MH4: Things you may not have known(syempre alam na ni atma to kaya - TopicsExpress



          

MH4: Things you may not have known(syempre alam na ni atma to kaya wag mo ng basahin) This is a random list of little things that you may not have known about in Monster Hunter 4, and MH in general. This is in no particular order. System-related: -Status attack down will affect tranq bombs (will take 3 instead of 2) -Crouch before you start gathering or carving, you’ll do it faster -If inflicted with the Wyvern Virus, you can attack normal monsters to overcome it, it doesn’t have to be the large monster that gave it to you -The first hit to a sleeping monster deals 3x damage, so place a small bomb well behind the large barrel bombs, because if the blast from the small hits the monster first, it will be what gets the 3x bonus, not the big one. -The Felyne Pyro skill will make all small and large barrel bombs into L+ Size (not just boost your slime attack) -Tanzia Chips/Mos Jerkie are really useful, especially in G rank. They recover the red portion of your HP immediately and improve the rate of Hp recovery. More powerful than potions in G rank in some cases and you can buy them cheap at the gathering hall store. -When mounting a monster, you can hold R the entire time, even when pressing X and A to stab the monster. This makes it easier to just stop stabbing when the monster tries to knock you off. -When you see a hot-air balloon in the sky, use the “wave hand” motion and for a few seconds they will mark your map where the monster is (once per quest) (removed in 3U but back in MH4) -Super Akantor counts as always being raging so Challenger+2 is active the entire time (sweet!) -You don’t have to go back to base camp to deliver stuff. Go to menu, items, deliver to do it from afar (doesn’t work with eggs though) -You can say farewell to Felynes without the stupidly long animation sequence if you go to menu, then comrades, then say farewell -You can use impact damage to KO a Kelbi and you can carve off its horn while it’s KO’d. -If you do a dodge roll and then press A in front of a wall you can climb up it even with your weapon drawn. This is insanely powerful as you can essentially do a parkour like attack (hit A after clinging to the wall to jump off then you can attack). Try this out! -Might be a bug but with evade+3 you can do 3 good with a lance and be invincible the entire time Weapon-related: -For Great Sword, some people don’t know about strong charges. After you do a LV3 charge, or after some other moves (even a kick if I recall), you can pull back on the circle pad and hold X to go into another charge, only this time your body will arc downward. This ‘strong charge’ is slightly more powerful than a normal charge attack and in MH4, you can end a LV3 strong charge with a super swipe, which does as much damage as a normal LV3 charge. -For Long Sword, doing a spirit combo after the new charge-in attack (press R after a fade slash) will require slightly less energy to get to the end of the combo than a regular spirit combo. Great if you have a nearly full, but not quite full gauge. -For Insect Glaive, if you hold R of a few seconds the end of your glaive will glow bright. Release to send the insect out at the monster in a charge-drill attack that does quite a bit of damage. -For Charge Blade, you can go straight into the ‘finale’ elemental burst III from a normal downward axe slash (morph/draw move, or forward+X) by pressing X+A. 3 phials does not mean 1 combo, you can get 3 finishers with 3 phials if you please. -For Hammer, the KO skill will only increase KO damage by 10 percent. That equates to one extra KO if you are lucky, no more, so the skill is not that good. -For Hunting Horn, you can hold left/right when doing an encore, and it’ll change the direction/motion you make. -For SnS, many don’t know that pressing R+X will do a quick upward strike that keeps you in place - the best and only way to start a combo (don’t use x-x-x, use r+x, x, x). -For SnS, you can combo a trap placement right after you do the charge-in attack (X+A). -For Lance, upward thrusts do 15% more damage as the first 2 attacks in a 3-hit combo than straight thrusts do (the third hit is same damage no matter if it’s straight or upward). -For Gunlance, hold R and press forward+A to do a charge-in shell. You can do this at an edge and you’ll jump into the air and shell (looks badass). -For Gunlance, you can reload from a back hop by simply pressing A (no need to use R). -For lance and Gunlance, press back at the same time as X to do a super hop (greater distance) -For Switch Axe, the 7 hits you do during the elemental burst is worth a total of 91 (13*7) motion damage, that’s more than the finisher itself (80, or 50 if you blow it early). This is why top SA hunters will do the charge up hits, stop, then do it once more before the finisher on a monster if the opening is big enough. -For Dual Blades, the first and last hits of the demon dance move make up 70% of the damage, so missing with part of it makes it no better than a normal attack. In most MH the elemental damage is lower to, so don’t just spam this as it’s not the best way to use the weapon. -For Bow, critical distance seems to confuse a lot of people. Read up on it before you hunt! -For Bowguns, LV2 shots do more damage than LV3 shots. The advantage of the LV3 is that the critical distance is longer, or in the case of normal/pierce, you *can* do more damage than LV2 if you hit the right monster in the right way. LV2 is the way to go in general. -kotaro
Posted on: Tue, 14 Oct 2014 02:12:11 +0000

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