to the monsters head, then just plunging with the lance part sounds neat but is so far removed from what the actual lance is about.
lance was in a much better spot prior to iceborne
iceborne cut the elemental MVs and made pins and aoes unblockable even with guard up and got not much in return
while the counterattack is obviously great the parry window is like 0.2 seconds so I don't think it's going to win me over, it's the kind of thing that gets you instantly killed later on if you miss it once
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
while the counterattack is obviously great the parry window is like 0.2 seconds so I don't think it's going to win me over, it's the kind of thing that gets you instantly killed later on if you miss it once
Yes, the window is so much shorter than Anchor Rage. It can avoid the attack altogether and then crash into the monster's flank or something though still, which deals with unblockables.
The hunting horn has been a great weapon in its own right for a while, now, I'm not sure it needed more simplification. (I think Rise goes too far, tbh, but I'm in the minority.)
Also they gave it one of the most ridiculously hard hitting bug arts for KOs on top of it. It's crazy. Maybe if it's OP this game, people will wake up and stop treating it like a support weapon if it gets scaled back in later releases.
If I had to define the key attributes of lance, it would be in its charge and its counter. Those are the main things to differentiate it from other weapons, and Sprial/Anchor fit it well in that regard. I think the constant silkbind should have maybe just been a buff of some kind. Or maybe instead of launching you up, it's a one time followup that has you do a charge directly at the marked spot for big damage.
Lance is 100% about the ability to continually do decent amounts of damage with few interruptions. You shouldn't have to reload/reposition, you should be able to dig in and go face to face.
Charge and counter play into this, but also your 3 hop combo takes up no stamina, which means it's when you recover from doing things like power guard, and charging after a wirefall to keep you hitting the monster constantly. The ability to tank hits with the shield and quickly recover is also paramount to being able to produce enough DPS to remain dominant. I used to be able to counter all 3 Zinogre stamp hits in Iceborne (which were much faster than they are in Rise) but the recovery from the stab in Rise is too long to do this continual defense. It feels like Rise made defending/blocking without something like guard points less of a priority and more of a liability.
It doesn't have the big hitter attack like all the other weapons does, the closest is the Anchor Rage, the second thrust in a charge, and the power guard hit. But you don't really set things up to do those, you just do them when you can.
I dunno, it feels undertuned to me when I play other weapons.
I made a full greatsword set, despite playing greatsword exactly 1 time, 3 years ago, in base MHW!
Let's see how this goes!
My biggest tips for Greatswords for new users:
1) Dash toward your target on your doggo (hold down R), then press B while dashing to jump off of it. While in the air, hold down X and you'll jump up even further while charging an aerial GS slash (release when you are about to connect with the target). This is a fantastic opener, and sets the tone.
2) If you get knocked on your butt, use ZL+B to wirebug off the ground, aiming toward your target. Press X while leaping through the air, and you'll do a slash that has a stupidly high motion value. It's a great way to keep on your target and set up another slash.
Posts
Rapid/Normal up 1, Fortify 1, with a level 3 + level 1 slot.
This let's me run Ele up 5, Rapid/normal up 3, Weakness Exploit 3, and Constitution + Stam Surge 2 on all my rapid bow sets. Fuck it, I'll chug dash juice if I need to, cause getting WEX 3 feels too good.
Again...anyone doing this quest...don't join by request to someone else's mission in progress. At least attempt it once. You can offer for others to join you, just don't join someone else. Although I guess...if you offer for others to join you, you are perpetuating the cycle allowing them to miss out on their own cutscenes.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
It is possible to get matched into it randomly if you pick the right Rampage tier I think?
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Zinogre claw uppercut I'm fairly sure. Possibly Rakna fire blasts. Some stuff from the elders. Uh...
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Yeah you can get into that fight again, but if you ever join in progress, even a few seconds late, the game won't show the cutscene because it would keep you from getting to the gameplay and helping the others. I had to join a lobby, join a posted mission from the board, and ready up.
Master Rank is around the corner. And lance is "fine" now, but I'm getting ready for the next level up. Big hits like Magnamalos wombo combo in HR is already taking off a 3rd of my health, and for lance that's really shitty.
Guard Up is going to 100% be necessary once we get past HR.
it just feels like countering attacks doesn't work very well anymore. Anchor rage definitely misses a lot, but it's more that the high frequency of multi hit attacks makes countering useless because you only nullify the first hit and then get smacked anyway
combined with the low mobility and damage it's made me start trying out other weapons
This is nutso crazy times.
There's been an attempt at changing the narrative that the horn is for support only, that it's a good weapon in it's own right, and it is. But then this build comes along like wait well actually, you can make it so no one you play with ever has to heal again...
Also nicely highlights the use of the bead, which a lot of people have been avoiding since the other version of the skill hits so hard. Something to maybe look into.
I'm mostly soloing but I think if I did do group play I'd switch it up a bit to lean more on the utility, which is a very nice thing about the weapon. Going into echo and queueing up the melodies and letting the resonance bead double it up for your team sounds very cool.
One nice thing about shield charge is that it counters multi-hit attacks because it just keeps blocking (also, you often end up avoiding subsequent ones because you're still moving, and then you can do a shield slam or thrust on the back of a monster). The alternate silkbind to Anchor Rage is probably better overall because it's less likely to miss (as it's manually controlled and has lots of range). Plus the mobility means it dodges followups. I think Lance is probably fine, but I agree about counters being a liability in some fights (oh god never counter Zinogre). Some multi-hit moves are slow enough to chain-counter, but that's risky - just power guard the set and thrust after (also, power guard can aim freely on the followup thrust, which makes it better at countering many attacks).
Aside from HBG on some leviathans I beat everything with lance (and I've gone and beaten said fights later with lance too, but only with muck resistance slotted)
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
I still don't get echo mode. Seemingly the advantage is, just play every note once, then perform them all, you don't have to play the notes twice. But...but I already do magnificent trio all the time, and that's also just playing every note once.
Just it feels like it definitely joined LBG, Bow, and HBG as the weapons they put the least effort into/found them the most difficult to gel with the Rise playstyle while still maintaining the core identity of the weapons. Seeing something the lancer jumping 20 feet in the air and kicking down the shield on to the monsters head, then just plunging with the lance part sounds neat but is so far removed from what the actual lance is about.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
The game has been out for 11 days. Master Rank isn't going to hit for months at best.
AC:NH Chris from Glosta SW-5173-3598-2899 DA-4749-1014-4697
Lance, Gunlance, SnS, Greatsword, and Charge Blade can all benefit. I seem to recall Heavy Bowgun does not benefit thru GenU, but can't check right now and did not find any confirmation either way.
PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
iceborne cut the elemental MVs and made pins and aoes unblockable even with guard up and got not much in return
while the counterattack is obviously great the parry window is like 0.2 seconds so I don't think it's going to win me over, it's the kind of thing that gets you instantly killed later on if you miss it once
Yes, the window is so much shorter than Anchor Rage. It can avoid the attack altogether and then crash into the monster's flank or something though still, which deals with unblockables.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Also they gave it one of the most ridiculously hard hitting bug arts for KOs on top of it. It's crazy. Maybe if it's OP this game, people will wake up and stop treating it like a support weapon if it gets scaled back in later releases.
PSN: ShogunGunshow
Origin: ShogunGunshow
Lance is 100% about the ability to continually do decent amounts of damage with few interruptions. You shouldn't have to reload/reposition, you should be able to dig in and go face to face.
Charge and counter play into this, but also your 3 hop combo takes up no stamina, which means it's when you recover from doing things like power guard, and charging after a wirefall to keep you hitting the monster constantly. The ability to tank hits with the shield and quickly recover is also paramount to being able to produce enough DPS to remain dominant. I used to be able to counter all 3 Zinogre stamp hits in Iceborne (which were much faster than they are in Rise) but the recovery from the stab in Rise is too long to do this continual defense. It feels like Rise made defending/blocking without something like guard points less of a priority and more of a liability.
It doesn't have the big hitter attack like all the other weapons does, the closest is the Anchor Rage, the second thrust in a charge, and the power guard hit. But you don't really set things up to do those, you just do them when you can.
I dunno, it feels undertuned to me when I play other weapons.
Let's see how this goes!
1) Dash toward your target on your doggo (hold down R), then press B while dashing to jump off of it. While in the air, hold down X and you'll jump up even further while charging an aerial GS slash (release when you are about to connect with the target). This is a fantastic opener, and sets the tone.
2) If you get knocked on your butt, use ZL+B to wirebug off the ground, aiming toward your target. Press X while leaping through the air, and you'll do a slash that has a stupidly high motion value. It's a great way to keep on your target and set up another slash.
https://www.amiami.com/eng/search/list/?s_keywords=Monster Hunter Plush&s_st_list_preorder_available=1&s_st_list_newitem_available=1
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Well the did show both normal and handjob action.
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
edit: ok, I lied, I know exactly one thing about Volvidon: he's a bouncy little shit
pleasepaypreacher.net
Steam: https://steamcommunity.com/profiles/76561198004484595
*overextends, TCS into nothing again*