Share, Like and leave a comment! As far as we know, none of these has changed in MH: Generations. Just always be playing. The attack value of a weapon in Monster Hunter World influences a lot of players’ decisions, but a detailed video reveals that the stat is actually misleading. Weapons. I'm sure there is, but I don't have that value :| I just copied these from the linked post because it was too arduous to look through there for each weapon. Compilation of HZV (Hit Zone Values) of different damage types to different body parts of a monster from Honey Hunter World's Set Builder. This will change the Sword and Shield’s best damage options from being element heavy to raw heavy. For example, cutting weapons won’t do as much damage to a monster’s head as an impact weapon because the head has more resilience to cutting type weapons than to impact, which can effectively bash its face in. The Super Slam and Backslam dealing different values is disgusting too. Much, much lower, despite being the Sword and Shield’s strongest damage option. A subreddit dedicated to the Monster Hunter series of video games, including things like merchandise, fan art, organizing hunts, and helping players. Mid-air attacks are done in the air, such as after hopping off … Once they’ve reached a critically low threshold, they will limp and try to catch some sleep. #MonsterHunterRise #SwordAndShield #MonsterHunter Old MHGen Gamefaqs Post since a lot of motion values were unchanged from gen to xx which made for easy copy pasta at times. Most of these formulas and values are from MH4U. Google+. This post is primarily meant to be used in association with my earlier post here. Raw Damage; Elemental Damage ; Motion Values; Status Coat Values; Bow Damage Calculation. As you attack with Sword Mode, the Awakening Gauge will accumulate. Weapon Names in bold are the final upgrade/s to that Weapon's path. Well, motion values are what determine the power of your weapon, and thus, the damage you’re doing to a monster to reduce its hit points to zero (which is when the monster dies). The two weapons are however very similar, and got different strengths.Shelling 1min51 : https://www.youtube.com/watch?v=-Mi0Ck3jUDAThrusting 2min14 : https://www.youtube.com/watch?v=o1eQWc1obH0Mixed 2min : https://www.youtube.com/watch?v=-mYJbb2DdlE, Best lance nergi run that i've found was this run (2min06 : https://www.youtube.com/watch?v=wGDhyYGrvms ) and it's the only one i've found close to 2min so very good player there. Depending on the distance from the monster and where the arrow was released, the damage may increase or decrease. Elemental damage and raw damage are now added together before any decimals are dropped. Was in thw progress of upgrading my Pukei-Glaive. Elemental damage has a flat modifier of 10. Monster Hunter 4U (MH4U) & Monster Hunter Generations (MHGen) Bow Guides. So does this mean damage-wise the horn has gotten worse between games? Damage Calculation and Motion Values. Obviously, motion values are an aspect of this game that keeps all fourteen weapons + Prowler Mode well-balanced, preventing one weapon from usurping all others. But mixing up your basic attacks is also required to use your powerful moves. Be sure to take note of where your teammates are headed when hitting the monster, then target another area. This video is a preview since we don't have access to the weapon's complete move set in the Monster Hunter Rise Demo. In addition to the GS Charge Slashes above, the GS has a multitude of other attack chains. -Up to three can be placed simultaneously, -It explodes 5 times, or disappears after 60 seconds, Para 1 and Sleep 1/2 work like all the other status shots mentioned. Remove ads and unlock special features, Basic information about quests and all the mechanics that beginners need to know to be successful. The sheer area of irrelevant UI covering the screen certainly isn't helpful for the weapon. Great Sword level 3 charge), and faster, shorter motions have much lower percentages (e.g. Insect Glaive does have the new Kinsect marking mechanic though, which is added damage and status potential. Motion values are still being confirmed in-game and damage per move written below is based on the Training Area. Also keep in mind that these soundblasts also carry element/status, and do not use sharpness. Now, the best way to go is to unsheath into a performance and do your damage with the encore attack. I've got a lot to learn about the Long Sword but I definitely shall study the blade. Each weapon has its maximum attack damage potential, which is your weapon’s actual attack power. I have not done testing, nor can I verify the values for these attacks. That’s because it’s faster and so it’s easier to pull off. Weapons with larger motion values and thus larger inherent raw damage are far less dependent on effective elemental damage than weapons with smaller motion values. Skip to content . Monster Hunter World Longsword Move In Slow Motion Weekly Giveaway In Discord~! Long Sword. Daamage calculation, motion values, and how you can apply this in a practical manner to improve your hunts! This mod changes the time tenderizes from 90 seconds to infinite seconds. -Short Range (yellow circle): Damage from charged attacks will decrease slightly, -Critical Distance (orange circle): Damage is at its maximum, -Long Range (yellow circle): Damage will be 1, -Outside Range (OUTSIDE OF RANGE): Arrow doesn't connect (one hit of Wyvern's Arrow may connect). Shout outs to Vandreydra from the Global Monster Hunter Network Discord for helping me with some translations (I'm not that good at translating in all honesty but I have a good idea which moves jpn sources were talking about based on loose google/bing … If you have a Hammer that shows 520 attack, it has a “true raw” of 100. So I can be using the best weapon of the class and the worst and these values will not change. The Great Sword’s traditional level 3 charge has a full 100% motion value. The weapon's all about the recitals now, so it's more like the Charge Blade (use crappy attacks to fuel the super attacks). Current damage formula for Monster Hunter 3 (Tri) has been established. Maximizing the LS's potential requires understanding the Spirit Gauge. Additionally, different quests have different overall defense values attached to the monster. You will have to watch for signs that they are exhausted, such as standing around and drooling, or finding a place to eat something. All Lust weapons will replace Royal/Guild Palace weapons. I guess they wanted to have people use attacks other than triangle triangle circle, especially since those are fast stationary attacks. Monster Hunter World Motion Values List by dorkish. Well gunlance is (imo) actually better than the lance. Press question mark to learn the rest of the keyboard shortcuts, [̲̅$̲̅(̲̅ιοο̲̅)̲̅$̲̅] Z E N N Y [̲̅$̲̅(̲̅ιοο̲̅)̲̅$̲̅], I HAD a spreadsheet that showed exactly how suboptimal I am, https://www.youtube.com/watch?v=o1eQWc1obH0, https://www.youtube.com/watch?v=-Mi0Ck3jUDA, https://www.youtube.com/watch?v=-mYJbb2DdlE, https://www.youtube.com/watch?v=wGDhyYGrvms, https://www.youtube.com/watch?v=1sWefLR9-zk. The Super Slam and Backslam dealing different values is disgusting too. Monster Hunter: World. For the following moves, L = left analog I think. There is a 2x time tenderize meaning that the normal 90 seconds is doubled to 180 seconds, or 3 minutes. Most of lances runs are around 2min45 to 3min+ , worth noting that lance doesn't need rocksteady mantle. They are static and are set for each weapon and for each attack. For a melee weapon, the Great Sword has a good reach and range with its attacks. Ign: TheSoldier hr200 mhw, hr500 mhgen, hr800 mh4u. Embed Embed this gist in your website. What would you like to do? By continuing you confirm you have read and agree to our Terms of Service and Privacy/Cookie Policy. They have higher overall defense. Long Sword - Damage Per Move. Fully slot for Critical Eye 7 and augment for affinity to … Uploaded: 02 Sep 2020 . Rather, each attack has a motion value that is a percentage of your maximum damage (150). Movelist. With a wealth of content and options to suit almost every playstyle, Monster Hunter Generations cries out for a comprehensive guide. Note that motion values differ slightly between hunting styles as well. Sharpness in Monster Hunter World (MHW) is a factor in determining the cutting power of a Weapon and its damage output.. For a more complete rundown on combat with Monsters, see Weapon Mechanics, Defense, and Elemental Resistances.. The Sharpness level of a weapon will degrade over the course of a fight. Sword: Rising Slash (Triangle): 12 (4U: 14), Sword: Return Stroke (Triangle > Triangle): 15 (4U: 17), Sword: Roundslash (Triangle > Triangle > Triangle): 28 (4U: 30), Sword: Dash Slash (Triangle + O): 20 (4U: 22), Sword: Charged Single Slash (O): 13 (4U: 16), Sword: Charged Double Slash (Hold and release O): 28 + 19 (4U: 30 + 20), Sword: Shield Attack (Triangle + O mid-combo): 13 + 9 (4U: 8 + 12), Sword: High Pressure Element Slash (Hold Triangle while charging during Element Enhancement): 75, Sword: Moving Slash (L in any direction + O): 25, Sword: Jump Slash (Triangle while jumping): 21 (4U: 35), Sword: Jump Morph Slash (R2 while jumping): 45 (4U: 47), Sword: Jump Rising Slash (Triangle while sliding): 46, Axe: Jump Slash (Triangle while jumping): 46 (4U: 47), Axe: Jump Morph Slash (R2 while jumping): 21 (4U: 35), Axe: Rising Slash (Triangle): 36 (4U: 40), Axe: Overhead Slash (Triangle > Triangle): 37 (4U: 40), Axe: Slam Attack (L^ + Triangle): 45 (4U: 47), Axe: Element Discharge 1 (With Phials: O when not Enhanced): 21 + 4 Explosion damage (4U: 26), Axe: Element Discharge 2 (With Phials: O > O when not Enhanced): 11 + 68 + 4*2 Explosion damage (4U: 18 + 80), Axe: Amped Element Discharge (With Phials: Triangle + O): 93 + 8*3 Explosion damage (4U: 90), Axe: Element Discharge 1 (Without Phials: O when not Enhanced): 21 (4U: 26), Axe: Element Discharge 2 (Without Phials: O > O when not Enhanced): 11 + 68 (4U: 18 + 80), Axe: Amped Element Discharge (Without Phials: Triangle + O): 93 (4U: 90), After Element Enhancement (idk what this is, but it's probably an old mechanic), Axe: Overhead Slash (Triangle > Triangle): 41, Axe: Element Discharge 1 (O with Phials): 22 + 4 Explosion damage, Axe: Element Discharge 2 (O > O with Phials): 11 + 74 + 4*2 Explosion damage, Axe: Amped Element Discharge (Triangle + O from Lv + Triangle with Phials): 102 + 10*3 Explosion damage, Axe: Super Amped Element Discharge (Triangle + O with Phials): 18 + 100 + 108 + 23*? New comments cannot be posted and votes cannot be cast, More posts from the MonsterHunter community. Tricky! Once that change happens, the best weapons to run will be weapons like Manifested Lotus which have high raw and some element. I just learned from this excellent Gaijin Hunter's article about "damage calculation" in Monster Hunter. Dual Blades for…well…anything). All Lust weapons will replace Royal/Guild Palace weapons. Makes all my spreadsheets a mess, the weapon no longer has a clean (31) MV per hit that it had in Generations. Details of all areas including the special areas, Full DLC docket with tips for the special ones. When the Awakening Gauge becomes MAX, the sword will appear to be tinged with heat, and an additional explosion effect will occur for Sword Mode attacks. It has Crit Sharpness, and other skills too. HIT ZONE VALUES: ALL MONSTERS. It does more damage in practice too. However, I am confused about motion values when it comes to bowguns. Note that motion values differ slightly between hunting styles as well. The Long Sword (LS) is a long reaching weapon with quick, fluid attacks. Gunlance probably feels weak for a lot of people because they're using the cannon blasts, which are really weak (other than full blast, which can be OK). I made a Calculator using the Motion values here: https://www.reddit.com/r/MonsterHunter/comments/7vg0vn/mhw_weapon_calculator_with_motion_values/. I’ve decided to compile all of the MVs into a single location. Sort of. Author: EddyOZ. Finally, hit points are not going to be your only indication of how beefy a monster is. Whether the motion values are better or worse than before, the fact that Left swing does less damage than right swing is just disgusting. I kinda just deal with it, but I still have more fun even with SnS. Charge II (Hold R2 longer than Charge I): 11 + 11 + 11, Charge Step Power Shot (L2 + X after O): 13 + 13 + 13 + 13 + 13, Diving Melee Attack (Triangle after Charge Step L2 + X): 35, Jump Melee Attack (Triangle while jumping): 5, High-Angle Shot (O after pressing R2): 1 * number of hits (max 6 hits), Charge I High-Angle Shot (O at level I charge): 1 * number of hits (max 8 hits), Charge II High-Angle Shot (O at level II charge): 3 * number of hits (max 14 hits), Wyvern's Arrow (Triangle + O): 23 * number of hits, Charge I Wyvern's Arrow (Triangle + O at level I charge): 24 * number of hits, Charge II Wyvern's Arrow (Triangle + O at level II charge): 26 * number of hits. Monsters in this game do have specific numbers of hit points. You assume the role of a hunter who sets out on a journey to hunt the most dangerous creatures in the land. Damage will be 1 if you are further than 1 roll away. The monster also has its own defense stats which are, again, kept hidden to the player. So what does that have to do with motion values ? Like all Weapons, it features a unique moveset and an upgrade path that branches out depending on the materials used.Please see Weapon Mechanics for details on the basics of your hunter tools.. Long Sword Weapon Tree. Bow Damage Calculation: Raw Damage. Obviously, motion values are an aspect of this game that keeps all fourteen weapons + Prowler Mode well-balanced, preventing one weapon from usurping all others. The following motion values are the numbers at Critical Distance (the distance at which great damage can be dealt). Here is an example. hits + 54, Jump Thrust (Triangle while jumping): 24 (4U: 25), Jumping Overhead Smash (R2 while jumping): 43 (4U: 44), Jump Reload Slam (O while jumping): 43 (4U: 44), Jump Rising Slash (Triangle while sliding): 61, Wyvern's Fire (R2 + Triangle + O): 56 * 3 (4U: 40 + 12 Fire * 4), Aerial Full Burst (O while in the air with weapon unsheathed): 31 + 19 * number of hits, Axe: Rising Slash (Triangle > Triangle): 27 (4U: 28), Axe: Overhead Slash (Triangle > Triangle > Triangle): 43 (4U: 40), Axe: Step Slash (L^ + Triangle): 10 (4U: 19), Axe: Finishing Sweep (R2 during Hack 'n Slash): 23 + 71 + 36 (4U: 57), Axe: Jump Slash (Triangle while jumping): 40 (4U: 43), Axe: Jump Morph Slash (R2 while jumping): 43 (4U: 43), Axe: Jump Cleave (Triangle while sliding): 76, Sword: Overhead Slash (Triangle): 36 (4U: 30/36), Sword: Element Discharge (Triangle + O): 13 + 13 + 8 * 7(?) There are other nice Long Swords as well and i will cover them in different builds but these are exceptional and great to use in almost any situation. Toggle navigation Kiranico // MH3U I have not done testing, nor can I verify the values for these attacks. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews. Created Jan 28, 2021. I poison monsters pretty reliably with it and the Kinsect does decent damage on its own. For those wondering what the Aerial Style Great Sword’s level 3 charge does, it’s 75% of full damage compared to the other three styles’ 100%. The MVs are otherwise the same, so I'll only translate those for repeat shot types. Long Sword: 3.3: Insect Glaive: 3.1: Lance/Gunlance: 2.3: Heavy Bowgun: 1.5: SnS/Dual Blades: 1.4: Light Bowgun: 1.3: Bow: 1.2: What does this mean? Not exactly. Im always kind of impressed how in theory gunlance does more damage than lance, but in reality it is less consistent. They’re subject to change and anyone that can / wants to help me with these values by all means comment below. In comparison, the Sword and Shield’s most powerful attack, the charged slash, is a double hit attack. Every attack you do with your weapon has a motion value which acts as a damage multiplier to your true raw. Overall HH still feels pretty bad to play TBH. Before we dive into what the hit points can signify to you, let’s discuss some misconceptions and myths about them. Press J to jump to the feed. [UPDATE: ADDED ICEBORNE … You can’t see the monster’s hit points or how much health is left. Notably, the Aerial Style Great Sword’s charge attack has a lower motion value than the other styles, which lets you do a traditional charge attack on the ground. Acknowledgements: I compiled data from 6 sources to make sure … ===== 1A Blademaster Damage Formula and Values ===== Blademaster damage formula applies to: Great Sword, Sword and Shield, Lance, Hunting Horn, Hammer, Switch Axe, Gunlance, Long Sword, and Dual Swords The formula: [ (ATTACK X MOTION X HITZONE X AFFINITY X SHARP X CONNECT X SPECIAL) + (ELEMENT X EMOTION X EHITZONE X ESHARP X ESKILLS X ESPECIAL) ] Int X (DEFENSE … Okay but now how is damage calculated for the 1.5% of the MHW population that are gunners? Mahayana - Long Sword - Lust Series 01 of 14. hits (4U: unsure), Sword: Element Discharge Finisher (Triangle after Element Discharge): 95 (4U: 80/96), Sword: Element Discharge Burst (Lv + Triangle during Element Discharge): 66 (4U: 50/60), Sword: Double Slash (O): 26 + 31 (4U: 28 + 36/33 + 43), Sword: Leaping Continuous Attack (O > O): 29 + 39, Sword: Rising Slash (Triangle > Triangle): 26 (4U: 25/30), Sword: Side Slash (Triangle after Rising Slash): 23 (4U: 25/30), Sword: Morph Overhead Slash (Lv + R2): 48 (4U: 23/27), Sword: Jump Rising Slash (R2 while sliding): 41, Sword: Jump Element Discharge (Triangle + O while jumping): 6 * number of hits, Explosions during Phial Awakening: 10 Damage, Mounting Element Discharge (Triangle + O during Awakening Gauge MAX): Unverified. Share … Critical Distance will be described later. Furthermore, Sword Mode's damage will increase by approximately 1.08x, and the Element Discharge will change to "Mounting Element Discharge". Lust Long Sword is one of the 14 future weapons of Lust Series. The overall defense is a percentage. Monster Hunter 3 Ultimate data reference. However, you’re not going to be inflicting 150 power each and every time you attack. In this video i cover multiple builds for 2 of the best Long Swords in the game currently! Many components are similar to the original formula from previous games. This is our Monster Hunter Math guide on How Damage is Calculated in MHW covering what Motion Values and Hitzone Values are. just a question : is there a motion value for the charge slash for great word while mounted? This represents the percentage of your attack damage that will actually hit the monster. Monster Hunter: World > Guides > kenneth2k27's Guides. The Long Sword is known for tripping up other players due to its wide & long reach. Monster Hunter 4 Ultimate data reference. A video showcasing my dps long sword build, I've tried to make it friendly for everyone and included how you can build with 1 attack jewel too! Has Good Reach & Range. Added the bowguns and bows, sorry. Whether the motion values are better or worse than before, the fact that Left swing does less damage than right swing is just disgusting. This is because the Sword and Shield can attack much faster than the Great Sword! For example, 2:14 Nergigante Gunlance solo: https://www.youtube.com/watch?v=o1eQWc1obH0. -When fired: 9 + 9 + 11 + 11 + 13 + 13 + 14 + 14 + 16 + 16 + 19 * 40 hits, -The damage increases as you continue to fire, and the maximum damage is reached by the 11th shot, -Range is considerably longer than normal. Bow Damage … All 14 weapon types from Monster Hunter 4 Ultimate return and new "Hunting Styles" and "Hunting Arts" have been added. Strength & Weakness; Spirit Gauge; Foresight Slash; Combat Tips; Movelist; Motion Values; Strength & Weakness if you want something overpowered, go for the bow Also, the IG is still very strong, and matches many other weapons in terms of speedkilling , it just got harder to play it and is now a technical weapon, you can inspire yourself with this vid : https://www.youtube.com/watch?v=1sWefLR9-zk. Almost 0 changes to the actual moveset, but you can dodge cancel before songs play, which fundamentally changes a ton of how you actually use the weapon. Notice he doesn't use the gun part of the gunlance at all. For full details, including Iceborne Expansion Weapon Tree please see Long Sword Weapon Tree A database for Monster Hunter 4 Ultimate. Zones of the body that can break or be severed , will have thresholds appended to them as well that will indicate when the part is intact and when it gets broken or severed. It can easily bring down monsters with the amount of damage it can dish out. They basically tell you how strong your attack is. … Still, getting off those slam combos nets nice burst damage regardless of shelling. are far less reliant on having high elemental damage than Dual Blades or Sword and Shield. 24.8MB ; 93-- 541 . This is but one factor that affects how much damage you do. It just lacks the speed to stay ahead and the reset time after certain attacks is unforgiving. The GS's slow attack and large motion values makes its more suitable at dealing physical damage. Motion value is proportion of your attack value which will be used when calculating actual damage. I feel it got nerfed way too much. That percent will go down as you work your way up the ladder. analyzing Monster Hunter World combos using graph database Neo4J - mhw-moves.cypher. Long Sword (太刀 tachi) is a weapon category in Monster Hunter World (MHW). Makes all my spreadsheets a mess, the weapon no longer has a clean (31) MV per hit that it had in Generations. Why not join us today? Makes sense, right? This means that the Great Sword deals damage to its fullest potential! 218 ratings. Star 0 Fork 0; Star Code Revisions 1. -Long Sword 3.3-Switch Axe 3.5-Sword & Shield 1.4-Charge Blade 3.6-Dual Blades 1.4-Insect Glaive 3.1-Hammer 5.2 -Light Bowgun 1.3-Hunting Horn 4.2-Heavy Bowgun 1.5-Lance 2.3-Bow 1.2 and divide your attack value by the bloat value. Motion values indicate the % of your attack that is dealt as damage to the monster (which then goes through sharpness, hitzone and monster defense modifiers but I won`t cover that here). The next part is weapon attack motion values. ), Thrust (Attack Up) (L^ + Triangle): 11 + 10, Rising Slash (Attack Up): 15 + 14 + 15 (4U: 28 + 16 + 18), Backward Sweep (Attack Up): 15 + 19 (4U: 18 + 30), Double Slash (Attack Up): 15 + 14 + 28 (4U: 16 + 14 + 28), Sweep (Attack Up) (O): 18 + 21 (4U: 16 + 26), Slam (Attack Up) (O > O): 25 + 43 (4U: 24 + 38), Jumping Slash (Attack Up) (R2 + X > Triangle): 9 * Number of hits, Jumping Rush Slash (Attack Up) (R2 + X > O): 3 * Number of hits + 31. Spirit Blade I (R2 with no Spirit Gauge): 15, Spirit Blade I (R2 with Spirit Gauge): 27, Spirit Blade II (R2 R2 with Spirit Gauge): 33, Spirit Blade III (R2 after Spirit Blade II): 13 + 15 + 35, Spirit Roundhouse (R2 after Spirit Blade III or Spirit Insight): 42, Step Spirit Blade (R2 after Fade Slash or Left/Right Fade Slash): 30, Spirit Helm Breaker (Triangle after Spirit Thrust with White Gauge): 11 + 11 + 11 + 11 + 11 + 10 + 10, Spirit Helm Breaker (Triangle after Spirit Thrust with Yellow Gauge): 18 + 18 + 18 + 16 + 16 + 16 + 16, Spirit Helm Breaker (Triangle after Spirit Thrust with Red Gauge): 30 + 30 + 30 + 30 + 28 + 28 + 28, Jump Spirit Blade (R2 in the air with no Spirit Gauge): 18, Jump Spirit Blade (R2 in the air with Spirit Gauge): 33, Jump Rising Slash (Triangle while sliding): 25, Aerial Spirit Blade (R2 while sliding): 51, Left/Right Fade Slash (Left/Right L + Triangle + O): 23, Double Slash Return (Triangle > Triangle): 10 + 10, Rotation Slash (Triangle > Triangle > Triangle): 10 + 11 + 11, Rising Slash (Triangle after Draw Slash): 9 (When Demonized, 9), Demonized Reverse Slash (Triangle when Demonized): 13, Demonized Double Slash (Triangle > Triangle when Demonized): 15 + 9, Demonized 6-Step Slash (Triangle > Triangle > Triangle when Demonized): 10 + 10 + 10 + 10 + 16 + 16, Demon Dance (Triangle + O when Demonized): 18 + 18 + 6 + 6 + 10 + 10 + 10 + 10 + 10 + 10 + 11 + 11 + 13 + 13 + 8 + 21, Demon Rush Slash (O during Arch Demon): 5 + 5 + 4 + 4 + 9 + 9, Demon Continuous Slash (Triangle + O during Arch Demon): 10 + 10 + 8 + 8 + 4 + 18 + 18, Left Rotation Slash (O after Rush Slash): 16 + 8 + 5, Right Rotation Slash (O after Rush Slash): 16 + 8 + 5, Aerial Rotation Demon Dance ("X while facing a cliff while Demonized", think this is the "roll on a monster" move): 11 * number of hits, Rotating Demon Dance Finish (Triangle while in the air during Aerial Rotation Demon Dance): 21 + 21 + 11, Sword & Shield Combo (Triangle > Triangle > Triangle): 11 + 20, Climbing Slash (automatic after Charge Slash): 34, Fall Bash (O after Climbing Slash): 44 + 39, Turning Slash (L in any direction + Triangle mid-combo): 17, Thrust (Triangle after Turning Slash): 22, Jump Rush Slash (Triangle + O while sliding): 16, Falling Thrust (Triangle after Climbing Slash...I think): 15 * 2 hits, Tackle (Triangle while evading, O > O, O while charging): 26, Charge II Tackle (O while in a level II charge): 35, Charge III Tackle (O while in a level III charge): 48, Diving Cleave (O after level II Tackle): 85, Diving Cleave (O after level III Tackle): 110, Charge Slash II (longer press than I): 70, Charge Slash III (longer press than II): 90, Charge Slash (Triangle held too long): 70, Strong Charge Slash I (long L + Triangle press): 65, Strong Charge Slash II (longer L + Triangle press than I): 82, Strong Charge Slash III (longer L + Triangle press than II): 96, Strong Charge Slash (L + Triangle held too long): 82, Strong Cleave I (O after Strong Charge Slash I): 60 (*1), Strong Cleave II (O after Strong Charge Slash II): 65 (*1), Strong Cleave III (O after Strong Charge Slash III): 79 (*1), Strong Cleave (O after overcharged Strong Slash): 65 (*1), True Charge Slash I (long L + Triangle press): 20 + 182, True Charge Slash II (longer L + Triangle press than I): 20 + 182, True Charge Slash III (longer L + Triangle press than II): 21 + 210, True Charge Slash (L + Triangle held too long): 20 + 182, Jump Slash (Triangle while in the air): 69, Jump Charge Slash I (long Triangle press while in the air): 69, Jump Charge Slash II (longer Triangle press in the air than I): 85, Jump Charge Slash III (longer Triangle press in the air than II): 104, Rising Charge Slash I (Triangle while sliding): 48, Rising Charge Slash II (longer Triangle press while sliding than I): 73, Rising Charge Slash III (longer Triangle press while sliding than II): 100, Falling Thrust I (Triangle after Rising Charge Slash I): 14 * 3 hits (*2), Falling Thrust II (Triangle after Rising Charge Slash II): 21 * 3 hits (*2), Falling Thrust III (Triangle after Rising Charge Slash III): 26 * 3 hits (*2), Unsheathe Attack (Triangle when sheathed): 20 (4U: 20), Return Swing (Triangle after Unsheathe Attack): 16, Ground Smash II (Triangle > Triangle): 22 (4U: 20), Upswing (Triangle > Triangle > Triangle): 86 (4U: 90), Aerial Unsheathe Attack (Triangle in the air): 36 (4U: 42), Aerial Attack (Charge Lv 1) (Long R2 press in the air): 62 (4U: 65), Aerial Attack (Charge Lv 2) (Longer R2 press in the air than Lv 1): 66 (4U: 70), Aerial Attack (Charge Lv 3) (Longer R2 press in the air than Lv 2): 79 (4U: 80), Strike Finish (O > O > O > O > O): 28 + 28 + 100, Rising Smash (Charge Lv 1) (R2): 19 (4U: 25), Charge Return Swing (R2 > R2): 25 (4U: 20), Charge Return Swing (R2 > R2 during Power Store): 58, Uppercut Smash (Charge Lv 2) (R2 hold and release): 38 (4U: 40), Superpound (Charge Lv 3) (R2 full charge and release): 15 + 76 (4U: 15 + 76), Spinning Bludgeon (release R2 after full charge): 28 + 19 + 19 + 19 + 19 + 19 (4U: 20 + 10 + 10 + 10 + 10 + 10), Spinning Side Swing (Triangle immediately after Spinning Bludgeon): 15 (4U: unsure), Spinning Bludgeon Hook (Triangle after Spinning Bludgeon): 56 (4U: 60), Spinning Bludgeon Slam (nothing after Spinning Bludgeon): 32 (4U: 40), Spinning Bludgeon Upswing (Triangle after 3-4 spins of Spinning Bludgeon): 86 (4U: 90), Strong Charge Strike (Superpound during Power Store): 16 + 16 + 91, Strong Charge Upper (Uppercut Smash during Power Store): 48, Aerial Spinning Bludgeon (Slide while holding R2 and release): 30 * number of hits + 100, Backward Slam (Triangle + O): 35 (4U: 45), Superpound (L^ + Triangle + O): 15 + 40 (4U: 15 + 45), Jumping Slam (Triangle in the air): 19 (4U: 36), Continuous Recital Attack I (R2 after Recital): 35 + 28 + 35 + 28 (*3), Continuous Recital Attack II (L^ + R2 after Recital): 35 + 28 + 29 + 31 + 28 (*3), Continuous Recital Attack III (L<- + R2 after Recital): 35 + 28 + 35 + 28 (*3), Continuous Recital Attack IV (L-> + R2 after Recital): 35 + 28 + 35 + 28 (*3), Continuous Recital Attack V (Lv + R2 after Recital): 35 + 28 + 35 + 28 + 31 + 28 (*3), Jump Strong Slam (Triangle while sliding): 56, Unsheathe Thrust (L + Triangle while unsheathed): 21, Mid Thrust II (Triangle > Triangle): 21 (4U: 20), Mid Thrust III (Triangle > Triangle > Triangle): 29 (4U: 27), Jumping Thrust (Triangle in the air): 32 (4U: 30), Guard Thrust (Triangle during Guard): 21 (4U: 20), Cancelled Counter-thrust (R2 + O quick release): 23 (4U: 22), Charged Counter-thrust (hold R2 + O): 42 (4U: 50), Shield Attack (R2 + L^ + Triangle): 14 (4U: 14), Dive Thrust (R2 + L^ + Triangle): 9 + 9 + 9, Dash Attack (Triangle + O): 11 * Number of hits (4U: 16 * Number of hits), Accelerated Dash Attack (after Dashing for a while): 13 * Number of hits), Finishing Blow (Triangle during Dash Attack): 52 (4U: 50), Two-Step Finishing Blow (Triangle during Accelerated Dash Attack): 26 + 53, Reverse Attack (Lv + Triangle during Dash Attack): 51 (4U: 50), Accelerated Reverse Attack (Lv + Triangle during Accelerated Dash Attack): 54, Dash Jump Thrust (X + Triangle during Dash Attack): 25 * Number of hits (4U: 25 * Number of hits), Dash Jump Finishing Blow (Triangle during Dash Jump Thrust): 30 (4U: 50), Accelerated Dash Jump Thrust (X + Triangle during Accelerated Dash Attack): 26 * Number of hits, Accelerated Dash Jump Finishing Blow (Triangle during Accelerated Dash Jump Thrust): 58, Mid Thrust III (Triangle > Triangle > Triangle): 24, High Thrust I (R2 + Triangle): 18 (4U: 18), High Thrust II (R2 + Triangle > Triangle): 18, High Thrust III (R2 + Triangle > Triangle > Triangle): 18, Slam Attack (Triangle after Rising Slash or Dash Thrust): 48 (4U: 40), Wyvern Stake Cannon (Triangle or O after Cleave, O > O > O): 28 + 4 + 8 * 10(?) 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