///document copied from /mhg/

/// This list is a work in progress. It will be updated with additional info as more comes to light.

/// Keep in mind that any numerical values with regards to damage are based off of P3rd and MH4 values, and that we don't actually know 4U values yet. This guide does not presume to know how if at all 3U values differed from P3rd ones.

             

UPSWING YOUR TEAMMATES SO THEY CAN DO JUMP ATTACKS THEY'LL LOVE YOU

             

Greatsword

~Can slap after a roll

~Can roundslash after a side dodge

~Can Smash Charge after a roundslash

~Smash Follow-Up can be performed after a Smash Charge roundswinging with the stats of an equal-level Charge Attack

                 

 

Longsword

~Can up-cut after a roll (only 10 though, not 18 like combo up-cut)

~Fade Slash (x+a move) can combo back into Spirit Combo with Spirit Dash (18)

~Spirit Dash skips Spirit 1 and Spirit 2 attacks, jumping straight to Spirit 3 just short of Finisher

~Lv.3 (Red) aura lasts 2MIN now, as opposed to 1MIN in MH3U, but...

~Will drop to Lv.0 (Auraless) after Lv.3 runs out. That said...

~Lv.3 (Red) is now a 1.3x boost as opposed to a 1.2x boost, but...

~RED CAN NO LONGER BE REFRESHED. UPON ENTERING IT, YOU ARE FORCED TO AURALESS AFTER 2 MINUTES. NO IFS, ANDS, OR BUTTS.

~Jump with normal attack to chop down

~Jump with spirit attack to slash twice, or just once if Lv.0

~Spirit 2 attack buffed (30->32)

:LS FINAL THOUGHTS: The new changes will please some people. For a lot of folks, despite being a massive improvement over Tri’s spam-heavy implementation of the Aura system, there are people who were disgruntled over what even the P3rd / 3U Aura mechanic brought to the weapon over Freedom Unite’s version of the Longsword - namely that you were basically forced to constantly use a wide-hitting, team-disrupting move after a long chain of wide-hitting, team-disrupting moves just to maintain your damage output that, frankly, wasn’t even as good as FU’s LS pre-aura. An example of this was that you couldn’t just chain regular attacks and spirit attacks as you liked anymore, since maintaining the boost was more important.

[Cont…]

[Cont’d.]

The 4U aura system solves a big part of this. By doubling the time limit of Red aura and increasing its potency, as well as forbidding the topping up of the aura gauge to keep Red indefinitely, you’re suddenly put back into a playstyle similar to FU, but with a better moveset and better damage. You can choose the right moves for the right moment.

And yeah, sure, you have to do all three tiers over again when Red runs out, but with the addition of the Spirit Dash, there will be a lot of combos that prior to 4U would just have ended right there, killing your combo. Not only is that not the case anymore, but imagine if all of those situations where you finished with a Fade Slash to dodge had access to the Spirit Dash. Extra damage, extra distance, and opportunity for another aura level. How much better would many hunts have gone? How much more quickly would they have been finished?

Sword & Shield

~Can perform rising jump attack while stepping up small ledge

~Old leap attack replaced by rushing cut, will draw attack into this and X+A will perform this

~Can perform backhop mid-combo which can in turn follow up with a forward leaping attack

~~Backhop-into-leap-attack can be held and charged

~~Can cancel out of forward leap cut and just backhop and combo

~~Can combo from forward leap cut

~Can use item out of dash cut

~Element nerf removed; no longer has 0.7x elemental modifier on all attacks

~Small handful of attacks buffed by 1% or 2%

Dual Blades

~Archdemon Mode replaces X+A / Unsheath rushing cut attack with a rushing twirl attack, hits multiple times (and is thus great both for closing distance and for recovering archdemon gauge)

~Demon Dance hits same number of times but ends 0.5sec earlier

~Both Demon Mode and Archdemon Mode can use the rush-in attack

~Can dodge into Demon Mode

~Can backstep into rushing cut / twirl

~Archdemon Mode got a new finishing move.

??Demon Mode damage reduced slightly??

::Basically they're trying to reduce time getting stuck in animations and taking cheap hits while making it more obvious that you're supposed to primarily use Archdemon Mode rather than just Dash Juice Demon Mode 100% of the time.

Hammer

~Roll into charge

~More attacks can send people flying now.

~Short spin swing can chain into pounds

~Uncharged jump attack into first hit of triple pound

~Can hold charge while hopping down from small ledges

~Can perform different jump attack with different combos based on charge level, and the Level 3 jump attack goes into a superpound that can immediately be followed with the golf swing!

Hunting Horn

~Forward+A performs a two-hit, potentially two-note attack.

~Multi-swing replaces hilt stab of A+A combo

~You can evade between the two swings, but pressing X, A, or X+A between attacks will cause the second hit to have that note. Doing nothing will result in only one A note, for the first swing.

~Can jump attack into overhead slam (plays any note)

Gunlance

~Starts quest with shells loaded

~Thrust speed VERY SLIGHTLY slower

~Shelling recovery time reduced slightly

~Can Full Burst into Wyvernfire

~~Artillery skill now has 20pt variant, Artillery Master

~~~Artillery Master boasts a 1.3x shell damage multiplier (Artillery Expert is 1.2x)

~~~Artillery Master additionally reduces Wyvernfire cooldown to 80sec (Expert is 90sec)

~Jump attack into slam will reload 1 shell

~Jump attack into shell, wm, ill propel you up and back a bit, can be used to reverse jump trajectory slightly

~~Jump Shell can follow up with slam, will not reload any shells

~Can combo jump slam into Full Burst, minus one shell if you jump shelled

Lance

~While doing a running charge, can jump. Stamina not consumed while jumping.

~Can perform jump attack out of the running charge jump

~While charging, can stop and spin 180* on a dime with a wide lance sweep (50)

~Running charge stab (after flashing red) buffed (40->50)

::Basically the charge attack is way more useful overalll. Also, for the record since many people don't know, a fully charged counter attack is also 50. Good for gotcha bitches.

~Can side hop into shield advance

~Shield advance off a ledge to air block, can cancel with a jump attack poke.

~Shield bash can combo into all other attacks!

~Charge attack can combo into all other attacks!

Switch Axe

 {AXE MODE}

~Hack 'n' Slash can combo into the Strong Finish, the strongest axe attack (57!)

~Strong Finish can chain into sword mode or reload axe into side chop in one quick motion

~Overhead Chop nerfed (46->40)

~Upswing nerfed (32->28), BUT...

~Can roll into upswing, however…

~Can’t evade out of hack ‘n’ slash anymore.

::Basically they've made the standard combo weaker but you have the opportunity to use the second strongest single strike of the mode more often and more quickly after evading, and I suppose easier access of the hack ‘n’ slash (which already outdamaged X-X power phial sword mode in 3U in many cases) is a benefit, but I can’t help but feel that the mode is nerfed overall. That’s a real massive difference in power there, and between the finisher’s wind up and the strike itself you’ve got two or three strikes worth of hack ‘n’ slash in time spent there. The only benefit I can see is that it doesn’t cost stamina but still.

{SWORD MODE}

~Down Slash nerfed (32->30)

~Up Slash nerfed (28->25)

~Side Slash buffed (22->25)

~The up-down combo now requires that you use X-A-X-A instead of X-X-X-X

~New Doublecut move in Horizontal Combo. (28+36) damage so it’s fairly strong, and it hits twice quickly for the cost of only one attack, although it does have a little bit of wind up.

~~Chains into Phial Burst quickly, without build-up. May be useful for element phials.

~~Can also chain into Axe

{JUMP}

~Draw/morph into Axe/Sword (Overhead Chop/Down Slash) [Sword hit does 30, Axe 40]

~Jump with sword into Phial Burst

~Jump into quick reload if phial is low

:SA FINAL THOUGHTS: Remember back in Tri, when the Switch Axe first came out and everyone was doing the horizontal sword mode combo? Well, it's stronger now. Way stronger than vertical combo, to the point where you only want to use vertical combo to reach higher up weak points or a tail.

Also, apparently the hack ‘n’ slash finisher’s ability to be used after the first hit as well as move you forward during its use counts as an even trade for the ability to dodge out of it to the Japanese. I don’t agree.

Overall you might want to consider giving SA the wide berth you're probably used to giving Long Swords, since they've only made them even more dangerous for group hunts now to be able to do full damage potential.

Light Bowgun

~Jump attack reloads clip while smashing the bowgun on the monster's body

Waiting for other possible additions.        

 

Heavy Bowgun

~Can roll into siege mode

~Jump attack reloads clip while smashing the bowgun on the monster's body

~With limiter removed, Wyvernfire Shots can be pre-loaded by reloading their clip,

and then fired at any time regardless of which ammo you have selected

Bow

~There is now a Lv.2 Arc Shot that launches closer to the hunter

~Some bows have Hard Shots instead of Arc Shots

~Hard Shots can be performed instead of, or after a regular attack

~Hard shots consume a chunk of stamina to fire a volley of arrows one charge level higher than what you had loaded, to the upper limit you can currently access

         

~~This means that, should you have only up to 3 charge levels [no Load Up] and fire (Spread 4) as your Lv. 3 charge, performing a Hard Shot will immediately follow up your attack with a second Lv. 3 (Spread 4) attack

~~Should you perform a Lv. 2 (Pierce 3), you will follow up with a Lv. 3 (Spread 4)

~~Should you be low on stamina, be on Lv. 2 and not have enough to reach Lv. 3, performing a Hard Shot will instead consume the remaining stamina and perform a Lv. 3

~-~-~-~-~-~-~-~-~

NEW WEAPONS

~-~-~-~-~-~-~-~-~

Insect Glaive

~Glaive & Insect upgraded independently, can swap for different insects

~Feed Insect different foods to influence stat growth, such as damage type, attribute, speed, etc.

~Can direct Insect to fly off & strike enemy

~Can fire Pheromone Shot to guide Insect to enemy from different angles & command the insect to attack the monster repeatedly

~P. Shot can be aimed

~Can polevault into air without aid of ledges, and follow up with jump attack or P. Shot

 [Cont…]

[Cont’d.]

~Insect extracts different essences depending where it strikes the monster

~Call insect back to absorb essence

>Red: Attack Moveset expanded [60SEC] (Head)

>Orange: Knockback Protection/Quake Resistance [45SEC] (Body)

>White: Mobility Boost (move quicker, polevault higher) [90SEC] (Legs/Wings)

>Green: Health Recovery [Instant Consumption] (Tails/Misc)

 

~Acquiring multiple essences (Double/Triple Up) yields further benefits

>Red+White: Red/White bonuses + Attack Up (S) [60SEC]

>Orange+White: Orange/White bonuses + Defence Up (S) + Earplugs [60SEC]

>Orange+Red+White: All colour bonuses + Attack Up (L) + Defence Up (L) + Earplugs[60SEC]

 

~Even if doubled up, if either of the individual colour buffs time out (e.g. orange during orange+white), then double up will be lost. Re-acquiring either colour will refresh full Double Up.

>Triple Up, however requires all three colours to be refreshed for its timer to refresh.

 

             

Charge Blade

 {SWORD MODE}

~Striking in Sword Mode charges energy in hilt

~Load sword into the shield to transfer energy into consumable phials (max 5) for Axe Mode

 

~Charge Energy has 3 stages:

>Yellow (3 Phials)

>Red (5 Phials)

>OVERCHARGED (5 Phials, attempts to attack result only in bouncing unless charge is loaded)

~Blocking in Sword Mode consumes sharpness

~Can hop after attacks, like Switch Axe

~Not as combo-heavy or mobile as the Sword & Shield, but slightly better range, slightly stronger hits and better block (for a cost)

~Certain attacks follow with "guard points" that autoblock

~Can perform a held attack with timing that strikes once or twice, gains extra charge

~Can perform a shield thrust attack pretty much at any point in the combo

~Shield Thrust is used in morph combos

[Cont…]

[Cont’d.]

 {AXE MODE}

~X combo more vertical-heavy than Switch Axe

~Attacks slower than the Switch Axe, retains huge reach, has better damage, but less mobility

~A performs Charge Attacks, which consume one phial per animation, three charge attacks with different lengths, angles and number of strikes

~Charge Attacks leave detonating sticky charges when they make contact with a monster, akin to Crag Shots but without the friendly fire

 

~Two possible sticky charge types, dependent upon Charge Blade chosen

>KO Phial: Deals exhaust/KO and raw damage based off of weapon raw value (not sure what type, or if typeless)

>Element Phial: Deals pure elemental damage based off the elemental value of your weapon, with a much more generous damage value compared to the KO phial

~In 4G, it is no longer necessary for Charge Axe in axe mode to perform a three part combo to accomplish a Lv 3 phial charge attack. X+A performs one immediately.

::Said third and strongest charge attack can now be cancelled out of by transitioning back to sword mode (R), before the attack actually unloads. Doing so will consume all phials currently held in the axe and charge them into the shield, causing it to glow red. This is the Elemental Boost State, and its length is determined by how many phials are consumed when it is initiated. Its activation is marked by a red shield icon next to the Sharpness gauge. The icon and glowing effect flash yellow when the EBS is nearly diminished.

::In the Elemental Boost State, the shield thrust attack will be stronger, the guarding capabilities of sword mode will be increased, all standard axe mode strikes will be boosted, and most importantly the third and strongest charge attack of Axe Mode will be replaced with a new, even stronger move while it is performed during this state. Doing so will consume the Elemental Boost State as well as once again consuming all available phials, but the damage output is well worth it.

::Standard Charge Attack detonation damage is boosted slightly by Artillery skills, but some say that Attack Up or Element Attack Up is far more valuable as the values are tweaked at the source, thereby boosting both standard attacks as well as charges by proxy.