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SirFist

[MHFG] Vanilla Movesets

Dec 26th, 2014
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  1. 1. Normal Movesets
  2. 2. Heaven (SR1/HR500) and Storm (SR100) Movesets
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  4. 1. Normal Movesets
  5. ===================
  6. Circle / Triangle / Triangle + Circle can all do different things while moving depending on if you are holding run or not when pressed (e.g. you can perform vertical slashes, horizontal slashes and upswings on a GS while unsheathing depending on buttons held and pressed).
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  9. Sword and Shield
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  11. SnS has sliding attacks that allow extra mobility and allow you to immediately perform a 180 degree spin into attacks after them.
  12. Sns also has a shield bash similar to the newer games and various new combo chains.
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  16. Dual Swords
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  18. DS has a second demon dance mode that consumes HP, this makes all attacks 1.1x faster and causes all evasions to attack.
  19. When you run out of Green HP it will start consuming Red HP, this increaes damage by 1.1x, should it hit literally 1hp with no red HP you will automatically exit tru demon dance mode.
  20. Select while having weapons unsheathed is a sharpen function (1 point, for comparison a whetstone is 100) this can be incorporated into combos and boosts attack (stacks up to 5 times).
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  24. Long Sword
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  26. LS has the tri+circle sidewards dodges but more narrow in focus instead of sweeping, can be used left, right and backwards (along with the standard wide backwards sweep) and can be adjusted with analog as you dodge.
  27. Holding R1 does a finisher with >50% bar charge, this consumes all of the spirit gauge dealing damage relative to the bar and total times used (up to three).
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  31. Great Sword
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  33. Greatsword has an armour mode (R1+R2 while attacking) that lets you stop all knockback during an attack's animation, this does not stop damage so for example if you try to use it during a full charge and get hit by multiple attacks, you will take full damage from every single hit instead of being knocked back, this is quite likely to get you killed if used incorrectly.
  34. Blocking and pressing square performs a super block, this uses stamina but gives you the effect of guard up while being used.
  35. You can follow up all three normal swings (vertical, horizontal, upswing) by holding block and repeating the initial swing's input (e.g. Circle > R1+Circle).
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  39. Hammer
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  41. Hammer has two follow up attacks from unsheathing attacks or a level 2 running charge, and an uppercut from charge on circle that combos into a triple pound.
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  45. Hunting Horn
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  47. Hunting horn has a function to repeat songs on select or kick in performance mode. Outside of performance mode this will cause the same effect as a sonic bomb at the cost of sharpness. Notes played are retained after being sheathed. All attacks can lead into starting a performance.
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  51. Lance
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  53. Lance has extended guard functions, pressing block and holding down square will create an aura shield that protects all players, the total number of hits that can be protected against are indicated in the top left as ammo is on a gunlance etc. this simply recharges over time. While in use the range of the protection is indicated on the map.
  54. If you guard and simply press square you will enter a strong guard mode, this adds guard up and allows 360 degrees of protection at the cost of constantly using stamina.
  55. Lance has a charged upthrust while blocking and hitting circle, this has 2 charge levels and can be used to charge forward slightly if you hold forward while releasing attack.
  56. You can sidestep while blocking by holding evade while also holding block.
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  60. Gunlance
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  62. Gunlance has multiple dodges, quick single shell reload (powers up next shot), wyvern fire can be used from an upthrust to fire vertically, super wyvern fire from tapping circle while wyvern firing (uses shells) and a horizontal sweep that can either be used from an unsheathe or from a quick reload and that combos into a blast that uses all ammo. Normal thrust attacks can also be cancelled into shelling by hitting the shelling button while using them.
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  66. Heavy Bowgun
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  68. HBG has the ability to compress all ammo into a single shot with a QTE while reloading, this deals around 60-70% of the normal shots total damage for most shot types and 80% of pellet shots total damage and adds a large amount of recoil. (i.e. if you load 10 rounds into a compressed shot, you'd deal 6-8 rounds worth at once.)
  69. Gou (HR100) Heavy Bowguns can be equipped with a laser, which adds a heat meter that fills up as you attack and allows you to fire a huge laser blast similar to gravios' beam attack that deals unmodified raw damage similar to wyvern fire on a gunlance, this is boosted by Gunnery skills and charges faster with the Focus skill.
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  73. Light Bowgun
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  75. LBG has a rapid fire QTE thing for every shot + reloading, for shots this increases the damage of the following shot 1.3x meaning every shot except the first can deal 130% damage. At HR100 you can also use ultra rapid fire.
  76. Ultra rapid fire allows you to keep pressing the fire button after the first rapid round to fire again, this allows you to consume all loaded ammo of the type you have selected without stopping.
  77. You will add more bullets to the total being fired each time you string it, so firing 10 rounds worth will fire more rounds than 5 then 5 separately. You cannot aim while doing this action.
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  80. Bow
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  82. Bow has an arc attack that can be used by hitting circle/secondary attack key while charged to at least level 2 charge. You can unsheathe into loading a coating (unsheathe while stationary then hit triangle+circle). Removing a coating while you fire causes it to not be consumed (this was originally a bug but was adopted as a proper technique).
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  86. 2. Heaven (SR1/HR500) and Storm (SR100) Movesets
  87. =================
  88. http://pastebin.com/4gd1mrCH
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