Advertisement
StringedHorn

MHX Gunlance

Nov 23rd, 2015
6,146
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.34 KB | None | 0 0
  1. GUNLANCE
  2.  
  3. ALL GUNLANCE STYLES
  4. - Can now backstep/sidestep after a Full Burst
  5. - Introduction of the Heat Gauge mechanic, which improves the strength of regular attacks.
  6. o NOTE: A full gauge is measured as 80 units.
  7. o Three levels:
  8. ■ Yellow (worst) - 24 units
  9. ■ Orange – 32 units
  10. ■ Red (best) – 24 units
  11. o The gauge can be raised by:
  12. ■ Standard Shot & Charged Shot (both raise by a little less than 5 units)
  13. ■ Full Burst (raises by around 5 units per shell; with the Demo Version’s Normal gunlance it took 3 Full Bursts to reach Red)
  14. o The gauge can be lowered by:
  15. ■ Regular attack (lowers by 1 unit)
  16. ■ Simply waiting (lowers by 1 unit after around 7 seconds)
  17. ■ Wyvern Fire (lowers by around 1/2 of the current heat level)
  18. • Locks the gauge at the new position for 2 minutes.
  19. o Going past Red will put you in an Overheated state.
  20. ■ Drops you to the lowest point in Yellow (might even be weaker than default).
  21. ■ Locks the Heat Gauge for a whopping 2 minutes.
  22. ■ You cannot use Wyvern Fire.
  23.  
  24. GUILD GUNLANCE
  25. - Nothing new.
  26. NOTE: For comparison's sake, below are the "Core Combos" of Guild:
  27. (the Slams will change for different styles)
  28. ○ Low Poke -> Low Poke -> Slam
  29. ○ Low Poke -> Low Poke -> Upswing -> Slam
  30. ○ Low Poke -> Upswing -> Slam
  31. ○ Upswing -> High Poke -> High Poke
  32. ○ Upswing -> High Poke -> Upswing -> Slam
  33. ○ High Poke -> High Poke -> High Poke
  34. ○ High Poke -> High Poke -> Upswing -> Slam
  35. ○ High Poke -> Upswing -> Slam
  36.  
  37. After a complete Core Combo:
  38. Slams can combo into Full Burst, Wyvern Fire, backstep/sidestep
  39. Pokes/Upswings can combo into Regular/Charged Shots, backstep/sidestep
  40. Everything except Upswings can combo into Wyvern Fire
  41.  
  42. STRIKER GUNLANCE
  43. - Changes to the Core Combos
  44. NOTE: Basically, now sets of 3 with no Slams.
  45. (changes marked with *)
  46. ○ Low Poke -> Low Poke -> Low Poke*
  47. ○ Low Poke -> Low Poke -> Upswing (no more follow-up Slam)
  48. ○ Low Poke -> Upswing -> High Poke*
  49. ○ Upswing -> High Poke -> High Poke
  50. ○ Upswing -> High Poke -> Upswing (no more follow-up Slam)
  51. ○ High Poke -> High Poke -> High Poke
  52. ○ High Poke -> High Poke -> Upswing (no more follow-up Slam)
  53. ○ High Poke -> Upswing -> High Poke*
  54.  
  55. - The Slam from doing a ledge attack with Advancing Upswing (forward X) has been replaced by a thrust
  56. - Quick Reload (after a shot) can now combo into a Low Poke (instead of a Slam)
  57. NOTE: Basically, Striker loses all Slams and thus the ability to Full Burst.
  58.  
  59. AERIAL GUNLANCE
  60. - Same Core Combo changes as Striker
  61. - Cannot Slam after a Quick Reload (after a shot)
  62. - Cannot shell in the middle of an Advancing Upswing (forward X)
  63. - Slams can now combo into a Low Poke as well
  64. - The sheathed/walk-off ledge attack now does a Slam which reloads one shell (instead of a thrust)
  65. - Backstep becomes forward hop (thus no Reload after a backstep)
  66. - When jumping off of a monster/teammate you can:
  67. o Press A to Shell (from unsheathed only)
  68. ■ Then press X to Slam (no reload)
  69. o Press X to do a Slam which reloads one shell
  70.  
  71. BUSHIDO GUNLANCE
  72. - Same Core Combos as Guild
  73. - Cannot Quick Reload (after a shot)
  74. - After a successful Bushido Guard:
  75. o Press X for an Upswing followed by a full Reload (can turn completely around)
  76. ■ Can then press X again for an extremely quick Slam (can turn left or right 60 degrees)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement