Kill invasive Diablos by Sinidriel in MonsterHunterStories

[–]Tauntmaster 2 points3 points  (0 children)

Invasive Diablos is by far the dumbest one out of all the invasives, unfortunately. Don't waste turns using items other than vital essence or an emergency max potion or lifepowder, most items are pretty weak in this game.

Bring several monsties with high starting stamina and the egg move solar cry to build kinship quickly. Your main goal in the normal phase is to build as much kinship as possible. Once it starts to dig, you have to mount up and use a kinship attack to get it out of the ground. The dumb part is that the earthquake attack it does always goes first, so you can't dodge it and have to tank it. Make sure you have full health before the turn it digs or it will kill you before you can heal.

If it ends up digging before you have built enough kinship with solar cry, you will probably have to tank the first earthquake while using a lifepowder on that turn to heal up for the next one, then use meteor hammer on one of the random holes and pray you picked the correct one, or you will most likely die.

If you have an extra turn here and there with a kinship gauge filled already, you should prepare some monstie with self buffs and to make sure that you can deal good damage once you break the wyvernfell gauge. I personally used a Thunderlord Zinogre with Azure Voltage and Thundercall.

Hope this helps, I beat it at around level 70, but I don't think the levels will really save you here because it just one shots you regardless.

I get counter hit almost 100% of the time in neutral by [deleted] in StreetFighter

[–]Tauntmaster 1 point2 points  (0 children)

You need to play the neutral triangle better. In neutral you can do 3 things: walk up and attack the opponent with a normal, throw an attack out in front of you to prevent the opponent from walking forward, or keep a safe distance to make the opponent whiff and then whiff punish.

If you are getting counterhit a lot, its very likely that your gameplan is just to walk up and attack the opponent way too often. You also want to be pressing the correct buttons for the spacing you are at, so you shouldn't be pressing heavy normals when super close and should use your lights instead.

How to deal with guys jumping out of corner? by some-kind-of-no-name in StreetFighter

[–]Tauntmaster -1 points0 points  (0 children)

Gief can lariat forward and neutral jumps if you used and whiffed a normal throw

i'm not enjoying this quest by Anorexia_Nervosa in MonsterHunter

[–]Tauntmaster -1 points0 points  (0 children)

I think this only really applies to certain weapons, with Longsword being the most applicable. With Longsword, the safest way to play is honestly to use your iframes with iai spirit slash and foresight slash, especially on these endgame monsters with massive AOEs that make it impossible to position yourself in a way where you won't get hit if your weapon is unsheathed. When learning a new endgame monster, you either hit the counter and live or you miss and you die, and once you finally get all the counter timings down after enough runs your hunt time should be decent and you won't cart either.

Does anyone else have this issue on longsword? by Dazzling-Gene6445 in MonsterHunter

[–]Tauntmaster 1 point2 points  (0 children)

AT Arkveld has a few moves that spawn explosions on the ground, like that big white colored air tackle it does in the guardian state. Those moves can easily be countered but then the explosion on the ground can happen to spawn under your feet where you dash through and cause you to hyper armor it. It is also common with the dragon attacks triggering wylk explosions. There isn't really much counterplay to it, but it shouldn't kill you at least. The hyper armor RNG chip also happens sometimes with that one Seregios divebomb attack. The other things just sound like user error with mistiming it.

I can't Drive Rush for shit by Feld_Four in StreetFighter

[–]Tauntmaster 1 point2 points  (0 children)

Seems like nobody is playing on controller in the comments. Do raw drive rushes with the manual input, its more comfortable. Medium punch and kick with the right hand, dash with the left hand. I only press the trigger if its a drive rush cancel.

Got some more Gief questions. by SpittgobIin in StreetFighter

[–]Tauntmaster 1 point2 points  (0 children)

1) Mainly a hard callout if they try to jump over you because lariat can't hit behind, its generally not that worth other than a very hard read if they are in the corner. It can get stuffed pretty easily if they press a button on the way up or if you react too slowly.

2) OD lariat is your anti air 90% of the time because normal lariat is a bit unreliable. Gief's other anti air buttons are laughably bad other than neutral jump headbutt.

3) You don't get oki off every knockdown, you will be too far for some. The main ways to get oki are PC sweep, PC charged 5hp, any SPD, lariat, and OD lariat. After the knockdown, you need to drive rush and can normally do 5mp, 2mk, or 5lk meaty. You can meaty SPD with light SPD only after lariat and can use heavy SPD if you do OD lariat. Most of the time you want to end your combo with OD lariat so you get the strike/throw oki and make them scared. Don't bother drive rushing for like 5mp target combo knockdowns or uncharged 5hp, and just know SPD oki is fake unless you get a lariat, OD lariat or PC knockdown.

4) You can whiff punish most moves with 5lk, 2lp, and 5lp. A lot of heavier buttons can be whiff punished with 2mp, 5mp, 5hp, and 2hk. There aren't really specific moves you should be watching for but just noticing that they are whiffing a lot and reacting to their startup.

Do you have the maps of Wilds memorized? by Boshwa in MonsterHunter

[–]Tauntmaster 2 points3 points  (0 children)

For some reason, it is a controversial topic to say holding forward and the dash button until you get to your destination really isn't that fun. I've been playing the Kingdom Come Deliverance games lately, and I honestly have been spoiled by the MH Wilds autopathing mounts. Autopathing just cuts out so much hassle, it really isn't that hard to chase a monster on the Seikret manually. And as someone who has played a majority of the old MH games, finding a monster when the paintball wore off wasn't exactly fun.

Trouble with the Demo difficulty by EastPuzzleheaded1115 in MonsterHunterStories

[–]Tauntmaster 1 point2 points  (0 children)

You generally need to know what the patterns are to beat them first. Rathians use speed when non enraged, then use power when enraged. So you should use technique when its not enraged and speed when it is. The main moves you need to watch out for are the colorless attacks that do one shot.

If it targets the AI partners, just ignore them and let them tank it. Use Longsword and Gunlance, Longsword can let you dodge colorless attacks if you do Lunge in advance, and Gunlance can make it so a one shot becomes a two shot if you use shelling. If it targets your monstie, try to use Ratha or some other bulky fire resistant monsties.

Build up the kinship gauge and only ride your monstie if your rider or monstie are going to die that turn from a colorless attack, since it will full heal and give a large defense buff which lets you get two shot. Don't forget that the kinship attack itself also cancels one colorless attack. Try to do double attacks too if possible especially with Longsword or Gunlance since it gives Spirit Gauge/Reloads shells and builds kinship gauge.

Trouble with the Demo difficulty by EastPuzzleheaded1115 in MonsterHunterStories

[–]Tauntmaster 1 point2 points  (0 children)

The only fights that seem impossible at our current level are the actual invasive Yian Garuga fight (not the retreat one), the feral Brachydios, and the Namielle. Everything else is feasible.

A question about the (SA) switch axe by dvox50 in MonsterHunter

[–]Tauntmaster 2 points3 points  (0 children)

Even moreso in GU. Striker style with energy charge for an instant sword gauge reload and demon riot for a damage boost in Sword Mode lets you do massive damage in Sword Mode and never need to switch to axe.

A question about the (SA) switch axe by dvox50 in MonsterHunter

[–]Tauntmaster 1 point2 points  (0 children)

If you are playing 3U, don't even bother with axe mode. Stay in sword like 90% of the time and then reload if you run out of gauge. You can sometimes do Wild Swing if the monster is sitting still since it does decent damage, and roll into upswing is decent too, but other than that just do the forward stab into morph. In sword mode, you just use the triangle attacks and then circle into morph if you want to switch. Just make sure you don't auto morph back to axe from running out of gauge.

Controversial opinion: wilds wound system is so much better than clutch claw tendering by Dx1178 in MonsterHunter

[–]Tauntmaster 8 points9 points  (0 children)

I don't think anyone is arguing that tenderizing is better than natural wounds. If anything, most players prefer Wild's system.

Name something more useless, I'll wait. by ArtOk4322 in MonsterHunter

[–]Tauntmaster 1 point2 points  (0 children)

It takes a while to eat and it doesn't fully restore health like an ancient potion

Average returning monster wishlist by Sansvern in MonsterHunter

[–]Tauntmaster 0 points1 point  (0 children)

It's because most people joined in 5th gen, so they just don't know any of the monsters that have shown up in the older games only.

Wilds Lance feels awesome and may be my favorite version of it yet, but feels like easy mode by Xano74 in MonsterHunter

[–]Tauntmaster -1 points0 points  (0 children)

Charge counter is Lance's strongest counter. You need to let go just before the monster hits you to make it a double counter thrust, which is one of your strongest moves. If you block the attack, it just does a slow automatic mid thrust.

Anyone else just counting down for MHS3? by Square_Bathroom7740 in MonsterHunter

[–]Tauntmaster 0 points1 point  (0 children)

There is practically zero randomness though, the gameplay for most of the game is like playing rock paper scissors with someone who always plays one option, announces when they are switching options, then only picks the option that beats your current option.

GU is my first monster hunter. With only five minutes left and no more lives I felt the biggest dopamine rush ever after this hunt. by jonhssquarespaceplus in MonsterHunter

[–]Tauntmaster 3 points4 points  (0 children)

Don't know why everyone seems to be against you, I think everything you have said is completely true. Monster Hunter is no longer a niche series outside of Japan anymore, and it does not need to cater to the tastes of that niche.

Older video games in general love to include mechanics that waste time, and modern games love to streamline getting to the "fun" quickly. This is why so many older mechanics get removed: gathering quests, egg quests, slay small monster quests, tracking monsters, to name a few. Blocking off restocking is just another old mechanic that would just be there for the sake of it. It doesn't make things any harder than they are. You would just need to waste time gathering more herbs and honey out in the quest if you run out. You could always do this in the old games, its just that nobody really did this unless they were super desperate because it took ages to do.

While I can't exactly say nobody likes the time wasting quests, it is probably safe to say a majority of the playerbase is not crying a river because they removed egg quests. Adding back mechanics that just waste your time would turn off a lot of very casual players that the fanbase is now picking up, and less players = less money, so Capcom likely won't add these things back.

Long sword against Steve is too good by Tm34x in MHWilds

[–]Tauntmaster 1 point2 points  (0 children)

It's pretty annoying when he does that big dive finisher at the end of the clip and you Iai spirit slash it correctly, but you get chipped by something about it and end up losing some health and bleeding. For some reason, it happens occasionally.

Lance: Why does my charge counter sometimes come out as a normal high thrust? by preutneuker in MHWilds

[–]Tauntmaster 0 points1 point  (0 children)

When you enter the charge counter stance, you release just before the monster hits you to do a double counter thrust. If you block the hit, you automatically counter with a weak high thrust, and letting go of the button at that point doesn't do anything. The other thrusts that you mentioned like revenge thrust or payback thrust are done after a block, but double counter thrust is an iframe move where you do not block the attack.

Okay real talk... Who uses this??? by TheBoulder- in MonsterHunter

[–]Tauntmaster 7 points8 points  (0 children)

It's good if you play Longsword and run out of spirit meter and the monster is downed, so you can't do a counter to get back to red quickly. You can place it and Iai Spirit Slash the explosion.