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Vector_V
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Приєднався 12 бер 2019
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MHWilds Switch Axe has PROBLEMS
Despite all the new gimmicks MHWilds brought to Switch Axe, there seem to be more Cons than Pros. Let's talk about it.
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Music: The Process by Lakey Inspired
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【MHWilds Beta】| Rey Dau Switch Axe 8:03 | No Rock Cheese or Natural traps
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How to beat Rey Dau with Switch Axe with no shenanigans WATCH NEXT ✦ua-cam.com/video/6OY31rTXTKc/v-deo.html FOLLOW ME ON: ➤ Twitter: Thetrue_V ➤ Twitch: www.twitch.tv/vectorv_stream ➤ TeamBadRNG: ua-cam.com/video/u3V6SnIhPqA/v-deo.html JOIN DISCORD: discord.gg/V3GqSFhqVY #monsterhunterwilds #switchaxe #reydau
Rey Dau Full Hunt | Switch Axe | Monster Hunter Wilds
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Become a master of the Switch Axe with this Guide | MH Wilds
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Capcom has announced their next game, Monster Hunter Wilds, and with it comes new and exciting changes for every weapon. In this guide, I will teach you how to be a master at the Switch Axe in Monster Hunter Wilds. Chapters: 0:00 Intro 1:53 My thoughts 2:45 Basic Attacks 7:45 Elemental Discharges 11:22 What is New 14:33 Combos 16:15 Utility Moves 17:56 Focus Mode Follow me on: ➤ Twitter: twitte...
MHWI: PS5 | Stygian Zinogre gets Owned by a Switch Axe
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WATCH NEXT: ✦ Primordial Malzeno vs SwAxe: ua-cam.com/video/uCZkukEBDBM/v-deo.html ✦ When You mastered the SwAxe: ua-cam.com/video/Yq7x1tzZ9Vs/v-deo.html FOLLOW ME ON SOCIAL MEDIA: ➤ Twitter: TBR_Vector ➤UA-cam: ua-cam.com/users/VectorV01 ➤Twitch: www.twitch.tv/vectorv_stream ➤ Team Bad RNG: ua-cam.com/video/u3V6SnIhPqA/v-deo.html JOIN DISCORD: discord.gg/V3GqSFhqVY ~ #returntoworld...
Special Investigation「Seething Bazelgeuse」gets Owned by a Switch Axe |【MHRise: Sunbreak】
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You will never guess how many times I died trying to get this run, so please like, share, and subscribe!!! You might also like: ✦ua-cam.com/video/uCZkukEBDBM/v-deo.html ✦ua-cam.com/video/FU0LArIw1IU/v-deo.html ✦ua-cam.com/video/StMt6MbiVxk/v-deo.html FOLLOW ME ON SOCIAL MEDIA: ➤ Twitter: TBR_Vector ➤UA-cam: ua-cam.com/users/VectorV01 ➤Twitch: www.twitch.tv/vectorv_stream ➤ Team Bad ...
MHRise Sunbreak's Final Boss in 2 minutes with Switch Axe solo
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Not gonna lie, this matchup SUCKS!!! ✦ua-cam.com/video/uCZkukEBDBM/v-deo.html ✦ua-cam.com/video/WaF3qLEJeGY/v-deo.html ✦ua-cam.com/video/Yq7x1tzZ9Vs/v-deo.html FOLLOW ME ON SOCIAL MEDIA: ➤ Twitter: TBR_Vector ➤UA-cam: ua-cam.com/users/VectorV01 ➤Twitch: www.twitch.tv/vectorv_stream ➤ Team Bad RNG: ua-cam.com/video/u3V6SnIhPqA/v-deo.html JOIN DISCORD: discord.gg/V3GqSFhqVY ~ #switcha...
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Special Investigation「Diablos」gets Owned by a Switch Axe |【MHRise: Sunbreak】
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I made Primordial Malzeno look Easy with a Switch Axe |【MHRise: Sunbreak】
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I made Primordial Malzeno look Easy with a Switch Axe |【MHRise: Sunbreak】
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Frostcraft on Switch Axe | MHRise Sunbreak
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Violet Mizutsune & Lucent Nargacuga get Owned by a Switch Axe |【MHRise: Sunbreak】
Hazard Rajang gets Owned by a Switch Axe |【MHRise: Sunbreak】
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Immortal Switch Axe Build vs Hazard Primordial Malzeno | MHRise: Sunbreak
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「Special Investigation Tigrex」6:43 Switch Axe solo |【MHRise: Sunbreak】
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「Special Investigation Scorned Magnamalo」6:52 Switch Axe solo |【MHRise: Sunbreak】
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Raw Dual Blades is BACK!!!!!!!!! |『MHRise Sunbreak』
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No Karakuri -『Deeply Volatile Deathhaze Gloombeak』in 2'24"07 with Bladed Wagasa【Wild Hearts】
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The Looming Calamity 『Amatsu 』- 4'32" - Dual Blades /【MHR:SB】
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Lurid Soulstalker in Less than 90 seconds with Bladed Wagasa and No Karakuri | Wild Hearts
damn, all things considering, 8 minutes is a CRAZY clear time with a cart, that’s insanely impressive
Switchaxe main here, the weapon is crap now, they nerf pretty much everything
While I liked swaxe simply because it is swaxe the MVs in this beta were just plain wack. Now I know the "spam mega move" meta isn't knew but the low commitment pokes with the axe and even the sword combos were so weak the damage numbers were pathetic. It really incentived you to spam the full release which imo isn't even as cool looking as ZSD which is also nerfed in this game. The cost of giving us this new mega move is that they had to nerf all our other attacks and they did not come up with a good balance. The commitment needed to even pull it off should justify the damage while not nerfing everything else about the weapon
dont say x yu triangle. say what it is. block, etc.
What’s the song name? 😅
This song has been used by angbata so much it feels weird on another channel
I think people are misunderstanding the point of the sword mode counter, IMO. The sword counter I think should be used on weak attacks to hit them with the double slash followup. The duration of the counter window is really large compared to other counters in the game, so it makes sense that it's not as useful as a traditional "counter". If Swaxe's counter gave full immunity to damage it would be insanely strong, as it would be really easy to just counter any big hit coming your way. The other weapons with small counter windows require a good amount of skill and monster knowledge to be able to counter their big moves effectively, whereas I was able to use the sword-mode counter really easily in the beta, and it was my first time picking up the weapon.
I'm sorry but WHAT??? Did you even play other weapons at all? Some of you are acting like Longsword doesn't exist lol. The Switch Axe counter has shorter time window compared to longsword. Longsword counter gives full immunity to damage and if you follow up with the spirit trust you get Hyper Armor. "Switch Axe counter has a long window duration" WTF are you smoking?💀💀💀 Also as for the Offset, Greatsword and Hammer can hold their offset attacks meaning they don't even care about being on timing they can just wait for the monster. Fun fact: MHWilds Switch Axe counter is the only counter in the game that cannot block roars. Every other counter can but not switch axe and do you wanna know the funny part. Back at TGS, the Switch Axe counter could counter roars but Capcom removed it in the beta. WHY???
moveset is cool, damage is shit, counter is shitter
What Swax in Wilds needs: A) Motion value adjustments (buffs). B) Way less chip damage on the sword counter. C) Lower gauge consumption with standard sword attacks. What would be nice but harder to implement: D) A follow-up counter/unique dodge after the sword counter. E) The ability to delay the off-set swing but keep the chip damage outside of actual "off set" success. F) Short I-frames on the Fade Slash. Successfully dodging an attack with it triggers a "perfect dodge" and grants passive sword gauge regeneration for a fifteen seconds (this one is a bit of a stretch :P).
Good video, although I think it would have benefited from having more clips to show exactly the things you were talking about (having to turn around after the counter, the way that LS can counter multiple times, etc). The complaints feel a lot more substantial when there's a visual example showing how annoying the problems actually are
That's true. I appreciate the feedback.
Not gonna buy mhwilds just because I feel like SA is even worse than in mhw which was already pretty bad.
There's still hope, they might fix things in the full release or make some changes in the future DLC expansion.
The switch axe counter are so incredible in Wilds!
Same brother. I played one day of it, and I immediately felt so disappointed. No Offset in Sword mode(R2+O morphs you into an Axe: Forward Overhead Slash, shoulda been the offset), sword eats hella meter, no passive axe regen, lack of meaningful morph attacks, mobility options are trash and attack ranges + movement during attacks are stiff, counters take too much damage, elemental and zero-sum discharge are outclassed by unbridled/full release slash but the attack takes too much time and has no shortcut like double slash into elemental discharge, the gameplan of the weapon is just using all your meter for unbridled/full release and following up with spiral burst slash to get gauge back and unbridled/full release again. Overall, did not feel good and despite some kickback I was getting for voicing this opinion, I'm looking toward the bigger picture when the game is fully released. If other weapons are strong now with demo stats, they're going to be absurd with better weapons, skills, systems, augments, etc. If Switch Axe is weak now, its going to take the planets aligning to reach stardom.
omg finally someone finally address the swaxe problem
I think the complains about not being able to do the sword counter from axe mode and vise versa is more of a mentality issue, I instantly had the mentality that the axe counter is much harder to pull off but if I am already in axe mode and I am confident I can counter it with the offset otherwise I dodge, and in sword mode the whole thing is about the flow, I attack the monster and counter as soon as I see it attacking me to keep the flow going which feels GOOD (I agree we take too much damage from the sword counter but that can be easily fixed hopefully, and maybe its just because we had bad armor?)
this felt good to watch
Dangg so cool
What even is a counter that doesn't negate damage?
What is the layered weapon skin u have on
all i hear is skill issues.
That was actually awesome
other weapons: nice i landed a counter switch axe: oops i should have just dodged
My palico healing me at the end because of the amount of chip damage I got from the counters. FFS
So much chip damage from the sword counter 😂 like why does it hurt so bad lol
When i tried switch axe (first time touching it, never tried it in world) i actually never seen prompts for counter or offset on the list. And r2+anything seems like 120% guarantee of disaster for this weapon: Game eats input / lag / misclick = enjoy switch animation and not move/counter. Like how is this went through qa?
Like @ハク-q6e1j said here in the comments - sword mode feels unsatisfying - the sword counter takes too much damage (why does it take damage in the first place?) - offset is hard to time correctly - what is full release slash's purpose? I would be adding to his list that - The new SA is forced to play with full release because 1: even if you only use a discharge, it almost completely drains your switch gauge so that's why 2: you cannot play ZSD spam AND 3: the rest of the moveset has trash tier damage for some ungodly reason. I main SA in World and Rise, on one hand they took a step in the right direction in rise with combos and the new moves, but then they lowered the axe mode power which rendered it useless. And now in Wilds? They did a 180 degree turn where everything feels weird.
Yeah honestly think both counters need a buff especially the sword version because not only do you still take a massive amount of damage but you don't really do anything afterwards that makes it worth using so the sword counter feels useless and my issue with the axe counter is that it only topples the monster once so most of the benefits of the axe counter require you to follow it up so the counter on the axe seems to be only worth using once for the whole fight
5:38 I'm actually so glad you brought this up cuz this is probably my biggest gripe with sword mode counter. Because perfect example is Doshaguma's triple paw combo when he's fully enraged. Like if I was playing Lance I can perfect guard and then press triangle to do the quick poke back for the first two and then I can do the high thrust after countering the third one. But with switch axe after countering the first paw I'm a sitting duck, because my only options outside of that is to hope that I hopped to the side quick enough to either evade it or maybe be able to squeeze that counter in but most of the time that's not going to work. That's like if Lance did a perfect block and their only option was high thrust... That would feel garbage so I don't know why they did that for switch axe. Not only that there's literally no reason for them to not have it be able to be done back-to-back, if that was the case I would basically have zero problems with sword mode counter. Also, and this is just a personal wish, I was really disappointed with the options that you have out of it. Like I was kind of hoping after you did the counter and you pressed the input for ZSD you can just do EBC after. Like all you really had to do was let us access it from being in full power sword mode with full meter, you didn't have to take it away completely I mean you let Hammer keep keeping sway and Lance skyward thrust off of Mount finisher, it's only fair.
I'm of the opinion that it's more true to Switch Axe to be evading attacks rather than using counters that they gave to the weapon... so, like you said, why did they really add the counters? I don't think we were really asking for them, we didn't have any until the silkbind in Sunbreak and in that case it's an outlier with limitations on its use, but one that's really fun. We weren't really asking for a janky one that hurts us when we use it. Between that, and how slow the new discharges are whilst also being the only attacks that do worthwhile damage, It makes it feel like they don't understand what we liked about SA.
So, switch axe sucks, insect glaive sucks, lance sucks. Is anything good? I haven't really heard anything positive about MHWilds.
Longsword is still OP I guess
Lance actually feels very good and insect glaive doesn't really suck but it just feels weird to play.
Swaxe is my fav weapon to use, but it really is all risk, with very little reward. Perfect gameplay still leaves you trailing behind so many other weapons in terms of clear times. Sad.
I think the sword counter should be like a long sword parry but could be should just have little dmg, not be very repeatable like foresight slash, but has the s and the ability to help you gain energy.
I agree with you on everything.. but I think there is too little time left until the release and the only thing they can do is reduce the damage taken. They should give a small window of invincibility if the counter is timed perfectly. Also need to be able to counter after counter.. because many monsters do 2-3 hits in a row.. look at the doshaguma..
I think back to back counters probably takes it too far, we don't want long sword 2.0 here, we want a balanced single use counter that DOESN'T take chip damage and allows you to roll out of the high commitment follow up but makes up for the lack of mobility and commitment the switch axe combo has.
@@kokujo9501 yes.. anyway In Rise Sunbreak you could counter whenever you wanted, as long as you had the gauge bar. In Wilds what should be the time between one counter and another?? you understand that it's strange like this.. especially in the G-rank where the monsters will do many attacks more quickly
i feel like whats messing me up the most is shifting movement abilities around, it used to be so fluid by itself in iceborne but now it feels so immobile on an already fairly immobile weapon without evade extender
You are right, but I have to say the shifting was even better in MHRise, you could literally morph in any direction to the point where morphing could be used as evade. MHWilds morph is just not it, a complete downgrade.
Switch axe doesn't suck your just trying to get views thumbs down for that
Lol I don't think 3K views is worth that much. I made this video and thumbnail when I was still enraged hence why I used those words.
Maybe Capcom thought like the needed to change the switch axe this way after iceborne where we charged up the blade, put the anti knock-off mantles on and repeatively clutch claw attached to the monsters head and performing discharges over and over again. But it should be that sword mode counter is at least none to minimum damage taken and not this weird animation afterwords and in axe mode I think it’s ok because all the other weapons with offsets work the same I think if the monster doesn’t get toppled or knocked by this attack.
It's like they don't want us to use the counter. 10 complexity, 10 timing difficulty, 10 risk, 0 payoff. Might as well just evade
IKR, meanwhile you have longsword, or dual blades or bow that either have perfect counters or perfect evades.
Agreen, counter cannot be a counter if taking damage
Also the counter with sword mode misses the two slashes half the time because the enemy is moving while doing their attack
Yeah i tried n it doesn’t feels good
We have to charge up two different guages to get our best attacks and we move almost as slow as great sword yet deal way less damage? Also why did axe mode get brand new attacks yet sword mode which is the “better” mode only got one new attack, and even then you either zsd or full charge slash
ngl it feels bad to play the swaxe on wilds: - sword mode feels like it has no weight on swings - offset requires psychic predictions or luck - sword counter takes insane damage - what's the purpose of the full release slash? why not just use a discharge?
I would be adding to your list that - The new SA is forced to play with full release because 1: even if you only use a discharge, it almost completely drains your switch gauge so that's why 2: you cannot play ZSD spam AND 3: the rest of the moveset has trash tier damage for some ungodly reason. I main SA in World and Rise, on one hand they took a step in the right direction in rise with combos and the new moves, but then they lowered the axe mode power which rendered it useless. And now in Wilds? They did a 180 degree turn where everything feels weird. Oh and I wanted to know the opinion of other people so I summarized your comment and added my part after. I specified which points were yours
As someone coming to Wilds from Iceborn (I did not play rise at all), I’m just excited to have a counter in the first place. For the offset, it is hard to time, but I enjoy it. For the counter, I tend to view sword mode as a berserker type mode in the first place (with the slower walking, heavier attacks and less mobile nature), so the chip damage does fit in with that in my opinion. I don’t know if it’s perfect, but it feels great to me in terms of fun.
Aww damn you didn't play Rise, if you did you will see why the Counter in MHWILDS is so shit.
@ I can see that being true, but I still think it feels decent. Maybe I’m just blissfully ignorant 🤣
I do agree with sword mode being a berserker mode, so the chip damage make sense to me too, but I can't really stand that the counter almost give you nothing in return for the amount of damage you taken. In my opinion, successfully counter and hit back should at least get you in amped state just like in Sunbreak and just like long sword's counter, but no we get nothing except for not dying from that particular monster attack and we might still die nonetheless because of that downtime of animation.
@@panupongkongwan924 that would be great. There should be a good incentive, and amped mode would be a great tradeoff IMO. I also would like if it had a little more effectiveness, most of the time I pull it off the monster just runs through me and I miss most of the attack.