A new quest beckons: Monster Hunter for Smash!

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I have thought about monster hunter as a character in smash for some time, and being an avid fan of the MH series I’ve come up with a potential moveset for the Monster Hunter(s). Yes, like Mii fighters, there would be multiple monster hunters, each fitting a different niche within the meta. As for the weapons, they would be simple since this would be representative of MH as a series not new installments. The three weapon types would be Dual Blades, Great Sword, and Bow. A universal mechanic however would be that the hunter’s rolls don’t stale, but they have an invisible stamina bar, which after a few rolls will appear next to the hunter, depleted and red just like in the series. At this point, they are unable to roll.

Dual Blades

-Lightweight
-Mario run Speed when Demon mode not activated
-Demon mode is neutral Special, has super armor on first 12 frames, no hitbox
-Gradually drains stamina
-Becomes as fast as Captain Falcon when in demon mode
-Attacking the opponent when in demon mode gradually fills up demon gauge
-Archdemon mode is when the gauge fills, stamina no longer drains with the same benefits as demon mode
-Side Special is Spinning Slash, a six hit attack just like in game. It can only be used in Demon mode. Each hit deals base 2 damage, a total of 14.4% in 1v1. Always safe on shield.
-Down Special is Demon Dance, an 11 hit combo just like in game. Furthermore, just like in game, the final two blows are extremely powerful. Base 1 on the first 9 hits, base 3 on the last two. The last two hits have power comparable to Link- Forward Smash. Highly punishable on Whiff and shield, but has fast startup on frame 6. Can only be used in demon mode.
-Up Special looks like a simple jump that goes quite high. No hitbox, but doesn’t place the user in freefall. Compare with Sonic.
-Grabs are awful
-Directional Air Dodge results in Superman-Dive from MH series, places the user in free fall, but goes ridiculously far. Very punishable. This is the case with all other hunters.
-Frame 6 Jab, same as Pit, but when in demon mode kills 20% earlier.

Great Sword

Super Heavyweight, compare to DK
-Strongest forward smash in the game, when fully charged kills at 0 from anywhere on stage. Highly punishable, compare to Ganondorf
-Compare Aerials and grab game to Ike, but with worse frame data and more damage
-Neutral Special is unsheathe Attack, safe on shield, deals 10 base damage. Can only be used when weapon is sheathed. Press B to sheath and B to unsheathe Attack. Smash Attacks can unsheathe as well but are very punishable
-When unsheathed walks around very slowly like in game. Slowest character in the game, max dash speed at 1.00
-When sheathed is about as mobile as Corrin. Can still grab and perform forward tilt when sheathed
-Forward Tilt is kick which all hunters have, deals 1 damage and barely any shield damage but has very very low endlag. Absolutely safe on shield. Lower than Pikachu f-Tilt endlag. Frame 1. High base knockback, kills at ledge on middleweights around 110.
Down Special is block, blocks all projectiles and attacks which deal less than 20 1v1 damage. More powerful attacks and the hunter will fall backwards leaving them in an animation easy to punish. Stamina is lost just like in the game from blocking, and the more powerful the attack the more stamina lost.
-Same Up Special as DB, doesn’t go as High though. Compare to Richter in height, doesn’t place the user in freefall.
-Side Special is side slap, deals huge shield damage, not that high knockback though. Compare to DK side Special in shield damage. Easy to punish.

Bow

-Middleweight
-Neutral Special is arrow charge, has 3 levels. Level one is the damage of Pit’s uncharged arrow. Level 2 is the damage of Pit’s fully charged arrow. Level 3 is the damage and knockback of Dark Pit’s fully charged arrow. However, the user can move around while charging, but it uses stamina. All arrows fly at the speed of Dark Pit’s arrows.
-Side Special is Arc Shot. Shoots a bundle of arrows in the air. Similar to neutral Special with that it has levels of charge. Level one has knockback about equivalent to a Mario fire ball. Level two has knockback equivalent to a Mario Bair. Level three has knockback equivalent to a sweet spot Mario Forward smash.
-Up Special is the same as the other two but goes the highest out of all three. Think 1 training room cubit higher than DB.
-Down Special lets you choose between coatings, with a wheel like Shulk. Each coating lasts ten seconds. Power coatings let your arrows kill ~10% earlier. Close range coatings improve the frame data, damage, and combo potential of all your smash attacks, tilts, and aerials. Before, not a single smash attack could kill before 140% on a mid weight at the appropriate place. Blast coatings inflicts blast on aerials, tilts, smashes on aerials, which has a 5 second timer where if the opponent doesn’t shield it will explode. Knockback is horizontal and kills around 120% on middleweights. Poison coating inflicts poison on the opponent, which deals gradual damage to an opponent, 1.5% base a second for 10 seconds. If poison is reapplied during that time, timer is reset. Finally, paralysis greatly increases hitstun. Think like everything has the effect of ZSS fully charge laser.
-Grab game is non functional without CR coating.
-Movement Speed is about as fast as Young Link.

What do you guys think?
The only niche GS on it's own is good for is free-for all. It has nothing to help it keep up in 1v1s unless the sheathed moveset has enough tricks up it's sleeve to disable opponents for the kill. Also we don't really need a stamina mechanic because the roll staling and shield break mechanics are a close enough approximation. And shouldn't removing blast require rolling/dodging? That's what it takes in Monster Hunter.
 

Kiligar

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The only niche GS on it's own is good for is free-for all. It has nothing to help it keep up in 1v1s unless the sheathed moveset has enough tricks up it's sleeve to disable opponents for the kill. Also we don't really need a stamina mechanic because the roll staling and shield break mechanics are a close enough approximation. And shouldn't removing blast require rolling/dodging? That's what it takes in Monster Hunter.
The GS block has very little endlag meaning the GS user can use it as a superior secondary shield so long as the attack is a certain power and he has the stamina. The stamina mechanic is very unique for the characters and helps balance out their moveset. Your last point, rolling does get rid of blast, yes.
 
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The GS block has very little endlag meaning the GS user can use it as a superior secondary shield so long as the attack is a certain power and he has the stamina. The stamina mechanic is very unique for the characters and helps balance out their moveset. Your last point, rolling does get rid of blast, yes.
But GS is not very good for blocking in the games proper, you usually suffer big lag blocking all but the weakest moves, and it makes you lose sharpness to boot. Blocking with a GS in Monster Hunter is only used as a last resort. Shouldn't the Lance be the one with specialized block techniques?

That's also ignoring that unlike current slowest character Incineroar, your hunter doesn't get anything out of blocking ranged attacks so zoners are free to spam him to death. He just doesn't have anything to deal with them.

I can understand stamina for moves like Demon Mode or holding a Bow charge, but tying your defence to the same mechanic seems like overkill in a fighting game where your opponent isn't predictable. Nothing about your movesets stick out as them being OP without that mechanic.
 

merchantofsalt

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Monster Hunter is a really hard character to implement. You want to represent all the weapons, but allowing the character to switch weapons mid-fight runs counter to the philosophy of the source games. Plus, the Monster Hunter should have a relatively deep and technical fighting style to do the series justice.

The only way I can think of to do Monster Hunter justice is to give the character a weapon choice in the character select screen. Your chosen weapon affects some of your moves. I'll try taking a stab at it:

Monster Hunter

Appearance: The Monster Hunter is mute. Their default appearance is a male wearing the Rathalos set. Second is a female wearing the Nargacuga set. Other iconic sets that could be included are Tetsucabra and Gore Magala. You could do as many alts as development allows.

Mechanic: On the character select screen, after choosing the Monster Hunter, you choose their weapon. You can choose between the Greatsword, the Dual Blades, and the Longsword. This affects several of the Monster Hunter's moves. The Greatsword is the heaviest, strongest, and slowest weapon; the Dual Blades are the lightest, weakest, and fastest weapons; the Longsword has medium weight, speed, and strength, but the best range.

First, the moves that aren't affected by your weapon of choice:

Sheathed Normals: While your weapon is sheathed, your normal attacks (jab, dash, tilts) are a series of punches, rolls, and kicks that do decent damage but have bad range and speed.

Smash Attacks: Up-Smash is a Palico attack that shoots up from behind the Hunter. Side-Smash is a barrel bomb that explodes in front of the Hunter. Down-Smash is a Pitfall Trap, which the Hunter sets on the ground and remains on the field. Enemies that step on it will be grounded.

Up Special: Hookshot. A tether recovery with good range, similar to Joker's without Arsene. Deals mild damage and knockback to intercepted enemies, but doesn't grapple them like Joker's.

Grab: Grabs the opponent by the collar. Pummel is a slash with the carving knife. Throws are wrestling throws in different directions.

Now, for the weapon-dependent attacks:

Greatsword: Neutral Special unsheathes your weapon. Press Neutral Special again to sheathe your weapon. With the greatsword unsheathed, the Hunter moves much slower and can barely jump. Unsheathing the weapon while running or airborne will result in a vertical or overhead slam, respectively.

Your normal attacks with the greatsword unsheathed are a series of relatively slow, vertical and horizontal slashes, some of which can be chained. Unique to the Monster Hunter is the ability to perform attacks directly out of a dodge-roll. Your aerial attacks are also relatively slow swipes, and your Down-Air is a descending slash that spikes.

Side-Special is a chargeable vertical slam with three levels of charge. On the second level of charge, the opponent is grounded. On the third level, the opponent is stunned. If you chain certain attacks into Side-Special, it'll turn into a chargeable overhead sweep instead, which sends enemies flying.

Down-Special is Guard. Hold your greatsword in front of you to block projectiles and gain significant knockback resistance. This move cannot be held indefinitely, but doesn't degrade unlike the normal shield.

Dual Blades: Neutral Special unsheathes your weapon. Tap repeatedly to perform a flurry of quick slashes in place. Press Neutral Special again to sheathe your weapon. With the dual blades unsheathed, movement and jumping are only slightly worse than with the weapons sheathed. Unsheathing the weapon while running or airborne will result in a dash flurry or spin-slash, respectively.

Your normal attacks with the dual blades unsheathed are quick swipes that do little damage and have short range; opponents with super armor will shrug some of them off. Your aerial attacks are similar quick swipes, slashes, and spins.

Side-Special is a dashing flurry of up to six attacks that can launch the opponent vertically, horizontally, or downward depending on the inputs chosen. This is similar to Marth's Dancing Blade. Several moves can be chained into this attack.

Down-Special is Demon Mode. As you rack up hits, your dual blades will begin to glow orange-red. When they're glowing intensely, use this move to access Demon Mode for 30 seconds. In Demon Mode, all of your attacks do more damage, your unsheathed movement speed is improved, and Side-Special becomes Devil's Dance, an 11-hit combo of lightning-fast strikes.

Longsword: Neutral Special unsheathes your weapon. Press Neutral Special again to sheathe your weapon. With the longsword unsheathed, your movement speed and jumping are somewhat worsened, but not as much as with the greatsword. The longsword has a very long blade, but its damage sweet spot is in the middle. Unsheathing the weapon while running or airborne will result in a forward or downward slash, respectively.

Your normal attacks with the longsword are a series of stabs, swipes, and slashes with great range, some of which can be chained. They're slow to come out, but many of them give you super armor. Your aerials are similar, swinging in wide arcs but taking their time to come out.

Side-Special is the Fade Slash, where the Hunter swings the sword while jumping in the opposite direction of the input. This serves as an attack and an evade. Several attacks can be chained into it.

Down-Special is Spirit Combo. This is a four-hit attack where the first hit has long start-up. If you successfully perform the whole combo, your weapon will glow white for 15 seconds. During this period, your attacks are slightly stronger and have better super armor.
 

Jade_Rock

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I don't know about multiple movesets like that. It would be a lot of animations for simply 1 character. I wanna see more of a Splatoon route where each move uses a different weapon type.
 

Sigran101

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I'm a huge fan of Monster Hunter games. I'd love to see it get a character (as long as we're not talking about a damn felyne). That said, the Hunter has so many different weapons and items that I have absolutely no idea what the hell he'd actually do. Is there any generally agreed upon play style? Because he could be anything from a fast rushdown character, to a hard hitting heavyweight, to a long range zoner.
 
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I'm a huge fan of Monster Hunter games. I'd love to see it get a character (as long as we're not talking about a damn felyne). That said, the Hunter has so many different weapons and items that I have absolutely no idea what the hell he'd actually do. Is there any generally agreed upon play style? Because he could be anything from a fast rushdown character, to a hard hitting heavyweight, to a long range zoner.
Well, MvC Infinite's Hunter is a start. She uses a Great Sword, Dual Blades and a Bow, giving her a mix of ways to approach a situation in exchange for relatively poor mobility. Because each individual weapon isn't quite versatile enough to stand on their own in a PvP environment, mixing them up is key. It then becomes a question of archetypes to fulfill. For heavy hits, Great Sword is pretty much the most iconic weapon of the series. The fast hitter can be done with either dual blades or sword & shield, defence with lance or gunlance, and ranged combat with the Bow (more versatile than bowguns). The rest will probably bring too much complexity to an already complex character in Smash. What would be neat is being able to switch between weapons, and a sheathed stance focused on items and traps.
 

Sigran101

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Well, MvC Infinite's Hunter is a start. She uses a Great Sword, Dual Blades and a Bow, giving her a mix of ways to approach a situation in exchange for relatively poor mobility. Because each individual weapon isn't quite versatile enough to stand on their own in a PvP environment, mixing them up is key. It then becomes a question of archetypes to fulfill. For heavy hits, Great Sword is pretty much the most iconic weapon of the series. The fast hitter can be done with either dual blades or sword & shield, defence with lance or gunlance, and ranged combat with the Bow (more versatile than bowguns). The rest will probably bring too much complexity to an already complex character in Smash. What would be neat is being able to switch between weapons, and a sheathed stance focused on items and traps.
I would love to see a focus on trapping opponents in order to get a KO with a slow heavy hit. Like shock traps and tranq bombs. You'd have to get in damage with smaller weapons for the traps to last long enough, then put them asleep, bury them, or stun them, and finish them off with the great sword.
 

Mamboo07

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In my pretend 6th Smash game "Eternity" the Monster Hunter series gets a newcomer and here it is:
Rajang
Neutral: Lightning Beam
Side: Berserker Punches
Up: Thunder Wheel
Down: Rock Throw
Final Smash: Rage Mode
Tagline: "Rajang shocks things up!"
 
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famous_box

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I support the monster boi
I think monster Hunter would be crazy in smash. his moveset would be phenomenal, we haven't seen a character with loadouts or the ability to switch playstyles besides PT/zeldashiek. Also, palicos helping with smash attacks or something would be so cool. Also, the lack of music/no mh player assist trophy I think actually help the chances.
 
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This is what I see for the flagships, and a few other noteworthy monsters:

Yian Garuga: Ridley with increased speed.
Kushala Daora: Giant metal Charizard with strong winds and Gust Bellows.
Tigrex: Giant brown King K. Rool, does damage by dashing and favors dash attacks.
Nargacuga: Black Greninja that dodges a lot.
Lagiacrus: Blue King K. Rool on Great Bay with Hothead.
Zinogre: Giant Wolf, gets progressively stronger with time.
Brachydios: Giant Inkling with Gooey Bombs.
Gore Magala: Purple Dark Samus with Light Suit Samus reinforcement, poison fog.
Seregios: Yellow Sheik, needles have extra power
Glavenus: Giant Roy, uses Flare Blade a lot
Valstrax: Captain Falcon, specials powered up and suddenly gets final smash
Deviljho: Giant Yoshi with curry breath, distracted by food.
Nergigante: Giant black Bowser, gets stronger with time.
Kirin: Pikachu with stronger electric attacks.
 

Falx0

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Imo if the hunter got in it should be like this

The hunter would be a semi-heavy character but agile like Link and have slightly higher than average fall speed. Their gimmick is their weapon combo variations. If the moves used are all one weapon, chances are that they'll combo (Basically, two or more attacks that use the same weapon within a brief period get a couple frames taken off of startup and/or endlag when chained together, unless its a finisher). They would be very combo heavy but supplement their combos with huge bursts of damage. They play neutral using their tools to play and analyse their opponent, then combo. Heavy hitting, has a wall latch and to adapt the monster hunter games, Hunter can cling to the wall and jump. They are a glass cannon with great conversions, traps and a strong defensive game.

Monster Hunter (monster hunter series) falls in, and has a heavy landing, but gets up and into their stance.

Grounded moves:
Jab: Dual blades slashes. A 3 hit slash with a flourish, but can chain into a rapid jab, Demon dance. Reletively short range. Rapid jab does great damage but doesnt follow up well, whereas the gentleman does less damage but has follow up potential. Frame 3 startup. Finisher.

F-tilt: Dual blades spinning slash. Think of the move as the utility of sheik's f-tilt but falco's animation. Does 3 hits that knock up the opponent slightly forward. About the frame data of a pit u-tilt, range of yoshi f-tilt. Combos into F-air later, n-air. An effective anti-air.

U-tilt: An upward pommel bash with Greatsword. knocks opponents slightly sideways and helps follow up with U-smash, or a read f-smash.

D-tilt 1&2: A crouching arrow sweep with low knockback>a lunging arrow slash with higher knock back but more lag. Can 2 frame. The first hit Combos into Bow, n-air, or read f-air. The tipper launches horizontally.

Dash Attack: Dual blades spinning slash. Hits 5 times and ends in a finisher launching them diagonally. Good for catching landings but not much kill potential.

Aerials:
N-air: A spinning slash with the dual blades. Does 5 hits with the final doing a medium launch but good damage, auto cancels, has low landing lag, little end lag, and can drag down.

U-air: A double raking slash upwards with dual blades. Little end lag but has some landing lag. Great for juggle combos.

F-air: A wide covering slash with the greatsword. It autocancels on a full hop and can hit average heights at its lowest point. When you land with it, it has some lag, but does a quake which covers your front. Towards the middle of the blade, it has a powerful spiking hitbox.

B-air: A turnaround back handed slash with an arrow. Has tipper. Has little lag in general. Fastest aerial. You can B-air twice in a full hop.

D-air: An x-swipe downwards with the dual blades. Spikes in the middle, launches sideways on the sides. Short hop auto cancels, has low landing lag, low end lag.

Smashes:
F-smash: Greatsword slash( a significantly slower but longer range Ganon f-smash good for ledge situations. Uncharged, it lands just before a falcon punch). Fully charged hits have a quake effect below the sword and a small distance away, dealing extra damage and allowing it to 1 shot at ledge. Does great shield damage and can break one hit charged, but is extremely punishable. The quake can 2 frame, but if you were hit below the ledge with it, you wont get hit into the sword. Finisher.

U-smash: A wide upward sweep with the greatsword. The fastest smash attack but weakest. The sweetspot in the middle of the arc sends them straight up, allowing earlier kills, but the rest sends them diagonally away. Can 2 frame, but only on the back hit. Finisher.

D-smash: Greatsword sweep. Starts off behind the hunter, knocking away horizontally towards the tip, then an upward lash that covers all of the front of the hunter. The base of the blade will knock opponents into the uppercut. Around the tip of the uppercut, the kb is more horizontal. Finisher.

Specials:
Neutral-b: Bow. Has 3 charge stages, and some movement. If you dash backwards, you'll do a back hop that resets charging. Three consecutive back hops give you an instant level 3 charge. Walking causes turning and regular movement. Can jump. Stage 1 charge looses an arrow dealing 7% with decent kb, Stage 2 looses a piercing arrow that is unaffected by shield, long range, and does multi hit like a weak drill arm, and Stage 3 looses 3 arrows that spread vertically over distance, each arrow dealing 8% with horizontal kb. You can shield at level 1 charge (uncharged). Finisher.

Side-b: Palico Assist. Call your palico to do 4 various actions. If back is pressed, your palico will guard any attack in front of you for 3 seconds (For a short period of time on activation, if they block something, they will immediately do a spin attack, trapping an opponent in an attack for a moment. This reduces the damage dealt to the palico as well. If forward is pressed, they will do a long ranged lunge attack with a little startup. If up is pressed, they will hit you and launch you a set distance upward to a chosen angle. You wont take damage, but you cant act for a short time. This goes farther than your standard jump. If down is pressed, they'll throw two boomerangs dealing 7% and 5% with low kb. Once used, they cant be reused for 4 seconds. Even if you were hit just after this move was activated, you can still command the Palico, but theyll be open for attacks. If they take 12% They will bury themselves and be on cooldown for 8 seconds. If they die, cooldown lasts 12 seconds. Semi-finisher. As a nice touch, using this move causes the signal sound from Monster Hunter.

Down-b: Items. Hold b to select, tap to use. Your selection is: Armorskin, Small barrel bomb, Large barrel bomb, Shock Trap, Poison smoke bomb, and Whetstone. Armorskin boosts your defense for 20 seconds (damage values and knockback), but has an uncancelable animation. Cooldown is 30 seconds. Sml bb is a grabable projectile that has a bigger than average radius, explodes on impact for 10% when smash thrown, and has a 3 second fuse. Cooldown is 1 second. Lg bb is somewhat larger than pac's fire hydrant, explodes when struck, negates some projectiles with the blast, has a falling hitbox and large blast radius, and cant be picked up. Its downside is that Hunter can take the full damage, It has a 7 second cooldown, and only one can be out at a time. Shock trap takes 3 seconds to deploy, and has a zap floor effect for 10 seconds. Cooldown is 15 seconds, but cooldown stars after the trap is deactivated(can be done manually by going near and pressing down-b with shock trap). Poison smoke bomb leaves behind a cloud of poison gas, flinching and dealing some poison damage to whoever it lands on. It can only be thrown downward. Cooldown is 4 seconds. Whetstone is a kind of charge move, you sharpen your weapon for extra damage and shield damage for about 5 seconds, but you don't keep the charge if you are interrupted. Each time you complete a charge, you play an animation and your weapons are upgraded. Level 1 charge lets you do 1.05 damage, deals extra shield stun, and lasts for 3 hits. Level 2 charges lets you do 1.1 damage and significant extra shield damage, and adds one more use. Level 3 lets you deal 1.2 extra damage, can crush shields with tilts, and adds one more charge. Your weapons glow green for lv1, blue for lv2, and white for lv3 whenever you have charges left. While sharpening, you can dodge, but not shield until you have fully sharpened a weapon. Has a cooldown of 5 seconds.

Up-b: Aerial vault. Do an upward jump and if you land on someone or a wall, jump off of it. Has i-frames on startup and on the second jump. When you jump off of something, a small area around the hunter's feet will explode in a blue aura, dealing 2% and a decent semi-spike to anyone nearby.

Extras:
Grab: The hunter points forward and the palico leaps onto the opponent. Has average range and a slightly faster than average endlag.

Pummel: The palico scratches at the opponent. Fast damage, but deals 2.5% per hit.

Down throw: The hunter grabs the opponent, and does a takedown throw, slamming them into the ground. Deals 9% and combos into aerials.

Back throw: The hunter whips the opponent behind them with one hand, and slaps them with the great sword with the other. A kill throw at 110% on average weights, at ledge. No follow-ups.

Forward throw: Palico leaps off of the opponent, landing behind you. All grounded options except u tilt work until 30%, then only some work and aerials will. Deals 7% and low kb forward.

Up throw: The hunter does an upward sweep with the Greatsword, knocking both the opponent and the palico in the air 16%. Kills at 145% w/o di for heavies.

Down taunt: Kick (does 1% and flinches. Can 2 frame.)
Up taunt: Prance
Side taunt: The pose from the 'Taunt' Emote

Example of my weapon cancel idea:

F-tilt into u-air or n-air is almost always guaranteed
f-tilt into jab is good until 45%
f-tilt into both sweet and sour spot d-air works until about 30% then only sour works until about 60%

u-tilt- combos into u-smash until about 90%
until 25% u-tilt combos into d-smash

d-tilt 1 sourspot into bow pretty much always works if you have good aim, except at 50% and higher when opponent di's upward. D-tilt 1 sweetspot sends horizontally, making it easier to hit Bow.

To enhance the power of sour spot b-air, reverse neutral b and hit arrow lv1.


Some examples of combos I think would work:

At 0% f-throw>f-tilt x2> dragdown n-air>d-tilt 1&2

At 60% d-tilt 1> u-air> double jump u-air

At 25% F-throw>Gentleman>Dash attack

Until late % Landing sour b-air> rising b-air
 
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Tried my hand at making a Monster Hunter moveset, along with accompanying music, spirits, and Mii Fighter costumes...
  • Animations, Mechanics, and Alternate Colors
    • Bowgun Ammo
    • Up Taunt - Performs the Boast gesture from Monster Hunter World.
    • Side Taunt - Performs the Point gesture from Monster Hunter World.
    • Down Taunt - Performs the first part of the Pop Star Dance from Monster Hunter World while a Palico appears next to them.
    • Default Color - Hunter's Armor (Male)
    • Alternate Color 1 - Leather Armor (Male)
    • Alternate Color 2 - Kirin Armor (Male)
    • Alternate Color 3 - Rathalos Armor (Male)
    • Alternate Color 4 - Hunter's Armor (Female)
    • Alternate Color 5 - Leather Armor (Female)
    • Alternate Color 6 - Kirin Armor (Female)
    • Alternate Color 7 - Rathalos Armor (Female)
  • Normal Attacks
    • Neutral Jab Combo - Pulls out Duel Blades for a two-hit combo, followed by rapid slashes.
    • Forward Tilt - Pulls out Lance and thrusts forward.
    • Up Tilt - Pulls out Insect Glaive and uses it to prop themselves upward while kicking.
    • Down Tilt - Pulls out Duel Blades and slashes at the opponent's feet.
    • Forward Smash - Pulls out Charge Blade and performs a downwards chop.
    • Up Smash - Pulls out Long Sword and performs a vertical slash.
    • Down Smash - Pulls out Long Sword and spins around with a downward slash.
    • Dash Attack - Pulls out Duel Blades and performs a cross slash.
    • Aerial Neutral - Pulls out Duel Blades swings both swords around.
    • Aerial Forward Tilt - Pulls out the Bow and fires an arrow forward.
    • Aerial Backward Tilt - Pulls out the Bow and fires an arrow backward.
    • Aerial Up Tilt - Pulls out Insect Glaive and performs an overhead slash.
    • Aerial Down Tilt - Pulls out Insect Glaive and performs a downward crescent slash.
    • Grab - Reaches out and grabs the opponent with left hand.
    • Grab Attack - Strikes the opponent with a Tonfa
    • Forward Throw - Strikes opponent away forwards with the Hammer.
    • Backward Throw - Strikes opponent away backwards with the Hammer.
    • Up Throw - Throws opponent upwards and slashes them with Duel Blades.
    • Down Throw - Throws opponent to the ground and smashes them with the Hammer.
  • Special Attacks
    • Neutral Special - Heavy Bowgun: Pulls out the Heavy Bowgun and fires a shot that travels in an arc. The weapon can fire up to six times, after which the weapon will run out of ammo and must be reloaded by pressing the Special button again. The ammo can also be reloaded at any time by pressing the Special button while holding the Shield button.
    • Side Special - Greatsword: Pulls out the Greatsword and performs a three-slash combo. Can be charged to increase attack power.
    • Up Special - Glaive Flip: Pulls out the Insect Glaive and performs an upwards forward flip. Can hit opponents at the beginning of the attack.
    • Down Special - Pitfall Trap: Sets a Pitfall Trap where Monster Hunter is standing, which buries the opponent when stepped on. Only one trap can be set at a time.
    • Final Smash - Hunter's Pride: Monster Hunter performs an upward slash with the Greatsword. If it connects with an opponent, they are transported to the Elder's Recess, where they are attacked by a Nergigante.
  • Music
  • Spirits
    • Palico
    • Aptonoth
    • Rhenoplos
    • Jaggi
    • Barroth
    • Deviljho
    • Lagiacrus
    • Arzuros
    • Rajang
    • Kirin
    • Dah'ren Mohran
    • Duremudira
    • Nergigante
    • Behemoth
  • Mii Fighter costume wave
    • Hunter's Armor Blademaster (Swordfighter)
    • Rathalos Armor Blade (Swordfighter)
    • Nergigante Blade (Swordfighter)
    • Mega Man X (Gunner)
    • Mega Man.EXE (Gunner)
    • Chocobo Hat
 

Rikarte

Smash Journeyman
Joined
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Messages
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Tried my hand at making a Monster Hunter moveset, along with accompanying music, spirits, and Mii Fighter costumes...
  • Animations, Mechanics, and Alternate Colors
    • Bowgun Ammo
    • Up Taunt - Performs the Boast gesture from Monster Hunter World.
    • Side Taunt - Performs the Point gesture from Monster Hunter World.
    • Down Taunt - Performs the first part of the Pop Star Dance from Monster Hunter World while a Palico appears next to them.
    • Default Color - Hunter's Armor (Male)
    • Alternate Color 1 - Leather Armor (Male)
    • Alternate Color 2 - Kirin Armor (Male)
    • Alternate Color 3 - Rathalos Armor (Male)
    • Alternate Color 4 - Hunter's Armor (Female)
    • Alternate Color 5 - Leather Armor (Female)
    • Alternate Color 6 - Kirin Armor (Female)
    • Alternate Color 7 - Rathalos Armor (Female)
  • Normal Attacks
    • Neutral Jab Combo - Pulls out Duel Blades for a two-hit combo, followed by rapid slashes.
    • Forward Tilt - Pulls out Lance and thrusts forward.
    • Up Tilt - Pulls out Insect Glaive and uses it to prop themselves upward while kicking.
    • Down Tilt - Pulls out Duel Blades and slashes at the opponent's feet.
    • Forward Smash - Pulls out Charge Blade and performs a downwards chop.
    • Up Smash - Pulls out Long Sword and performs a vertical slash.
    • Down Smash - Pulls out Long Sword and spins around with a downward slash.
    • Dash Attack - Pulls out Duel Blades and performs a cross slash.
    • Aerial Neutral - Pulls out Duel Blades swings both swords around.
    • Aerial Forward Tilt - Pulls out the Bow and fires an arrow forward.
    • Aerial Backward Tilt - Pulls out the Bow and fires an arrow backward.
    • Aerial Up Tilt - Pulls out Insect Glaive and performs an overhead slash.
    • Aerial Down Tilt - Pulls out Insect Glaive and performs a downward crescent slash.
    • Grab - Reaches out and grabs the opponent with left hand.
    • Grab Attack - Strikes the opponent with a Tonfa
    • Forward Throw - Strikes opponent away forwards with the Hammer.
    • Backward Throw - Strikes opponent away backwards with the Hammer.
    • Up Throw - Throws opponent upwards and slashes them with Duel Blades.
    • Down Throw - Throws opponent to the ground and smashes them with the Hammer.
  • Special Attacks
    • Neutral Special - Heavy Bowgun: Pulls out the Heavy Bowgun and fires a shot that travels in an arc. The weapon can fire up to six times, after which the weapon will run out of ammo and must be reloaded by pressing the Special button again. The ammo can also be reloaded at any time by pressing the Special button while holding the Shield button.
    • Side Special - Greatsword: Pulls out the Greatsword and performs a three-slash combo. Can be charged to increase attack power.
    • Up Special - Glaive Flip: Pulls out the Insect Glaive and performs an upwards forward flip. Can hit opponents at the beginning of the attack.
    • Down Special - Pitfall Trap: Sets a Pitfall Trap where Monster Hunter is standing, which buries the opponent when stepped on. Only one trap can be set at a time.
    • Final Smash - Hunter's Pride: Monster Hunter performs an upward slash with the Greatsword. If it connects with an opponent, they are transported to the Elder's Recess, where they are attacked by a Nergigante.
  • Music
  • Spirits
    • Palico
    • Aptonoth
    • Rhenoplos
    • Jaggi
    • Barroth
    • Deviljho
    • Lagiacrus
    • Arzuros
    • Rajang
    • Kirin
    • Dah'ren Mohran
    • Duremudira
    • Nergigante
    • Behemoth
  • Mii Fighter costume wave
    • Hunter's Armor Blademaster (Swordfighter)
    • Rathalos Armor Blade (Swordfighter)
    • Nergigante Blade (Swordfighter)
    • Mega Man X (Gunner)
    • Mega Man.EXE (Gunner)
    • Chocobo Hat
I really hope they do something like this if the Hunter gets in. Make it a mix of all the weapons instead of just GS/DB/Bow like MvC did.
 

Mamboo07

The Poyo Boyo
Joined
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I would prefer Jho over the Palico tbh.
Unrelated but has anyone ever thought about a Pokken Tournament style fighting game with Monster Hunter monsters? Would absolutely love to see that, haha
Now that would be interesting. ^_^
Btw why Jho over Hunter and Palico?
 
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famous_box

Smash Rookie
Joined
Jun 6, 2019
Messages
19
I feel like the Palicos could be super cool for a grab, where the hunter grabs the character, and the Palico hits them for the pummel
 

Rikarte

Smash Journeyman
Joined
Jan 4, 2019
Messages
360
Location
Germany
Now that would be interesting. ^_^
Btw why Jho over Hunter and Palico?
I'm mostly joking because in my opinion, the Palicos are by no means a good way to represent the franchise as their main purpose is being your hunter's sidekick. Though I will say: with all the abilities they have accumulated over the years they could easily make a fully unique moveset for them.
 
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meleebrawler
I would prefer Jho over the Palico tbh.
Unrelated but has anyone ever thought about a Pokken Tournament style fighting game with Monster Hunter monsters? Would absolutely love to see that, haha
I want to see a crossover of the two franchises in that kind of game. A smaller form of Dynamaxing could be used to have bigger battles on both sides.
 
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Yes. Imagine Gigantamax Dalamadur... (Remember that Dalamadur is the biggest Elder Dragon out of the others.)
Nah, I'm pretty sure Dalamadur and any other supermassive elder would be relegated to support if anything.

Not that a fight between him and Gigantamax Centiskorch wouldn't be entertaining.

Edit: Here's the categories I see the most likely playable members fitting in:

Standard: Rathalos, Rathian, Yian Garuga, Lagiacrus, Zinogre, Velkhana
Speed: Nargacuga, Kirin, Rajang, Seregios, Valstrax, Great Jaggi (gotta have that "joke"!)
Power: Diablos, Tigrex, Brachydios, Deviljho, Nergigante
Technical: Kushala Daora, Gore Magala (can turn into Shagaru when conditions are met), Glavenus, Alatreon
 
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meleebrawler
Watching the Byleth presentation, I couldn't help but think "man, that moveset would be really ****ing cool on Monster Hunter".
It's kind of funny that an up-angled lance stab does more damage, just like in Monster Hunter.

That said, stuff like this will really stress the importance of tools and items going forward.
 
D

Deleted member

Guest
I have a little theory that tells me that Byleth was a rework of a possible scrapped Monster Hunter moveset. There might have been a disagreement between capcom and Nintendo when working on the character and decided to drop the MH but keep the moveset concept because they already worked on it. That's when Byleth comes in since they already have the rights and a character that could use that moveset similarly.

But hey that's just a theory
A GAME THEORY
 
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meleebrawler
I have a little theory that tells me that Byleth was a rework of a possible scrapped Monster Hunter moveset. There might have been a disagreement between capcom and Nintendo when working on the character and decided to drop the MH but keep the moveset concept because they already worked on it. That's when Byleth comes in since they already have the rights and a character that could use that moveset similarly.

But hey that's just a theory
A GAME THEORY
Why would a disagreement scrap the Hunter, but not Rathalos and two songs?
 

zumaddy

Smash Apprentice
Joined
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Messages
189
Getting Iceborne on my birthday next week, really excited :)

I'm a long time MH fan, but I'm not 100% sure I want MH as a fighter in Smash. I'm kind of content with Rathalos being in, because I agree with the devs that I like the Monsters more than the Hunters themselves. Not that I'd be unhappy if they did get in! I'd love an alt costume or two with some Tri armor since that's what I started with and the first Nintendo MH game.
 
D

Deleted member

Guest
Why would a disagreement scrap the Hunter, but not Rathalos and two songs?
I heard that the MH devs don't really like like using the Hunter as a crossover character instead of the Monster themselves, so they probably left the Rathalos assist trophy/boss since that's kinda of the "monster" of the series.
 
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I heard that the MH devs don't really like like using the Hunter as a crossover character instead of the Monster themselves, so they probably left the Rathalos assist trophy/boss since that's kinda of the "monster" of the series.
That's an old mentality that was discarded long ago. These days they largely choose whether to represent monsters or hunters based on what's more practical for the game. Monsters may be preferred still for being iconic and simpler to implement, but hunters are showing up more in things like Marvel vs. Capcom Infinite, Smash 4 Mii costumes and a collab with Dragalia Lost.
 

zumaddy

Smash Apprentice
Joined
Jul 23, 2014
Messages
189
The Dragalia Lost collab is only using Rathalos though, isn't it?

EDIT: Seems a "hunter beserker"? is getting added, not just Ratha. Sorry. Also the Hunter Festa livestream is starting soon for those with Iceborne!
 
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