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jeck95

MHXX Hammer Style Differences

Aug 23rd, 2017
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  1. MHXX Style Differences for Hammer
  2.  
  3. Guild - Base
  4.  
  5. Striker
  6.  
  7. - Golf Swing replaced by a third pound.
  8. - Charge moves charge up a little faster
  9.  
  10. Aerial
  11.  
  12. - Superpound/Spinning Attack (Lv3 Charge) replaced by stronger version of Uppercut (Lv2 Charge)
  13. - When jumping off of a monster/teammate:
  14. - Hold R to charge (R+X+A from sheathed)
  15. - Does not use Stamina
  16. - Mid-air Lv1 Release
  17. - Upon landing, can follow up with the unsheathe attack
  18. - Mid-air Lv2 Release
  19. - Upon landing, can follow up with Uppercut (NOTE: Can hold forward to move forward during the attack)
  20. - Lv3 cannot be reached in the air
  21. - Press X for a single overhead swing
  22. - Upon landing, can follow up with a pound and Golf Swing
  23. - Press A for an overhead swing, which bounces you up and swings a second time if the first connects (can reposition 2nd swing as of MHXX)
  24.  
  25. Adept
  26.  
  27. - Forward Swing (Lv1 Charge) cannot be followed up from
  28. - Uppercut (Lv2 Charge) replaced by stronger version of Forward Swing (Lv1 Charge). This one CAN be followed up
  29. - After a successful Adept Evade(during the sprint):
  30. - Hold R to charge (R+X+A from sheathed)
  31. - Lv1 Adept Charge
  32. - Uppercut
  33. - NOTE: Can hold forward to move forward during the attack
  34. - Lv2 Adept Charge
  35. - Super Uppercut
  36. - NOTE: Can hold forward to move forward during the attack
  37. - Lv3 Adept Charge
  38. - Neutral: A single counter-clockwise spin followed by huge forward overhead pound
  39. - Directional: Quick counter-clockwise swipe followed by huge forward overhead pound
  40. - If you release in the air, you'll do a strong air strike (power with respect to charge level.)
  41. - Upon landing, pressing X for the follow-up attack with Level 3 lets you do the Level 3 Adept Attack (Guild would just do an upswing)
  42. - Press X for the equivalent of Adept Style’s normal Lv2 Charge (stronger Forward Swing), which you can follow up from
  43.  
  44. Brave
  45.  
  46. - X combo doesn't lead into Golfswing
  47. - Outside Brave Mode
  48. - No LV 3 Charge
  49. - LV 1 Charge replaced with weaker version that you can't combo off of
  50. - Y has Brave Sheathe
  51. - Hold Y to stay in brave stance (drains stamina)
  52. - Press X for Golfswing
  53. - Press A for Side Smack
  54. - Brave Mode
  55. - Gain Dash Evade (Chainable)
  56. - Charges (Can't go straight into lv 3, must go through lv 1 and lv 2 first. You CAN combo lv 1/2 charge attacks into next lv charge attacks.)
  57. - LV 1:
  58. - Early Release: Forward Swing
  59. - Full Release: Uppercut
  60. - LV 2:
  61. - Early Release: Uppercut
  62. - Full Release: Strong Uppercut
  63. - LV 3:
  64. - Early Release: Quick ground pound
  65. - Full Release: Stronger ground pound
  66. - Evading while charging or after charge attacks reset the charge lvs. Evading IMMEDIATELY after the charge animation will let
  67. you stay at your current charge lv.
  68.  
  69. Alchemy
  70.  
  71. - Can't combo into charge
  72. - No LV 3 Spin Charge Attack, just Super Pound
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