Quick note: SnS does still have an option for the twirly attack, but it's not quite the same. You can perform the new roundhouse spinning move on the spot MID combo, and it'll allow you to reposition. Not quite as fluid as World/Iceborne, but it's an option! Only just discovered this, so it's not in this video, apologies!
Came to the comments to say this, I was disappointed at first but yeah if you do the X+A sweep while holding a direction you will turn and can combo on. Its just not quite as fluid and simple as world. I think it works in Rise though, so far it feels a lot faster paced and everything is more mobile so you don't get a ton of time to stand and infinite combo.
There's a few notes he missed in this video and when you factor in all these changes I find the weapon feels significantly more versatile than before, so for anyone who's wondering here are some other changes! - You can still change direction mid combo, but now you press X+A instead of just x. However if you do this at the end of a combo it will do the roundhouse slash finisher, and will end the combo. - The A button combo now finishes in a weaker horizontal slash, which can then be followed with X+A for the roundhouse finisher, essentially extending the old 3 hit combo to 4 hits. - When you launch yourself into the air off of either perfect rush or the silkbind move, you can press X+A for a falling stab that hits multiple times, this doesn't work after the backstep vault - Pressing A while blocking does the old horizontal slash move that was always kinda useless, it now has a guard point and will allow you to follow up with perfect rush if you block something with it. You can cancel your combo at any point into this move, giving you another option to keep up the pressure if the monster attacks you mid combo
@@theprinceeso1538 It's ZR+A, i.e. the useless guarding slash that should only be seen when you mess up the controls for guard into backstep. It's now a counter move with a special sound effect and a blue light flashing over your character. Fairly short window, but done successfully it can go straight into perfect rush. Problem is, as with lance's counter, the follow up cannot come out if there is too much knockback, and with the demo gear, almost all attacks from large monsters cause too much knockback, so it's easy to assume that the counter simply does nothing. The only time I countered and then was allowed to continue into perfect rush was against a small Jagras, but I'm sure this would be a lot more useful in the main game when you can get a few levels of Guard on yourself.
@@htl5607 I’ve been using it now, it’s not amazing, but I’ve been using it Vs the Rathian, I like it.. it’s not perfect but timed right it’s allowed me to keep up that pressure I like and kick ass
I love how your palamute doesn't exactly know what you're attacking when you're just doing the moves while not in combat. But there he is just like, I'm with you! Best boy.
Amazing how Rise has reorganized my standard weapon rollouts. Now I’m playing HH when my son is LS which I never I thought I’d do and when I’m solo, after years of maining GS and CB, I’m leaning towards DB and Hammer which were where I started back in 3 and 3U. Seriously cannot wait to get my hands on the full game. Been a long time since I’ve been THIS excited for a MH game. Loving the wirebugs and just the whole Japanese aesthetic.
Yo same, in every new monster hunter game somehow i constantly change my main weapon. There's just this different feel on each weapon in every mh games
The windmill attack is really good. You honestly could just spam that because, while it does cost 2 wire bugs, it makes you invulnerable for the beginning, and the attack does some good damage. I love just spamming this attack against Mizutsune cause it does pretty big dps, and I can just hit him anywhere because of the reach.
Another move after perfect rush is when your in the air you can press x + a to do a dive stab like in world if you ran off a wall following a rushing slash
The infinte combo (twirling attack) is still present. You just have to press mid combo A + X + a different direction you're currently facing. This makes it so you don't accidently change direction. It's something to adjust to, but it's still there.
Something you didn’t mention is that when you launch off the monster either doing the wirebug or after perfect rush you can press X + A midair to do the plunging thrust move from world / iceborne
Do you know if SnS jumping slash still does mount damage ? I wasn’t able to mount the monster after doing that attack multiple times but in world I usually mount it with that attack on n my first try.
@@Bigpimping-by6yj so mounting has been changed quite heavily for rise. It’s now become the new ‘wyvern riding’ mechanic, when playing you’ll notice certain attacks will have a blue glow around the damage numbers and that means you’re doing mounting damage, however you no longer mount the monster when you’ve done enough damage, instead your hunter will use their wirebug as reigns letting you control the monster and either ram it into walls or use it to attack a different monster.
The changes to the rush combo r very welcomed because in iceborne most people aren't finishing the combo due to the launch back action from the final sequence. Now not only do you have the option to stay in place, u basically combo into sns helm splitter which makes the rush combo way more versatile and the definitive default bnb.
I still say you should stick with the Hammer. SnS is your *secondary* weapon, you don't have to replace it with the Hammer as your main. Just do what i do with the Bow.
@@jacktheomnithere2127 Yeah probably gonna bust out the SnS if I need to cut some tails during the early stages. In the end I'm cycling between 4-6 weapons anyway.^^
After playing around a bit more with the Hammer I'm definitely gonna main that one. Its so satisfying to BONK Rathian with the ZL+A Silkbind attack after she did backflip.
You can still do a turn slash by pressing X+A and the left stick in any direction. The video also doesn't mention the SnS's new guard point attack (press A while blocking).
Timing on it is precise and only blocks low knockback attacks. We might be able to build for this with guard up skills, but until then it will be hard to show off.
I tried it a few times. You can't do it properly with the set given in the demo. If you hold the block you can do a counter slash with A. This slash has to be timed perfectly, the window is really really close - much closer then perfect rush, and I even think it's closer than guard point with charge blade in Iceborne. Now when you get knocked back, you can't connect with the perfect rush. So for most monster attacks it's useless.
3:50 You can also press x+a at the same time after launching upwards during the combo and slam harder doing more damage on the way down and i think its slightly faster.
Arekkz, dude you missed the most exciting feature of sns! It has a counter of parry move when you press A whilst guarding, timed correctly you'll parry the move and lead straight into perfect rush.
I'm really missing the advancing slash. The new unsheath attack feels more like a footstab and I'm really missing the upward swing. Perfect rush does feel good, especially with the alternate finisher, but I do agree it's like we went slightly backwards overall.
If anyone is wondering how to perform an infinite combo (due to the change of the return stroke from World) ive noticed that you can continue to attack as long as you dont perform the return stroke and instead end the A combo with a spin slash in any other direction. For example, perform your X combo as usual, followed by the A combo, but before the last A attack, round slash in another direction and do the X combo again.
Planning to pick up SnS for first time ever since I started playing MH. The weapon has generally not really interested me much in past games but something about Rise just makes me want try something different. It's such a foreign weapon to me which is actually such refreshing feeling lol. Excited to try and master it in this game.
When I first started I thought it was a generally weak weapon. Until my friend helped me slay an Akantor with just a Sword and Shield, from then on I have been pretty much maining the weapon following in his steps
The best change is that they brought back the old forward slash, instead of slashing upwards it's like a little jump and slash on the ground. I always felt like that upward slash in world didnt feel that impactful.
one thing ill miss is the clutch claw uppercut it was so useful to simply wound a part of the monster or getting an easy wall bang depending on where you used the uppercut also if your lucky enough you can use it to evade certain area of efects.
You can also backhop after doing roundslashes now, which was previously just a combo ender now is a combo extender for Perfect Rush or the aerials of SnS. This also applies to the guard slashes as well. ZR + A is also a guardslash, insanely useful as a way to be aggressively defensive. SnS is feeling good for us SnS mains.
By the way sir, at the end of perfect rush and in the air, press X and A to perform a helm breaker. And also the after the end of the bread and butter combo roundhouse slash, press X and A again to perform a secondary roundhouse which is much stronger.
For those who keep wondering about guard point for SnS... Demo version doesn't have Guard skill for it to withstand most of the attacks. So far only a slight knockback will trigger the guard point perfectly, which is mostly from little mobs. As for big monsters, they mostly always knock you back. It's basically unusable at this demo
U can still do the turning attack X,X,A,A,X+A+direction instead of just X+direction. In addition you cannot do it after 3rd A attack coz it will turn into strong roundhouse slash and that cannot connect into X
They also got rid of the "Short Shield Bash" hit after an "Advancing Slash". Doesn't really affect the overall feel compared to the spiral/turn around slash removal.
You still can do a endless combi with SNS. This is what you need to do. After hitting with X and/or A do a roundhouse slash (x + A) and press the analog stick in the direction you with to hit next. Then repeat the combo.
you mentioned that the standard roundhouse slash that ends the A button combo has been made smoother and allows you to stay in place as opposed to stepping forward, but its also important to note that this is a lot weaker than the old combo finisher used to be (its now about the same amount of damage as the other A attacks as far as i can tell). it seems like the old roundhouse slash, now exclusively activated with X+A mid combo (as far as im aware) is quite a bit stronger than this new one, and it now can be continued into further standing combos. at least for my playstyle with the sns these changes make a huge difference to the flow of combos, so i feel like its worth mentioning the disparity in damage and speed between the two different roundhouse slashes. also, theres a new option you have when airborne which is activated by X+A. it seems to be similar to the shield slam in that it sends you straight down, but instead it has you stabbing with the sword, dealing multiple cutting hits rather than one big impact. im not sure how useful it is compared to the shield slam, but i imagine it probably gains some value when fighting monsters which are bulkier than the ones in the demo, as it will likely hit more times
You can finish your AAA combo with X+A now which is an additional really strong spinning strike, but seems to end your combo and your best option is to roll afterward.
Does the SnS still do mounting damage ? I would do multiple jumping attacks and would not mount the most but in world i usually mount with just 1 or 2 attacks ??
You can also run now while using items even after still being unsheathed. In World, if you used an item while unsheathed, you had to walk. In Rise, you can run just like you would sheathed while using an item.
Did you know you can call your palamute to pick you up in combat? Down the bottom right there's dpad commands, select call palamute (or whatever it's called!) and press up. Your palamute will come running and automatically pick you up; you can then sharpen your weapon on the move in combat!
yow arekkz you did not include the new counter attack feature.. when u timed the monsters attack with zr +a you can initiate y button to do a forward attack into a perfect rush..
Will you be doing a video about what we can glean from the UI and menus we can see in the demo? I noticed it looks like possibly limited spaces for a field pouch, but at least it’s separate from the item pouch
Sns is pretty fun tbh but I found out that spiral slash has a different input it’s no longer related to triangle instead it’s x+a by choosing any direction with the left control stick how I discovered it was accidental when I was trying to find if sns had spiral slash, and it turns out if u input the round house slash while your left stick is pointing a different direction spiral slash will happen so it’s not completely gone it just has a different input I hope I explained this correctly
Hey Arrekz, I know you love SnS like I do so I wanted to give you some info that you missed. - notice how sword A3 is different, it's cause it's different than the roundhouse slash now. The roundhouse slash is hard coded to become a stronger version of itself if you do it after either A3 move (sword slash or shield attack) - You can combo into the new guard slash, meaning you can block mid-combo. Like the roundhouse slash you can point it in any direction - For both the descending perfect rush finisher and falling shadow X+A gives you a plunging attack which is multihit for status/element. For falling shadow it stops your momentum so you can overshoot the monster and still land on them with the plunging attack
I’m really glad Arekks is getting these tutorials out. I really need one for the lance. Does anybody know how to do the second half leaping strike of the “twin vine” wirebug attack?
I noticed when trying the demo that there’s a new particle effect when you use the side-slash by holding up your shield and pressing A. The new animation for the attack and the particle effects make me wonder if SnS has a guard point now?
What are your thoughts about insect glave? My brother is disappointed that it seems less useful now that endemic life does a lot of what it used to. I haven’t yet tested am not as familiar with what it used to do?
Anybody here feel that a PerfectRush combo damage were reduced? When I'm doing a A combo and end with X+A its did a high damage almost similar to Perfect Rush (compare in DPS mode)
Feels like Perfect rush's range was reduced. Good to stay in place while hitting the same spot over and over again. Bad if you want to launch in and are used to mhw's forward movement. Same on the charged slash.
I think so, PR are range were shorten around 20% from my feeling, which is really huge for me and more over I think a raw damage multiply's ratio changed too, from around 2 times to 1.2-1.3 times.
This video was lit, great editing by the team at Arekkz Gaming. The SNS i literally every kid in their back yard fencing with sticks: Mini hunter - "This is the End!", " Hope you've got insurance!", "No more mister Nice Guy!" growing up to temper actual swords and fighting actual monsters. Plan on doing some SNS build videos in the future leave a like or comment if interested!
Does anyone think that the dog constantly attacking whenever you do is distracting? Like when he's trying to demonstrate the weapon, the dog always attacking with him was annoying. Is there a stop/standby command you can issue to your canine buddy?
I’ve been loving the ig and hh. Like ppl have said, hh is op and the glaive is great for fights against mizutsune since you can use the wirebug along with the airborne attacks and dodge all those stupid bubbles.
i like the new rush. not only allows you to fully use it but it also allows you to combo into shield bash mount slash. sure it may still put you in dangers way but its a welcoming change IMO. cancelling perfect rush to not do the giant leap at the end of the combo can be sometimes tiresome and harder than just going for the full rush.
I was never particularly interested in the sword and shield before in previous games. Then they added a counter to it in rise. my interest has gone up considerably now. it feels so good
Lack of the turning slashes was the first thing I noticed, it made me quite sad to see they ditched that. I'll have to check out the roundhouse move that your comment mentions to see if that helps smooth things out a bit, but at the moment SnS feels like a bit of a step back from Iceborne.
I feel like the wire bug moves more than make up for the lack of a spinning slash. SnS is looking pretty OP imo. If you know how to hit that shield slam...monsters be going night night
i played mhw exclusively on mnk, when i wanted to do perfect rush id just spam left click and then my character would go into perfect rush, how do get the prefect rush variation on a controller for rise?
OMG check 6:00, what is that??? that godlike tail dodge ..... the hitbox is smaller for hunter in that animation? is it me or that was pure Matrix :))))
I'm so sad that your demo workaround got taken down and that they fixed it :( I was at 17 quests left when I saw the video and I decided I was gonna wait till it was closer to the end before I deleted the save and soon as I wake up I find out I can't do it anymore.
I prefer the dps output of DB, the wirebug X kunai explosion move, crazy mobility speed of demon/arch demon mode, the Attack on Titan spining spine move and finally the wirebug A parrying move that can punish roars ( Khezu , I am ready for u ).
People are complaining it’s not as fluid as in world, but I personally couldn’t stand how floaty SnS felt in world. It’s hard to explain, but it FEELS better now. You won’t know that just watching gameplay.
I am one of the few SnS who does not miss the turn stab, the turb stab was a crutch for poor positioning, but I am also a combo purist, the SnS was always an in and out weapon.
@@GottaLoveDepecheMode Because the SnS's core gameplay was and still is "Do your 3 hit combo, then backhop out" Unironically SnS has played like a little brother to GS since forever.
@@legendarytat8278 I think they're situational additions like hunter arts, not literal crutch tools like the turb stab was. Hell, the turn stab in base World was used because SnS damage was so low, which is now untrue in Rise and Iceborne.
Can't wait for the full Rise weapon guides. Really enjoyed watching all your MHW guides even though I exclusively played CB. This time it looks like I'll be switching to SnS as I really don't like the way CB feels in Rise :( slow and weak. Although some parts feel a bit faster, it's weird. I just don't like how they're basically forcing you to spam that silkbind counter move to get full DPS. The rotation from MHW is basically pointless now, all you need to do is silkbind counter, charge phials, unleash SAED, repeat. There's basically no point in using sword and shield mode :( no more dorifto kingu
I’m rather concerned I won’t be able name my character Link like I did in World. That said, a lot of the combos and movement felt similar to World, but I’ll need to reacquaint myself with the smaller buttons on the Switch, and get more used to the Wirebug. Really loving it, though. Here’s hoping we get our Legend of Zelda event quest and gear, Arekkz! Hyyyaaaatt a nice day!
I know it may sound silly but not having played MHW i’m having a hard time with the perfect rush, i can only do the one where i step back, charge and then jump in the air. I’ve seen another type but I can’t seem to replicate. Would anyone be so kind to explain how to do in in rise?
The main thing I learned from this video has nothing to do with SnS: YOU CAN USE THE WIREBUG TO LAUNCH INTO THE AIR AND JUST AIRDROP BARREL BOMBS ONTO TARGETS NOW, APPARENTLY.
I honestly don't like the fact that the finisher of the perfect rush sends you up in the air... granted, in world vanilla personally i didn't like the fact that the charged back hop would send you up in the air as well, but at least you could choose the uncharged backhop to continue your combo (unless you were on a slide, which then would put you in a kinda vulnerable position because of that long and annoying slide animation) + iceborne introduced the perfect rush and I think that I really loved the SnS thanks to these 3 option, which only 1 would always send you flying in the air for a mount attack but also risking a lot being vulnerable up there... But now the perfect rush has that finisher that sends you up as well... and I find it a bit of an hindrance than anything really, especially with the fact that we already have a silkbind attack that sends you up other than the old charged backhop... i get the damage of the X+A in air but I think it was better when it did the fast stab and make a little bit of distance after, plus the new "parry" move combos right into that possibly so it would have been great without the jump after the finisher, at least for me... hopefully they removed the slide animation of the X+A starting move/uncharged backhop and the shield punch midair brings you faster to the ground, so yeah they nailed those which is good
Not having spiral slash is going to take some getting used to, but why they took that out but made sure to keep the loathsome guard slash was just straight up cruel
Quick note: SnS does still have an option for the twirly attack, but it's not quite the same. You can perform the new roundhouse spinning move on the spot MID combo, and it'll allow you to reposition. Not quite as fluid as World/Iceborne, but it's an option! Only just discovered this, so it's not in this video, apologies!
Hey at least theres an option to do something similar!
Inputs? Because i'll need them so i can do it.
It's called Spiral Slash.
Came to the comments to say this, I was disappointed at first but yeah if you do the X+A sweep while holding a direction you will turn and can combo on. Its just not quite as fluid and simple as world. I think it works in Rise though, so far it feels a lot faster paced and everything is more mobile so you don't get a ton of time to stand and infinite combo.
When launched up using Perfect Rush, you can also finish with Helm Splitter by pressing X+A in the air :D
There's a few notes he missed in this video and when you factor in all these changes I find the weapon feels significantly more versatile than before, so for anyone who's wondering here are some other changes!
- You can still change direction mid combo, but now you press X+A instead of just x. However if you do this at the end of a combo it will do the roundhouse slash finisher, and will end the combo.
- The A button combo now finishes in a weaker horizontal slash, which can then be followed with X+A for the roundhouse finisher, essentially extending the old 3 hit combo to 4 hits.
- When you launch yourself into the air off of either perfect rush or the silkbind move, you can press X+A for a falling stab that hits multiple times, this doesn't work after the backstep vault
- Pressing A while blocking does the old horizontal slash move that was always kinda useless, it now has a guard point and will allow you to follow up with perfect rush if you block something with it. You can cancel your combo at any point into this move, giving you another option to keep up the pressure if the monster attacks you mid combo
the one thing I wish they would give back to sword and shield is oils that was so good for the weapon and could be even better now
Yesyesyesyes
When the perfect rush sends you up you can press x and a at the same time to do a falling stab
Also works for the falling shadow wirebug attack
Thanks J, you made my day better.
Can you please explain how to do the sequence that starts at 1:13?
@@Kolby3185 while you're doing the backwards A charge, press X. Ps: dont let go of the A button to start it, u can let go once it starts.
@@juneaguinta thank you
You forgot the counter attack move
I was hoping he’d go over that as well
Is not in the demo? It’s a wire bug move, there’s only 2 in the demo? Unless I’m missing a separate move?
@@ZippoIII I see that! It’s the guard slash! 😬
@@theprinceeso1538 It's ZR+A, i.e. the useless guarding slash that should only be seen when you mess up the controls for guard into backstep. It's now a counter move with a special sound effect and a blue light flashing over your character. Fairly short window, but done successfully it can go straight into perfect rush.
Problem is, as with lance's counter, the follow up cannot come out if there is too much knockback, and with the demo gear, almost all attacks from large monsters cause too much knockback, so it's easy to assume that the counter simply does nothing. The only time I countered and then was allowed to continue into perfect rush was against a small Jagras, but I'm sure this would be a lot more useful in the main game when you can get a few levels of Guard on yourself.
@@htl5607 I’ve been using it now, it’s not amazing, but I’ve been using it Vs the Rathian, I like it.. it’s not perfect but timed right it’s allowed me to keep up that pressure I like and kick ass
I love how your palamute doesn't exactly know what you're attacking when you're just doing the moves while not in combat. But there he is just like, I'm with you! Best boy.
He's just ready for chameleos to show up any time
Amazing how Rise has reorganized my standard weapon rollouts. Now I’m playing HH when my son is LS which I never I thought I’d do and when I’m solo, after years of maining GS and CB, I’m leaning towards DB and Hammer which were where I started back in 3 and 3U.
Seriously cannot wait to get my hands on the full game. Been a long time since I’ve been THIS excited for a MH game. Loving the wirebugs and just the whole Japanese aesthetic.
Yo same, in every new monster hunter game somehow i constantly change my main weapon. There's just this different feel on each weapon in every mh games
The windmill attack is really good. You honestly could just spam that because, while it does cost 2 wire bugs, it makes you invulnerable for the beginning, and the attack does some good damage.
I love just spamming this attack against Mizutsune cause it does pretty big dps, and I can just hit him anywhere because of the reach.
Another move after perfect rush is when your in the air you can press x + a to do a dive stab like in world if you ran off a wall following a rushing slash
really wish they had command lis like in world in to right screen where every button you press will show what other options it branches into
This is my first monster hunter so I have no clue what my move set is
We already seen there will be a training hall in this game (in the trailer) and it will be online aswell. We'll have to wait haha
The infinte combo (twirling attack) is still present. You just have to press mid combo A + X + a different direction you're currently facing. This makes it so you don't accidently change direction. It's something to adjust to, but it's still there.
Good catch! Glad that a+x combo is emphasized. It’s a really powerful attack too
I don’t know why no one mentioned this.
It feels pretty clunky to be honest :/
@@GottaLoveDepecheMode Probably because we're used to Worlds combo. We'll (hopefuly) get used to it after some time.
Something you didn’t mention is that when you launch off the monster either doing the wirebug or after perfect rush you can press X + A midair to do the plunging thrust move from world / iceborne
Do you know if SnS jumping slash still does mount damage ? I wasn’t able to mount the monster after doing that attack multiple times but in world I usually mount it with that attack on n my first try.
@@Bigpimping-by6yj so mounting has been changed quite heavily for rise. It’s now become the new ‘wyvern riding’ mechanic, when playing you’ll notice certain attacks will have a blue glow around the damage numbers and that means you’re doing mounting damage, however you no longer mount the monster when you’ve done enough damage, instead your hunter will use their wirebug as reigns letting you control the monster and either ram it into walls or use it to attack a different monster.
The changes to the rush combo r very welcomed because in iceborne most people aren't finishing the combo due to the launch back action from the final sequence. Now not only do you have the option to stay in place, u basically combo into sns helm splitter which makes the rush combo way more versatile and the definitive default bnb.
X only performs the slash, X+A performs the downward thrust, the helmbreaker.
I really like the SnS in Rise. After playing the Demo I'm even more torn between SnS and Hammer than i was before.
I still say you should stick with the Hammer.
SnS is your *secondary* weapon, you don't have to replace it with the Hammer as your main. Just do what i do with the Bow.
@@jacktheomnithere2127 Yeah probably gonna bust out the SnS if I need to cut some tails during the early stages. In the end I'm cycling between 4-6 weapons anyway.^^
After playing around a bit more with the Hammer I'm definitely gonna main that one. Its so satisfying to BONK Rathian with the ZL+A Silkbind attack after she did backflip.
Hey @riemaennchen :D
How much does that help pressing ZR so protecting yourself with the shield in rise?
You can still do a turn slash by pressing X+A and the left stick in any direction. The video also doesn't mention the SnS's new guard point attack (press A while blocking).
What about the guard slash counter we saw in the weapon trailer a few weeks ago? Is that in?
Timing on it is precise and only blocks low knockback attacks. We might be able to build for this with guard up skills, but until then it will be hard to show off.
@@randomd00d19 alright, thanks. I haven’t been able to play yet because of work, but I’m looking forward to diving in tonight.
I tried it a few times. You can't do it properly with the set given in the demo.
If you hold the block you can do a counter slash with A. This slash has to be timed perfectly, the window is really really close - much closer then perfect rush, and I even think it's closer than guard point with charge blade in Iceborne. Now when you get knocked back, you can't connect with the perfect rush. So for most monster attacks it's useless.
I'm sad they remove the turn slash. SnS doesn't feel fluid as in the World.
The turning slash is still in Rise, just not as fluent
Round house slash replaces it
It's still there you just need to push x and a at the same time and yeah imo it doesn't feel as good
it doesn't feel *as familiar*. there, i fixed it.
At first i was like "how come i just stood there?"
3:50 You can also press x+a at the same time after launching upwards during the combo and slam harder doing more damage on the way down and i think its slightly faster.
Arekkz, dude you missed the most exciting feature of sns! It has a counter of parry move when you press A whilst guarding, timed correctly you'll parry the move and lead straight into perfect rush.
I'm really missing the advancing slash. The new unsheath attack feels more like a footstab and I'm really missing the upward swing.
Perfect rush does feel good, especially with the alternate finisher, but I do agree it's like we went slightly backwards overall.
Does the jumping slash still do mount damage ? I tired it multiple times but I just couldn’t mount them ?
If anyone is wondering how to perform an infinite combo (due to the change of the return stroke from World) ive noticed that you can continue to attack as long as you dont perform the return stroke and instead end the A combo with a spin slash in any other direction.
For example, perform your X combo as usual, followed by the A combo, but before the last A attack, round slash in another direction and do the X combo again.
Planning to pick up SnS for first time ever since I started playing MH. The weapon has generally not really interested me much in past games but something about Rise just makes me want try something different. It's such a foreign weapon to me which is actually such refreshing feeling lol. Excited to try and master it in this game.
When I first started I thought it was a generally weak weapon. Until my friend helped me slay an Akantor with just a Sword and Shield, from then on I have been pretty much maining the weapon following in his steps
The best change is that they brought back the old forward slash, instead of slashing upwards it's like a little jump and slash on the ground. I always felt like that upward slash in world didnt feel that impactful.
one thing ill miss is the clutch claw uppercut it was so useful to simply wound a part of the monster
or getting an easy wall bang depending on where you used the uppercut
also if your lucky enough you can use it to evade certain area of efects.
You can kinda keep the combo fluidity if you press a and y and the desired direction input
You can also backhop after doing roundslashes now, which was previously just a combo ender now is a combo extender for Perfect Rush or the aerials of SnS. This also applies to the guard slashes as well. ZR + A is also a guardslash, insanely useful as a way to be aggressively defensive. SnS is feeling good for us SnS mains.
By the way sir, at the end of perfect rush and in the air, press X and A to perform a helm breaker. And also the after the end of the bread and butter combo roundhouse slash, press X and A again to perform a secondary roundhouse which is much stronger.
For those who keep wondering about guard point for SnS...
Demo version doesn't have Guard skill for it to withstand most of the attacks. So far only a slight knockback will trigger the guard point perfectly, which is mostly from little mobs. As for big monsters, they mostly always knock you back. It's basically unusable at this demo
U can still do the turning attack X,X,A,A,X+A+direction instead of just X+direction. In addition you cannot do it after 3rd A attack coz it will turn into strong roundhouse slash and that cannot connect into X
Its still in the game press A + X to change directions of your slash
So round house slash replaces true slash because you can turn in any direction.
They also got rid of the "Short Shield Bash" hit after an "Advancing Slash". Doesn't really affect the overall feel compared to the spiral/turn around slash removal.
You still can do a endless combi with SNS. This is what you need to do. After hitting with X and/or A do a roundhouse slash (x + A) and press the analog stick in the direction you with to hit next. Then repeat the combo.
you mentioned that the standard roundhouse slash that ends the A button combo has been made smoother and allows you to stay in place as opposed to stepping forward, but its also important to note that this is a lot weaker than the old combo finisher used to be (its now about the same amount of damage as the other A attacks as far as i can tell). it seems like the old roundhouse slash, now exclusively activated with X+A mid combo (as far as im aware) is quite a bit stronger than this new one, and it now can be continued into further standing combos. at least for my playstyle with the sns these changes make a huge difference to the flow of combos, so i feel like its worth mentioning the disparity in damage and speed between the two different roundhouse slashes. also, theres a new option you have when airborne which is activated by X+A. it seems to be similar to the shield slam in that it sends you straight down, but instead it has you stabbing with the sword, dealing multiple cutting hits rather than one big impact. im not sure how useful it is compared to the shield slam, but i imagine it probably gains some value when fighting monsters which are bulkier than the ones in the demo, as it will likely hit more times
You can finish your AAA combo with X+A now which is an additional really strong spinning strike, but seems to end your combo and your best option is to roll afterward.
Does the SnS still do mounting damage ? I would do multiple jumping attacks and would not mount the most but in world i usually mount with just 1 or 2 attacks ??
You can't actually mount in Rise. Instead, dealing mounting damage and using silkbind attacks will knock down the monster and let you ride them :>
You can also run now while using items even after still being unsheathed. In World, if you used an item while unsheathed, you had to walk. In Rise, you can run just like you would sheathed while using an item.
Arekkz! There’s a new counter move that you missed with ZR+A. Hope you could cover that soon. With counter timings and all. Cheers m8!
Did you know you can call your palamute to pick you up in combat? Down the bottom right there's dpad commands, select call palamute (or whatever it's called!) and press up. Your palamute will come running and automatically pick you up; you can then sharpen your weapon on the move in combat!
yow arekkz you did not include the new counter attack feature.. when u timed the monsters attack with zr +a you can initiate y button to do a forward attack into a perfect rush..
So is Windmill the zL+A silkbind attack? You didn't specify the input on that particular attack.
10:04 I was wondering how you're supposed to use the barrel bombs (is it obvious that I'm a complete newbie).
X+A turncut during the combo lets you change to any direction
Will you be doing a video about what we can glean from the UI and menus we can see in the demo? I noticed it looks like possibly limited spaces for a field pouch, but at least it’s separate from the item pouch
Sns is pretty fun tbh but I found out that spiral slash has a different input it’s no longer related to triangle instead it’s x+a by choosing any direction with the left control stick how I discovered it was accidental when I was trying to find if sns had spiral slash, and it turns out if u input the round house slash while your left stick is pointing a different direction spiral slash will happen so it’s not completely gone it just has a different input I hope I explained this correctly
Yeah for being his favorite weapon he gloss over a bit. Kinda the curse for making content quickly.
Why would they change the input??? Guess im just glad its still there but god thats weird
@@TheDustyMuffinsss maybe it use the spiral dmg instead of before? coz that could be better if thats the case
Hey Arrekz, I know you love SnS like I do so I wanted to give you some info that you missed.
- notice how sword A3 is different, it's cause it's different than the roundhouse slash now. The roundhouse slash is hard coded to become a stronger version of itself if you do it after either A3 move (sword slash or shield attack)
- You can combo into the new guard slash, meaning you can block mid-combo. Like the roundhouse slash you can point it in any direction
- For both the descending perfect rush finisher and falling shadow X+A gives you a plunging attack which is multihit for status/element. For falling shadow it stops your momentum so you can overshoot the monster and still land on them with the plunging attack
I hink x+a does a sort of twirling slash but only one hit
You can throw small barrel bombs while your weapon is out and use ZL+Y with the item equipped
I’m really glad Arekks is getting these tutorials out. I really need one for the lance. Does anybody know how to do the second half leaping strike of the “twin vine” wirebug attack?
press ZL and B
6:35 they’ve added goku!!!
I noticed when trying the demo that there’s a new particle effect when you use the side-slash by holding up your shield and pressing A. The new animation for the attack and the particle effects make me wonder if SnS has a guard point now?
it has, it was shown in one of the trailers, and I tested it on demo, you can do perfect rush after the guard point
What are your thoughts about insect glave? My brother is disappointed that it seems less useful now that endemic life does a lot of what it used to. I haven’t yet tested am not as familiar with what it used to do?
Literally every weapon I use/see gameplay of I go “ok I’m maining this in rise”
My strat is literally have I Mained this before if I have then I don’t use it
Sounds like every pre-release MH experience, I had the same thing in World.
@@Palidor I was new to monster hunter (introduced in generations and barely heard of world) so this is my first new monster hunter game
Does anyone know about the attack when you are guarding and push the a button and the hunter starts glowing blue, is that a guard point or something?
yes its a guard point and from my experience it only counters the enemy's lighter attacks while the heavier ones will push u back
What happened to the downward stab from the perfect rush I saw in the sns gameplay reveal?
What about the perfect rush after blocking an attack? Or is it not in the demo?
THE COUNTER MOVE! ! You can counter holding zr and pushing A. You will glow blue. And you can perfect rush straight after
I’m not sure if i was seeing things from the trailer of Sns but didn’t the weapon have a guard point with the perfect rush combo?
Yes we did. If you do your guard slash before an attack hits you, you will go through the attack and be able to continue to a perfect rush.
@@maods5056 That’s freaking sick
Anybody here feel that a PerfectRush combo damage were reduced? When I'm doing a A combo and end with X+A its did a high damage almost similar to Perfect Rush (compare in DPS mode)
You could still do that move. Just press x+a and the direction you want
Feels like Perfect rush's range was reduced. Good to stay in place while hitting the same spot over and over again. Bad if you want to launch in and are used to mhw's forward movement. Same on the charged slash.
I think so, PR are range were shorten around 20% from my feeling, which is really huge for me and more over I think a raw damage multiply's ratio changed too, from around 2 times to 1.2-1.3 times.
This video was lit, great editing by the team at Arekkz Gaming. The SNS i literally every kid in their back yard fencing with sticks: Mini hunter - "This is the End!", " Hope you've got insurance!", "No more mister Nice Guy!" growing up to temper actual swords and fighting actual monsters. Plan on doing some SNS build videos in the future leave a like or comment if interested!
I still don't get how to do perfect rush my hunter just makes the charge jump attack I wish it would be an easier input
can you still backhop directly after dodging?
Ruikan actually found the turning slash it x+a after an attack
5:58 that hitbox though
What about the weird guard point? I dropped in to try and get that down, I find it hard to do.
Does anyone think that the dog constantly attacking whenever you do is distracting? Like when he's trying to demonstrate the weapon, the dog always attacking with him was annoying. Is there a stop/standby command you can issue to your canine buddy?
I’ve been loving the ig and hh. Like ppl have said, hh is op and the glaive is great for fights against mizutsune since you can use the wirebug along with the airborne attacks and dodge all those stupid bubbles.
i like the new rush. not only allows you to fully use it but it also allows you to combo into shield bash mount slash. sure it may still put you in dangers way but its a welcoming change IMO. cancelling perfect rush to not do the giant leap at the end of the combo can be sometimes tiresome and harder than just going for the full rush.
What about the counter we've seen in the weapon teaser video?
I was never particularly interested in the sword and shield before in previous games. Then they added a counter to it in rise. my interest has gone up considerably now. it feels so good
one thing i enjoy about MH Rise is you can spam the wirebug alot
Lack of the turning slashes was the first thing I noticed, it made me quite sad to see they ditched that. I'll have to check out the roundhouse move that your comment mentions to see if that helps smooth things out a bit, but at the moment SnS feels like a bit of a step back from Iceborne.
I feel like the wire bug moves more than make up for the lack of a spinning slash. SnS is looking pretty OP imo. If you know how to hit that shield slam...monsters be going night night
i played mhw exclusively on mnk, when i wanted to do perfect rush id just spam left click and then my character would go into perfect rush, how do get the prefect rush variation on a controller for rise?
OMG check 6:00, what is that??? that godlike tail dodge ..... the hitbox is smaller for hunter in that animation? is it me or that was pure Matrix :))))
No mention of the new way to do helm breaker with X+A, huh?
I'm so sad that your demo workaround got taken down and that they fixed it :( I was at 17 quests left when I saw the video and I decided I was gonna wait till it was closer to the end before I deleted the save and soon as I wake up I find out I can't do it anymore.
Nothing beats what awaits you at the title screen.
I prefer the dps output of DB, the wirebug X kunai explosion move, crazy mobility speed of demon/arch demon mode, the Attack on Titan spining spine move and finally the wirebug A parrying move that can punish roars ( Khezu , I am ready for u ).
SNS basically got an Option Select.
I'm enjoying my time with my Hunting Horn and my Chargeblade.
Hope you enjoy the demo aswell Arekkz.
People are complaining it’s not as fluid as in world, but I personally couldn’t stand how floaty SnS felt in world. It’s hard to explain, but it FEELS better now. You won’t know that just watching gameplay.
I am one of the few SnS who does not miss the turn stab, the turb stab was a crutch for poor positioning, but I am also a combo purist, the SnS was always an in and out weapon.
LMAO fundamentally thats how the game works. But "hit and run" is typically GS and Hammer. Don't see where you're getting the idea SnS is that though.
@@GottaLoveDepecheMode Because the SnS's core gameplay was and still is "Do your 3 hit combo, then backhop out" Unironically SnS has played like a little brother to GS since forever.
@@legendarytat8278 I think they're situational additions like hunter arts, not literal crutch tools like the turb stab was. Hell, the turn stab in base World was used because SnS damage was so low, which is now untrue in Rise and Iceborne.
Can't wait for the full Rise weapon guides. Really enjoyed watching all your MHW guides even though I exclusively played CB. This time it looks like I'll be switching to SnS as I really don't like the way CB feels in Rise :( slow and weak. Although some parts feel a bit faster, it's weird. I just don't like how they're basically forcing you to spam that silkbind counter move to get full DPS. The rotation from MHW is basically pointless now, all you need to do is silkbind counter, charge phials, unleash SAED, repeat. There's basically no point in using sword and shield mode :( no more dorifto kingu
Came here for an explanation on the new guard slash.
Didn't find it.
I’m rather concerned I won’t be able name my character Link like I did in World. That said, a lot of the combos and movement felt similar to World, but I’ll need to reacquaint myself with the smaller buttons on the Switch, and get more used to the Wirebug. Really loving it, though. Here’s hoping we get our Legend of Zelda event quest and gear, Arekkz! Hyyyaaaatt a nice day!
I know it may sound silly but not having played MHW i’m having a hard time with the perfect rush, i can only do the one where i step back, charge and then jump in the air. I’ve seen another type but I can’t seem to replicate. Would anyone be so kind to explain how to do in in rise?
The main thing I learned from this video has nothing to do with SnS: YOU CAN USE THE WIREBUG TO LAUNCH INTO THE AIR AND JUST AIRDROP BARREL BOMBS ONTO TARGETS NOW, APPARENTLY.
You made a noble sacrifice my friend....
Wasn’t sns meant to have a guard point from the trailer for it?
It does but it's useless without guard skill which you don't have in the demo
10:00 Didn't know about that!
I honestly don't like the fact that the finisher of the perfect rush sends you up in the air... granted, in world vanilla personally i didn't like the fact that the charged back hop would send you up in the air as well, but at least you could choose the uncharged backhop to continue your combo (unless you were on a slide, which then would put you in a kinda vulnerable position because of that long and annoying slide animation) + iceborne introduced the perfect rush and I think that I really loved the SnS thanks to these 3 option, which only 1 would always send you flying in the air for a mount attack but also risking a lot being vulnerable up there...
But now the perfect rush has that finisher that sends you up as well... and I find it a bit of an hindrance than anything really, especially with the fact that we already have a silkbind attack that sends you up other than the old charged backhop... i get the damage of the X+A in air but I think it was better when it did the fast stab and make a little bit of distance after, plus the new "parry" move combos right into that possibly so it would have been great without the jump after the finisher, at least for me... hopefully they removed the slide animation of the X+A starting move/uncharged backhop and the shield punch midair brings you faster to the ground, so yeah they nailed those which is good
Is the male voice the same as goku’s English dub? There are times where they sound the same.
Its funny because dual blades now have that freedom with regular attacks
Its weird seeing so many comments saying that theyre going hunting horn. It only took 13 years, but its finally time
Not having spiral slash is going to take some getting used to, but why they took that out but made sure to keep the loathsome guard slash was just straight up cruel
At least Guard Slash has a purpose now.
we went from Villagers into ninjas with weapons