misphrased the point about claggers, (1:50 meant Kushala not Teostra) If the invisible "clagger meter" is filled, claggers will "queue in" and occur on the next flinch unless the next flinch results in a guaranteed topple - but this is all completely outside the scope of this video. but the strategy still stands for reliable consistent toppling that a large majority of people can use: focus damage the topple part.
@@teyd7309 1. do any dmg to monster, build invisible meter 2. when invisible meter is full AND you get a flinch, monster will clagger if its not a guaranteed topple (e.g. kusha head flinch is always a guaranteed topple) 3. invisible meter resets when clagger happens someone else can correct me in the comments if im slightly off
The "invisible" threw me off initially, thought you were suggesting a second clagger gauge(not the case). But without being pedantic on that, the video is right.. To be more exact, flinches in general works as the following: 1) Full break (when you reach all 3/3 on the partbreak gauge, high flinch/downs) 2) Partial break (every 1/3 on the partbreak gauge, low flinch until full break) 3) "Unbreakable" (unspecified levels of breaking, low flinch infinitely) When clagger is filled it takes priority over all except the downs (topple) As a reminder, downs from partbreak is totally separate from stun(KO) Reposted so I don't sneak in edits :P
Always learn something new here! Great video! Can't wait to topple shara more often, now that I know that going for the head is in fact not the way to topple it lol.
Not sure if you can topple shara via head flinches, even if you could, it's still inefficient with melee (not easily accessible). Just make sure you focus on one front arm, not both.
I find it telling that you can make 3 min videos about this game, that dump information in a perfect concise way. While I leave others with questions or too much to think about. It's quite amazing how much applying the combined maybe 40 minutes of video? over time, has changed the entire way I hunt. starting from the smithy all the way to quest finished. Absolute best MH creator imo Love the content, the update to this will be awesome
I'm seen your videos for the first time recently and wanted to mention that it's some really solid content and is great for reaching those who are freshly initiated into the MH scene. Hopefully whatever is going on with your voice, which sounds to be sped up in post processing, it'd be nice if you could smooth that out to be more natural. It actually distracts from the words being spoken.
yes. for example grounded rathian in worldborne will not topple on head flinch (you can only dunk her by triggering head flinch while she's flying) in risebreak, she'll topple on head flinches (1 or 2 can't remember, but it doesnt matter, still easier than worldborne) while on the ground
is it possible to "waste" a topple? What i mean is that you deal enough partdmg to proc a topple while it is down by another topple/stun? So do you have to count damage to do what you explained at 1:50 or will the next topple just occur after i hit kushala after it gets up, if i dealt enough part dmg while it was down or does it get wasted if i deal too much damage in toppled state?
@@naota909sorry for the bad english, but i think he's trying to ask if we cause enough topple damage to a monster that's already toppled, the next topple of the monster would be wasted or the damage accumulates? so we just need a hit to topple it again?
@@1meyzee if you flinch a monster part when it's toppled nothing happens and part HP is reset. But even if that happens, you can still keep hitting the part to build up damage for the next flinch.
Huh. Had no idea that monsters wouldn't flinch/topple depending on which part you hit. I had assumed every part had an independent build up to flinch/topple but that every part could and some were just more resistant than others. Turns out I was totally wrong but now I know better and can start trying to learn these "topple spots"
So I'm a bit lost on the terminologies of these "status terms" on monsters like flinch and clagger because English is not my native language. When we're talking about "flinch", is this the status where they reel back a bit with saliva coming out of their mouth (where you can reset it with clutch claw) or is this the status of "clagger"?
This channel feels like peeping behind the curtain at the real wizard of oz, so many of these mechanics are virtually unknown to 99.95% of the playerbase
Yep. I’ve always felt that good players in Monster Hunter hoarded information and kept it closely guarded. Not sure why, maybe the competitive nature of speedrunning? Now I know there is so much that is not known and talked about, and finally someone is there to help the average player get good.
@@RhubarbRehabIt’s not that they’re hoarding the knowledge, I think a big part of it is that most hunters become complacent and either don’t appreciate or care when someone more skilled tries to help them, so people keep to themselves unless asked about something directly. I know some people have an attitude that will cause them to write off anyone trying to share info like that as a tryhard (which can be true to an extent) also, most of this knowledge can already be found if you know where to look, it IS shared, but not everyone wants to read thru reddit posts etc for it
its basically opportunity cost. ofc as hammer you should aim to get KOs from the head, but if the monster creates downtime on the head, but presents an uptime situation on the legs, it makes sense from a dps perspective to hit the legs then you can choose to continue on the legs or go back to the head, whichever is better That's why MH is so great the gameplay is very dynamic
I guess playing hammer ever since tri changed my way of thinking because even after changing to charged blade in world I still just bonk the hammer in the head after cutting its tail. (I mainly hunt solo, im smart enough in multi hunts to not hog it)
this is why i don't recommend main'ing a single weapon because it locks you into one way of playing and you don't get exposed to the other (and sometimes effective) game mechanics
@@naota909 what other game mechanics are you referring to here? Knowing another weapon’s moveset and how to use it? Knowing which part is best for you to target? Not playing charge blade as if it were hammer? I don’t understand
@@Dee-tf7rb I *think* he's meaning that some weapons rely on certain game-wide mechanics (wall bang, claggor, tenderize, mounting, flinching, toppling, weak spots, pods, slinger ammo, etc.) more than others. Here, ya, "don't play charge blade like a hammer" seems simple, but that encompasses a lot of things. It's not just your timings and combos, but what you choose to hit in your openings is different, etc. Your valuation of things like tenderizing can also be different based on your weapon, like how GL shells and CB impact files do the same damage to any part of the monster, so you might be more complacent about tenderizing there. Playing a different weapon, that has to rely on tenderizing, or focusing on different monster parts, can force you to learn to identify the openings you need to take advantage of those mechanics. You can then take those lessons back to other weapons that maybe don't benefit *as much* as the "teaching" weapons, but still see marked dps/survivability/enjoyment gains. Each weapon "likes" different core mechanics to varying degrees, but (almost) all of them benefit from you having a deep knowledge of every core mechanic, even if it's not the "primary" few that you think of/focus on. Again, that's my guess on his meaning based on my own experience as I've tried to broaden my horizons coming back to World. So if I'm totally off base... my bad lol
@@ryanrodgers3099That makes sense, thanks. I hadn’t considered that the importance of weapon unrelated game mechanics might vary so much between weapons.
"flinching their legs" wym by this? claw claw on - slinger burst into wall? A bit confused on wym with flinching on legs and x1/x2 I always thought flinching into walls/bursting was only useful for shooting their face into a wall. If you could elaborate for me xd
flinching has nothing to do with clutch claw. do damage to part with weapon. part hp reaches 0 and resets. monster reels back for 1-2 seconds - that's a flinch.
misphrased the point about claggers, (1:50 meant Kushala not Teostra)
If the invisible "clagger meter" is filled, claggers will "queue in" and occur on the next flinch unless the next flinch results in a guaranteed topple - but this is all completely outside the scope of this video.
but the strategy still stands for reliable consistent toppling that a large majority of people can use:
focus damage the topple part.
Can you shortly elaborate what you mean by overwrite exactly? Afaik topples/claggers/flinches (all through damage to parts) cant overwrite each other
@@teyd7309
1. do any dmg to monster, build invisible meter
2. when invisible meter is full AND you get a flinch, monster will clagger if its not a guaranteed topple (e.g. kusha head flinch is always a guaranteed topple)
3. invisible meter resets when clagger happens
someone else can correct me in the comments if im slightly off
well that explains why I feel like i never topple Kushala
The "invisible" threw me off initially, thought you were suggesting a second clagger gauge(not the case). But without being pedantic on that, the video is right..
To be more exact, flinches in general works as the following:
1) Full break (when you reach all 3/3 on the partbreak gauge, high flinch/downs)
2) Partial break (every 1/3 on the partbreak gauge, low flinch until full break)
3) "Unbreakable" (unspecified levels of breaking, low flinch infinitely)
When clagger is filled it takes priority over all except the downs (topple)
As a reminder, downs from partbreak is totally separate from stun(KO)
Reposted so I don't sneak in edits :P
Yes!! Please do for all monsters, this is amazing high quality content
Always learn something new here! Great video! Can't wait to topple shara more often, now that I know that going for the head is in fact not the way to topple it lol.
Not sure if you can topple shara via head flinches, even if you could, it's still inefficient with melee (not easily accessible).
Just make sure you focus on one front arm, not both.
I find it telling that you can make 3 min videos about this game, that dump information in a perfect concise way. While I leave others with questions or too much to think about.
It's quite amazing how much applying the combined maybe 40 minutes of video? over time, has changed the entire way I hunt. starting from the smithy all the way to quest finished.
Absolute best MH creator imo
Love the content, the update to this will be awesome
i've noticed your twitch link in the description
streams when? 👀
yes please!
I'm seen your videos for the first time recently and wanted to mention that it's some really solid content and is great for reaching those who are freshly initiated into the MH scene.
Hopefully whatever is going on with your voice, which sounds to be sped up in post processing, it'd be nice if you could smooth that out to be more natural. It actually distracts from the words being spoken.
hella informative, had no idea that that was the reason why topples are so dummy easy to get in risebreak
yes.
for example grounded rathian in worldborne will not topple on head flinch (you can only dunk her by triggering head flinch while she's flying)
in risebreak, she'll topple on head flinches (1 or 2 can't remember, but it doesnt matter, still easier than worldborne) while on the ground
wall bang, topple, clagger, topple, clagger, topple. IB monsters topple way more than SB monsters.
Especially in the endgame of sunbreak, like 281+ investigations getting topples takes a tonne of damage compared to anything in iceborne
is it possible to "waste" a topple? What i mean is that you deal enough partdmg to proc a topple while it is down by another topple/stun? So do you have to count damage to do what you explained at 1:50 or will the next topple just occur after i hit kushala after it gets up, if i dealt enough part dmg while it was down or does it get wasted if i deal too much damage in toppled state?
What are you asking
@@naota909sorry for the bad english, but i think he's trying to ask if we cause enough topple damage to a monster that's already toppled, the next topple of the monster would be wasted or the damage accumulates? so we just need a hit to topple it again?
@@1meyzee if you flinch a monster part when it's toppled nothing happens and part HP is reset. But even if that happens, you can still keep hitting the part to build up damage for the next flinch.
Huh. Had no idea that monsters wouldn't flinch/topple depending on which part you hit. I had assumed every part had an independent build up to flinch/topple but that every part could and some were just more resistant than others. Turns out I was totally wrong but now I know better and can start trying to learn these "topple spots"
Every part can result in a flinch, but not all part flinches can result in a topple
The power of the stun gun is a great way to bully. I started worlld as DB but when I got to rajang. I knew there had to be a better way.
Always wondered why some monsters would get double toppled that's interesting
So I'm a bit lost on the terminologies of these "status terms" on monsters like flinch and clagger because English is not my native language. When we're talking about "flinch", is this the status where they reel back a bit with saliva coming out of their mouth (where you can reset it with clutch claw) or is this the status of "clagger"?
saliva = clagger
What about build that focus on stun like HBG sticky? Does it matter where you aim?? Tia
This channel feels like peeping behind the curtain at the real wizard of oz, so many of these mechanics are virtually unknown to 99.95% of the playerbase
Yep. I’ve always felt that good players in Monster Hunter hoarded information and kept it closely guarded. Not sure why, maybe the competitive nature of speedrunning? Now I know there is so much that is not known and talked about, and finally someone is there to help the average player get good.
@@RhubarbRehabIt’s not that they’re hoarding the knowledge, I think a big part of it is that most hunters become complacent and either don’t appreciate or care when someone more skilled tries to help them, so people keep to themselves unless asked about something directly. I know some people have an attitude that will cause them to write off anyone trying to share info like that as a tryhard (which can be true to an extent)
also, most of this knowledge can already be found if you know where to look, it IS shared, but not everyone wants to read thru reddit posts etc for it
Ok but if you are a hammer bro, do you still attack legs? Do you switch maybe after 2nd stun if monster legs have good hitzone?
its basically opportunity cost.
ofc as hammer you should aim to get KOs from the head, but if the monster creates downtime on the head, but presents an uptime situation on the legs, it makes sense from a dps perspective to hit the legs
then you can choose to continue on the legs or go back to the head, whichever is better
That's why MH is so great the gameplay is very dynamic
For 2x leg topplers, does the flinch have to happen twice on the same leg?
Most yes.
There are exceptions like Bazelgeuse, however
I guess playing hammer ever since tri changed my way of thinking because even after changing to charged blade in world I still just bonk the hammer in the head after cutting its tail. (I mainly hunt solo, im smart enough in multi hunts to not hog it)
this is why i don't recommend main'ing a single weapon because it locks you into one way of playing and you don't get exposed to the other (and sometimes effective) game mechanics
@@naota909 what other game mechanics are you referring to here? Knowing another weapon’s moveset and how to use it? Knowing which part is best for you to target? Not playing charge blade as if it were hammer? I don’t understand
@@Dee-tf7rb I *think* he's meaning that some weapons rely on certain game-wide mechanics (wall bang, claggor, tenderize, mounting, flinching, toppling, weak spots, pods, slinger ammo, etc.) more than others. Here, ya, "don't play charge blade like a hammer" seems simple, but that encompasses a lot of things. It's not just your timings and combos, but what you choose to hit in your openings is different, etc. Your valuation of things like tenderizing can also be different based on your weapon, like how GL shells and CB impact files do the same damage to any part of the monster, so you might be more complacent about tenderizing there. Playing a different weapon, that has to rely on tenderizing, or focusing on different monster parts, can force you to learn to identify the openings you need to take advantage of those mechanics. You can then take those lessons back to other weapons that maybe don't benefit *as much* as the "teaching" weapons, but still see marked dps/survivability/enjoyment gains.
Each weapon "likes" different core mechanics to varying degrees, but (almost) all of them benefit from you having a deep knowledge of every core mechanic, even if it's not the "primary" few that you think of/focus on.
Again, that's my guess on his meaning based on my own experience as I've tried to broaden my horizons coming back to World. So if I'm totally off base... my bad lol
@@ryanrodgers3099That makes sense, thanks. I hadn’t considered that the importance of weapon unrelated game mechanics might vary so much between weapons.
@@ryanrodgers3099 what ryan said is exactly what i mean (and phrased much better than i could have put it)
this is why I am strictly SNS/LBG/HBG/Bow Just enough variety for me depending on the situation
Great concept
"flinching their legs" wym by this? claw claw on - slinger burst into wall? A bit confused on wym with flinching on legs and x1/x2 I always thought flinching into walls/bursting was only useful for shooting their face into a wall. If you could elaborate for me xd
flinching has nothing to do with clutch claw.
do damage to part with weapon.
part hp reaches 0 and resets.
monster reels back for 1-2 seconds - that's a flinch.
@@naota909I see! I see, okay thank you!
commenting for future use :D