
Longsword Moveset
Abbreviations:
- SHB: Spirit Helm Breaker.
- SRS: Spirit Release Slash.
- ISS: Iai Spirit Slash.
- FSS: Foresight Slash.
- IS: Iai Slash.
- SB: Spirit Blade.
Gauge Management:
- ISS (Iai Spirit Slash) now grants a gauge level upon landing.
- No charge penalty on ISS miss.
- Destroying a wound gives a gauge (can destroy multiple at once to gain more than 1 level).
- Dismount attack off the Seikret gives you a gauge if done before the monster attacks.
Red Gauge Mechanics:
- New animation for red gauge FSS (Foresight Slash) called “Foresight Whirl Slash” – can be queued while doing another attack.
- Foresight Whirl Slash fills the red gauge slightly upon landing.
- After Spirit Roundslash, press R2 again for spinning Crimson Slash move to continue combo without sheathing (red gauge only).
- This move extends red gauge duration slightly.
- Red gauge lasts 40-45 seconds, can be extended up to 60 seconds.
New Moves & Combos:
- Crimson Slash I, II, III – fast with good DPS.
- New move: Spirit Charge – sneak attack to instantly charge, gain a gauge, then sheathe.
- New move: Spirit Release Slash – new follow-up after SHB (Special Sheathe).
- New move: Crescent Slash – can be done after 2 overhead attacks and can be directional.
- Thrust after FSS replaced by Rising Slash.
Animation Cancels & Flow Improvements:
- Can dash out of end of FSS animation (recovery cancel).
- Can dash out of sheathe.
- Can FSS out of animations during Spirit Slash combo (R2 combo).
- Can now SHB after Spirit Roundslash.
- Can start Crimson Slash after Roundslash.
- Can interweave different attacks while staying at same Spirit Slash combo.
Directional Controls
- Can redirect SHB, sheathe, FSS and any attack with Focus Mode.
- Cannot directional FSS while in Focus Mode.
- Spirit Slash combo now has directional input on the second hit.
- Can change the returning strike on FSS using Focus Mode.
Hyper Armor:
- Hyper armor on Spirit Thrust.
- Hyper armor on wound destroy animation.
- Hyper armor on Spirit Release Slash.
Other Mechanics:
- Destroying a wound will put you to Spirit Blade 3 and Roundslash if you have enough gauge.
- Spirit Charge will progress the Spirit Blade combo depending on charge duration.
- Can cancel SHB mid-air.
Some Notes
- Beginners find Bow/Dual Blade easier to use, with higher damage output.
- Longsword shines when you can either Full Counter all attacks (no DPS loss) or at least counter 75% of attacks (still good).
- If you enjoy the gameplay, it’s worth putting in more effort to master it. You must learn monster movements and timing.
- Intuition is number one for Longsword users. Failed counters have a fatal impact – either you die or lose significant DPS.
- Nowadays, Bow is highly buffed. Easy dodging, long range with tracking arrows. It’s perfect. (Beta speedrun record: 4-5 minutes, no boulders and flash vs. Arkveld)
- But Longsword has the coolest weapon design in Monster Hunter. Also, you can easily solo all monsters once you’ve mastered it.
Switch Skills is a feature that was made in Rise/Break that offered hunters the ability to alter their weapon’s moveset, thus giving hunters more options in how they play. It made the gameplay more diverse and provided a customizable approach to combat, which I think would be a great addition to Wilds as one of my biggest concerns is how weapons tend to be designed with a set playstyle in mind.
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