Yeah, that armor is fantastic. Here's hoping it has skills for a fun build in the early to mid game when you get it. Better yet, maybe earlier unlock for layered armor. maybe.
Fun fact! The jumping slash when the gauge turns red is actually a follow up attack taken from monster hunter online! Who would have thought they ever bring something from that game into mainline..wild
@@ArcticTron odd, I send a reply already but yt was like nope! Here is a MH online hunt someone did using the Ls! Around 2:20 in the video he does the follow up attack to the spirit slash! I would swatch around 2:10! ua-cam.com/video/ONzz_CCkfEg/v-deo.htmlsi=3cSuVKb3q8cVacFx
@@ArcticTron there is a video on yt where it does show the move! Sadly I cannot send links in reply’s cuz yt is utterly evil! Best I can advice you is to look up „monster hunter online longsword“ you should be able to find a deviljho hunt with ls! The move is shown around 2:20 so I advise to start at 2:10!
Doshaguma equipment is peak. I really like how WILDS has a tribal vibe going on but it really feels like things are inspired by lost technology at the same time. Rise really leaned into the blacksmithing side of things, so its nice to see them give WILDS a very unique aesthetic. This version of the longsword makes me want to main longsword again, but every weapon looks amazing so far! Its great to see the devs start adding things from gu and frontier into the main games.
The fluidity that’s being added is going to make this the best iteration of long sword yet. No sheathing after roundslash and movement during hit 2 of spirit combo means we’ll be able to go and go and go and never stop!!
The hunter does seem to go into the sheathing animation after the foresight tho but we could already interrupt it with iai so i dont mind either way :))
I still wish we got more info on focus mode's aiming aspect, can we adjust the angle vertically a bit? That way spirit round slash can hit things other than the feet. If focus mode let us do stuff like that, it would be much more popular.
Love that full spirit gauge now gives more hits on normal buttons, feels like a reason to actually keep it and wait for that perfect opportunity to cash out instead of immediately gunning for it. No auto sheathe after roundslash is huge too, loving how fluid it looks
The side stepping attacks seem to be an alternate version of Spirit Slash I and Spirit Slash II, which i imagine trigger if you input Spirit Slash I or II + directional movement. They seem to be changing things from Rise where Iai Slash would combo into Spirit Slash III, and now instead it combos into Spirit Slash II. Also seems like they changed Spirit Slash II to borrow Rise's Drawn Double-Slash animation a bit, especially on the forward moving version. Also, when they showed Iai Spirit Slash they didn't show the the Spirit Gauge. I hope they change it back to Iceborne's version where a successful Iai Spirit Slash counter just let you keep your current gauge, but whiffing the counter lost one level, as opposed to Rise where whiffing cost nothing and landing the counter increased a full level on the gauge. That final move doesn't look like Spirit Release to me, and idk, the way the character held the stance and glowed for a bit made me think of Greatsword. Maybe it's a charged version of Spirit Roundslash, perhaps letting you skip Spirit Slash I, II, and III if you manage to get a full charge before releasing? My take is that they want to back-load LS damage into red gauge to change up the playstyle from 5th gen. In 5th gen LS is all about getting to red ASAP and then pulling off an instant finisher to drop your gauge, wether you drop 1 level with Spirit Helm-Breaker, or lose your full gauge with Sacred Release Slash. In Wilds i imagine they want us to use up the whole duration of the red gauge for the improved combos, and then pull off a finisher move like Spirit Helm-Breaker just as we're about to drop back down to yellow gauge to make the most of our damage potential.
All the armour has looked immaculate, it makes me wanna do anything for capcom to add back in a wyporium type trading feature for armours for all the mons that dont make it in
Seeing the longsword I see it as iceborne longsword with spirit slashs being able to reposition with the unhinged spirit from generations and some extended combos with red bar
I like the fact that it appears we are getting more bar spenders and the main spirit gauge combo doesn't eat as much bar as I always thought once you capped the gauge you may as well burn it but now you can stall out in red longer then when the gauge is about to drop you can help breaker or one of the new moves potentially gets you into yellow to repeat
Apparently Lance is going to be elevated back to Counter King from some of the news that we got sometime back, I mean it always was it's just a long sword overshadowed it for a bit unfortunately. And I say that as someone who plays both Lance and longsword.
@@Tech_D3mon That’s really interesting, I started with Rise and I fell in love with the lance because of insta block which is a counter right so I’m really excited to see what new counters lance has.
@@Patrick-yc5jl lol same here, I started with world and then dropped off of it for a while but really got into the flow of Monster Hunter with rise. Then I came back to world and finish that too. I think I have well over a thousand hours in rise and almost 800 in world
It's not nearly as crazy as Rise tbf, so monsters don't even need to get to Primordial Malzeno or Risen Shagaru levels to put up a challenge to these movesets. And the hunter's movement don't seem quite as explosive and bursty as Rise either, so they could just have wider attacks or larger hitboxes and that would go a long way for the monsters keeping up with what we've seen so far from the weapons.
I really applaud Capcom for resisting the urge to give LS many boomy and screen-shaky moves since amidst all this action, LS now seems actually appropriately elegant
I’m potentially loving the way they are taking LS. Based on the fact that the attacks shown in red stance don’t drain NOR INCREASE the spirit gauge, I’d hazard a guess and say that once you hit red gauge it cannot be refreshed until it goes down by a level, which reminds me of older LS. Thus the gameplay loop would be building the gauge, using the new combos for a while, then only using helmsplitter (and stuff) when you are about to run out of red. Super exciting stuff (the mobility does slightly concern me though).
As someone who came in on fifth gen, I love the idea of being able to experience mechanics from prior generations. I am absolutely over the moon with this iteration of Longsword.
looks like each step of spirit gauge will have different spirit combos, actually pretty neat incentive to building up manually for times where you cant counter.
cant say i like the idea of just dumping every new feature in spirit level 3 though that just enforces the counter playstyle that you mentioned youre not a fan of
I’m glad that it’s going back to encouraging you to stay on red gauge. That was a part of the weapon I feel was kinda lost with helm splitter and Iai that got pulled to the extreme in rise. I’m very excited to get my hands on this iteration of longsword which seems to be a mix of new and old
those "fade slashes" seem to just be spirit slashes 1 and 2, only you can reposition through them this time around also love all the silly little noises balahara makes
The attack after helm splitter looks like blade release from Frontier, while the final attack shown off looks like Unhinged Spirit from MHGU but with a different wind up.
I feel like the last part is a new tier 1 version of sacred sheathe, for such a strong move it’s very simple so I think it’s just a use of 1 meter but more meter will extend it with more hits
Fade Slashes? Sir, this is a wholly original idea, the Vanishing Slice, thank you very much. Not to be confused with Disappearing Chop. Anyhow, this has inspired me to stick with the Insect Glaive even harder than before, because all the weapons look great, and I love my bug stick.
it plays kinda like earth style Ls from frontier where you can do side swipes in between your spirit combo to continue the chain while repositioning, and the focus mode attack is like the finisher of extreme style Ls where it hits the monster with a quick attack and a multi hitting explosion happens that does huge dps. also, the counter stance looking animation kinda looks like crit juncture hunter art from xx/gu, but it also looks like the parry/guard point animation of frontiers extreme style long sword. enjoying how more chain attack oriented it is
Time for the weapon that always takes the team to the opera, with all the South Park subliminal messaging. Rise was a fun game but it was a parody, that's a fact, "what if MH but we only cared about 1 weapons, overtly that is, and made every other weapon a lesser clone?" Yeah the bar itself is more prominently the color of the level, instead of just the outline. Some attacks? Only strengthened in red? What? Use to be each of the 3 levels gave you a growing buff. Is this mistranslated? A new follow up hit after spirit round slash? The next cut has a new combo, with animations I don't recognize. Oh that's it, they did say helm splitter gets a new follow up move. Wait, did he have super armor with that first spirit combo, the monster bites him and there's a little effect. Hmm.
So, what I get is that Spirit Combos 1 and 2 now have some move around which is quite nice, also, when your guage is red, your spirit combos have more hits - including spirit round slash. And its seems there is another frontier move as a followup to Spirit helm breaker which I believe is called Blade Release
The combo at 16:37 doesn't seem to be a spirit combo, so i think red gauge might extend/alter non-spirit attacks too, which is an even greater incentive to not immediately burn red gauge on a finishing move.
I'm curious to see what they do with swaxe. I've noticed a theme in rise kits we've seen so far is the exploration and further incorporation of unique aspects of the weapons present in the weapons. -HBG gets rapid fire amo like lbg and guarding options outside of when you shoot. - HH getting more aoe and support/sound wave options and more instruments referenced in different animations. - LS has better incentive to keep up red gauge rather than spend it as soon as you can - IG gets the kinsect interactions with your attack strings - GL gets the worm stake drill and more attacks that also shoot shells or that let you guard and shoot to make it more lancey Look, you get the picture. So how will they mess with the flow between axe and sword mode and potential reasons to stay in one or the other. Plus maybe more explosive attacks would be cool. Still hyped to see the hammer just because it's had a good amount of changes over the years, world to rise being a great example of it. But that's more because it's one factor that will have a big rippling impact on hammer gameplay, but switch axe just gives them so many toys to mess with and hand off to us.
Tbh I'm not a fan of the iai stuff but I am loving the movement they're adding, as someone who's only played LS in 3U I've always wanted to see it lean more into doing damage while dancing around the monster (underwater basically all I do is forward+X, fade slash away, repeat until full spirit)
as a LS main, taking away most of the counter moves is better for LS imo. In Rise LS felt like a more reactive weapon compared to World, and now in Wilds it seems to go back to a proactive spot and combined with the new sidesteps added, LS might become a hyper-aggressive weapon. I would still like for Sacred Sheath to come back tho, hopping around to reposition/dodge and landing them big hits was satisfying.
@@moy9948 World was as much as bad as Rise with the counter spam because of how exploitable helmsplitter and foresight slash are tbh. This seems to me that they're trying to rebalance the mess that foresight and rise iai slash were by giving more options to the pre 5th gen style to me.
@@Mirawaru tbf Im biased in this take since in World I didn't use IaI slash as much and relied more on fade slash counters. Rise did make countering a lot easier, since I tended to just sheath and wait for the monster to attack
@@moy9948 I don't blame you because iai in world sucks lol Foresight pretty much has the same role as rise iai however, and the easiest one to use really depends by your playstile Foresight combos from attacks so it is more easy to use while buttonmashing, while iai is like a stance so you can more easly camp in the corner to spam it. It depends if you're agressive or defensive wich one is the most busted but really both are.
Instant thought. Wilds is likely to heavily minimize bits on sticks, this longsword and the previous hunting horn seem to both belong doshaguma (along with armor), and the chatacabra glaive's blade is simple but different to any other base weapon. Just a hunch, PLEASE take with a grain of salt.
the sidestep early into the video looks like it is just spirit slash combo but with the ability to reposition, so i think thats nothing new per se, just a reworked spirit combo the "double retreating slash" is also probably just a spirit slash 2 but repositioning backwards instead of sideways
I don’t think CR knows this but these are in fact spirit combo moves CAPCOM has given us full directional freedom for the spirit slash combo. You can’t seathe anymore after the roundhouse slash too it dosent lock you into a seathe animation anymore!!!
I doubt that you *can't* sheathe after Spirit Roundslash, at a few points in the teaser it even seems that the sheathing animation is about to start but the hunter inputs a cancel. Instead it seems they are giving us the option on wether or not to sheathe.
Kinda disappointed that they're keeping multiple counters, I wish they'd just take everything but foresight slash out personally, but the rest of this looks like stuff that I actually really wanted for LS. Extended, fluid combos were an identity that I thought would be fitting for the weapon, and they seem to be doing it here. And having the spirit combo change and be powered up while at red gauge was a specific wish of mine, so that there could be a playstyle that plays like pre-World LS where you focus on just spamming spirit combos. The attacks they did while it said red gauge would power up certain attacks didn't seem to be spirit attacks, but even if they're not, that's still a really good thing in my eyes, especially if the upgraded moves are powerful enough for you to consider actively not using the helmbreaker to stay at red and use them. Edit: I also just realized, at 4:56, those attacks aren't effecting the spirit gauage at all! All normal moves used to have some effect on the gauge, either increasing or decreasing in the case of the spirit combo. But not these ones. Interesting, this probably means there's a lot of new combo paths. Edit 2: Some more things I realized! At 4:47 when he levels up the spirit gauge, the meter doesn't change. But when he levels up to red later, the meter immediately fills to max. Furthermore, it looks like it begins draining slowly. Could those moves that aren't affecting the gauge actually be spirit moves, just that being at red makes it so your meter drains without anything you can do about, but in exchange spirit moves don't spend meter?
@@Andrew-hz5zc I would remove foresight and keep iai slash instead honestly. Iai slash was perfectly fine in iceborne, alabeit pretty useless. As long as iai doesn't make your gauge level up, but instead just resets the timer it fits the toolkit just fine. It is getting quicker and cheap level ups that make the spirit combo trivial, like Rise iai and foresight that are the problem imo.
@Mirawaru I've always been a person that feels like they should keep or maybe even slightly reduce the window on sunbreaks version and make it so that if you hit it you gain level but if you miss it you lose level. And then having it work as the same as foresight slash. It takes stamina and it takes meter (the bar in the middle that you need to do your Spirit combo). Again if you hit the counter you don't lose your meter but if you miss the counter you lose your meter. I doubt it will be changed like that but I hope that's what they do.
Looks to me like Longsword basically gets a Red Extract effect at Red Spirit and it also looks WAY more mobile, which imo makes Longsword way more engaging than just "Counter" the weapon and might actually get me to pick it up in 6th gen.
Awn, can't believe they added the awesome blade beam attack from frontier but removed the awesome blade beam part. The rest of the weapons is awesome, but that sucks.
I like the way Wilds LS is looking. LS for me was always this not terribly difficult weapon, that was however rewarding combat fundamentals very well and just had that pure fun factor. Wilds looks very much like a continuation of that. Simple, fun, flashy and just all around good tools for repositioning, avoiding and damage uptime. Probably not the weapon I will play the most, but just a good time whenever you do play it for a few rounds.
I honestly thought that the longsword would be the last since it has so much attention grabbing ability. Honestly this weapon showcase more than others is really keeping me guessing about what we will see next.
@@yourdad5799 Lagiacrus can work since it can use water to hide parts of the clipping like how balahara here does with sand It may get bad clipping when on land though, but if you program its ai to rarely leave the water even when submerged and make a map layout that is watery enough to not make it look confined to one or two zones that isn't an issue. I think we can safely say Ivory and Agnaktor are a no go, since they both walk on solid ground, and so the clipping would be much more noticeable.
16:28 I love that change because the most offputting thing of World's Longsword was how pointlesd staying in red gauge is because of how broken helmsplitter is (rise kinda tried to tape fix that by giving it a long cooldown but didn't quite work either) So playing while trying to keep red instead of just counter with foresight to get the red, helmsplitter and repeat felt like actively handicapping yourself. With this change at least the red gauge can keep up with the counter heavy style.
All these new attacks for Long Sword and absolutely none of them will be used by my LS maining friend who doesn't even know you can spirit combo after fade slash even when you tell him you can lol.
so does this mean that longsword is pretty much the same as IG from World with the buff mechanic? If that is the case, I feel like it kinda kills the uniqueness of the weapon but I may just be trippin. The moveset still looks awesome tho, exactly what the weebs would want
This is the first time I saw an armor and instantly tought that it was S tier both in aesthetic and monster resemblance.
Yeah, that armor is fantastic. Here's hoping it has skills for a fun build in the early to mid game when you get it. Better yet, maybe earlier unlock for layered armor. maybe.
Fun fact! The jumping slash when the gauge turns red is actually a follow up attack taken from monster hunter online! Who would have thought they ever bring something from that game into mainline..wild
Wilds
That's fuckin crazy
Is there a video you could point us to to see that move in action?
@@ArcticTron odd, I send a reply already but yt was like nope! Here is a MH online hunt someone did using the Ls! Around 2:20 in the video he does the follow up attack to the spirit slash! I would swatch around 2:10! ua-cam.com/video/ONzz_CCkfEg/v-deo.htmlsi=3cSuVKb3q8cVacFx
@@ArcticTron there is a video on yt where it does show the move! Sadly I cannot send links in reply’s cuz yt is utterly evil! Best I can advice you is to look up „monster hunter online longsword“ you should be able to find a deviljho hunt with ls! The move is shown around 2:20 so I advise to start at 2:10!
As a Great Sword user Long Swords are my skinny distant cousins who are guilty of tripping people down the stairs.
I’m not apologizing👺
Oh you mean Down D stairs. The will of D is strong in LS indeed.
If gs is the queen of Scots, you deserve it.
I wouldn't trip them if they didn't try to kiss the tail I'm trying to cut.
Doshaguma equipment is peak. I really like how WILDS has a tribal vibe going on but it really feels like things are inspired by lost technology at the same time. Rise really leaned into the blacksmithing side of things, so its nice to see them give WILDS a very unique aesthetic.
This version of the longsword makes me want to main longsword again, but every weapon looks amazing so far! Its great to see the devs start adding things from gu and frontier into the main games.
The fluidity that’s being added is going to make this the best iteration of long sword yet. No sheathing after roundslash and movement during hit 2 of spirit combo means we’ll be able to go and go and go and never stop!!
The hunter does seem to go into the sheathing animation after the foresight tho but we could already interrupt it with iai so i dont mind either way :))
I still wish we got more info on focus mode's aiming aspect, can we adjust the angle vertically a bit? That way spirit round slash can hit things other than the feet. If focus mode let us do stuff like that, it would be much more popular.
There's so many weapons getting faster with ending animations being cut out or shortened in their kits
My absolute favorite part of these videos is how he sounds like he's here to convince Shadow to do sin.
Heeeeeeeyyyyyy wassuuuuuuuup. It's meeeeeeeeeeeeeeeee
@@cr-volcanic fuck yeah that's worth a sub lmfao
Love that full spirit gauge now gives more hits on normal buttons, feels like a reason to actually keep it and wait for that perfect opportunity to cash out instead of immediately gunning for it. No auto sheathe after roundslash is huge too, loving how fluid it looks
Yeah that's what I'm saying, actually gives you a reason to play with full guage
Praying wilds will have layerd armor endgame at launch like rise...
Rise didn't have layered armor at launch. It was in an update.
@@shadowtheredwolf6216 oh, how far was it
@@Sephiroth69 i thikn it was the very first update
I remember it took a long while for rise to have layered armor, or was it layered weapons, in any case it was not at launch
Oh gog no
All weapons are hitting their peak in this game wtf
They are done rising =3
Yeah its actually insane, i would have never touch HH, but wilds make it look actually fun to use. Wild
They are going wild.
They're doin a really fuckin good job touching the weapons up here
The side stepping attacks seem to be an alternate version of Spirit Slash I and Spirit Slash II, which i imagine trigger if you input Spirit Slash I or II + directional movement.
They seem to be changing things from Rise where Iai Slash would combo into Spirit Slash III, and now instead it combos into Spirit Slash II.
Also seems like they changed Spirit Slash II to borrow Rise's Drawn Double-Slash animation a bit, especially on the forward moving version.
Also, when they showed Iai Spirit Slash they didn't show the the Spirit Gauge. I hope they change it back to Iceborne's version where a successful Iai Spirit Slash counter just let you keep your current gauge, but whiffing the counter lost one level, as opposed to Rise where whiffing cost nothing and landing the counter increased a full level on the gauge.
That final move doesn't look like Spirit Release to me, and idk, the way the character held the stance and glowed for a bit made me think of Greatsword. Maybe it's a charged version of Spirit Roundslash, perhaps letting you skip Spirit Slash I, II, and III if you manage to get a full charge before releasing?
My take is that they want to back-load LS damage into red gauge to change up the playstyle from 5th gen. In 5th gen LS is all about getting to red ASAP and then pulling off an instant finisher to drop your gauge, wether you drop 1 level with Spirit Helm-Breaker, or lose your full gauge with Sacred Release Slash. In Wilds i imagine they want us to use up the whole duration of the red gauge for the improved combos, and then pull off a finisher move like Spirit Helm-Breaker just as we're about to drop back down to yellow gauge to make the most of our damage potential.
that Helm Breaker follow up better be called Judgement Cut
It'll be something cool sounding
Judgement Nut.
MORE FRONTIER ATTACKS WE ARE SO FUCKING BACK I GENUINELY HAVE HOPE SWAXE WILL BE ABLE TO PARRY AGAIN
All the armour has looked immaculate, it makes me wanna do anything for capcom to add back in a wyporium type trading feature for armours for all the mons that dont make it in
Seeing the longsword I see it as iceborne longsword with spirit slashs being able to reposition with the unhinged spirit from generations and some extended combos with red bar
I love that title and its very true
22:00 They also snuck in a slightly modified version of the sonic smash hunter art at the end of the HH video when the classic bone HH showed up lmao.
I like the fact that it appears we are getting more bar spenders and the main spirit gauge combo doesn't eat as much bar as I always thought once you capped the gauge you may as well burn it but now you can stall out in red longer then when the gauge is about to drop you can help breaker or one of the new moves potentially gets you into yellow to repeat
The guage management in this looks kinda fun high key.
I pray that lance is next I need to see what they did to my baby.
Apparently Lance is going to be elevated back to Counter King from some of the news that we got sometime back, I mean it always was it's just a long sword overshadowed it for a bit unfortunately. And I say that as someone who plays both Lance and longsword.
@@Tech_D3mon That’s really interesting, I started with Rise and I fell in love with the lance because of insta block which is a counter right so I’m really excited to see what new counters lance has.
@@Patrick-yc5jl lol same here, I started with world and then dropped off of it for a while but really got into the flow of Monster Hunter with rise. Then I came back to world and finish that too. I think I have well over a thousand hours in rise and almost 800 in world
The monsters better be fast as fuck later on with how much movement options the weapons are getting
Agreed. hard to tell just yet cuz it looks like they're locking the monsters in an exhaust state in these weapon demos
It's not nearly as crazy as Rise tbf, so monsters don't even need to get to Primordial Malzeno or Risen Shagaru levels to put up a challenge to these movesets. And the hunter's movement don't seem quite as explosive and bursty as Rise either, so they could just have wider attacks or larger hitboxes and that would go a long way for the monsters keeping up with what we've seen so far from the weapons.
I really applaud Capcom for resisting the urge to give LS many boomy and screen-shaky moves since amidst all this action, LS now seems actually appropriately elegant
I’m potentially loving the way they are taking LS. Based on the fact that the attacks shown in red stance don’t drain NOR INCREASE the spirit gauge, I’d hazard a guess and say that once you hit red gauge it cannot be refreshed until it goes down by a level, which reminds me of older LS. Thus the gameplay loop would be building the gauge, using the new combos for a while, then only using helmsplitter (and stuff) when you are about to run out of red. Super exciting stuff (the mobility does slightly concern me though).
As someone who came in on fifth gen, I love the idea of being able to experience mechanics from prior generations. I am absolutely over the moon with this iteration of Longsword.
Not hammar, I’m growing impatient Capcom.
*bonking intensifies*
OG WEAPON STYLE BACK BABY 🔥🔥🔥 NO MORE BIT ON A STICK
looks like each step of spirit gauge will have different spirit combos, actually pretty neat incentive to building up manually for times where you cant counter.
cant say i like the idea of just dumping every new feature in spirit level 3 though that just enforces the counter playstyle that you mentioned youre not a fan of
@@heromedley Depends on how many counters actually level the gauge. Hopefully only Foresight will give a gauge level, not Iai Spirit Slash.
aaah yes i like (Volcanic, sees a new combo/ end) *helmsplitter combos into goofy crazy shit?* i like that, that is his first words
I’m glad that it’s going back to encouraging you to stay on red gauge. That was a part of the weapon I feel was kinda lost with helm splitter and Iai that got pulled to the extreme in rise. I’m very excited to get my hands on this iteration of longsword which seems to be a mix of new and old
those "fade slashes" seem to just be spirit slashes 1 and 2, only you can reposition through them this time around
also love all the silly little noises balahara makes
The attack after helm splitter looks like blade release from Frontier, while the final attack shown off looks like Unhinged Spirit from MHGU but with a different wind up.
I feel like the last part is a new tier 1 version of sacred sheathe, for such a strong move it’s very simple so I think it’s just a use of 1 meter but more meter will extend it with more hits
longsword users are eating good 👌🏾.
Fade Slashes? Sir, this is a wholly original idea, the Vanishing Slice, thank you very much. Not to be confused with Disappearing Chop. Anyhow, this has inspired me to stick with the Insect Glaive even harder than before, because all the weapons look great, and I love my bug stick.
it plays kinda like earth style Ls from frontier where you can do side swipes in between your spirit combo to continue the chain while repositioning, and the focus mode attack is like the finisher of extreme style Ls where it hits the monster with a quick attack and a multi hitting explosion happens that does huge dps. also, the counter stance looking animation kinda looks like crit juncture hunter art from xx/gu, but it also looks like the parry/guard point animation of frontiers extreme style long sword. enjoying how more chain attack oriented it is
Time for the weapon that always takes the team to the opera, with all the South Park subliminal messaging.
Rise was a fun game but it was a parody, that's a fact, "what if MH but we only cared about 1 weapons, overtly that is, and made every other weapon a lesser clone?"
Yeah the bar itself is more prominently the color of the level, instead of just the outline.
Some attacks? Only strengthened in red? What? Use to be each of the 3 levels gave you a growing buff. Is this mistranslated?
A new follow up hit after spirit round slash? The next cut has a new combo, with animations I don't recognize. Oh that's it, they did say helm splitter gets a new follow up move.
Wait, did he have super armor with that first spirit combo, the monster bites him and there's a little effect. Hmm.
So, what I get is that Spirit Combos 1 and 2 now have some move around which is quite nice, also, when your guage is red, your spirit combos have more hits - including spirit round slash. And its seems there is another frontier move as a followup to Spirit helm breaker which I believe is called Blade Release
The combo at 16:37 doesn't seem to be a spirit combo, so i think red gauge might extend/alter non-spirit attacks too, which is an even greater incentive to not immediately burn red gauge on a finishing move.
I'm curious to see what they do with swaxe.
I've noticed a theme in rise kits we've seen so far is the exploration and further incorporation of unique aspects of the weapons present in the weapons.
-HBG gets rapid fire amo like lbg and guarding options outside of when you shoot.
- HH getting more aoe and support/sound wave options and more instruments referenced in different animations.
- LS has better incentive to keep up red gauge rather than spend it as soon as you can
- IG gets the kinsect interactions with your attack strings
- GL gets the worm stake drill and more attacks that also shoot shells or that let you guard and shoot to make it more lancey
Look, you get the picture. So how will they mess with the flow between axe and sword mode and potential reasons to stay in one or the other. Plus maybe more explosive attacks would be cool.
Still hyped to see the hammer just because it's had a good amount of changes over the years, world to rise being a great example of it. But that's more because it's one factor that will have a big rippling impact on hammer gameplay, but switch axe just gives them so many toys to mess with and hand off to us.
Tbh I'm not a fan of the iai stuff but I am loving the movement they're adding, as someone who's only played LS in 3U I've always wanted to see it lean more into doing damage while dancing around the monster (underwater basically all I do is forward+X, fade slash away, repeat until full spirit)
as a LS main, taking away most of the counter moves is better for LS imo. In Rise LS felt like a more reactive weapon compared to World, and now in Wilds it seems to go back to a proactive spot and combined with the new sidesteps added, LS might become a hyper-aggressive weapon. I would still like for Sacred Sheath to come back tho, hopping around to reposition/dodge and landing them big hits was satisfying.
@@moy9948
World was as much as bad as Rise with the counter spam because of how exploitable helmsplitter and foresight slash are tbh.
This seems to me that they're trying to rebalance the mess that foresight and rise iai slash were by giving more options to the pre 5th gen style to me.
@@Mirawaru tbf Im biased in this take since in World I didn't use IaI slash as much and relied more on fade slash counters. Rise did make countering a lot easier, since I tended to just sheath and wait for the monster to attack
@@moy9948
I don't blame you because iai in world sucks lol
Foresight pretty much has the same role as rise iai however, and the easiest one to use really depends by your playstile
Foresight combos from attacks so it is more easy to use while buttonmashing, while iai is like a stance so you can more easly camp in the corner to spam it.
It depends if you're agressive or defensive wich one is the most busted but really both are.
Instant thought. Wilds is likely to heavily minimize bits on sticks, this longsword and the previous hunting horn seem to both belong doshaguma (along with armor), and the chatacabra glaive's blade is simple but different to any other base weapon. Just a hunch, PLEASE take with a grain of salt.
Legit urukhai helmet looks awesome
the sidestep early into the video looks like it is just spirit slash combo but with the ability to reposition, so i think thats nothing new per se, just a reworked spirit combo
the "double retreating slash" is also probably just a spirit slash 2 but repositioning backwards instead of sideways
I put this on the official video, I'll put it here too:
Ah, my first main weapon. Thanks Freedom Unite/Portable 2G.
I don’t think CR knows this but these are in fact spirit combo moves CAPCOM has given us full directional freedom for the spirit slash combo. You can’t seathe anymore after the roundhouse slash too it dosent lock you into a seathe animation anymore!!!
I doubt that you *can't* sheathe after Spirit Roundslash, at a few points in the teaser it even seems that the sheathing animation is about to start but the hunter inputs a cancel. Instead it seems they are giving us the option on wether or not to sheathe.
Kinda disappointed that they're keeping multiple counters, I wish they'd just take everything but foresight slash out personally, but the rest of this looks like stuff that I actually really wanted for LS. Extended, fluid combos were an identity that I thought would be fitting for the weapon, and they seem to be doing it here.
And having the spirit combo change and be powered up while at red gauge was a specific wish of mine, so that there could be a playstyle that plays like pre-World LS where you focus on just spamming spirit combos. The attacks they did while it said red gauge would power up certain attacks didn't seem to be spirit attacks, but even if they're not, that's still a really good thing in my eyes, especially if the upgraded moves are powerful enough for you to consider actively not using the helmbreaker to stay at red and use them.
Edit: I also just realized, at 4:56, those attacks aren't effecting the spirit gauage at all! All normal moves used to have some effect on the gauge, either increasing or decreasing in the case of the spirit combo. But not these ones. Interesting, this probably means there's a lot of new combo paths.
Edit 2: Some more things I realized! At 4:47 when he levels up the spirit gauge, the meter doesn't change. But when he levels up to red later, the meter immediately fills to max. Furthermore, it looks like it begins draining slowly. Could those moves that aren't affecting the gauge actually be spirit moves, just that being at red makes it so your meter drains without anything you can do about, but in exchange spirit moves don't spend meter?
@@Andrew-hz5zc
I would remove foresight and keep iai slash instead honestly.
Iai slash was perfectly fine in iceborne, alabeit pretty useless.
As long as iai doesn't make your gauge level up, but instead just resets the timer it fits the toolkit just fine.
It is getting quicker and cheap level ups that make the spirit combo trivial, like Rise iai and foresight that are the problem imo.
@Mirawaru I've always been a person that feels like they should keep or maybe even slightly reduce the window on sunbreaks version and make it so that if you hit it you gain level but if you miss it you lose level. And then having it work as the same as foresight slash. It takes stamina and it takes meter (the bar in the middle that you need to do your Spirit combo). Again if you hit the counter you don't lose your meter but if you miss the counter you lose your meter. I doubt it will be changed like that but I hope that's what they do.
Sword and Shield better not be last.
best for last, as they say
I glad they pulled longsword back to be more like worlds version. Also Conner you forgot the wiki link.
Looks to me like Longsword basically gets a Red Extract effect at Red Spirit and it also looks WAY more mobile, which imo makes Longsword way more engaging than just "Counter" the weapon and might actually get me to pick it up in 6th gen.
In my opinion not one of these armors has disappointed so far and I’m loving it.
All the gear looks great so far
Yep! Still the hyper offensive WEEB weapon i fell in pove with!
Can't wait to counter GYPCEROS in WILDS with this Doshaguma set
Awn, can't believe they added the awesome blade beam attack from frontier but removed the awesome blade beam part.
The rest of the weapons is awesome, but that sucks.
I like the way Wilds LS is looking. LS for me was always this not terribly difficult weapon, that was however rewarding combat fundamentals very well and just had that pure fun factor.
Wilds looks very much like a continuation of that. Simple, fun, flashy and just all around good tools for repositioning, avoiding and damage uptime.
Probably not the weapon I will play the most, but just a good time whenever you do play it for a few rounds.
I wonder if monsters from Frontier will ne coming in addition to moves.
The last attack reuses the same exact motion of Sakura Slash, there might still be delayed strikes happening after the cut
It starts off with the Sakura spin-to-win movement, but the actual hit itself is the same animation as Roundslash.
I honestly thought that the longsword would be the last since it has so much attention grabbing ability. Honestly this weapon showcase more than others is really keeping me guessing about what we will see next.
Sun break had 5 counters
20:32
That looks like the level 2 charge of sacred sheate, maybe that combo is reworked back into a different move than iai stance?
12:27 Balahara clipping on the ground lol
Good enough. Give us Lagi back Capcom, you've figured how to not fuck up leviathans that much
@@yourdad5799 Lagiacrus can work since it can use water to hide parts of the clipping like how balahara here does with sand
It may get bad clipping when on land though, but if you program its ai to rarely leave the water even when submerged and make a map layout that is watery enough to not make it look confined to one or two zones that isn't an issue.
I think we can safely say Ivory and Agnaktor are a no go, since they both walk on solid ground, and so the clipping would be much more noticeable.
You guys do realize that it's a burrowing monster right?
16:28
I love that change because the most offputting thing of World's Longsword was how pointlesd staying in red gauge is because of how broken helmsplitter is (rise kinda tried to tape fix that by giving it a long cooldown but didn't quite work either)
So playing while trying to keep red instead of just counter with foresight to get the red, helmsplitter and repeat felt like actively handicapping yourself.
With this change at least the red gauge can keep up with the counter heavy style.
frontier move into build up gauge?
All these new attacks for Long Sword and absolutely none of them will be used by my LS maining friend who doesn't even know you can spirit combo after fade slash even when you tell him you can lol.
Thicc Clutch Claw 🤔🤔🤔
so does this mean that longsword is pretty much the same as IG from World with the buff mechanic? If that is the case, I feel like it kinda kills the uniqueness of the weapon but I may just be trippin. The moveset still looks awesome tho, exactly what the weebs would want
PLEEEEEAAAASSE give us layered armor capcom
Not Rise LS so its already jumped a canyon in the right direction.