A new quest beckons: Monster Hunter for Smash!

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meleebrawler
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

Smash Apprentice
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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.
 
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