I've seen a few comments on this: if you want the training room with the mountable objects, talk to the cat to the right of your weapon box and select to change the objects.
@@henrysolis6925 I made around 200 videos and 4 maybe of which were me complaining about slap on weapon (which suck btw) and admitting to the fact that I just didn't have the life style to enjoy a console game, and you think I "talked shit" about the game? You're on some heavy drugs, mate.
@@henrysolis6925 dude calm down. A lot of players find the clutch claw a bit of a chore and unbalanced since not using it puts you in a disadvantage. I totally understand how tiring using the claw is.
And no, i still don't want the clutch claw in any other games, I feel it changes the flow of combat too much and that you are at a disadvantage if you don't use it. but does that mean we can't find enjoyment in it? NO.
@@gaijinhunter I agree with you on the clutch claw, I find it a huge chore to use, especially when I'm disabled and I have to manually aim the claw. I wish the game has a auto aim function.
@@StarpunkPrime I learned how to use it, but didn't know about the multiple shiny drops based on tenderized parts. Also, I don't watch every video the dude puts out lol
I'm surprised you didn't talk about distracting the monster. If you slinger on the ground, before it notices you, it distracts the monster. Which gives you enough time to clutch and turn it before it roars. Sometimes you can get a similar outcome by hitting the monster in the face with slinger ammo.
@@Pwnage753 (-‸ლ) It affects your ability to use the clutch claw successfully. Ergo, it would be something worth mentioning. The same as how he pointed out mantles, sleep, and part breaking.
Hello, I posted this on reddit but I think would be useful here for youtube users. The guide is more or less complete and correct but there are some missing stuff about the mechanics of concussion (What makes monsters enrage using the claw) and drooling. About concussion, it is missing that hitting the wall does an additional 30 points. I mean, if you flinch shot a monster and doesn't hit anything you only do 30 concussion. if you hit the wall, then does 30+30 This means that if you don't rotate the monster, you still have a chance to flinch shot twice. Sleeping a monster before it is raging does not reset the concussion. Sadly most the time you will only be able to flinch shot a sleeping monster twice later on the hunt because the other rage meter. It fills faster when the monster is under 66% and then even faster at under 33% and hitting a head builds more rage, so they will usually enter rage after the first flinch shot unless you manage to sleep the monster before the 66% threshold. Here is the testing about this mechanic with mods on if you want to see how this exactly works: ua-cam.com/video/4Ok5fR9fPQY/v-deo.html About the "special exhaust" it is called drooling, although everybody here call it the clagger, it is more bound to staggering than damage itself, here is my research: ua-cam.com/video/UJSUlkaRX-M/v-deo.html Basically, the monster have yet another hidden counter (as everything in the game) that fills with damage but when is full doesn't triggers. It works replacing a normal flinch with the clagger animation. If the flinch is a hard trip, there is no clagger. This explains when fighting by example rathian with a gunlance and focusing in the legs, you can do the whole fight tripping rathian with no clagger at all. About lasting longer, it works this ways. A clagger lasts about 4-5 seconds after the flinching animation. When you claw into it, the timer reset to six seconds. This means that you can make the clagger last longer by waiting to the last second to claw into the monster. I have done a helluva research on both world and iceborne mechanics if you want to ask about anything in particular I can help.
I knew about things like the 2% damage and discovered the part tenderising causing partbreak damage on wallbangs personally, but did not know wallbang damage could increase with partbreaks! Great to see a comprehensive video like this.
I realize that on fatalis multiplayer.. if no horn break wallbang does 3thousand something... with his 1st horn break it goes up to 4thousand something
I don’t get why a lot of people don’t ever extend the clagger animation it’s so good in a group, I try to do it when I can especially if there is a greatsword as it is a free TCS for them.
We were taught that a drooling monster is exhausted all throughout High Rank so it's no surprise that many people think it's just the monster getting exhausted as usual. I personally love getting that free Clutch Claw and hopping off with my Glider Mantle for a free air attack.
Flash-Pods are also a nice method of getting Flinch-Shots, ever since the Flash-Pod nerf nobody uses them, but for most bodytypes in the game, the staggering-animation of monsters from the first Flash-Pod (in the hunt/in a long while) is actually plenty long enough to follow up with a hook, turn and slam provided you craft the Flash-Pods one after another so that your character loads back their Slinger Ammo automatically and not another Flash-Pod. Flash-Pods can also be used to suppress an enemy's damage-based enrage, if an animation can be interrupted by the Flash-Pod stagger (like tripping achieved by hitting the enemy's trip-spot), then the Flash-Pod stagger and dizzyness takes priority over the enemy's plan to initiate their ragemode if you interrupt the trip-animation with it, giving you a bigger window of opportunity to slam the monster into the wall where by just waiting out the trip-animation will surely result in an enrage as the monster will enrage the second they leave the trip-animation. Sadly this is not compatible with the Flinch-Shot knockdown, which has been made absolutely uninterruptable at some point in the game's lifespan. Flashing monsters that are unaware of you and then managing to slam them into a wall twice before they are able to act again will also cause them to roar twice after the second Flinch-Shot, giving two nice, easy to read boosts to anyone using the Evasion Mantle and a significant opening to anyone using the Rocksteady Mantle or Earplugs skill. The game has "failsaves" in place to prevent you from going onto most enemies' side opposite of the wall that was last banged while they're on the ground to prevent you from getting easy lineups for two Flinch-Shots, but you can bypass this on almost any enemy with wings, simply clutch onto the wing that is on the side where you want to be on their face, then move on their face from the wing, the stamina drain is a bit excessive, but attempting a turn while the enemy is immobilized from the last Flinch-Shot actually stops the drain momentarily, so you can develope a feeling for how many smacks you can deliver while they're immobilized so that you can smack them as soon as they have left the knockdown animation.
Great info. I intuited that flash pods apparently stopped the monster from getting enraged, but could never put it in as many words. Never managed to incorporate it into my hunts though. So what do you do at the start of a hunt? Flash first?
@@Dante-uj5pc Yeah, flash first, hook, turn and slam, then I either claw their wing from the side from which I can smack their face toward the closest wall, or if they don't have wings, I wait until they start getting up to be able to hook from the right side and time a smack to turn them as soon as they're vulnerable to being turned to launch them into the wall a second time, if they're not wounded by then, I hook onto them again and claw them multiple times until they're wounded, get off, then equip my Evasion Mantle and go to town as I get two Evasion Boosts from the roars.
Nice to get some hard data on a lot of this stuff. A lot I already knew but some I just had no idea about. Thought this would be a video to show my wife because she's just starting MHW today but I learned some stuff too which was cool. Keep up the good work. Lookin forward to all the guides you'll make for Rise.
It's worth noting that Clutch Claw Boost is also a "power skill" for Gunlance and Great Sword despite them being heavy weapons. Gunlance because more monster ammo means more Wyrmstake(?) things (I don't Gunlance, so IDK the exact details here...) Great Sword because Slinger Ammo lets you combo directly into the True Charged Slash, and most monster ammo causes guaranteed flinches to make landing said TCS easier. Although really, it's kind of OP for every weapon in general, since you'll never not have ammo for a wall bang.
Gunlance is counted as a light weapon to begin with because of the wyrm stake blast mechanic. I will say though, that clutch claw boost still helps alot for wide shelling and normal shelling
It's only controversial because it's fun. People always have this fantasy of MH being a dark and gritty survival type game with hard combat mechanics, so any time they try to add something fun to the mix (hunting styles, vertical combat, clutch claw) there's always someone claiming that it "ruined the game." Personally, I think its one of the best mechanics to come to the game, after hunting styles. Fight me.
@@BowandSvent It's controversial because it can be clunky and annoying to use. Not to mention monster hp being balanced around the tenderizing aspect makes hunts last longer if you choose not to use it. I can definitely see it as being fun to use but i rather it go away.
@@mhk6943 Monster HP is balanced for G-rank, not for clutch claw use. The only thing tenderizing does is accelerate the speed at which you can apply damage.
@@BowandSvent Have you looked at the HP percentage increase from High rank to Master rank compared to previous games? There is a MUCH bigger difference. Example: Rathalos in GU went from ~5,200 to ~7,200, around a ~40% increase. In World he went from 6,565 to 20,800 in MR, around a ~316% increase. Balancing around the new features (including the CC) is around this because why not? Capcom was already under pressure from veterans complaining about base World being "too easy". So why the hell won't they balance around the most gameplay changing mechanic in the game? It doesn't make sense not to.
It's also worth mentioning that Sword and Shield's Clawryuken attack also deals the 5 points (atleast), so if you latch on and perform an attack it will tenderize it in 1 motion, or in the case of Safi'Jiva clawing on will tenderize, then switch over to tenderize a 2nd spot with an attack.
Wanted to add a couple notes of things not mentioned in this, on the soften formula the standard can be represented as such (the 100-weakness)*0.25 = Bonus, a rewrite that will work for all is (Weakness*0.75)+25+Extra = FinalValue will give proper values for all, extra in specific is what I wanted to add to In the case of the mentioned fatalis&Safi'Jiiva they use the same (Weakness*0.75)+25 but get a -5 so as an example case on fatalis' head the 75 becomes 76 due to 75*0.75=56.25+20 = 76.25 which for sake of hitzones in specific will always round down so 76 Not mentioned, there are also a handful of monsters who use the same but are a +5 version those being Kirin, Lavasioth, Uragaan, Savage Deviljho, Namielle, Gold Rathian, Silver Rathalos. so for the sake of Gold Rathian's untempered head (the metals have weird tempered stuff that breaks this) the 20 raw hzv will be (20*0.75)+25+5 when softened, so it will activate wex For all of these monsters the soften/tenderize also only lasts 160 seconds instead of the 180 the others have For the standard formula to apply you have to change the "target point" which in effect with the -5 becomes 80 and the +5 becomes 120 (so for fatalis the bonus value on his head would be (80-75)*0.25 = 1.25 decimal ignored. On the second point as a very small exception to the rule some versions of monsters will enrage faster than the grand majority due to claw interaction, the ones I'm personally familiar with are AT Namielle, AT Velkhana, and the Zinogre in the Coal event quest "A Farewell to Zinogre". For these few when they are flinch shot and connect with a wall the value is 30+100 rather than 30+30 and will always enrage them afterwards regardless of slap count
oh as a small clarification on the last point, the "connect with a wall" thing is just a successful knock with it, whether that be wall, shot out of the air, or shot off a cliff
Extra tip @6:54 You can actually Flinch Shot monsters 3× before they go into rage mode IF you flash pod them right before the 2nd Flinch Shot. So after they got up from the 2nd one, they will not go straight to rage mode instead they will attacking randomly or stay still in "yellow eye" status. But do take note that you must flinch shot them before the flashed status on their head dissapear
(About the wallbang damages: rather than dividing by 0.02, you can divide by 2, then multiply by 100. Its exactly the same thing but easier to do the quick mental maths) Thank you for your videos !
Loved researching all this info and seeing it all together in one video is so nice. The wallbang being blunt dmg is news to me. Just tried it and it really does help break barroth's head.
I appreciate the explanation for the tenderized parts receiving the same part damage as the face. I've been using that strategy on Kulve but I never thought of using the same strategy on monsters in the Guiding Lands. It seems so obvious now.
3 claw attacks and a light weapon tenderize was very popular before the improvement to the clutch claw because it would both tenderize the head of the monster and enrage it.
@@gaijinhunter True in 2 out of 14 cases though, the Dual Blades and Insect Glaive inflict additional tenderizing damage during their weapon attack, with only two claw attacks being needed on them before their weapon attack, I guess they were gifted this as a tradeoff for their inconsistency.
@@Aykalia As a GS main since freedom unite, I love that there are multiple ways to play in world. Crit draw builds pretty much peaked with MHGU and Valor GS. I really enjoy the addition of decent combo structures for GS in World
Also, some monsters, Rajang for instance, do particular motions before they get out of rage. There's a good window that you can do claw attack(change of direction) and try flinch shots even when the eye-con is red yet.
I would like to add that you only need 1 level of slinger capacity to have extra ammo for a flinch shot (if you are using environmental slinger ammo, you need level 3 for slinger ammo from monsters)
Just yesterday I realized that the wallbang doesn't do the same amount of damage. I was a bit confused, after like 200hr of Iceborne I was buffeld. Your video has the perfect timing for me :)
Didn't know there is no difference for head damage between tenderized and non-tenderized wall bang. Good to know. I did notice the increase of wallbang damage but had no idea what caused it. I though it was a "near-death" thing. Thanks for that.
Adding another tip for those who want to try Sword and Shield. The clutch claw uppercut does a half tenderize, so you can skip the need of Clutch Claw Boost if you get comfortable with using this move and do the normal attack. You can even use it while your weapon is sheathed by buffering a guard before rolling (R2 > X > L2). Clutch Claw Boost is still very good and easier to use, but there's this very strong alternative if you want. There's a version of this for Dual Blades, but I'll let the DB mains tell if it's worth to use now.
Do you have to hit the monster in a specific place to get that effect? I still know very little about how to effectively use slinger ammo like dragon pods, stones, or red pits. I know that hitting a monster like Val Hazaak in the face with a dragon pod right as it's rearing up to do a big attack will stagger him and knock him out of the attack animation before he gets any damage out, and I have a vague understanding that hitting a monster with a lot of dragon pod stuff will turn off their aura effects, but I don't really understand how to effectively use the slinger. Edit: I don't think I've ever used the slinger to distract an unaware monster.
I am surprised by the number of people who were helped by this video. Initially I felt sad that there will no more update to the game. But I realized that after the final update, Monster Hunter World + Iceborne has just become the best $70 a human being can spend on a game. The amount of content you can enjoy if you take your time and appreciate the beauty of each locales and every details on how every monster interact with its surrounding, weapon damage balances, clutch claw duration extended to make it feel more enjoyable as a hunting mechanics instead of a timed chore, A better more stable Guiding Lands where you can operate it the way you want it easier with tools that didnt exist back then, Complete guides on youtube, And full access to every armor sets and layered armor. As long as every new player not getting showered by veterans joining their quests and 1 shotting every monsters. Sometimes they SOS to get slight help and to feel the cooperative vibe. Not to get carried. Pls be more understanding dear veterans.
In my opinion, for gunlance, clutch claw boost is a bit a blessing and a curse. When you overdo the clutch claw attacks (especially with multiple players) at some point the monster will stop dropping slinger ammo. And the good slinger ammo is important for the WSB of the gunlance. While using normal or full burst style gunlance, I often found myself with a shortage of good slinger ammo, which is a bit annoying.
All monsters only drop a certain amount of slinger ammo from tenderizing and drop 3 naturally from taking certain amounts of damage, so once you see the third natural pod the monster is nearly weak. With certain exceptions of course. Don't overlook the slinger ammo on the ground though, stone is actually better than pierce pods as an example. Try experimenting yourself if you're curious, I got bored of Iceborne gunlance so I don't remember all the ammo.
Wow I've been playing for a while but I didn't know you can farm guiding lands shiny drops like this 5:43. Thanks for the video, definitely will try your build in guiding lands next time I farm there.
Oh, I also thought that you could swing on a tail and rack up partbreak damage and then throw a boomerang to cut it, but I don't play blunt weapons, so I didn't know that blunt partbreak values were distinct from sharp ones.
Thanks so much for this video, I've just jumped back into iceborne after a long time away and was feeling really intimidated and 'not a proper hunter' because I didn't really understand how the clutch claw worked. This has really helped. Keep up the good work as always!
ohhh thats why most speed runners do clutch claw without tenderizing when the monster is exhausted. I always wonder why they do that and at first I thought it was missclick or something random. Thanks gaijin hunter it was small but very useful
The extended stagger time from clawing on during a special stagger is very valuable for a Gunlance player like myself. It lasts *just* long enough that you can drop off and stick the Wyrmstake Blast into the monster before it fully recovers. Granted, usually you should already have one applied, but it can be difficult due to how slow the move is to perform and having pre-requisite moves (shell > shell > apply WSB) and otherwise it might still be worth it just to reset the timer on it or reposition it. So it can still come in... clutch.
Gajinhunter few months ago: MHW has issues and i think old games made some things better. Gajinhunter after MH RISE annoucement: You know what i love all new changes in fact i can't wait for more changes in RISE, here my video on clutchclaw !
He never said he disliked all new things added to a game. Just that he disliked certain new things he disliked e.g. Clutch Claw, which IS very controversial. Making a video on how a mechanic works doesn't mean the content creator likes the mechanic you know. He is giving more info to have a better understanding when using it.
Regarding the last part of the hunt in the guiding lands, if you are going for sleep-wall bang spam, esp in solo, dont waste time picking up the shinies on the ground after the wall bang. Focus on building up the next sleep/tenderize the parts which you want broken. Once that is done and you set off the next sleep, you can then walk over to the shinies and pick them up slowly at your own pace. I'll be posting a post on reddit for an optimized sleep coating build for bow which can sleep monsters every 4-5 hits for such purposes. I have been running it for almost half a year now since the kjarr bow released, and it's been really good against anything with sleep weakness of 2 star or 3 star for farming purposes.
Did not realize that even when a monster was claggered, you wont be able to redirect it or flinch shot it if it is enraged. I kept getting sooo frustrated last night playing through High Rank. I decided I should start using the Claw more to prepare myself for Iceborne, and it kept just...not working. I was so annoyed, but now I know why. Thanks!
I hope new hunters take some lessons from your video. Tenderize after a monster is enraged. Do as many flinch shots as possible. Making every flinch shot count and clutching when a monster is in clutch-flinch are essential in multi-play. It does not only yield good damage, but opens a good window for everyone to deal massive damages. And in the Guiding Land, you hunt in guiding land for shinies, and flinch shot is the major source of shinies there. I'm not saying that playing the game casually is a bad thing. Learning strategies and gitting gud are huge parts of the fun.
i really appreciate you making this. it's always nice to have the details laid out to better understand the mechanics. i also really hope this raises more awareness of other hunters to take advantage of all these little techniques more effectively. although the clutch claw can be fun (you haven't lived until you've slammed multiple monsters into each other), the system definitely needs more refinement if it's going to return. i would still say the best word to describe the clutch claw is "inconsistent" as there have been several times when the monster turns more or less than 90 degrees, the monster knocks you off even though you clawed it to turn it, a monster runs straight into a wall or sometimes chooses to turn and run along the side of a wall and doesn't fall over. there are many ways the clutch claw can be just as frustratingly uncooperative and these inconsistencies can really ruin the enjoyment of a fight.
oh yeah, and another detail i've noticed is that different monsters seem to get knocked down for different times by the wall slam as the anjanaths noticeably only stay down for a few seconds before getting back up
4:04 A more straightforward calculation would be multiplying the damage by 50 to get the Monsters max hp For 2.5% multiply by 40 For 3% multiply by ~33.33
As for sleep resetting rage, I've had several, and I mean several times where a monster has been put to sleep and its been woken up in enrage state, not able to wall slam or anything. Not sure if envirenmental sleeps or gaja sleeps are different, but this is my experience.
@@gaijinhunter I know the eye-con transition is usually late, not tied to the ezact time to en rage and unenrage, but as you said its supposed to awaken unenraged, That doesnt always happen. Even if waiting a bit for it to go through that transition. Anyways thanks for that part breaking thing with wall hits. I definitely didnt know that.
It feels like time asleep substracts enrage points and then cancels the enrage over time. I had the enraged wakeup happen to often, but only when someone didn't stop attacking during the falling asleep-animation.
Yeah, I feel that. If they could just make it so that ammo you have dropped once already gets a lower priority that anything next to it, I think that would mostly fix it. It's infuriating when you want the monster drop but you keep swapping between two stacks of stones instead!
I've noticed that during the time Frostfang Barrioth was released, he was able to maintain rage after you wake him up. I've had my palico use a sleep-type weapon to achieve this. I don't know if he still does it to this day.
might also be worth mentioning that some weapons have an extra button to press to do the clutch claw if the weapon is drawn (ex: all ranged weapons and the lance, maybe IG too but im not too sure about that.) i cant really tell you what the key is on K&M since ive never played with them but i figure you can go into the hotkey settings and bind your prefered key. on controllers its R3.
I have a question about flying monsters. When we try to force them to go on the ground with the flinch shot they have 2 options : they fall and receive damage, or they continue to fly. What makes them continue to fly and not fall ? I even claw their face once before to make sure they don't move but sometimes they fall and sometimes not.
For a flying monster the ground can't be any higher than they took off you elevation needs to be lower than the initial start piont. Example.. Rathalos is on piont B you flinch it on some land lower than its flying start piont you get the flinch. Ratha is on piont A. a high flying platform and flinch it towards higher base ground than the annual point no flinch shot and it keeps flying.
@@kylebertss when you claw its face it stop flying too much high and lower a little isn't that enough ? I like imediately clutch its face and flinch shot it just after it started to fly at the exact same place, but continued to fly
Yeah, it's a bit hard to tell, but I think it is indeed an altitude issue. Clawing the face does seem to lower it, though, so you may need to do it once or several times to get it low enough. At least you don't actually need to send it into a wall if it's flying...
There's a height-limit programmed into the game that prevents airborne monsters from flying toward the ground if they're too high at the time of the Flinch-Shot, due to the numerous animations the flying monsters possess, it's nearly impossible to tell which one moves them above this height-limit and which ones don't, and the whole interaction gets a lot more janky when the terrain has slopes or lots of height-variation in it to the point where Flinch-Shotting aerial monsters can become a case of "practical RNG", as in, it's not actually RNG, but there's so many factors at once that play a role that it may as well be RNG.
@@constantin7901 because it counts as point A to point A a same lvl of Distance from where the same start as it started. If your on a slope or angled area it will fall and flinch because the ground is at a lower point. Think of it like a slide you can only go down it not up.
Actually if a weapons clutch claw attack has multiple hits, they add up to the numbers you showed here. If some of the hits don’t connect for some reason it can happen, that a light weapon with clutch claw boost does not tenderize in one go. The lance for example does to hits and each of them count as 5 points of tenderize damage. Lets say you get the first hit, but get thrown of before the second one (or a light weapon gets its full clutch claw attack of). If you claw on again and get the first hit of, that first hit will already tenderize the bodypart.
0:38 wtf 1000hrs+ since Iceborne, finished the game with all archievements, crafted all 14 fatalis weapons, and I didn't even know we could do that with the training cart
Are the mechanics for flinch-shotting a monster when its flying (ie: rathalos, rathian) the same as for when it is on the ground? When the monster falls out of the sky, is it simply treated as a wall bang?
Time flies. 2014~2015 i was watching Gaijn hunter videos to learn MH4~MH4U and today i'm watching just to see if the video is actually correct and to keep supporting. I got better at the game because of you. Thanks a lot.
I use a mod for monster HP bars. Or look it up on the wiki. Never go into a hunt unprepared guys 👍 also always look up hitzone values before you do any quest, it makes you a way better hunter
what about wallbang behavior when the monster is flying? is it the same damage when the monster hits the ground or should a hunter still aim it for walls?
so if i use dual blade what i should do to start a fight is clutch to monster head, claw attack wall bang, then clutch again claw attack light weapon attack to tenderize weak spot?
So helpful! Thanks. Just starting in IB and wondering how I’m supposed to break parts reliably with Longsword. I don’t play with anyone else so I’m doing tickle damage to monsters for the first 5 mins of every fight, the whole fight if they have lots of armor.
I've just got into iceborne on my steam deck and watching all these guides from years back... "dad, how were gaijin's monster hunter guide videos...?" 😔👋
I have a question how do you hit circle + triangle attacks without using one of them like before the other its not consistent sometime when i try hitting it I hit circle alone or Triangle alone and sometimes both so i need to know how to hit them consistently together ? ..... thank you
I've seen a few comments on this: if you want the training room with the mountable objects, talk to the cat to the right of your weapon box and select to change the objects.
oh so you've talked shit about something you haven't used or played extensively with and now are just realizing more to it "thumbs up"
@@henrysolis6925 I made around 200 videos and 4 maybe of which were me complaining about slap on weapon (which suck btw) and admitting to the fact that I just didn't have the life style to enjoy a console game, and you think I "talked shit" about the game? You're on some heavy drugs, mate.
@@henrysolis6925 dude calm down. A lot of players find the clutch claw a bit of a chore and unbalanced since not using it puts you in a disadvantage. I totally understand how tiring using the claw is.
And no, i still don't want the clutch claw in any other games, I feel it changes the flow of combat too much and that you are at a disadvantage if you don't use it. but does that mean we can't find enjoyment in it? NO.
@@gaijinhunter I agree with you on the clutch claw, I find it a huge chore to use, especially when I'm disabled and I have to manually aim the claw. I wish the game has a auto aim function.
Still posting master class for CC after the last update? Truly a master and model hunter
There are still people who only bought World on sale recently.
Like meeeeeeee. So I appreciate the content.
@@TheMarg0r And for you, there is tons of old content that covers all of this. I like gaijin but he's really grasping for content at this point.
@@StarpunkPrime Not really. I have nearly 1000 hours and didn't know quite a bit of this stuff. Just because you knew it, doesn't mean others do
@@CZProductions 1000 hours, and you follow GH,and you've never learned how to use the CC? Sus
@@StarpunkPrime I learned how to use it, but didn't know about the multiple shiny drops based on tenderized parts. Also, I don't watch every video the dude puts out lol
I'm surprised you didn't talk about distracting the monster.
If you slinger on the ground, before it notices you, it distracts the monster. Which gives you enough time to clutch and turn it before it roars.
Sometimes you can get a similar outcome by hitting the monster in the face with slinger ammo.
@@Pwnage753 ... Maybe you should read the comment again.
@@Pwnage753
(-‸ლ) It affects your ability to use the clutch claw successfully. Ergo, it would be something worth mentioning.
The same as how he pointed out mantles, sleep, and part breaking.
Yep i agree, some monsters do instant aggro though like Ruiner Nerg and Banbaro so sometimes i just wear earplugs or use rocksteady
@@Pwnage753 It helps you skip needing earplugs for the initial wall bang
Wow I never even clued into this as a strat, thanks dude!
This is TREMENDOUSLY good info. Breaking parts with tenderized wall bang is something I would have never guessed
“Kabedon” set is absolutely the most perfect name for this set
Japanese player already use this term .. try watching them live
@@senxiria yes, he mentioned that in the video
Hello, I posted this on reddit but I think would be useful here for youtube users.
The guide is more or less complete and correct but there are some missing stuff about the mechanics of concussion (What makes monsters enrage using the claw) and drooling.
About concussion, it is missing that hitting the wall does an additional 30 points. I mean, if you flinch shot a monster and doesn't hit anything you only do 30 concussion. if you hit the wall, then does 30+30
This means that if you don't rotate the monster, you still have a chance to flinch shot twice.
Sleeping a monster before it is raging does not reset the concussion.
Sadly most the time you will only be able to flinch shot a sleeping monster twice later on the hunt because the other rage meter. It fills faster when the monster is under 66% and then even faster at under 33% and hitting a head builds more rage, so they will usually enter rage after the first flinch shot unless you manage to sleep the monster before the 66% threshold. Here is the testing about this mechanic with mods on if you want to see how this exactly works:
ua-cam.com/video/4Ok5fR9fPQY/v-deo.html
About the "special exhaust" it is called drooling, although everybody here call it the clagger, it is more bound to staggering than damage itself, here is my research:
ua-cam.com/video/UJSUlkaRX-M/v-deo.html
Basically, the monster have yet another hidden counter (as everything in the game) that fills with damage but when is full doesn't triggers. It works replacing a normal flinch with the clagger animation. If the flinch is a hard trip, there is no clagger. This explains when fighting by example rathian with a gunlance and focusing in the legs, you can do the whole fight tripping rathian with no clagger at all.
About lasting longer, it works this ways. A clagger lasts about 4-5 seconds after the flinching animation. When you claw into it, the timer reset to six seconds. This means that you can make the clagger last longer by waiting to the last second to claw into the monster.
I have done a helluva research on both world and iceborne mechanics if you want to ask about anything in particular I can help.
I knew about things like the 2% damage and discovered the part tenderising causing partbreak damage on wallbangs personally, but did not know wallbang damage could increase with partbreaks! Great to see a comprehensive video like this.
I realize that on fatalis multiplayer.. if no horn break wallbang does 3thousand something... with his 1st horn break it goes up to 4thousand something
Refreshing to see different armor sets for this game. Always an excellent job, GH.
I don’t get why a lot of people don’t ever extend the clagger animation it’s so good in a group, I try to do it when I can especially if there is a greatsword as it is a free TCS for them.
We were taught that a drooling monster is exhausted all throughout High Rank so it's no surprise that many people think it's just the monster getting exhausted as usual. I personally love getting that free Clutch Claw and hopping off with my Glider Mantle for a free air attack.
Its either everyone clutches for the clagger or no one at all. In randoms, we always assume that someone else will do the job...
This! As a GS main I appreciate you, I do this as well
@@mikevalones9977 that's what makes it so jokes 😂😂
Didn't know it was a thing, do they tell you in the tutorials?
Flash-Pods are also a nice method of getting Flinch-Shots, ever since the Flash-Pod nerf nobody uses them, but for most bodytypes in the game, the staggering-animation of monsters from the first Flash-Pod (in the hunt/in a long while) is actually plenty long enough to follow up with a hook, turn and slam provided you craft the Flash-Pods one after another so that your character loads back their Slinger Ammo automatically and not another Flash-Pod.
Flash-Pods can also be used to suppress an enemy's damage-based enrage, if an animation can be interrupted by the Flash-Pod stagger (like tripping achieved by hitting the enemy's trip-spot), then the Flash-Pod stagger and dizzyness takes priority over the enemy's plan to initiate their ragemode if you interrupt the trip-animation with it, giving you a bigger window of opportunity to slam the monster into the wall where by just waiting out the trip-animation will surely result in an enrage as the monster will enrage the second they leave the trip-animation.
Sadly this is not compatible with the Flinch-Shot knockdown, which has been made absolutely uninterruptable at some point in the game's lifespan.
Flashing monsters that are unaware of you and then managing to slam them into a wall twice before they are able to act again will also cause them to roar twice after the second Flinch-Shot, giving two nice, easy to read boosts to anyone using the Evasion Mantle and a significant opening to anyone using the Rocksteady Mantle or Earplugs skill.
The game has "failsaves" in place to prevent you from going onto most enemies' side opposite of the wall that was last banged while they're on the ground to prevent you from getting easy lineups for two Flinch-Shots, but you can bypass this on almost any enemy with wings, simply clutch onto the wing that is on the side where you want to be on their face, then move on their face from the wing, the stamina drain is a bit excessive, but attempting a turn while the enemy is immobilized from the last Flinch-Shot actually stops the drain momentarily, so you can develope a feeling for how many smacks you can deliver while they're immobilized so that you can smack them as soon as they have left the knockdown animation.
Great info. I intuited that flash pods apparently stopped the monster from getting enraged, but could never put it in as many words. Never managed to incorporate it into my hunts though. So what do you do at the start of a hunt? Flash first?
@@Dante-uj5pc Yeah, flash first, hook, turn and slam, then I either claw their wing from the side from which I can smack their face toward the closest wall, or if they don't have wings, I wait until they start getting up to be able to hook from the right side and time a smack to turn them as soon as they're vulnerable to being turned to launch them into the wall a second time, if they're not wounded by then, I hook onto them again and claw them multiple times until they're wounded, get off, then equip my Evasion Mantle and go to town as I get two Evasion Boosts from the roars.
Nice to get some hard data on a lot of this stuff. A lot I already knew but some I just had no idea about. Thought this would be a video to show my wife because she's just starting MHW today but I learned some stuff too which was cool. Keep up the good work. Lookin forward to all the guides you'll make for Rise.
FYI cliffhanger reduces stamina consumption while clutching.
Also you can go from a mount directly into clutching
@@0ValdeCalebros thats the point. when the mount is done you can directly cluctch towards the monster
It's worth noting that Clutch Claw Boost is also a "power skill" for Gunlance and Great Sword despite them being heavy weapons.
Gunlance because more monster ammo means more Wyrmstake(?) things (I don't Gunlance, so IDK the exact details here...)
Great Sword because Slinger Ammo lets you combo directly into the True Charged Slash, and most monster ammo causes guaranteed flinches to make landing said TCS easier.
Although really, it's kind of OP for every weapon in general, since you'll never not have ammo for a wall bang.
Gunlance is counted as a light weapon to begin with because of the wyrm stake blast mechanic. I will say though, that clutch claw boost still helps alot for wide shelling and normal shelling
A master class on the most controversial and polarising mechanic in the game. This will be interesting
Well if you play iceborne, you're bound to use the clutch claw. Might as well get all the info you need
It's only controversial because it's fun. People always have this fantasy of MH being a dark and gritty survival type game with hard combat mechanics, so any time they try to add something fun to the mix (hunting styles, vertical combat, clutch claw) there's always someone claiming that it "ruined the game."
Personally, I think its one of the best mechanics to come to the game, after hunting styles. Fight me.
@@BowandSvent It's controversial because it can be clunky and annoying to use. Not to mention monster hp being balanced around the tenderizing aspect makes hunts last longer if you choose not to use it.
I can definitely see it as being fun to use but i rather it go away.
@@mhk6943 Monster HP is balanced for G-rank, not for clutch claw use. The only thing tenderizing does is accelerate the speed at which you can apply damage.
@@BowandSvent Have you looked at the HP percentage increase from High rank to Master rank compared to previous games? There is a MUCH bigger difference.
Example:
Rathalos in GU went from ~5,200 to ~7,200, around a ~40% increase.
In World he went from 6,565 to 20,800 in MR, around a ~316% increase.
Balancing around the new features (including the CC) is around this because why not? Capcom was already under pressure from veterans complaining about base World being "too easy".
So why the hell won't they balance around the most gameplay changing mechanic in the game? It doesn't make sense not to.
Hopefully folks learn from this video! Too often I see hunters not maximizing the clagger time, it’s so good for long combos!
It's also worth mentioning that Sword and Shield's Clawryuken attack also deals the 5 points (atleast), so if you latch on and perform an attack it will tenderize it in 1 motion, or in the case of Safi'Jiva clawing on will tenderize, then switch over to tenderize a 2nd spot with an attack.
As an SnS main, this is a thing I do aaaaalllll the time. We're so OP we dont even need clutch claw boost.
@@BowandSvent Or we do, we clawryuken 1 part, then hop to another and soften there too.
Wanted to add a couple notes of things not mentioned in this, on the soften formula the standard can be represented as such (the 100-weakness)*0.25 = Bonus, a rewrite that will work for all is (Weakness*0.75)+25+Extra = FinalValue will give proper values for all, extra in specific is what I wanted to add to
In the case of the mentioned fatalis&Safi'Jiiva they use the same (Weakness*0.75)+25 but get a -5 so as an example case on fatalis' head the 75 becomes 76 due to 75*0.75=56.25+20 = 76.25 which for sake of hitzones in specific will always round down so 76
Not mentioned, there are also a handful of monsters who use the same but are a +5 version those being Kirin, Lavasioth, Uragaan, Savage Deviljho, Namielle, Gold Rathian, Silver Rathalos. so for the sake of Gold Rathian's untempered head (the metals have weird tempered stuff that breaks this) the 20 raw hzv will be (20*0.75)+25+5 when softened, so it will activate wex
For all of these monsters the soften/tenderize also only lasts 160 seconds instead of the 180 the others have
For the standard formula to apply you have to change the "target point" which in effect with the -5 becomes 80 and the +5 becomes 120 (so for fatalis the bonus value on his head would be (80-75)*0.25 = 1.25 decimal ignored.
On the second point as a very small exception to the rule some versions of monsters will enrage faster than the grand majority due to claw interaction, the ones I'm personally familiar with are AT Namielle, AT Velkhana, and the Zinogre in the Coal event quest "A Farewell to Zinogre". For these few when they are flinch shot and connect with a wall the value is 30+100 rather than 30+30 and will always enrage them afterwards regardless of slap count
oh as a small clarification on the last point, the "connect with a wall" thing is just a successful knock with it, whether that be wall, shot out of the air, or shot off a cliff
Fatalis also enrages when you flinch shot it into a wall.
Ah I see, thanks for the note on it
This will be very helpful for those that still haven't got Iceborne as well as those that use the clutch claw with reckless abandon
You can't clutch claw without iceborne
@@OrokanaMkIII I know. I meant was it helps.those whoe doesn't have Iceborne once they get the expansion
Extra tip @6:54
You can actually Flinch Shot monsters 3× before they go into rage mode IF you flash pod them right before the 2nd Flinch Shot. So after they got up from the 2nd one, they will not go straight to rage mode instead they will attacking randomly or stay still in "yellow eye" status. But do take note that you must flinch shot them before the flashed status on their head dissapear
welcome to my master class on the clutch claw
* queue gaijin hunter intro *
(About the wallbang damages: rather than dividing by 0.02, you can divide by 2, then multiply by 100. Its exactly the same thing but easier to do the quick mental maths)
Thank you for your videos !
You always bring us the best and most useful information. You're doing God's work indeed
well once the events are over time to wall bang all of guiding lads part break city
Loved researching all this info and seeing it all together in one video is so nice.
The wallbang being blunt dmg is news to me. Just tried it and it really does help break barroth's head.
Came here after Kulve Taroth continually blasted my face and rolled.
After HR is concluded and you go into MR, this is a necessary class to take.
I appreciate the explanation for the tenderized parts receiving the same part damage as the face. I've been using that strategy on Kulve but I never thought of using the same strategy on monsters in the Guiding Lands. It seems so obvious now.
"2 claw attacks and the light weapon attack"
Thats 9 point or tenderizing damage
Sorry I misspoke I meant 3!
3 claw attacks and a light weapon tenderize was very popular before the improvement to the clutch claw because it would both tenderize the head of the monster and enrage it.
@@gaijinhunter True in 2 out of 14 cases though, the Dual Blades and Insect Glaive inflict additional tenderizing damage during their weapon attack, with only two claw attacks being needed on them before their weapon attack, I guess they were gifted this as a tradeoff for their inconsistency.
"Heavy weapons don't have such a utility using slinger ammo"
*Laughs in Greatsword*
Jk, awesome video as always
Oh yes, Slinger Burst is so good on greatsword im gonna miss it in future games :(
@@ArchieGamez not if they wont include TCS at all *smart face*
But I think they will include another shortcut to TCS or something
@@Nekayr i wanna see GS regress back to the "crit draw only huehue" days lmfao
@@Nekayr i wanna see GS regress back to the "crit draw only huehue" days lmfao
@@Aykalia As a GS main since freedom unite, I love that there are multiple ways to play in world. Crit draw builds pretty much peaked with MHGU and Valor GS. I really enjoy the addition of decent combo structures for GS in World
Also, some monsters, Rajang for instance, do particular motions before they get out of rage. There's a good window that you can do claw attack(change of direction) and try flinch shots even when the eye-con is red yet.
I would like to add that you only need 1 level of slinger capacity to have extra ammo for a flinch shot (if you are using environmental slinger ammo, you need level 3 for slinger ammo from monsters)
buuuuuut.. fatalis set.. so fuck it lets go over 9000
Just yesterday I realized that the wallbang doesn't do the same amount of damage. I was a bit confused, after like 200hr of Iceborne I was buffeld. Your video has the perfect timing for me :)
As some1 who just picked up Iceborne late, this is a very helpful vid. Tyvm.
Didn't know there is no difference for head damage between tenderized and non-tenderized wall bang.
Good to know.
I did notice the increase of wallbang damage but had no idea what caused it. I though it was a "near-death" thing. Thanks for that.
Adding another tip for those who want to try Sword and Shield. The clutch claw uppercut does a half tenderize, so you can skip the need of Clutch Claw Boost if you get comfortable with using this move and do the normal attack. You can even use it while your weapon is sheathed by buffering a guard before rolling (R2 > X > L2). Clutch Claw Boost is still very good and easier to use, but there's this very strong alternative if you want.
There's a version of this for Dual Blades, but I'll let the DB mains tell if it's worth to use now.
when Soloing Fatalis.. the Clutch claw Deco on my Chargeblade load out is a life saver.. as 2 dragonpods flinch him. also we call it "boop the snoot".
Do you have to hit the monster in a specific place to get that effect?
I still know very little about how to effectively use slinger ammo like dragon pods, stones, or red pits. I know that hitting a monster like Val Hazaak in the face with a dragon pod right as it's rearing up to do a big attack will stagger him and knock him out of the attack animation before he gets any damage out, and I have a vague understanding that hitting a monster with a lot of dragon pod stuff will turn off their aura effects, but I don't really understand how to effectively use the slinger.
Edit: I don't think I've ever used the slinger to distract an unaware monster.
@@Thalanox idk about most monsters. Just that the dragon pods make fatalis flinch out of any move that isn't considered an ulti.
I am surprised by the number of people who were helped by this video. Initially I felt sad that there will no more update to the game. But I realized that after the final update, Monster Hunter World + Iceborne has just become the best $70 a human being can spend on a game.
The amount of content you can enjoy if you take your time and appreciate the beauty of each locales and every details on how every monster interact with its surrounding, weapon damage balances,
clutch claw duration extended to make it feel more enjoyable as a hunting mechanics instead of a timed chore,
A better more stable Guiding Lands where you can operate it the way you want it easier with tools that didnt exist back then,
Complete guides on youtube,
And full access to every armor sets and layered armor.
As long as every new player not getting showered by veterans joining their quests and 1 shotting every monsters. Sometimes they SOS to get slight help and to feel the cooperative vibe. Not to get carried. Pls be more understanding dear veterans.
I myself enjoy becoming the Huntsman now with his Layered Armor, joining random rooms claiming that I came from Astera to help.
In my opinion, for gunlance, clutch claw boost is a bit a blessing and a curse. When you overdo the clutch claw attacks (especially with multiple players) at some point the monster will stop dropping slinger ammo. And the good slinger ammo is important for the WSB of the gunlance. While using normal or full burst style gunlance, I often found myself with a shortage of good slinger ammo, which is a bit annoying.
All monsters only drop a certain amount of slinger ammo from tenderizing and drop 3 naturally from taking certain amounts of damage, so once you see the third natural pod the monster is nearly weak. With certain exceptions of course. Don't overlook the slinger ammo on the ground though, stone is actually better than pierce pods as an example. Try experimenting yourself if you're curious, I got bored of Iceborne gunlance so I don't remember all the ammo.
Wow I've been playing for a while but I didn't know you can farm guiding lands shiny drops like this 5:43. Thanks for the video, definitely will try your build in guiding lands next time I farm there.
Oh, I also thought that you could swing on a tail and rack up partbreak damage and then throw a boomerang to cut it, but I don't play blunt weapons, so I didn't know that blunt partbreak values were distinct from sharp ones.
i mean the only difference really is that cutting can cut tails and blunt cannot, its all there is
@@Aykalia Hunting Horn: _"Uhm Akshually"_
@@daSEGAfanatic HH can cut tails because the jab does cutting damage. The weapon is hybrid
Thanks so much for this video, I've just jumped back into iceborne after a long time away and was feeling really intimidated and 'not a proper hunter' because I didn't really understand how the clutch claw worked. This has really helped. Keep up the good work as always!
ohhh thats why most speed runners do clutch claw without tenderizing when the monster is exhausted. I always wonder why they do that and at first I thought it was missclick or something random. Thanks gaijin hunter it was small but very useful
you forgot about sns uppercut claw, they get super armor + earplug when do that but still can get damage and you can tenderize the monster once
I didn’t go into weapon specifics since there are a bunch :) good to know though!
@@gaijinhunter sure your welcome :)
I second this as an SnS main! (I left a similar comment, but deleted it after I found this comment)
I feel sorry for that Black Diablos. I can't imagine how bad her migraine is
Feels so incomplete without gaijin's intro 😔😔😔
The last time I played MHW was when they introduced Kulve Taroth. Looking at these piles of loot the monsters drop is absolutely crazy.
Kabe-DON!
A set to give you the confidence to quickly make the sleep-- wait hold on what
The extended stagger time from clawing on during a special stagger is very valuable for a Gunlance player like myself. It lasts *just* long enough that you can drop off and stick the Wyrmstake Blast into the monster before it fully recovers. Granted, usually you should already have one applied, but it can be difficult due to how slow the move is to perform and having pre-requisite moves (shell > shell > apply WSB) and otherwise it might still be worth it just to reset the timer on it or reposition it. So it can still come in... clutch.
you can shoot a rock in front of a monster to get enough time to jump on their face before they do an initial roar. really helpful
Gajinhunter few months ago: MHW has issues and i think old games made some things better.
Gajinhunter after MH RISE annoucement: You know what i love all new changes in fact i can't wait for more changes in RISE, here my video on clutchclaw !
He never said he disliked all new things added to a game. Just that he disliked certain new things he disliked e.g. Clutch Claw, which IS very controversial.
Making a video on how a mechanic works doesn't mean the content creator likes the mechanic you know.
He is giving more info to have a better understanding when using it.
@@mhk6943 except he is excited for bug gameplay in rise which is even more out of whack than couch claw and slinger
@@pawnap666 He never said he disliked some of Iceborne's new features because they were wack though.
I kinda expected the intro at 0:21 lol
Regarding the last part of the hunt in the guiding lands, if you are going for sleep-wall bang spam, esp in solo, dont waste time picking up the shinies on the ground after the wall bang. Focus on building up the next sleep/tenderize the parts which you want broken. Once that is done and you set off the next sleep, you can then walk over to the shinies and pick them up slowly at your own pace.
I'll be posting a post on reddit for an optimized sleep coating build for bow which can sleep monsters every 4-5 hits for such purposes. I have been running it for almost half a year now since the kjarr bow released, and it's been really good against anything with sleep weakness of 2 star or 3 star for farming purposes.
Did not realize that even when a monster was claggered, you wont be able to redirect it or flinch shot it if it is enraged. I kept getting sooo frustrated last night playing through High Rank. I decided I should start using the Claw more to prepare myself for Iceborne, and it kept just...not working. I was so annoyed, but now I know why. Thanks!
I hope new hunters take some lessons from your video. Tenderize after a monster is enraged. Do as many flinch shots as possible. Making every flinch shot count and clutching when a monster is in clutch-flinch are essential in multi-play. It does not only yield good damage, but opens a good window for everyone to deal massive damages. And in the Guiding Land, you hunt in guiding land for shinies, and flinch shot is the major source of shinies there. I'm not saying that playing the game casually is a bad thing. Learning strategies and gitting gud are huge parts of the fun.
Everytime Gaijin Hunter poses a video we just learn more
I didn't know that the head didn't take bonus partbreak. I'll focus less on direly tenderising the heas before I wall bang Fatalis now!
yeah if you are not relying on weakness exploit it's not a big deal, and certainly you dont NEED to do it before a wall bang.
in guiding lands, clutch claw is my main. used it only exclusively. loved knocking monsters into each other
Thanks for making a great tutorial about a bad mechanic
Thanks this tool is awesome and really deserves more love
Great video as usual, lot of information I didn't know and I now hate the clutch claw slightly less lol
picking up the same stone at the end again and again... golden :D
i really appreciate you making this. it's always nice to have the details laid out to better understand the mechanics. i also really hope this raises more awareness of other hunters to take advantage of all these little techniques more effectively.
although the clutch claw can be fun (you haven't lived until you've slammed multiple monsters into each other), the system definitely needs more refinement if it's going to return. i would still say the best word to describe the clutch claw is "inconsistent" as there have been several times when the monster turns more or less than 90 degrees, the monster knocks you off even though you clawed it to turn it, a monster runs straight into a wall or sometimes chooses to turn and run along the side of a wall and doesn't fall over. there are many ways the clutch claw can be just as frustratingly uncooperative and these inconsistencies can really ruin the enjoyment of a fight.
Great video, the "壁ドン” name was hilarious!
Amazing video,good work!
finaly some useful tips..good job bro.
oh yeah, and another detail i've noticed is that different monsters seem to get knocked down for different times by the wall slam as the anjanaths noticeably only stay down for a few seconds before getting back up
holy part break batman, this is super good to know for kulve tarorh!
one thing to note. It's much more accurate with manual aiming instead of snap to slinger aiming
4:04 A more straightforward calculation would be multiplying the damage by 50 to get the Monsters max hp
For 2.5% multiply by 40
For 3% multiply by ~33.33
As for sleep resetting rage, I've had several, and I mean several times where a monster has been put to sleep and its been woken up in enrage state, not able to wall slam or anything. Not sure if envirenmental sleeps or gaja sleeps are different, but this is my experience.
sometimes the game will bug and it will appear enraged for a few seconds after waking up but general will show yellow a few seconds later.
@@gaijinhunter I know the eye-con transition is usually late, not tied to the ezact time to en rage and unenrage, but as you said its supposed to awaken unenraged, That doesnt always happen. Even if waiting a bit for it to go through that transition. Anyways thanks for that part breaking thing with wall hits. I definitely didnt know that.
It feels like time asleep substracts enrage points and then cancels the enrage over time. I had the enraged wakeup happen to often, but only when someone didn't stop attacking during the falling asleep-animation.
wow. I didn't know some of this. This is excellent. Thanks GH!
Really need this because I am just starting with iceborne
I wish this video came out along with Master Rank lol, you could have saved so many carts man! 😂
I liked that farmin LBG build for shynies in Guiding lands, I'll take it when I am really need materials for augments
I knew a majority of this stuff! But thats only cuz i play this game almost daily so ive its not my first rodeo 😌 great info drop
i know how you feel sir, when accidentally pick up wrong thing from the ground LOL
Capcom should fix that
Yeah, I feel that. If they could just make it so that ammo you have dropped once already gets a lower priority that anything next to it, I think that would mostly fix it. It's infuriating when you want the monster drop but you keep swapping between two stacks of stones instead!
I've noticed that during the time Frostfang Barrioth was released, he was able to maintain rage after you wake him up. I've had my palico use a sleep-type weapon to achieve this. I don't know if he still does it to this day.
might also be worth mentioning that some weapons have an extra button to press to do the clutch claw if the weapon is drawn (ex: all ranged weapons and the lance, maybe IG too but im not too sure about that.) i cant really tell you what the key is on K&M since ive never played with them but i figure you can go into the hotkey settings and bind your prefered key. on controllers its R3.
You truly are a hero great info
I have a question about flying monsters. When we try to force them to go on the ground with the flinch shot they have 2 options : they fall and receive damage, or they continue to fly.
What makes them continue to fly and not fall ? I even claw their face once before to make sure they don't move but sometimes they fall and sometimes not.
For a flying monster the ground can't be any higher than they took off you elevation needs to be lower than the initial start piont. Example.. Rathalos is on piont B you flinch it on some land lower than its flying start piont you get the flinch. Ratha is on piont A. a high flying platform and flinch it towards higher base ground than the annual point no flinch shot and it keeps flying.
@@kylebertss when you claw its face it stop flying too much high and lower a little isn't that enough ? I like imediately clutch its face and flinch shot it just after it started to fly at the exact same place, but continued to fly
Yeah, it's a bit hard to tell, but I think it is indeed an altitude issue. Clawing the face does seem to lower it, though, so you may need to do it once or several times to get it low enough. At least you don't actually need to send it into a wall if it's flying...
There's a height-limit programmed into the game that prevents airborne monsters from flying toward the ground if they're too high at the time of the Flinch-Shot, due to the numerous animations the flying monsters possess, it's nearly impossible to tell which one moves them above this height-limit and which ones don't, and the whole interaction gets a lot more janky when the terrain has slopes or lots of height-variation in it to the point where Flinch-Shotting aerial monsters can become a case of "practical RNG", as in, it's not actually RNG, but there's so many factors at once that play a role that it may as well be RNG.
@@constantin7901 because it counts as point A to point A a same lvl of Distance from where the same start as it started. If your on a slope or angled area it will fall and flinch because the ground is at a lower point. Think of it like a slide you can only go down it not up.
Gaijin Hunter: I dislike this new feature.
Also Gaijin Hunter:
May as well have fun with it if it’s there right? ^^ is still not want it back but hey if they do have it I’m gonna find a way to enjoy it
@@gaijinhunter But you didn't enjoy it previously
It still sucks that every mon has a soft cap on how many shiny you can get in guiding lands it 50 for none tempered and 70 for tempered.
Actually if a weapons clutch claw attack has multiple hits, they add up to the numbers you showed here. If some of the hits don’t connect for some reason it can happen, that a light weapon with clutch claw boost does not tenderize in one go.
The lance for example does to hits and each of them count as 5 points of tenderize damage. Lets say you get the first hit, but get thrown of before the second one (or a light weapon gets its full clutch claw attack of). If you claw on again and get the first hit of, that first hit will already tenderize the bodypart.
0:38 wtf 1000hrs+ since Iceborne, finished the game with all archievements, crafted all 14 fatalis weapons, and I didn't even know we could do that with the training cart
Did we ever find out if the geologist glitch was a bug, or did the developers do it on purpose?
As long as they let it in everybody is happy 😃
I don’t think it’s a glitch it helps with guiding lands grinding so much that if it was a glitch it would probably have been removed
Are the mechanics for flinch-shotting a monster when its flying (ie: rathalos, rathian) the same as for when it is on the ground? When the monster falls out of the sky, is it simply treated as a wall bang?
Time flies.
2014~2015 i was watching Gaijn hunter videos to learn MH4~MH4U and today i'm watching just to see if the video is actually correct and to keep supporting.
I got better at the game because of you. Thanks a lot.
I use a mod for monster HP bars. Or look it up on the wiki. Never go into a hunt unprepared guys 👍 also always look up hitzone values before you do any quest, it makes you a way better hunter
I never expected to hear kabedon in Monster Hunter 😂
The tenderize pints are split up in the actual hits of the attack right? Because often times it gets tenderized before finishing the move.
Love these video thanks 🙏
what about wallbang behavior when the monster is flying? is it the same damage when the monster hits the ground or should a hunter still aim it for walls?
Thank you a lot, this was very helpful
8:34 the name's funny because of anime
I can use Aquashot too instead of the beo LBG right?
so if i use dual blade
what i should do to start a fight is clutch to monster head, claw attack wall bang, then clutch again claw attack light weapon attack to tenderize weak spot?
So helpful! Thanks. Just starting in IB and wondering how I’m supposed to break parts reliably with Longsword. I don’t play with anyone else so I’m doing tickle damage to monsters for the first 5 mins of every fight, the whole fight if they have lots of armor.
I've just got into iceborne on my steam deck and watching all these guides from years back... "dad, how were gaijin's monster hunter guide videos...?" 😔👋
Yeah, picking up and discarding loop is annoying because the game prioritize slinger ammo than dropped mats
Cant wait to hear your MHRise vids soon. ;)
I have a question how do you hit circle + triangle attacks without using one of them like before the other its not consistent sometime when i try hitting it I hit circle alone or Triangle alone and sometimes both so i need to know how to hit them consistently together ? ..... thank you