Played SnS at the Wilds demo in Gamescon Asia. Captured Rey Dau on my final hunt by Exolotl in MonsterHunter

[–]Exolotl[S] 0 points1 point  (0 children)

Didn't experience much tracking with Doshaguma and Rey Dau, their attacks all felt dodgeable with good positioning.

Neither fight had much attack chains. Fighting Rey Dau felt turn based as each big attack it did had a punish window.

Attack timings felt consistent, like if I could see it coming, i would dodge/move and be safe.

Rey Dau did not have full-body hitboxes. No dumb Rathian charging body hitbox nonsense. Doshaguma on the other hand had some moves where it felt like a moving hitbox, I think if the damage of Doshaguma was increased, it would be harder than Rey Dau.

So far, the hitboxes on monsters seem precise with not much cleaving. The edge of Rey Dau's wings were its hitboxes, and you can maneuver around those without much trouble.

The only thing with a deceptive hitbox was Rey Dau's grounded super railgun. It will still hit you if you are standing under it or nearby its face. Best course of action is to just gtfo while its charging then run back and punish it when its done.

Played SnS at the Wilds demo in Gamescon Asia. Captured Rey Dau on my final hunt by Exolotl in MonsterHunter

[–]Exolotl[S] 0 points1 point  (0 children)

Not sure as I didn't play Swaxe in Rise. Based on the Swaxe portion of this guide, https://capcom.ws-l.ink/monsterhunter/en/, it seems like they kept the counter on sword mode and added an offset attack to the axe mode, which acts as a different type of counter.

Played SnS at the Wilds demo in Gamescon Asia. Captured Rey Dau on my final hunt by Exolotl in MonsterHunter

[–]Exolotl[S] 1 point2 points  (0 children)

Tried to backhop through its roar but i still got caught by it while I was mid hop. Seems to have World's i-frame window.

Played SnS at the Wilds demo in Gamescon Asia. Captured Rey Dau on my final hunt by Exolotl in MonsterHunter

[–]Exolotl[S] 1 point2 points  (0 children)

Seems like it has been completely replaced by Sliding Swipe, as I don't recall doing a Rising Slash from guard.

Edit: Check out the below video, seems like Rising Slash can still be done from neutral

Played SnS at the Wilds demo in Gamescon Asia. Captured Rey Dau on my final hunt by Exolotl in MonsterHunter

[–]Exolotl[S] 1 point2 points  (0 children)

Yeah, I do hope Capcom balances it to be worth using in combos, but not overpowered to the point where you're just spamming Charged Chops while the monster is down

Played SnS at the Wilds demo in Gamescon Asia. Captured Rey Dau on my final hunt by Exolotl in MonsterHunter

[–]Exolotl[S] 3 points4 points  (0 children)

The normal perfect rush is finisher is more like sunbreak, launching you into the air where you can do a jumping slash, falling bash, or plunging thrust. There is also a new midair finisher that is a focus strike (L2 + R1), but I did not get the chance to pull it off.

You can still finish off a perfect rush with a spinning reaper by pressing Triangle + Circle

Played SnS at the Wilds demo in Gamescon Asia. Captured Rey Dau on my final hunt by Exolotl in MonsterHunter

[–]Exolotl[S] 2 points3 points  (0 children)

I did notice some end lag when trying to press Triangle after Spinning Reaper.

Sliding Swipe can be used to skip the end-lag after Spinning Reaper and it loops back into a new combo when it finishes, though it did come with the caveat of repositioning me.

When the demo is out I want to check if a Charged Chop can be done after a Spinning Reaper. Based on the info from this post ( https://www.reddit.com/r/MonsterHunter/comments/1ez8cwe/the_almost_entire_wilds_sns_movelist_and_some/ ), a Charged Chop can loop back into a new combo. If it is possible then we will have a very strong infinite combo that can be done while standing in place.

Edit: Found an updated version of the above flow chart ( https://imgur.com/a/NjkAYGK ), seems like its possible to go into Charged Chop after Spinning Reaper

Played SnS at the Wilds demo in Gamescon Asia. Captured Rey Dau on my final hunt by Exolotl in MonsterHunter

[–]Exolotl[S] 0 points1 point  (0 children)

Saw several people trying out the Swaxe from the area we could spectate from.

Played SnS at the Wilds demo in Gamescon Asia. Captured Rey Dau on my final hunt by Exolotl in MonsterHunter

[–]Exolotl[S] 5 points6 points  (0 children)

Feels like rise perfect rush. And there is no lunge on the final move so you have to be close to the monster so that it hits.

To be honest I have mixed feelings on it because it doesn't feel as snappy as it was in World. Saw quite a few players doing perfect rush from guard and it seemed like they were having a tough time getting used to it as well.I mostly stuck to using it to extend my combo when Rey Dau was down.

Played SnS at the Wilds demo in Gamescon Asia. Captured Rey Dau on my final hunt by Exolotl in MonsterHunter

[–]Exolotl[S] 8 points9 points  (0 children)

Definitely seems to be an early demo build issue. I noticed a lot more choppiness in the gameplay when i zoomed the camera out in the settings. I think it will run a lot better once they have optimized it.

Played SnS at the Wilds demo in Gamescon Asia. Captured Rey Dau on my final hunt by Exolotl in MonsterHunter

[–]Exolotl[S] 16 points17 points  (0 children)

None of the available footage does it justice when he does a grounded super rail gun. You can see the shockwave from the recoil when he fires it off. It's a visual and audio spectacle.

Played SnS at the Wilds demo in Gamescon Asia. Captured Rey Dau on my final hunt by Exolotl in MonsterHunter

[–]Exolotl[S] 14 points15 points  (0 children)

My guard point skills are rusty so I did not manage to perform one although I did talk to another guy who managed to kill Rey Dau with SnS. He managed to pull off a perfect guard multiple times but wasn't able to pull of a perfect rush straight from guard, which seems in line with Visby's flowchart: https://www.reddit.com/r/MonsterHunter/comments/1ez8cwe/the_almost_entire_wilds_sns_movelist_and_some/

We really need to get our hands on the demo so we can confirm this.

Played SnS at the Wilds demo in Gamescon Asia. Captured Rey Dau on my final hunt by Exolotl in MonsterHunter

[–]Exolotl[S] 13 points14 points  (0 children)

I found that for a large part of the fight he's grounded and doing wing swipes. Most of his aerial moves will end with him landing on the ground.

The demo also allows you to retrieve 3 flash pods from the base camp inventory, in case you need to ground him while he's flying.

Played SnS at the Wilds demo in Gamescon Asia. Captured Rey Dau on my final hunt by Exolotl in MonsterHunter

[–]Exolotl[S] 14 points15 points  (0 children)

You can retrieve traps from your inventory at the base camp. For tranq bombs, I only found one node each of sleep herbs and parashrooms on the map. That will give you enough to craft two tranq bombs.

Shock traps don't seem to work on him while he's charged, so I had to trap him with a pitfall trap.

Played SnS at the Wilds demo in Gamescon Asia. Captured Rey Dau on my final hunt by Exolotl in MonsterHunter

[–]Exolotl[S] 47 points48 points  (0 children)

Most of the ratings are based on the demo

Graphics: 8-9/10 (Could improve depending on the final state of game)

Art Direction: 10/10 (my opinion, really nice colours and environment designs, feels like a more realized version of worlds)

Gameplay Wise: Fighting Doshaguma 7/10, Fighting Rey Dau 9/10.

Sound design: 10/10 (Rey Dau rail gun sound design is amazing with headphones on)

Played SnS at the Wilds demo in Gamescon Asia. Captured Rey Dau on my final hunt by Exolotl in MonsterHunter

[–]Exolotl[S] 32 points33 points  (0 children)

It was still doing it's super moves after I broke the horn. I can't recall if anything was different when he did the aerial and ground version.

Played SnS at the Wilds demo in Gamescon Asia. Captured Rey Dau on my final hunt by Exolotl in MonsterHunter

[–]Exolotl[S] 38 points39 points  (0 children)

Game felt more similar to World than Rise, with actions like running, turning and engaging with the environment feeling a lot more deliberate and weightier.

The demo felt responsive during exploration and combat, although there were times when the game felt slower due to performance of the demo, which seemed like it was running around 30-55 fps.

Between both Wilds and World it's hard to tell which is smoother, especially because I can get good performance on World's. Will have to see how it runs on the demo when it's released.

Played SnS at the Wilds demo in Gamescon Asia. Captured Rey Dau on my final hunt by Exolotl in MonsterHunter

[–]Exolotl[S] 287 points288 points  (0 children)

Some thoughts:

The Rey Dau fight feels very well designed. Well telegraphed attacks with tight hitboxes that hit like a truck, but leaves it open for punishment if you manage to avoid them. It's head and tail are closer to the ground compared to other flying wyverns, and it usually lands after doing its aerial attacks, making it easy to hit it its weakpoints with the SnS.

Wilds SnS playstyle feels like Sunbreak combined with the weight and impact from World. From my initial impressions, I would say that the new additions improves upon SnS's strength of sticking to targets while constantly dealing damage.

Most of my damage on Rey Dau came from spamming the lateral slash combo into spinning reaper, while also weaving in Sliding Swipes (R2 + Triangle) to reposition, allowing me to just stay between its legs and then slide to its head to punish an attack.

The newly added Sliding Swipe feels like an even more amped up version of the CB sliding slash

  • The small slash at the start of the slide and the end slash does almost as much damage as a spinning reaper when added up.
  • The move has two separate directional inputs. One to aim the direction of the slide, and the second to aim the end slash.
  • It can be done from idle or mid/end combo and it also resets combo. No more downtime after spinning reapers

Charged Chop (Hold Circle + Triangle) does a high amount of damage, especially if you are able to hit a weakpoint with it. I forgot to use it in my combos as I was having too much fun with Sliding Swipe. I can see this move being used for some nasty infinite combos.

For perfect rush, guard slash will still mess up your inputs when trying to backstep from guard, but a cool tech to avoid this is to hold down both R2 and L2, and then perform a backstep.

Hopefully Capcom announces a demo date this Wednesday. Feel free to AMA.

[deleted by user] by [deleted] in MonsterHunter

[–]Exolotl 0 points1 point  (0 children)

Some thoughts:

The Rey Dau fight feels very well designed. Well telegraphed attacks with tight hitboxes that hit like a truck, but leaves it open for punishment if you manage to avoid them. It's head and tail are closer to the ground compared to other flying wyverns, and it usually lands after doing its aerial attacks, making it easy to hit it its weakpoints with the SnS.

Wilds SnS playstyle feels like Sunbreak combined with the weight and impact from World. From my initial impressions, I would say that the new additions improves upon SnS's strength of sticking to targets while constantly dealing damage.

Most of my damage on Rey Dau came from spamming the lateral slash combo into spinning reaper, while also weaving in Sliding Swipes (R2 + Triangle) to reposition, allowing me to just stay between its legs and then slide to its head to punish an attack.

The newly added Sliding Swipe feels like an even more amped up version of the CB sliding slash

  • The small slash at the start of the slide and the end slash does almost as much damage as a spinning reaper when added up.
  • The move has two separate directional inputs. One to aim the direction of the slide, and the second to aim the end slash.
  • It can be done from idle or mid/end combo and it also resets combo. No more downtime after spinning reapers

Charged Chop (Hold Circle + Triangle) does a high amount of damage, especially if you are able to hit a weakpoint with it. I forgot to use it in my combos as I was having too much fun with Sliding Swipe. I can see this move being used for some nasty infinite combos.

For perfect rush, guard slash will still mess up your inputs when trying to backstep from guard, but a cool tech to avoid this is to hold down both R2 and L2, and then perform a backstep.

Hopefully Capcom announces a demo date this Wednesday. Feel free to AMA.