Its just that attacks that you can perfect block are also attacks that you can back hop straight into perfect rush so that roundslash counter is going to have a rough competition in terms of MV.
I think that last attack is a follow-up attack to a parry. Every other weapon has had an attack for when the monster is latch to you and you shove your weapon in its mouth and nail it. SnS is so small that doesn't make sense so I think they gave it a unique parry attack for that moment instead.
in the distance we can hear him... faster than a bazelgeuse invading your hunts on world... Jocat is near once more... really happy with what I'm seeing for S/S... with the prospect of being able to run with two weapons at the same time I'll be able to go for maximum utility and have both S/S AND my beloved Bow :>
What Ruri meant to say about guarding with SnS is that SnS has a weaker guard strength than, for example, Lance. This means that guarding against attacks with a SnS will result in more knockback and chip damage. Much heavier attacks can completely break your guard. If you want to block efficiently with SnS, it means adding Guard skills to your set which could result in losing out on more offensive skills. That being the case, it is recommended to just dodge most attacks using the SnS' mobility and only relying on the shield as a last resort.
I actually dont recommend to ignore Guard. Unless youre a speed runner I wouldn’t* cry about a few points of attack boost. Guard 3 is good enough to make you feel indestructible
@@claymathews8814 For sure. I tend to use SnS or Lance against tougher monsters because I can always fall back on their guard for when I mess up. Not to mention, I also have an alternate support-focused set for SnS for when I want to be able to quickly provide heals or use items for hunting alongside newer players learning a tough monster.
@@NekoBatyx same! Ill make a “medic” sns build that uses speed eating and wide range and just answer sos’s for a couple hours. Good times. Slugger 3 for the KOs too
Which is why the "parry" mechanic is necessary to keep the Shield part of the Sword and Shield alive, although at that point it should be called Sword and Buckler or Sword and Parry Shield
I love how the SnS is now a good mix of elegance and brutality in Wilds. The basic combo seems much more elegant, closer to how a sword would typically be used, but you've also got brutal attacks and hits with full body weight in them that seems fit for dealing with very tough monsters. Love it!
I'm convinced that the parry is gonna function as an improved guard slash and shortcut to the perfect rush finisher. Which probably is the final part of the showcase.
The hunter goes from the recoilless parry straight into the bread-and-butter roundslash, so they could launch into anything from there, including a Perfect Rush.
@@Paeddl rise and sunbreak sure are fast paced, but i meant fluid and organic like dance cuz of rhythm and pace. The transitions between moves vertically and horizontally are more seamlessly coordinated than previous interactions imho.
Some of the new animations are closer to movements you'd see in real swordplay, so it does look a lot more elegant. The exaggerated, more fantasy-like full bodyweight movements are still there, too, which also adds an element of brutality and makes a bit of sense given how tough some monsters can be.
@@Damfotografia This ^ its not about the speed, its about the quality. Risebreak enhances weapon fluidity a lot compared to Worldborne, but the jump from Rise to WILDS, omfg, WHAT???? Its more insanely smooth that Rise. I really love how Risebreak improved the SNS even if you exclude the wirebug skills.
There was an advantage to using items with the weapon drawn in Rise/Sunbreak. Item use with the drawn weapon DIDN’T USE STAMINA. So you could move at item usage sprinting pace without losing stamina. It was a game-changer. I suspect it will be the same in Wilds.
I don’t know, the real problem with the item usage was always movement. Rise let you actually run whilst using items in world however if I’m not mistaken you are locked into a wall animation with sns. Hopefully they fixed it like they did in rise but we can’t tell yet because in this trailer they just walked.
@@MrJayza89you’re not mistaken. Since the sheath/unsheath animations for SnS are so fast it was usually better to put it away and use an item while running instead of taking advantage of one of the SnS unique mechanics, which is a bit of a shame.
The one thing I hope Capcom gets right is to get all the weapons to have there own strong points. Example Hammer should be KO king followed by HH IG should be mount king. Lance Guard Counter and so on. Hammer felt so meh in Rise because I could get KO easier using SnS 😅
1:14 "I'm a little bit sad because this is one of the shortest (showcase) videos" proceed to upload the longest discussion video like damn 19 minutes? lol.
amazing. the "fade slash adjusting side-hop-attacks" are huge! i hope we get access to advanced slash and sliding slash at the same time. sliding slash covers more ground and advanced slash gives some hyperarmor, so both have different usercases.maybe different followups as well. The going up and shield bash down move was one of our hardest hitting attacks, kinda weird they picked that for our focus attack. but maybe we get that last attack to replace that, wich is awesome, loved using that wall jumping attack in world. seems all shield weps get an instant guard counter. loving that. btw, hoping they make lance extra spicey regarding that. no metsu shoryugeki? i hope and it may be there, but it may not. aaahh i want it. i dont think we getting oils. so excited and happy with what they showed so far for the weps i mainly play: cb, sns, gl. Now awaiting lance.. i expect lots of changes for that one.
As an SnS main I think this is an awesome overview! I noticed a few things that weren’t really brought up: -The shield during Focus Strike Falling Bash is glow red which I have never seen before, maybe it’s a new flare to the attack or something else -I think from what I can tell Helm Breaker/ Plunging Thrust are now grounded attacks or are both aerial and grounded which is massive as they both had a piercing effect if I’m not mistaken! - The sidestep Chop might replace the basic Chop for more maneuverability I like these but now that you mentioned the fact they may have put the Rising Slash behind focus mode does worry me a little bit but I will find a way to work it into my combos!
2 things: 1) I think people think is the beginner weapon because 1) comes equipped by default in most games 2) Basic moves are low commitment making it forgiving when you are still learning the ropes. 2) GL, CB, SnS... ah! a man of great taste
I think the fact that you don’t have to sheath it to drink potions is the main reason people say it’s the beginner weapon. Which is ironic if you think about it as it basically creates a bad habit that will hamper you if you want to use any other weapon.
@@BasketCase-rr7tx BVut as he points out, sheathign the SnS is so fast that doest it event make a difference? You need to block to use an item, and If memory serves, after the item is use, the weapons is sheathed. Blocking is just slightly faster than sheathing and it cant be done on the move. I rarely use this feature of the weapon... I cant remember if you use an item from the radial menu, isn't the weapon autosheath anyway?
@Crihnoss the only thing that makes you sheath your weapon if you use items with the SnS out is just a whetstone. Alot of people just see the item mechanic as "OH I can heal while fighting nice" but alot of it's power comes from using the radial wheel with stuff like flash/sonic bombs, barrel bombs, and traps. And in a multiplayer setting you can set up dusts of life's and demon/armor powders mid hunt if you really wanted to. Edit/Clarification: the Radial shortcut menu is so strong for SnS specifically cause it bypasses you needing to guard to use the item, you just instantly use it
I believe that SnS parry move comes from Sunbreak if I’m not mistaken. By holding the block button and the right face button on the controller you do a guard slash. By timing it correctly and equipped with enough guard skills, you can parry the attack and follow up with a perfect rush in Sunbreak. On top of that the shield actually bashes the monster so there is also KO potential in doing a perfect guard slash. It was one of my favourite SnS gimmick builds. Idk how it’ll work in Wilds but it seems like the guard slash acting as a parry move might make a return with some changes to the follow up.
Just add Embolden, and I am gold. Damn, I am happy. I play that style all the time. I love it. Please bring Embolden as a perk, Capcom. Then, I am swimming in happiness.
A note about the "Beginner Weapon" label: SNS is a quite technical weapon with a very high skill ceiling when you get into it for sure BUT that doesn't mean it doesn't also have a low skill floor and work as a perfect entry point for beginners either. It has the lowest commitment attacks, the quickest access to items, and some of the best mobility of any weapon And the free-flowing combos and options while giving a lot to master and consider from a technical side, also lend the weapon well to beginners who are prone to button-mash during their openings rather than consider "optimal DPS combos" SNS is both the ideal beginner weapon AND a weapon with a high skill ceiling and a lot of depth. And I don't think that's accidental. I think Capcom wants SNS to be a weapon that grows with its user. Starting shallow when the player needs to get accustomed to the monsters and game's other systems, but getting incredibly deep when they're ready to dive further into the combat
I mean thats not how MH players work. MH players doesn't choose SnS then goes to other weapons. They choose CB then stick to it. SnS being beginner weapon seems to be for old games tbh. The proof is that so many newbie players that tries SnS often failed their first hunt in MHR or MHW. For example some vtubers or even Charlie Moist critical(people that aren't used to MH games at all) can finish quest using so many other weapons. But they legit failed to finish hunt using SnS. Obviously because SnS is no longer easy. Heck it's hard to even deal good damage using this weapon unless you understand something. It's just not a beginner weapon anymore. It's too technical, has low damage output if you dont play properly, and what tip beginners of is the range. and the whole deal about "using items with weapon drawn" are useless for beginners. NO beginners i watched that used SnS utilize this at all. only pros or speedrunners use it a lot for traps and bombs.
I'm mained SnS in Monster Hunter, so seeing it in Rathalos Armor is so fitting and special to me. I'm mainly sad that I can't have Sheild and Shield(I really like hitting things in the face with a shield) and the weak point strike be a repetitive stabing move. Hopefully DB can have blunt weapons and do the stabby stabby... roflmao I also really hope they fixed/scaled stat/Elm in wilds for atleast light weapons...
Ruri, I also main the SnS, GL, and CB! I think this is how I actually came across your content to begin with years ago. Was probably looking for a guide on one of them in World. Super excited for the SnS!
The SnS helm breaker was great fun against Nerg, just outside his nest in the Volcano, so many crystal columns to run up and plunge from, really satisfying and decent damage, never mind the really quick mount you'll get from it. Looks like they've reworked that into a jumping ground attack, hope we can still do the extended aerial plunge though.
As you can see in comparison with the LS video breakdown which is Sub 9, this being a 19 min video just proves that Ruri does main LS by heart and soul.
I noticed the thing from the slide-slash on the CB-video as well. i guess some moves now are different depending on the direction you input at the same time (backwards, left, right, forward, neutral), which will give a lot more mobility without giving you a new tool to work with and that is great.
The guardpoint/perfect block movement reminds me of how insta-block works for with lance in rise/sunbreak. Honestly super excited and hopeful they didn't change too much other than the obvious things.
Insta block is what made me fall in fall with SnS in Sunbreak. This only continues. I am so happy. I was very worried that they would take it away from me. I play this style in Sunbreak with Embolden added. What a rush!!!! Hell yeah.
Honestly with every Shield weapon getting a parry and extra repositioning tools, not to mention focus mode allow for precise attacks, it feels like theyare taking everything that makes lance special and just give it to the other weapons.....which makes me fear that lance might not get any big enough changes to make it stand out again. I have the verry bad feeling Lance will be verry disapointing and i really hope that i am wrong
I was just thinking about that this morning watching this SnS trailer. Ever since I saw that they gave GL a perfect parry, I'm really worried that lance is just not going to be enough of it's own thing. Lance kind of always gets shafted though lets be real...
@@valeereon9954 I mean, Gunlance is still part LANCE, so I can't really complain about it having one counter. I think focus mode, clashes, and probably enhanced counters will help make Lance shine this time around. Don't forget that this is the same team that designed the greatest Lance attack ever, the clutch claw counter and its clutch claw attack. If they cooked this hard with the other weapons, I have faith they'll cook with the Lance as well, especially since they want to try and even out the usage distribution of each weapon some more.
@@atomicbanana55 "they want to try and even out the usage" where did they say that?.....also dont forget that this is also the same team that nerfed lances damage while it was at the bottom already
@@zawardo5909 I don't remember which one, but it was some interview where they were asked what kind of changes would be made to the weapons and combat.
Mestu shoryugeky will be missed but i love the parry. Learned sns with your guides ruri, now learning charged blade these 2 weapons will be in my mount in wilds
@jacktheomnithere2127 I wouldn't know I didn't play much of Fighter in DD1 xD I only remember the move in DD2 cause I was desperate for that weight increase at level 6 xD
Another reason that the slight reposition is important is because of the wounding mechanic in the game. Being able to take a step to the left and go back to hitting the head means you can get those wounds faster, so you can do your cool focus finishers quicker.
Been loving the overviews because I kinda skipped Rise and you fill in the gaps of mon hun i didn't do. Plus I'm all for the more grounded gameplay. Thanks for these overviews man
The parry actually looks like a Shield Bash. It’s possible that they’re going to code the first attack of the Shield Bash combo to also be a parry if you time it correctly.
I think the parry / or guard point move is a last second Guard Slash (from rise). Two things that makes me think so: - the hunter advances forward, bashing the shield (similar to how guard slash works in rise) - after bashing the shield, the hunter follows it up with an attack similar to Spinning Reaper Slash. 🤔🤔🤔
if we look carefully, so far we have seen all blocking weapons do a perfect block (parry) with the exception of the greatsword, my suspicion is that all the shielded weapons (including the HBG which it showed doing the same thing) get guard points. which i think is great, guard points are a form of skill expression there is no universe where giving greater skill expression is a bad thing.
Ah, my boy the SnS. Was waiting for this one. Ohh, they put World's downwards slash, probably one of the meanest moves in World as a non-wall running move! That's great.
Love the video, there is so much cool stuff, that I started playing almost every weapon that I haven't, still waiting for the day @Rurikhan is gonna do LS playthrough :). Shields Up!
14:50 Actually, in the GL, the CB, and now the SnS trailer, you can see that the hunter does the little shield wiggle from Insta-Block at the start of the guard animation, so it looks like every weapon that can guard gets adept style counters. That's probably why HBG now can manually guard, specifically to get an adept style counter.
In rise their was a niche dango option that greatly boosted small bomb damage. Tossing the bombs without sheathing was really fun and a stack can be rationalized as 1000 free true damage in solo hunts.
I've been transitioning from Lance main to S&S main lately (on my second playthroughs of World and Rise), and this looks good. I can confirm that blocking is something I'd only do when my mind blanks out in front of an attack, however getting perfect guard into counter would change that. In theory, because I'm bad at perfect guarding.
Back in Sunbreak, I usually dont use any items with the weapon out due to wirefalling. I only ever used items with the weapon out when I have the extra wirebug from Frenzied Bloodlust since sheathing makes it go away much faster.
As a SnS main, I can't say I agree with it being complex. There's a broad list of moves to learn. One of the broadest in the game. But I barely use more skills than I do with a LS or DS because there's rarely a call to do any more. It doesn't have the lowest mastery ceiling by any means but it's a long way from being as difficult to master as GL or CB imo. No difficult timing effects like guard points or LS counters to master either Biggest selling point is the quick item use in my opinion. Playing a more support oriented build is where the complexity comes in. Loved that in Iceborne. SnS slinger build was king
This was my main weapon in Monster Hunter World, I tried all the weapons but always came back to this one, it just felt the most natural and flexible to play. Also helped me get used to using items as a regular part of fights.
I think that everybody is misinterpreting the sliding slash. I don't think it's going to be a replacement for the advancing slash, because we've exclusively seen it being used mid-combo. I think it's going to be more of a combo move where you reposition while attacking. Valor SnS had something similar in GU. From the focus mode video, we can also clearly see that the rising slash that follows the sliding slash can be aimed independently from the sliding slash's direction, at least while in focus mode. Basically, SnS looks like it's getting both large and micro-repositioning tools.
Can't wait until there's some demo footage where people can actually try out the weapon and show off how the combos flow together. Pretty hyped for that guard counter, it always felt like SnS should have something like that but the closest thing we got so far was being able to combo into Perfect Rush off a well-timed guard attack. Curiously, they haven't shown off the finisher move for Perfect Rush, I wonder if that's something new or just the same as in Rise where it would launch you up.
I’m glad there is a guard counter of some kind, this may sound odd to those not interested in it, but the best thing Monster Hunter Now did was add a guard reaction combo to SnS, which after blocking a hit, would allow you to go into a combo that put you airborne for a shield slam.
On the using items without sheathing thing, the biggest advantage has never been for potions (which take time to drink anyway). Rather it's good for stuff like traps and barrel bombs which you can mix right into your combos.
Oooh. I thought the focus attack was the same as the back hop charged attack but the focus attack looks more like the shoryugeki. The backhop charge is slash, jumping slash, shield bash/downward slash. The focus attack is slash, shield uppercut, shield bash. I’m okay with this as an SNS main. Easier KOs are always nice. I wonder why they didn’t use the focus attack on the head if the upwards swing is with the shield.
I suspect we might be getting switch skills as an option. It looks like the flow of sns has changed quite a bit. repositioning is nice, though the attacks have a very different speed, stance and flow from what we've seen previously. I do like that the sns is getting something akin to an adept guard. I guard with the sns more than I probably should. I've guarded some ridiculous stuff with sns. If you need it, it can save your bacon. My ninja sword preference made for some interesting interactions. Rajang threw a boulder at me, and it looked like I just punched it out of the air. Wasn't any way to roll out of that one. The guy I was hunting with was incredulous. He'd assumed the shield was useless.
The guard counter maybe the one where we hold down Guard, then press A (on switch, B on xb). Maybe if timed right it has higher guard level now that it goes to the spinning counter rather than the small side slash in Risebreak.
Sword and Shield is very closed range so the micro-adjustments between attacks can make all the difference. I just hope it's not affected by something like Evade Extender because now we're probably going to get the Evade Extender 3 jank on the basic dodge.
To my understanding, I do believe shield slam is just a follow up you can do while in the air same as the jumping slash. What scare me the most SnS loses Slinger Burst combo, I do understand this is exclusively to Ice borne but slinger burst is such a good gap closer. It what makes SnS really strong.
The best s n s , Completely underrated weapon ready for beginners because it easy to learn but in the hands of a season player sword and shield is devastating due to its potential. These status effect stacking with a quick succession with the sword and the ko power of the shield. ❤❤❤ I absolutely agree with you many people dismiss this as a good weapon set but once you see it in action in the hand of a master it shuts them up really fast.
I hated the Sliding Slash in Rise/Sunbreak. I tried it a few times but the times I used it by accident were far to many. And i see the Shield part the same way. The Shield is only used for blocking when I know I can't avoid the coming attack in any other way or if the Monsters does a combo move where blocking is just way safer.
I think the perfect block is the sns version of the special attacks that we saw with the GS and Hammer knocking the monster with a timed attack due to the same sparks when you do it, it could be that light weapons don’t knock the monster the same way as the clutch claw didn’t wound with one attack for light weapons.
Tbh, the reeling back from guarding has its niche use in some attacks for me. Especially during enlarging circle aoe like Safi slams and Velcana ice rings. If you guard it away from the monster, you get reeled INTO the monster. Sure, experts can dodge/evade/backhop it, but it super safe to execute and allow you to quickly continue to dps
11:40 I also really hope that the weak point isn't the only way to set up the falling shield bash because that's my favorite move, but I highly doubt it. In vanilla MHW you were able to do it with a back hop charged attack, I don't remember if there was any other way, I haven't played in a couple years. But in Rise they gave you 5 freakin ways to do it, but 2 of them were a weaker version that didn't send you as high and did 1 less hit, and for some reason the back hop charged attack in MHW was one of the ways you used the weaker version. I have a feeling SnS is going to be more like how it was MHW than Rise, since this game is more a successor to World than Rise, but I hope they bring back a lot of the great additions to SnS that Rise had. In Rise perfect rush sends up flying up so you can do a falling shield bash or drill attack, instead of launching you away from the monster. I'd really prefer the way it was in Rise, but it would be great if you can do both depending on your input. The Rise way to keep the damage going, or the World way to get away from the monster.
I found being able to use the slinger while unsheathed with SnS in World was huge. With the slinger coming back for Wilds, I hope that is still a thing.
Every weapon should have a perfect guard/evade mechanic built into it cause it's one of the most satisfying things to pull off and even beginners/casuals who aren't focusing on those feel great when they do it.
Don't know if you've said this in the past at all but something you pointed out about switch skills and variations in the default moveset as well as a suspected perfect block mechanic makes me think a version of hunting styles might be making a comeback from GU/XX. Don't think it will be as over the top as the old ones but styles like Adept I could see fitting very well into this more grounded combat.
Im really hoping we can get the default advancing slash back somehow. But having more nuanced and precise positioning is gonna be so freaking good. My biggest gripes with the sns in world/iceborne is how floaty some of its attacks feel and how hard it is to keep decent positioning with it (especially with worlds upward strike instead of the advancing slash. man that move was trash). In sunbreak the weapon was amazing but world was probably my least favourite iteration - even if some additions like pr were great. Wilds is looking very good so far tho ^^
Hey guys, im just noticing this now but did you see the footprints of the monster when ruri was talking about the 'hop back overhead' attack. which makes me thing we need to collect tracks again which makes sense for the scout flies
High skill ceiling sure, but it's also definitely a lower bar to entry than most. Namely because the animation commitment is much smaller, so it's easier to just mash attack buttons until you win. The depth is just as deep as any other weapon, so folks who stick with it can get the same joy of progression with it as any other weapon.
It'll be crazy if blocking now comes with perfect parry mechanics from Sekiro/Stellar Blade, because from what I've been seeing, those look like "just" guards (guarding at the last moment before an attack), and it even has it's own "clang" animations
I think the counter in all shield weapons and some of the blade weapons its a way to make ofensive guard and guard a more universal thing to run instead of evade extender and stuff or maybe if there are switch skills then they are triying to make 2 diferent playstyles that make use of different skills too
I think that the perfect block mechanic is going to make guarding with the SnS into something that used much more
Its just that attacks that you can perfect block are also attacks that you can back hop straight into perfect rush so that roundslash counter is going to have a rough competition in terms of MV.
Oh best believe. I'm makin a whole Paladin SnS build when I get my hands on this game
@@renzchua6331 if Offensive Guard remains unchanged that could be a good motivation to use it
@@tinysurvivor4663 That's very true.
I think that last attack is a follow-up attack to a parry.
Every other weapon has had an attack for when the monster is latch to you and you shove your weapon in its mouth and nail it. SnS is so small that doesn't make sense so I think they gave it a unique parry attack for that moment instead.
in the distance we can hear him... faster than a bazelgeuse invading your hunts on world...
Jocat is near once more...
really happy with what I'm seeing for S/S... with the prospect of being able to run with two weapons at the same time I'll be able to go for maximum utility and have both S/S AND my beloved Bow :>
To quote the Jocat community post from today,
“3”
@@Joseph125 yeee.... going to be great to see him back.
The lack of oils though q.q
Id rather Bagel appear
"We got the mother fucking sword and shield baybeeeeee"
What Ruri meant to say about guarding with SnS is that SnS has a weaker guard strength than, for example, Lance. This means that guarding against attacks with a SnS will result in more knockback and chip damage. Much heavier attacks can completely break your guard. If you want to block efficiently with SnS, it means adding Guard skills to your set which could result in losing out on more offensive skills. That being the case, it is recommended to just dodge most attacks using the SnS' mobility and only relying on the shield as a last resort.
Or if you wanna give a monster a concussion🙏
I actually dont recommend to ignore Guard. Unless youre a speed runner I wouldn’t* cry about a few points of attack boost. Guard 3 is good enough to make you feel indestructible
@@claymathews8814 For sure. I tend to use SnS or Lance against tougher monsters because I can always fall back on their guard for when I mess up. Not to mention, I also have an alternate support-focused set for SnS for when I want to be able to quickly provide heals or use items for hunting alongside newer players learning a tough monster.
@@NekoBatyx same! Ill make a “medic” sns build that uses speed eating and wide range and just answer sos’s for a couple hours. Good times. Slugger 3 for the KOs too
Which is why the "parry" mechanic is necessary to keep the Shield part of the Sword and Shield alive, although at that point it should be called Sword and Buckler or Sword and Parry Shield
I never clicked a notification so quickly. SnS main and I’m loving what they’ve showed us
Same, SnS main. Was looking forward to this one
SnS ftw!
SNS main since freedom unite
@@bostonarchie3194ooh… youre a 2nd fleeter.. like me… old hunters around gather!
Flashing and bombing a monster with your weapon still out is crucial to showing them they don't stand a chance
This right here. Exactly.
"That's one small side-step for the hunter, one giant efficiency leap for the S&S mains" - Niel Armstrong.. probably
Pulling off a wall run helm breaker on a standing Kulve Taroth was actually goated.
I love how the SnS is now a good mix of elegance and brutality in Wilds. The basic combo seems much more elegant, closer to how a sword would typically be used, but you've also got brutal attacks and hits with full body weight in them that seems fit for dealing with very tough monsters. Love it!
seeing the Frontier moveset for SnS in a mainline game feels really special the way it just flowed through the first few seconds is just beautiful
I'm convinced that the parry is gonna function as an improved guard slash and shortcut to the perfect rush finisher. Which probably is the final part of the showcase.
The hunter goes from the recoilless parry straight into the bread-and-butter roundslash, so they could launch into anything from there, including a Perfect Rush.
SnS seems so fluid and organic, almost like a dance! SnS mains will eat good in wilds.
You think so? i think it looks Slow AF compared to before
@@Paeddl rise and sunbreak sure are fast paced, but i meant fluid and organic like dance cuz of rhythm and pace. The transitions between moves vertically and horizontally are more seamlessly coordinated than previous interactions imho.
Some of the new animations are closer to movements you'd see in real swordplay, so it does look a lot more elegant. The exaggerated, more fantasy-like full bodyweight movements are still there, too, which also adds an element of brutality and makes a bit of sense given how tough some monsters can be.
@@Damfotografia This ^ its not about the speed, its about the quality.
Risebreak enhances weapon fluidity a lot compared to Worldborne, but the jump from Rise to WILDS, omfg, WHAT???? Its more insanely smooth that Rise. I really love how Risebreak improved the SNS even if you exclude the wirebug skills.
@@sarcirinsdaefarin3950 yes, exactly that!
That Kushala impression was perfect 🤣 And it's so true. Annoying how he just vacuums you with his head from one side to another.
There was an advantage to using items with the weapon drawn in Rise/Sunbreak. Item use with the drawn weapon DIDN’T USE STAMINA. So you could move at item usage sprinting pace without losing stamina. It was a game-changer. I suspect it will be the same in Wilds.
I don’t know, the real problem with the item usage was always movement.
Rise let you actually run whilst using items in world however if I’m not mistaken you are locked into a wall animation with sns.
Hopefully they fixed it like they did in rise but we can’t tell yet because in this trailer they just walked.
@@MrJayza89you’re not mistaken. Since the sheath/unsheath animations for SnS are so fast it was usually better to put it away and use an item while running instead of taking advantage of one of the SnS unique mechanics, which is a bit of a shame.
I had a funky guard/ko/raw build for Shield and Sword in mhr. Friggen loved it.
The one thing I hope Capcom gets right is to get all the weapons to have there own strong points.
Example Hammer should be KO king followed by HH
IG should be mount king.
Lance Guard Counter and so on.
Hammer felt so meh in Rise because I could get KO easier using SnS 😅
13:47 probably a feature called ‘Just Guard’ given to gunlance & lance in previous MH
This weapon is what made me fell in love with MH back in middle school when my friend told me about the game.
Adept Guard. You could see the Gunlance as well as the Chargeblade do this too. I'm in love.
16:35 screw Charge Blade and their guard points! Let the weapon that has SHIELD in their name actually use the shield as a shield!!
1:14 "I'm a little bit sad because this is one of the shortest (showcase) videos"
proceed to upload the longest discussion video like damn 19 minutes? lol.
There’s a lot to say.
Ruri doing his best Asmongold
amazing. the "fade slash adjusting side-hop-attacks" are huge!
i hope we get access to advanced slash and sliding slash at the same time. sliding slash covers more ground and advanced slash gives some hyperarmor, so both have different usercases.maybe different followups as well.
The going up and shield bash down move was one of our hardest hitting attacks, kinda weird they picked that for our focus attack. but maybe we get that last attack to replace that, wich is awesome, loved using that wall jumping attack in world.
seems all shield weps get an instant guard counter. loving that. btw, hoping they make lance extra spicey regarding that.
no metsu shoryugeki? i hope and it may be there, but it may not. aaahh i want it.
i dont think we getting oils.
so excited and happy with what they showed so far for the weps i mainly play: cb, sns, gl. Now awaiting lance.. i expect lots of changes for that one.
One of the shortest weapon reveals but his longest breakdown
As an SnS main I think this is an awesome overview! I noticed a few things that weren’t really brought up:
-The shield during Focus Strike Falling Bash is glow red which I have never seen before, maybe it’s a new flare to the attack or something else
-I think from what I can tell Helm Breaker/ Plunging Thrust are now grounded attacks or are both aerial and grounded which is massive as they both had a piercing effect if I’m not mistaken!
- The sidestep Chop might replace the basic Chop for more maneuverability
I like these but now that you mentioned the fact they may have put the Rising Slash behind focus mode does worry me a little bit but I will find a way to work it into my combos!
2 things:
1) I think people think is the beginner weapon because 1) comes equipped by default in most games 2) Basic moves are low commitment making it forgiving when you are still learning the ropes.
2) GL, CB, SnS... ah! a man of great taste
I think the fact that you don’t have to sheath it to drink potions is the main reason people say it’s the beginner weapon. Which is ironic if you think about it as it basically creates a bad habit that will hamper you if you want to use any other weapon.
@@BasketCase-rr7tx BVut as he points out, sheathign the SnS is so fast that doest it event make a difference?
You need to block to use an item, and If memory serves, after the item is use, the weapons is sheathed. Blocking is just slightly faster than sheathing and it cant be done on the move.
I rarely use this feature of the weapon... I cant remember if you use an item from the radial menu, isn't the weapon autosheath anyway?
@Crihnoss the only thing that makes you sheath your weapon if you use items with the SnS out is just a whetstone. Alot of people just see the item mechanic as "OH I can heal while fighting nice" but alot of it's power comes from using the radial wheel with stuff like flash/sonic bombs, barrel bombs, and traps. And in a multiplayer setting you can set up dusts of life's and demon/armor powders mid hunt if you really wanted to.
Edit/Clarification: the Radial shortcut menu is so strong for SnS specifically cause it bypasses you needing to guard to use the item, you just instantly use it
It's a typical weapon that's easy to pick up but hard to master.
I believe that SnS parry move comes from Sunbreak if I’m not mistaken. By holding the block button and the right face button on the controller you do a guard slash. By timing it correctly and equipped with enough guard skills, you can parry the attack and follow up with a perfect rush in Sunbreak. On top of that the shield actually bashes the monster so there is also KO potential in doing a perfect guard slash. It was one of my favourite SnS gimmick builds. Idk how it’ll work in Wilds but it seems like the guard slash acting as a parry move might make a return with some changes to the follow up.
Just add Embolden, and I am gold. Damn, I am happy. I play that style all the time. I love it. Please bring Embolden as a perk, Capcom. Then, I am swimming in happiness.
@@rechelieu same.
and i believe Lance and Gunlance mains will be eating BIG if Embolden comes back.
A note about the "Beginner Weapon" label:
SNS is a quite technical weapon with a very high skill ceiling when you get into it for sure
BUT that doesn't mean it doesn't also have a low skill floor and work as a perfect entry point for beginners either.
It has the lowest commitment attacks, the quickest access to items, and some of the best mobility of any weapon
And the free-flowing combos and options while giving a lot to master and consider from a technical side, also lend the weapon well to beginners who are prone to button-mash during their openings rather than consider "optimal DPS combos"
SNS is both the ideal beginner weapon AND a weapon with a high skill ceiling and a lot of depth.
And I don't think that's accidental. I think Capcom wants SNS to be a weapon that grows with its user.
Starting shallow when the player needs to get accustomed to the monsters and game's other systems, but getting incredibly deep when they're ready to dive further into the combat
I mean thats not how MH players work. MH players doesn't choose SnS then goes to other weapons.
They choose CB then stick to it.
SnS being beginner weapon seems to be for old games tbh. The proof is that so many newbie players that tries SnS often failed their first hunt in MHR or MHW. For example some vtubers or even Charlie Moist critical(people that aren't used to MH games at all) can finish quest using so many other weapons. But they legit failed to finish hunt using SnS.
Obviously because SnS is no longer easy. Heck it's hard to even deal good damage using this weapon unless you understand something. It's just not a beginner weapon anymore. It's too technical, has low damage output if you dont play properly, and what tip beginners of is the range.
and the whole deal about "using items with weapon drawn" are useless for beginners. NO beginners i watched that used SnS utilize this at all. only pros or speedrunners use it a lot for traps and bombs.
@JustAnotherMike well said, mate; well said.
at least, if hunters stick with it. most don't. still, that's a great point.
To be honest Ruri, that last attack looked more like a variation of Downcrack from Dragon's Dogma than a Helm Breaker.
I'm mained SnS in Monster Hunter, so seeing it in Rathalos Armor is so fitting and special to me.
I'm mainly sad that I can't have Sheild and Shield(I really like hitting things in the face with a shield) and the weak point strike be a repetitive stabing move. Hopefully DB can have blunt weapons and do the stabby stabby... roflmao
I also really hope they fixed/scaled stat/Elm in wilds for atleast light weapons...
Ruri, I also main the SnS, GL, and CB! I think this is how I actually came across your content to begin with years ago. Was probably looking for a guide on one of them in World. Super excited for the SnS!
Honestly.. how TF did monster hunter turn into my most played franchise of all time. As a grown ass gamer. It's too good. Can't wait.
The SnS helm breaker was great fun against Nerg, just outside his nest in the Volcano, so many crystal columns to run up and plunge from, really satisfying and decent damage, never mind the really quick mount you'll get from it. Looks like they've reworked that into a jumping ground attack, hope we can still do the extended aerial plunge though.
As you can see in comparison with the LS video breakdown which is Sub 9, this being a 19 min video just proves that Ruri does main LS by heart and soul.
Love this! It’s one of my two that I’m using in my current World playthrough.
I'm here every day. Let's go, rurikhan 🎉
I noticed the thing from the slide-slash on the CB-video as well. i guess some moves now are different depending on the direction you input at the same time (backwards, left, right, forward, neutral), which will give a lot more mobility without giving you a new tool to work with and that is great.
The guardpoint/perfect block movement reminds me of how insta-block works for with lance in rise/sunbreak. Honestly super excited and hopeful they didn't change too much other than the obvious things.
Insta block is what made me fall in fall with SnS in Sunbreak. This only continues. I am so happy. I was very worried that they would take it away from me. I play this style in Sunbreak with Embolden added. What a rush!!!! Hell yeah.
Honestly with every Shield weapon getting a parry and extra repositioning tools, not to mention focus mode allow for precise attacks, it feels like theyare taking everything that makes lance special and just give it to the other weapons.....which makes me fear that lance might not get any big enough changes to make it stand out again.
I have the verry bad feeling Lance will be verry disapointing and i really hope that i am wrong
I was just thinking about that this morning watching this SnS trailer. Ever since I saw that they gave GL a perfect parry, I'm really worried that lance is just not going to be enough of it's own thing. Lance kind of always gets shafted though lets be real...
@@valeereon9954 I mean, Gunlance is still part LANCE, so I can't really complain about it having one counter. I think focus mode, clashes, and probably enhanced counters will help make Lance shine this time around. Don't forget that this is the same team that designed the greatest Lance attack ever, the clutch claw counter and its clutch claw attack. If they cooked this hard with the other weapons, I have faith they'll cook with the Lance as well, especially since they want to try and even out the usage distribution of each weapon some more.
@@atomicbanana55 "they want to try and even out the usage" where did they say that?.....also dont forget that this is also the same team that nerfed lances damage while it was at the bottom already
@@zawardo5909 I don't remember which one, but it was some interview where they were asked what kind of changes would be made to the weapons and combat.
@@atomicbanana55 if you find it or remember it can you let me know?
Loved sns in iceborne.
Had it setup as a team support/healer.
Hopefully I can make that build again!
Mestu shoryugeky will be missed but i love the parry.
Learned sns with your guides ruri, now learning charged blade these 2 weapons will be in my mount in wilds
That last attack reminds me of the Gutting Skewer move from Dragons Dogma 2 xD
isn't it Downcrack from DD1?
@jacktheomnithere2127 I wouldn't know I didn't play much of Fighter in DD1 xD I only remember the move in DD2 cause I was desperate for that weight increase at level 6 xD
That kushala impression made my day
Another reason that the slight reposition is important is because of the wounding mechanic in the game. Being able to take a step to the left and go back to hitting the head means you can get those wounds faster, so you can do your cool focus finishers quicker.
Sliding slash was my more preferred Switch Skill in Rise because it allowed me to utilize affinity sliding...
14:35 looks more like Guard Counter from Elden Ring.
Man if that slide maneuver procs affinity sliding game over I am so sword and shield
Been loving the overviews because I kinda skipped Rise and you fill in the gaps of mon hun i didn't do. Plus I'm all for the more grounded gameplay. Thanks for these overviews man
I like how your initial reaction wasn't as shocked as some of the other weapons, but I can see the gears already turning from what has been shown.
The parry actually looks like a Shield Bash. It’s possible that they’re going to code the first attack of the Shield Bash combo to also be a parry if you time it correctly.
The god of weapons is finally here 😎
That perfect block is giving Dragon's Dogma vibes
You may want to check the frontier SnS moveset. The sliding slash makes a lot more sense then.
Sns definitely gonna be my 2nd weapon I carry around damn it looks awesome always loved it and now love it even more!
I think the parry / or guard point move is a last second Guard Slash (from rise). Two things that makes me think so:
- the hunter advances forward, bashing the shield (similar to how guard slash works in rise)
- after bashing the shield, the hunter follows it up with an attack similar to Spinning Reaper Slash.
🤔🤔🤔
It's no lance, but it'll have to do until the best weapon.
Same here bro 🤙
I was so sure it’d be the lance today 🫠
if we look carefully, so far we have seen all blocking weapons do a perfect block (parry) with the exception of the greatsword, my suspicion is that all the shielded weapons (including the HBG which it showed doing the same thing) get guard points. which i think is great, guard points are a form of skill expression there is no universe where giving greater skill expression is a bad thing.
Love how SnS looks! Excited to use this weapon!
Sword and Shield Baby! Take care Rurikhan! Have great day!
our favourite weapon is here!! SNS ftw!!!
Who is we?
@@hugo-pg5tv oui
Me
Ah, my boy the SnS. Was waiting for this one.
Ohh, they put World's downwards slash, probably one of the meanest moves in World as a non-wall running move! That's great.
Love the video, there is so much cool stuff, that I started playing almost every weapon that I haven't, still waiting for the day @Rurikhan is gonna do LS playthrough :). Shields Up!
14:50 Actually, in the GL, the CB, and now the SnS trailer, you can see that the hunter does the little shield wiggle from Insta-Block at the start of the guard animation, so it looks like every weapon that can guard gets adept style counters. That's probably why HBG now can manually guard, specifically to get an adept style counter.
In rise their was a niche dango option that greatly boosted small bomb damage. Tossing the bombs without sheathing was really fun and a stack can be rationalized as 1000 free true damage in solo hunts.
I've been transitioning from Lance main to S&S main lately (on my second playthroughs of World and Rise), and this looks good. I can confirm that blocking is something I'd only do when my mind blanks out in front of an attack, however getting perfect guard into counter would change that. In theory, because I'm bad at perfect guarding.
Back in Sunbreak, I usually dont use any items with the weapon out due to wirefalling. I only ever used items with the weapon out when I have the extra wirebug from Frenzied Bloodlust since sheathing makes it go away much faster.
As a SnS main, I can't say I agree with it being complex. There's a broad list of moves to learn. One of the broadest in the game. But I barely use more skills than I do with a LS or DS because there's rarely a call to do any more. It doesn't have the lowest mastery ceiling by any means but it's a long way from being as difficult to master as GL or CB imo. No difficult timing effects like guard points or LS counters to master either
Biggest selling point is the quick item use in my opinion. Playing a more support oriented build is where the complexity comes in. Loved that in Iceborne. SnS slinger build was king
This was my main weapon in Monster Hunter World, I tried all the weapons but always came back to this one, it just felt the most natural and flexible to play. Also helped me get used to using items as a regular part of fights.
8:07 Ahh, we meet again Gruntilda of the Banjo Kazzoie game series lmao. You sounded like her and Kazzoie at the same time
I think that everybody is misinterpreting the sliding slash. I don't think it's going to be a replacement for the advancing slash, because we've exclusively seen it being used mid-combo. I think it's going to be more of a combo move where you reposition while attacking. Valor SnS had something similar in GU. From the focus mode video, we can also clearly see that the rising slash that follows the sliding slash can be aimed independently from the sliding slash's direction, at least while in focus mode. Basically, SnS looks like it's getting both large and micro-repositioning tools.
Can't wait until there's some demo footage where people can actually try out the weapon and show off how the combos flow together.
Pretty hyped for that guard counter, it always felt like SnS should have something like that but the closest thing we got so far was being able to combo into Perfect Rush off a well-timed guard attack.
Curiously, they haven't shown off the finisher move for Perfect Rush, I wonder if that's something new or just the same as in Rise where it would launch you up.
I’m glad there is a guard counter of some kind, this may sound odd to those not interested in it, but the best thing Monster Hunter Now did was add a guard reaction combo to SnS, which after blocking a hit, would allow you to go into a combo that put you airborne for a shield slam.
I’ve just been going through sunbreak with SnS so it’s really exciting to see what’s coming. Can’t wait to see Swaxe and DBs next.
On the using items without sheathing thing, the biggest advantage has never been for potions (which take time to drink anyway). Rather it's good for stuff like traps and barrel bombs which you can mix right into your combos.
Oooh. I thought the focus attack was the same as the back hop charged attack but the focus attack looks more like the shoryugeki. The backhop charge is slash, jumping slash, shield bash/downward slash. The focus attack is slash, shield uppercut, shield bash. I’m okay with this as an SNS main. Easier KOs are always nice.
I wonder why they didn’t use the focus attack on the head if the upwards swing is with the shield.
I suspect we might be getting switch skills as an option. It looks like the flow of sns has changed quite a bit. repositioning is nice, though the attacks have a very different speed, stance and flow from what we've seen previously. I do like that the sns is getting something akin to an adept guard. I guard with the sns more than I probably should.
I've guarded some ridiculous stuff with sns. If you need it, it can save your bacon. My ninja sword preference made for some interesting interactions. Rajang threw a boulder at me, and it looked like I just punched it out of the air. Wasn't any way to roll out of that one. The guy I was hunting with was incredulous. He'd assumed the shield was useless.
I've been happy for all these weapon videos because I play all weapons. Yes I have my favorites but I don't just stick to those.
The guard counter maybe the one where we hold down Guard, then press A (on switch, B on xb). Maybe if timed right it has higher guard level now that it goes to the spinning counter rather than the small side slash in Risebreak.
Sword and Shield is very closed range so the micro-adjustments between attacks can make all the difference. I just hope it's not affected by something like Evade Extender because now we're probably going to get the Evade Extender 3 jank on the basic dodge.
I purposely did not click on the Capcom video this time around because I knew your breakdown for this wasn't too far behind
God damn I swore I would change weapons in Wilds, but this is so beautiful
To my understanding, I do believe shield slam is just a follow up you can do while in the air same as the jumping slash.
What scare me the most SnS loses Slinger Burst combo, I do understand this is exclusively to Ice borne but slinger burst is such a good gap closer. It what makes SnS really strong.
HELL YEAH! SnS mains raise up!
The best s n s , Completely underrated weapon ready for beginners because it easy to learn but in the hands of a season player sword and shield is devastating due to its potential. These status effect stacking with a quick succession with the sword and the ko power of the shield. ❤❤❤ I absolutely agree with you many people dismiss this as a good weapon set but once you see it in action in the hand of a master it shuts them up really fast.
I hated the Sliding Slash in Rise/Sunbreak. I tried it a few times but the times I used it by accident were far to many.
And i see the Shield part the same way. The Shield is only used for blocking when I know I can't avoid the coming attack in any other way or if the Monsters does a combo move where blocking is just way safer.
I think the perfect block is the sns version of the special attacks that we saw with the GS and Hammer knocking the monster with a timed attack due to the same sparks when you do it, it could be that light weapons don’t knock the monster the same way as the clutch claw didn’t wound with one attack for light weapons.
Tbh, the reeling back from guarding has its niche use in some attacks for me. Especially during enlarging circle aoe like Safi slams and Velcana ice rings. If you guard it away from the monster, you get reeled INTO the monster. Sure, experts can dodge/evade/backhop it, but it super safe to execute and allow you to quickly continue to dps
I really, really want blade oils to come back.
9:10
Absolutely
Even irl small shields and bucklers are used to strike and bash more than blocking, especially saber or Indo-European curved blades.
11:40 I also really hope that the weak point isn't the only way to set up the falling shield bash because that's my favorite move, but I highly doubt it. In vanilla MHW you were able to do it with a back hop charged attack, I don't remember if there was any other way, I haven't played in a couple years. But in Rise they gave you 5 freakin ways to do it, but 2 of them were a weaker version that didn't send you as high and did 1 less hit, and for some reason the back hop charged attack in MHW was one of the ways you used the weaker version. I have a feeling SnS is going to be more like how it was MHW than Rise, since this game is more a successor to World than Rise, but I hope they bring back a lot of the great additions to SnS that Rise had. In Rise perfect rush sends up flying up so you can do a falling shield bash or drill attack, instead of launching you away from the monster. I'd really prefer the way it was in Rise, but it would be great if you can do both depending on your input. The Rise way to keep the damage going, or the World way to get away from the monster.
I found being able to use the slinger while unsheathed with SnS in World was huge. With the slinger coming back for Wilds, I hope that is still a thing.
Every weapon should have a perfect guard/evade mechanic built into it cause it's one of the most satisfying things to pull off and even beginners/casuals who aren't focusing on those feel great when they do it.
Don't know if you've said this in the past at all but something you pointed out about switch skills and variations in the default moveset as well as a suspected perfect block mechanic makes me think a version of hunting styles might be making a comeback from GU/XX. Don't think it will be as over the top as the old ones but styles like Adept I could see fitting very well into this more grounded combat.
Im really hoping we can get the default advancing slash back somehow. But having more nuanced and precise positioning is gonna be so freaking good. My biggest gripes with the sns in world/iceborne is how floaty some of its attacks feel and how hard it is to keep decent positioning with it (especially with worlds upward strike instead of the advancing slash. man that move was trash). In sunbreak the weapon was amazing but world was probably my least favourite iteration - even if some additions like pr were great. Wilds is looking very good so far tho ^^
Hey guys, im just noticing this now but did you see the footprints of the monster when ruri was talking about the 'hop back overhead' attack. which makes me thing we need to collect tracks again which makes sense for the scout flies
High skill ceiling sure, but it's also definitely a lower bar to entry than most. Namely because the animation commitment is much smaller, so it's easier to just mash attack buttons until you win. The depth is just as deep as any other weapon, so folks who stick with it can get the same joy of progression with it as any other weapon.
I just need the Oils now... where is it... Where is IT!?
It'll be crazy if blocking now comes with perfect parry mechanics from Sekiro/Stellar Blade, because from what I've been seeing, those look like "just" guards (guarding at the last moment before an attack), and it even has it's own "clang" animations
That last stab looks like a possible ending to Perfect Rush.
I think the counter in all shield weapons and some of the blade weapons its a way to make ofensive guard and guard a more universal thing to run instead of evade extender and stuff or maybe if there are switch skills then they are triying to make 2 diferent playstyles that make use of different skills too
Another weapon out of the way of the glorious Swag Axe.
The parry looks almost like ddda fighter perfect guard. Sweet.