Monster Hunter World

Monster Hunter Rise Great Sword Motion Value, Moveset, and Changes Compilation

Monster Hunter Rise Great Sword Motion Value, Moveset, and Changes Compilation

I put this together because when I was starting MHGU, the compilations available for all the weapons were extremely helpful, and I dislike watching videos for this type of information. This data is as much for myself as it is for everyone else, and I hope someone can put together something this concise (or verbose) for other weapons. I also apologize for my first posting of this information during the demo where I forgot to include the charge attack sharpness damage multiplier, and implied that many attacks were buffed when they were not.

I will continue to update this post with any comments for new info. Let me know of any suggestions as well. I personally think the reddit table readability is terrible, please use the imgur link.

I will also redo Dual Blade and Lance in the future:

Dual Blade (Demo) https://www.reddit.com/r/MonsterHunter/comments/l13w2e/monster_hunter_rise_dual_blade_changes_compilation/

Lance (Demo) https://www.reddit.com/r/MonsterHunter/comments/l0d77x/monster_hunter_rise_lance_changes_compilation/

Includes

  • Tested and data mined Motion Values. Data mined values are from a google spreadsheet by dtlnor.

  • Moveset breakdown

  • Moveset changes

Excludes

  • Frame data

  • Weapons, Skills, Equipment, etc.

Test Data was obtained on the Toadversary in the Training Area.

  • Toadversary Head hitzone is 100%.

  • PLEASE NOTE if you are doing your own testing, there is a separate hitzone on the underside of the Toadversary head that is 60%.

  • Used a 90 Attack Yellow Sharpness Great Sword with +10 ATK Petalace (Petalace has full stats active in Training Area)

  • Sharpness modifier is 1.00x for Yellow

Monster Hunter Rise Great Sword Motion Values

Image:

v1.1.1: https://i.imgur.com/tJr5VWp.png

Demo v2: https://i.imgur.com/tqZOwvn.png

Reddit Table:

vs HZ of 100 with 100 ATK Test MV Data MV Old MV Sharp Test Dmg Data Dmg Old Dmg % % Diff MV Diff Data Ele Old Ele % Diff Ele Diff
Overhead Slash 48 48 48 1.00 48 48 48 100% 0% 1.00 1.00 0% 0.00
Charged Slash I 48 48 48 1.10 53 53 53 100% 0% 1.10 1.00 10% 0.10
Charged Slash II 77 77 77 1.20 92 92 92 100% 0% 1.20 1.30 -8% -0.10
Charged Slash III 105 105 110 1.30 137 137 143 95% -5% -5 1.50 1.50 0% 0.00
Strong Charged Slash 0 65 65 1.00 65 65 1.00
Strong Charged Slash I 65 65 82 1.10 72 72 90 79% -21% -17 1.65 1.40 18% 0.25
Strong Charged Slash II 90 90 111 1.20 108 108 133 81% -19% -21 1.80 1.50 20% 0.30
Strong Charged Slash III 115 115 131 1.30 150 150 170 88% -12% -16 2.25 1.70 32% 0.55
Adamant Charged Slash 0 78 78 1.00 78 78 1.00
Adamant Charged Slash I 78 78 1.10 86 86 1.65
Adamant Charged Slash II 108 108 1.20 130 130 1.80
Adamant Charged Slash III 138 138 1.30 179 179 2.25
True Charged Slash 0 (Small) 15 15 15 1.00 15 15 1.00
True Charged Slash 0 120 120 120 1.00 120 120 1.40
True Charged Slash 0 (Power) 144 144 144 1.00 144 144 1.40
True Charged Slash I (Small) 15 15 15 1.00 15 15 15 100% 0% 1.00 1.00 0% 0.00
True Charged Slash I 120 120 120 1.10 132 132 132 100% 0% 1.40 1.40 0% 0.00
True Charged Slash I (Power) 144 144 144 1.10 158 158 158 100% 0% 1.40 1.40 0% 0.00
True Charged Slash II (Small) 20 20 20 1.00 20 20 20 100% 0% 1.00 1.00 0% 0.00
True Charged Slash II 182 182 175 1.20 218 218 210 104% 4% 7 1.50 1.50 0% 0.00
True Charged Slash II (Power) 210 210 210 1.20 252 252 252 100% 0% 1.50 1.50 0% 0.00
True Charged Slash III (Small) 22 22 22 1.00 22 22 22 100% 0% 1.00 1.00 0% 0.00
True Charged Slash III 211 211 211 1.30 274 274 274 100% 0% 1.70 1.70 0% 0.00
True Charged Slash III (Power) 264 264 264 1.30 343 343 343 100% 0% 1.80 1.80 0% 0.00
Rage Slash 0 118 1.00 118 1.00
Rage Slash I 118 1.10 130 1.50
Rage Slash II 133 1.20 160 2.00
Rage Slash III 159 1.30 207 3.00
Wide Slash 26 26 26 1.00 26 26 26 100% 0% 1.00 1.00 0% 0.00
Strong Wide Slash 0 59 59 1.00 59 59 1.00
Strong Wide Slash I 59 59 59 1.10 65 65 65 100% 0% 1.65 1.00 65% 0.65
Strong Wide Slash II 66 66 66 1.20 79 79 79 100% 0% 1.80 1.30 38% 0.50
Strong Wide Slash III 72 72 78 1.30 94 94 101 92% -8% -6 2.25 1.50 50% 0.75
Leaping Wide Slash 0 70 70 1.00 70 70 1.65
Leaping Wide Slash I 70 70 75 1.10 77 77 83 93% -7% -5 1.82 2.20 -17% -0.38
Leaping Wide Slash II (x2) 42 45 96 1.20 50 54 115 44% -13% -6 1.65 3.15 5% 0.15
Leaping Wide Slash III (x3) 34 40 118 1.30 44 52 153 29% -14% 2 1.32 3.50 13% 0.46
Tackle 0 26 26 26 1.00 26 26 26 100% 0% 0.00 0.00 0% 0.00
Tackle I 28 28 26 1.00 28 28 26 108% 8% 2 0.00 0.00 0% 0.00
Tackle II 35 35 35 1.00 35 35 35 100% 0% 0.00 0.00 0% 0.00
Tackle III 48 48 48 1.00 48 48 48 100% 0% 0.00 0.00 0% 0.00
Guard Tackle 0 34 34 1.00 34 34 1.00
Guard Tackle I 37 37 1.00 37 37 1.00
Guard Tackle II 46 46 1.00 46 46 1.00
Guard Tackle III 62 62 1.00 62 62 1.00
Kick 5 5 5 1.00 5 5 5 100% 0% 0.00 0.00 0% 0.00
Side Blow 16 16 18 1.00 16 16 18 89% -11% -2 1.00 1.00 0% 0.00
Rising Slash 38 38 38 1.00 38 38 38 100% 0% 1.00 1.00 0% 0.00
Jumping Charged Slash 0 70 70 1.00 70 70 1.00
Jumping Charged Slash I 70 70 58 1.00 70 70 58 121% 21% 12 1.10 1.00 10% 0.10
Jumping Charged Slash II 92 92 69 1.00 92 92 69 133% 33% 23 1.20 1.10 9% 0.10
Jumping Charged Slash III 106 106 87 1.00 106 106 87 122% 22% 19 1.50 1.20 25% 0.30
Plunging Thrust 15 15 16 1.00 15 15 16 94% -6% -1 1.00
Plunging Thrust Finisher 30 30 16 1.00 30 30 16 188% 88% 14 1.00
Plunging Thrust (HE) 0 28 16 1.00 28 16 1.00
Plunging Thrust (HE) I 22 28 16 1.00 22 28 16 138% 38% 12 1.10 0.20 450% 0.90
Plunging Thrust (HE) II 32 38 22 1.00 32 38 22 145% 45% 16 1.20 0.25 380% 0.95
Plunging Thrust (HE) III 41 45 27 1.00 41 45 27 152% 52% 18 1.50 0.30 400% 1.20
Charged Jumping Slash (HE) 0 118 118 58 1.00 118 118 58 203% 103% 60 1.00
Charged Jumping Slash (HE) I 118 118 58 1.10 130 130 64 203% 103% 60 1.50 1.00 50% 0.50
Charged Jumping Slash (HE) II 132 132 59 1.20 158 158 71 224% 124% 73 1.65 1.10 50% 0.55
Charged Jumping Slash (HE) III 144 144 87 1.30 187 187 113 166% 66% 57 2.00 1.20 67% 0.80
Hunting Edge (Close) 30 30 1.00 30 30 1.00
Hunting Edge (Far) 80 80 1.00 80 80 1.00
Read more:  To the fucker talking about BUILDS.

Hunting Edge has a close hitbox and a far hitbox. Hitting too close to start-up deals less damage.
Plunging Thrust has several weak hits followed by a stronger hit upon landing.
Plunging Thrust (HE) is performed off of a Hunting Edge. It is stronger and can be charged, but appears to be weaker than the data mine and Demo tests.
Charged Jumping Slash (HE) is performed off of a Hunting Edge. It is stronger than normal.
Elemental multipliers are untested raw data.
Rage Slash is currently untested.
Red cells indicate test data that does not match expected data mined damage.

Very basic moveset introduction for beginners, or a refresher. Search for or if you know the rest, or scroll down to changes:

  • Charged Attacks in general: Hold X to charge
    • Can turn slightly while charging
    • Sharpness bonus that increases damage and decreases chance to bounce
    • Up to level III charge
    • Charging for too long (overcharge) will go back to level II
    • Roll out after attacking to cancel animation faster if you don't want to start the next attack.
  • Overhead Slash: X without holding
    • An Overhead Slash
    • Draw attack
    • Neutral X after Side Blow
  • Wide Slash: A
    • Wide horizontal sweep
    • Very bad, not really used for anything outside killing small monsters
  • Rising Slash: X + A
    • Uppercut slash that can reach kind of high
    • Even worse than Wide Slash, please don't use this
  • Side Blow: zR + X while Tackling, X after Leaping Wide Slash, neutral X after Charged Slash or Strong Charged Slash
    • Slap with the flat side of the sword
    • Deals KO damage
    • Not very relevant. Can be used to sneak in fast hits before retreating, or add KO, but not great
  • Guard: zR
    • Block with the flat side of the sword
    • Consumes sharpness and stamina, and takes knockback based on the blocked attack's strength
    • Not very useful on Great Sword. Better to move/evade, Tackle or Guard Tackle 99.9% of the time, in my opinion
  • Charged Slash: Hold X to charge your Overhead Slash.
    • Three charge levels (I, II, III)
  • Strong Charged Slash: X. Hold X to charge.
    • Available after:
    • 1. Charged Slash, while holding a direction (not holding a direction leads to a Side Blow)
    • 2. One Tackle
    • 3. Side Blow while holding a direction
    • 4. Side Blow after a Strong Charged Slash
    • Four charge levels (0, I, II, III)
  • Strong Wide Slash: A
    • Available after:
    • 1. Strong Charged Slash
    • 2. Jumping Charged Slash
    • 3. Plunging Thrust
    • Inherits Strong Charged Slash's charge level
  • True Charged Slash: X. Hold X to charge.
    • Powerful, but slow two-hit charged slash that has you leap forward a bit as you carry your momentum from a small slash into a big slash.
    • Available after:
    • 1. Strong Charged Slash
    • 2. Strong Wide Slash
    • 3. Two or more repeated Tackles
    • 4. Successful Guard Tackle block
    • Four charge levels (0, I, II, III)
    • Fast charges through level 1 if preceded immediately by a Strong Charged Slash
    • Two hits
    • Weak hit followed by strong hit
    • If weak hit hits a weakspot, strong hit becomes stronger (Power)
    • Cannot bounce
    • Wider turning angle than Charged Slash and Strong Charged Slash
  • Rage Slash: X. Hold X to charge.
    • Faster single slash, but weaker than True Charged Slash. Much easier to aim and commit to.
    • Same activation conditions as True Charged Slash.
    • Four charge levels (0, I, II, III)
    • Fast charges through level 1 if preceded immediately by a Strong Charged Slash. (?)
    • Super armor (can't be knocked back by most attacks)
    • Increases damage dealt when taking damage while charging
    • Can angle in any direction before releasing
  • Tackle: A while charging. X while rolling. X while Kicking. A after Wide Slash
    • Tackle forward to power through damage
    • Inherits previous attack's charge level
    • Super armor (can't be knocked back by most attacks)
    • Very high damage reduction
    • Can adjust angle during input
    • KO damage
    • Does not use weapon, no sharpness loss, no element, cannot bounce
  • Guard Tackle: A while charging. X while rolling. X while Kicking.
    • Guard Tackle forward to block through damage
    • Inherits previous attack's charge level
    • Block in front instead of super armor
    • Consumes sharpness and stamina based on the blocked attack's strength and Guard level
    • No knockback (?)
    • Can be hit from behind
    • Block lasts longer than Tackle's super armor
    • Also travels further than Tackle, but is slower
    • Can adjust angle during input
    • KO damage
    • Successful block leads into a True Charged Slash or Rage Slash regardless of which Guard Tackle this is
  • Leaping Wide Slash: A during/after a (Guard) Tackle
    • Leap in your input direction while using the momentum to swing your Great Sword around
    • Inherits (Guard) Tackle's charge level
    • Moves approximately one roll distance
    • Higher charge level deals more hits, but less damage to compensate
    • Higher elemental damage multiplier
  • Jumping Charged Slash: X while in the air
    • A Charged Slash while in mid-air
    • Cannot overcharge
    • Can lead into a Strong Wide Slash upon landing
    • Charge start-up causes you to move upwards a small amount
    • You can aim during this moment, and pick any direction to attack in.
  • Plunging Thrust: zR while in the air
    • Thrust downwards while falling with your Great Sword
    • Can only charge from Hunting Edge
    • Charge start-up causes you to move upwards a small amount
    • You can aim during this moment, and pick any direction to attack in.
    • Multi-hit depends on monster hitbox
    • Landing hit is stronger when not from Hunting Edge
    • Can lead into a Strong Wide Slash upon landing
  • Hunting Edge: zL + X, 2 Wirebugs
    • Leap forward into the air, spinning your Great Sword in an arc, bouncing up if you successfully hit your target
    • Weak hit when hitting while rising
    • Strong hit when hitting while falling
    • Follow up with a stronger Jumping Charged Slash (Hold X) or Charged Plunging Thrust (Hold R) if you hit your target.
    • 11 second cooldown (Fast)
  • Adamant Charged Slash: zL + X, 1 Wirebug
    • Dash in a direction and then start a Strong Charged Slash
    • Super armor while dashing
    • +20% damage Strong Charged Slash
    • 13 second cooldown (Medium)
  • Power Sheath: zL + A, 1 Wirebug
    • Dodge in a direction and sheathe
    • iframes at the start of the animation
    • Gives +10% ATK for 20s, appears to be additive to other % sources.
    • 10 second cooldown (Fast)

Moveset changes from Monster Hunter World, basically in order as they appear in the above MV compilation:

  • There is now a more pronounced aura for charge levels. Red = Level 1, Orange = Level 2, Yellow = Level 3. Almost all Charge attacks gain +10%/20%/30% damage based on the charge level except for Jumping Charged Slash for some reason.
  • Strong Charged Slash, Tackle, and Leaping Wide Slash now inherit the charge aura colour to more accurately depict what level they are (more noticeable than MHW, which was mostly all red, and based on intensity?)
  • You can no longer buffer a Guard from the get-up animation (applies to all Guard-capable weapons)
    • In MHW, if you hold the Guard button when getting up, you will get up immediately into a block. This is no longer possible in Rise. You have to time the Block on get-up.
  • Charged Slash I has slightly more elemental (+0.10) and Charged Slash II has slightly less (-0.10)
  • Charged Slash III is slightly weaker (-5 MV)
  • A Strong Charged Slash "0" exists, like the Overhead Slash vs Charged Slash I difference.
    • In MHW, there appears to be no distinction between an uncharged Strong Charged Slash, and a Strong Charged Slash I.
  • Strong Charged Slash is weaker than MHW across the board, but has better element.
  • Going from a Strong Charged Slash into a True Charged Slash no longer "skips" True Charged Slash I, but automatically and quickly charges past it into True Charged Slash II. It appears to be functionally identical, and is a visual change.
    • The time to perform a True Charged Slash combo appears to be unchanged (approximately 8.5s uncharged, and 13s fully charged with no Focus), but the charge "timings" i.e. when you light up, and sounds are different with the introduction of the 0th charge for Charged Slash and Strong Charged Slash, and the automatic charge for True Charged Slash.
  • Strong Wide Slash III appears to be marginally weaker than MHW.
    • Strong Wide Slash is available by pressing A after 1) Strong Charged Slash, 2) Jumping Charged Slash, or 3) Plunging Thrust.
    • There is also a Strong Wide Slash 0 available after a Strong Charged Slash 0.
    • You cannot charge a Plunging Thrust out of sheath, so it appears to always be a Strong Charged Slash 0.
    • This means a wirebug opening using Jumping Charged Slash will get an additional 35 MV from its Strong Wide Slash III.
  • Strong Wide Slash can now combo into a True Charged Slash.
    • This does not inherit the charge skip from Strong Charged Slash.
  • Strong Rising Slash has been removed. (A Rising Slash after a Strong Charged Slash)
  • Tackle and True Charged Slash turning angles have been increased.
    • True Charged Slash turning angle has been slightly increased.
    • True Charged Slash Tackle turning angle has been increased.
    • You can basically turn True Charged Slash and then cancel with a Tackle and turn nearly 90 degrees. This allows you to almost do a full 360 in 4 Tackles, where it takes about 6 or 7 in MHW, just to illustrate how much more you can turn.
  • True Charged Slash "0" exists as well.
    • There is a small delay before it begins. It feels just as long as charging to level 1, or the difference is so miniscule, never do the 0.
  • When auto-charging True Charge Slash level 1 through Strong Charged Slash, you can Tackle early during the auto-charge animation and inherit a level 1 Tackle. In MHW, Tackling early would inherit a level 2 Tackle because True Charge Slash level 1 was completely skipped instead of sped up.
  • Rage Slash is the for True Charged Slash
    • It is a much faster single hit charge slash.
    • Super armor while charging
    • Increases damage dealt based on the damage taken while charging
    • Full 360 degrees of freedom for rotation before/during release.
  • Leaping Wide Slash has been changed to deal more hits with its charge level, but its MV has been decreased accordingly.
    • The Hunter Notes specify this is to make it "easier to deal more status and elemental damage".
    • Elemental multiplier:
    • MHW Leaping Wide Slash I: 2.20x vs Rise: 1.82x
    • MHW Leaping Wide Slash II: 3.15x vs Rise: 1.65×2=3.3x
    • MHW Leaping Wide Slash III: 3.5x vs Rise: 1.32×3=3.96x
    • The new hit boxes for III appear to come out 1) at the base of the blade at the start of the attack, and 2) and 3) near the end of the blade close to when the swing finishes? You can miss hits if you're too far away.
    • Testing in the training area concludes the actual damage performance does not match data mined values. Either the sharpness bonus is different for II and III (1.1x?), or some other factor is at play.
  • You can roll out of a Tackle immediately now.
    • In MHW, the fastest option to exit a Tackle was to Side Blow into a roll (Tackle > Side Blow > Roll).
    • You can now roll as early as any other action.
    • To reiterate, Tackle during True Charged Slash can be angled significantly more.
    • Base Tackle angle feels like 20 to 30 degrees, True Charged Slash Tackle feels like 30 to 40 degrees.
  • Guard Tackle is the for Tackle
    • Guard Tackle Blocks with the Great Sword instead of using super armor
    • Travels a longer distance, but is slower
    • Blocks for longer than Tackle's super armor
    • Block starts immediately, same as Tackle's super armor
    • Block lasts almost the entire duration, until the Sword starts raising behind your head again
    • Successfully blocking an attack can lead to a True Charged Slash or Rage Slash, even if this is your first tackle.
  • Side Blow is slightly weaker.
  • Jumping Charged Slash was buffed across the board, both MV and element.
    • Jumping Charged Slash does not have a sharpness damage bonus from charging.
    • According to data mining, performing a Jumping Charged Slash off a ledge only deals 60% mounting damage. Performing one off of a wirebug deals 100% mounting damage.
    • Jumping Charged Slash off of a Hunting Edge is much stronger, applies more element, and has the charge sharpness bonus.
  • Plunging Thrust consists of several weak hits (15 MV), followed by a finishing hit (30 MV) when striking the ground.
    • According to data mining, there appears to be a different hit that deals 50 MV when performed too close to the ground but I cannot replicate this.
    • According to data mining, performing a Plunging Thrust off a ledge only deals 60% mounting damage for the finisher, but 100% for the weaker hits. Performing one off of a wirebug deals 100% mounting damage on all hits.
  • Charged Plunging Thrust deals much more damage than regular Plunging Thrust
    • It is incredibly difficult to land a charged Plunging Thrust on a small monster, because you have to land the Hunting Edge first.
    • Plunging Thrust hit count will vary depending on the monster's hurtbox. Against Arzuros's back, it can hit up to 4 times, if not more. Against Mizutsune's head, and Toadversary, it can only hit 3 times. Charge Level 3 is supposed to hit more often.
    • Actual testing indicates the MV for a Charged Plunging Thrust (Hunting Edge) are lower than the data mined values.
    • They appear to be 22/32/41 with no 0 charge available
    • Data mine indicates they should be 28/38/45
    • Initial tests in demo v1 and v2 showed they were higher than data mine values (Level 3 at ~59 MV), which led me to believe they had a Sharpness modifier, but now I am unsure what is happening.
  • Hunting Edge has a very narrow hitbox making it very difficult to hit accurately. Not very similar to Generations Ultimate's Moonbreaker in this regard.
    • There appears to be three different hitboxes possible, one dealing a measly 30 MV and the other two dealing 80 MV.
    • The weak hit occurs if you connect while rising.
    • The stronger hits occur if you connect while falling.
    • If your strong hit connects too late (your feet touch the ground?), you cannot follow up.
    • Because you leap very high into the air, you may go over shorter targets if you're too close. For example, I don't believe it is possible to even hit an Arzuros on even ground with the rising hit if it does not stand on its hind legs.
    • Costs 2 wirebugs
    • Wirebug Recovery is 11s total, which is "Fast".
  • Adamant Charged Slash is the for Hunting Edge.
    • Grants super armor while moving forward, and then starts a Strong Charged Slash.
    • It is fundamentally a Strong Charged Slash with +20% damage.
    • Costs 1 wirebug
    • Wirebug Recovery is 13s, which is "Medium".
    • Takes about ~3s to execute as fast as possible compared to ~2s for a regular Strong Charged Slash. The travel appears to make it slower. It otherwise appears identical in speed.
  • Power Sheathe has iframes at the start of its animation
    • Dodges in your input direction and sheathes your weapon.
    • Gives +10% ATK, appears to be additive with Attack Boost, visible on your status sheet.
    • Applied before Petalace bonuses.
    • Duration is 20s
    • Costs 1 wirebug
    • Wirebug Recovery is 10s, which is "Fast".

Source

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