GUNLANCE ALL GUNLANCE STYLES - Can now backstep/sidestep after a Full Burst - Introduction of the Heat Gauge mechanic, which improves the strength of regular attacks. o NOTE: A full gauge is measured as 80 units. o Three levels: ■ Yellow (worst) - 24 units ■ Orange – 32 units ■ Red (best) – 24 units o The gauge can be raised by: ■ Standard Shot & Charged Shot (both raise by a little less than 5 units) ■ Full Burst (raises by around 5 units per shell; with the Demo Version’s Normal gunlance it took 3 Full Bursts to reach Red) o The gauge can be lowered by: ■ Regular attack (lowers by 1 unit) ■ Simply waiting (lowers by 1 unit after around 7 seconds) ■ Wyvern Fire (lowers by around 1/2 of the current heat level) • Locks the gauge at the new position for 2 minutes. o Going past Red will put you in an Overheated state. ■ Drops you to the lowest point in Yellow (might even be weaker than default). ■ Locks the Heat Gauge for a whopping 2 minutes. ■ You cannot use Wyvern Fire. GUILD GUNLANCE - Nothing new. NOTE: For comparison's sake, below are the "Core Combos" of Guild: (the Slams will change for different styles) ○ Low Poke -> Low Poke -> Slam ○ Low Poke -> Low Poke -> Upswing -> Slam ○ Low Poke -> Upswing -> Slam ○ Upswing -> High Poke -> High Poke ○ Upswing -> High Poke -> Upswing -> Slam ○ High Poke -> High Poke -> High Poke ○ High Poke -> High Poke -> Upswing -> Slam ○ High Poke -> Upswing -> Slam After a complete Core Combo: Slams can combo into Full Burst, Wyvern Fire, backstep/sidestep Pokes/Upswings can combo into Regular/Charged Shots, backstep/sidestep Everything except Upswings can combo into Wyvern Fire STRIKER GUNLANCE - Changes to the Core Combos NOTE: Basically, now sets of 3 with no Slams. (changes marked with *) ○ Low Poke -> Low Poke -> Low Poke* ○ Low Poke -> Low Poke -> Upswing (no more follow-up Slam) ○ Low Poke -> Upswing -> High Poke* ○ Upswing -> High Poke -> High Poke ○ Upswing -> High Poke -> Upswing (no more follow-up Slam) ○ High Poke -> High Poke -> High Poke ○ High Poke -> High Poke -> Upswing (no more follow-up Slam) ○ High Poke -> Upswing -> High Poke* - The Slam from doing a ledge attack with Advancing Upswing (forward X) has been replaced by a thrust - Quick Reload (after a shot) can now combo into a Low Poke (instead of a Slam) NOTE: Basically, Striker loses all Slams and thus the ability to Full Burst. AERIAL GUNLANCE - Same Core Combo changes as Striker - Cannot Slam after a Quick Reload (after a shot) - Cannot shell in the middle of an Advancing Upswing (forward X) - Slams can now combo into a Low Poke as well - The sheathed/walk-off ledge attack now does a Slam which reloads one shell (instead of a thrust) - Backstep becomes forward hop (thus no Reload after a backstep) - When jumping off of a monster/teammate you can: o Press A to Shell (from unsheathed only) ■ Then press X to Slam (no reload) o Press X to do a Slam which reloads one shell BUSHIDO GUNLANCE - Same Core Combos as Guild - Cannot Quick Reload (after a shot) - After a successful Bushido Guard: o Press X for an Upswing followed by a full Reload (can turn completely around) ■ Can then press X again for an extremely quick Slam (can turn left or right 60 degrees)