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jeck95

MHXX Prowler MVs

Jul 21st, 2018 (edited)
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  1. MHXX Prowler Motion Values
  2.  
  3. KO and exhaust values in () for blunt prowler weapons.
  4. Charged attack values represented by []
  5.  
  6. Draw Attack = 12 (4 KO, 4 exhaust)
  7. Right Side Slash (X1) = 12 (4 KO, 4 exhaust)
  8. Left Side Slash (X2) = 14 (4 KO, 4 exhaust)
  9. Jumping Overhead Slash (X3) = 16 (6 KO, 6 exhaust)
  10. Jumping Up Slash (X4) = 18 (12 KO, 8 exhaust for blunt)
  11. Jumping Spinning Slash (X5) = 5 per hit (5xn KO, 5xn exhaust) n = number of hits
  12. - Elemental modifier (1 for 1st hit, 0.35x for remaining hits)
  13. - max 10 hits
  14. Forward Lunge (X after A) = 24 (10 KO, 10 exhaust)
  15. Boomerang throw (A1) = 9[10] (3 KO, 3 exhaust for blunt)
  16. Boomerang 2 (A2) = 7[8] (3 KO, 3 exhaust for blunt)
  17. Boomerang 3 (A3) = 6+11[6+12] (3+3 KO, 3+3 exhaust)
  18. Boomerang melee spin combo (A3) = 24 Melee + 4 Ranged (5+3 KO, 5+3 exhaust)
  19. Jump Attack (X in the air) = 20 (10 KO, 8 exhaust for blunt)
  20.  
  21. Big Boomerangs:
  22. - Boomerang throw (A1) = 12[13] (3 KO, 3 exhaust for blunt)
  23. - Boomerang 2 (A2) = 10[11] (3 KO, 3 exhaust for blunt)
  24. - Boomerang 3 (A3) = 9+17[9+19] (3+3 KO, 3+3 exhaust)
  25. - Boomerang melee spin combo (A3) = 24 Melee + 6 Ranged (5+3 KO, 5+3 exhaust)
  26.  
  27. Piercing Boomerangs:
  28. - Boomerang throw (A1) = 9 + 2xn[10 + 2xn] (3 + 3xn KO, 3 + 3xn exhaust) (n = number of hits up to 3)
  29. - Boomerang 2 (A2) = 7 + 2xn[8 + 2xn] (3 + 3xn KO, 3 + 3xn exhaust) (n = number of hits up to 3)
  30. - Boomerang 3 (A3) = 6xn + 11 + 3xn[6xn + 12 + 3xn] (3xn + 3 + 3xn KO, 3xn + 3 + 3xn exhaust) (n = number of hits up to 3)
  31. - Boomerang melee spin combo (A3) = 24 Melee + 4xn Ranged (5 + 3xn KO, 5 + 3xn exhaust) (n = number of hits up to 4)
  32.  
  33. Big Boomerangs + Piercing Boomerangs:
  34. - Boomerang throw (A1) = 12 + 3xn[13 + 3xn] (3 + 3xn KO, 3 + 3xn exhaust) (n = number of hits up to 3)
  35. - Boomerang 2 (A2) = 10 + 3xn[11 + 3xn] (3 + 3xn KO, 3 + 3xn exhaust) (n = number of hits up to 3)
  36. - Boomerang 3 (A3) = 9xn + 17 + 4xn[9xn + 19 + 4xn] (3xn + 3 + 3xn KO, 3xn + 3 + 3xn exhaust) (n = number of hits up to 3)
  37. - Boomerang melee spin combo (A3) = 24 Melee + 6xn Ranged (5 + 3xn KO, 5 + 3xn exhaust) (n = number of hits up to 4)
  38.  
  39. Piercing Boomerang Elemental damage modifiers:
  40. - 1st hit = 150% element
  41. - 2nd hit = 50% element
  42. - 3rd hit = 50% element
  43. - 4th hit = 50% element
  44.  
  45. Felyne Hurler food skill: = +10% Boomerang damage
  46.  
  47. Felyne Fury mode:
  48. +30% affinity
  49. Rock Steady skill (knockback and tripping protection + Earplugs + Wind Res (Lo))
  50. Support gauge fills faster
  51. Furr-ious Flurry (X+A, X, X, X... X+A)
  52. - 1st hit = 7 (3 KO, 5 exhaust)
  53. - Consecutive hits = 8 (5 KO, 5 exhaust)
  54. - Final = 6x3 (5x3 KO, 4x3 exhaust)
  55. - Final Cancel = 5x3 (5 KO, 10 exhaust)
  56. - 1st hit = 100% element
  57. - Consecutive hits = 0.35% element
  58. Beast Furris Wheel (X+A) = 4xn (5xn KO, 3xn exhaust)
  59.  
  60. Beast:
  61. Forward Claws (X1) = 10x2 (4x2 KO, 4x2 exhaust)
  62. Triple Hook (X2) = 8x3 (4x3 KO, 4x3 exhaust)
  63. Backflip (X3) = 12x2 (6x2 KO + 6x2 exhaust)
  64. Finisher (X4) = 10xn (4xn KO, 4xn exhaust) (n = number of hits up to 4)
  65. Frontflip (A1) = 12x2 (6x2 KO + 6x2 exhaust)
  66. Forward Thrust (A2) = 5+5+7+7 [6+6+9+9] (4xn KO, 4xn exhaust) (n = number of hits up to 4)
  67. Super Finisher (A3) = 4xn (5xn KO, 3xn exhaust)
  68. Ledge Attack (X after jumping from ledge) = 4xn (5xn KO, 3xn exhaust)
  69.  
  70. Beast Mode Element Modifiers:
  71. 1st hit = 100% element
  72. Consecutive hits = 0.35% element
  73.  
  74. Bombs
  75. Each type of cat has a moodifier for bomb damage, bomb cat has the highest at 1.2x
  76. Bombay Boost = 1.35x and +15% to blast status
  77. Damage Formula for bombs: [125 + (Attack/2)]x[Cat Modifier (1.2x for bomb cats)]x[Bombay Boost]xMV = Bomb Damage (ignores hitzones and sharpness)
  78. - Attack is whichever is highest between melee and ranged
  79. - Ai Cats have an extra modifier (0.4x for most bombs) and have their own MVs on the bombs (denoted by {} )
  80. - Mini Bombay = 4 {3} MV
  81. - Barrel Bombay = 12 {6} MV
  82. - Big Barrel Bombay = 24 {25} MV
  83. - Mega Barrel Bombay = 52 {50} MV
  84. - Giga Barrel Bombay = 80 {75} MV
  85. - Bounce Bombay = 16 {10} MV
  86. - Flash Bombay = 29 {25} MV
  87. - Explosive Transpurrter = 16 {15} MV
  88. - Explosive Roll = 4 {3} MV
  89. - Anti Monster Mine = 48 {30} MV
  90. - Anti Monster Mine+ = 52 {60} MV
  91. - Bomb Cat Evade = 16 MV
  92. - Rath of Meow Acorn = 6.4 MV
  93. - Rath of Meow Flames = 7xn MV (n = number of hits)
  94. - Rath of Meow Iron Ball = 10 MV
  95.  
  96. Support Actions
  97. Felyne Comet = 20x3 Melee
  98. Claw Dance = 12x5 + 5x8 + 2x8 + 40 Melee (0 Element)
  99. Chestnut Cannon = 40 Ranged (90 KO, 10 Exhaust) (0 Element)
  100. Shock Tripper 20 + 12xn (uses highest stat between Melee/Ranged) (0 Element)
  101. Plunderang = 24 Ranged (3 steals)
  102. Pilfer = 30 Melee (0 Element) (3 steals)
  103. Mega Boomerang (Cutting) = 8x7 (windup) + 25xn Ranged (0 Element) (n = number of hits up to 10)
  104. Mega Boomerang (Blunt) = 8x7 (windup) + 22xn Ranged (0 Element) (n = number of hits up to 10)
  105. Sumo Stomp = 25 Melee (0 Element)
  106. Burrowing Blow = 15x3
  107. Stunt Cannon = 35 (uses highest stat between Melee/Ranged)
  108. Iron Transpurrter (Roll) = 15 Melee (10 KO per hit)
  109. Iron Transpurrter (Launch) = 20 Melee (10 KO per hit)
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