Monster Hunter
Alts:
Rise Standard Set (Male)
Rise Standard Set (Female)
Classic Hunter Set (Male)
Classic Hunter Set (Female)
Rathalos Set (Male)
Lagombi Set (Female)
Goss Harag Set (Male)
Somnacanth Set (Female)
Special Mechanic: Weapon Draw: The Hunter can use Neutral Special to draw or put away their weapon, which is strapped to their back when not in use. While the weapon is put away, the Hunter's movement speed is significantly better, but they cannot use Smash attacks, and their Neutrals and Aerials become quite weak: mostly kicks, rolls, and swipes with a hunting knife. While the weapon is drawn, the Hunter can only walk (not run), and cannot jump regularly; only with the use of their Up Special. However, their attacks are much stronger and have excellent range. Some of their Smash weapon attacks also have super armor.
Special Mechanic: Wirebugs: The Hunter has two wirebugs, which are represented by glowing light blue icons above their character icon. Certain moves use up one wirebug when activated. Wirebugs automatically replenish over time, with one wirebug taking about 4.5 seconds.
Special Mechanic: Sharpness: The Hunter has a weapon sharpness meter, indicated by a multicolored sword-shaped icon below their character icon. As the Hunter's weapon loses sharpness, it loses damage and knockback. By using the Sharpen command, the Hunter fully replenishes their weapon's sharpness. Conversely, using the weapon to attack reduces the Hunter's sharpness, and thus the damage it deals. Sharpness does not replenish after being KO'd. At maximum sharpness level (which only lasts for 2-3 attacks), the Hunter's weapon can break shields and certain defenses, such as K. Rool's belly.
Neutrals, Tilts, Smashes and Aerials: The Hunter's weapon is a massive greatsword, which is strapped to their back when not in use. While the weapon is put away, the Hunter cannot perform Smash attacks. Their neutrals, tilts and aerials are noticeably worse in terms of damage and knockback: mostly kicks, rolls, and swipes with a small hunting knife.
While the weapon is drawn, ground attacks are significantly slower, but also much more powerful, and enjoy better range. While the Hunter cannot jump normally with their weapon drawn, they can use Up Special to become airborne, and perform a powerful downward-stab weapon attack from there. With the weapon drawn, certain neutrals and tilts can also be chained into Smash attacks.
The Hunter's Smash weapon attacks can be charged to three discrete levels, denotated by a glowing light at the center of the Hunter's body. A fully-charged Smash attack--especially at max sharpness--can break shields, and KO many characters at full health.
Grabs and Pummels: The Hunter's grab is slow in terms of start-up, and normal in terms of range and cooldown; the pummel is a series of swipes with their hunting knife. Their up, forward, and back throws are followed up by a kunai thrown at the enemy. However, the Hunter has a Grab Special: by inputing Up Special while grabbing someone, you will launch them upward with a wirebug attached, and follow them into the air with a powerful weapon swipe. This attack is strong and can easily kill, but it uses one wirebug. It also draws the Hunter's weapon, and puts them into a fall state once finished.
Neutral Special: Draw Weapon: Press the button to have the Hunter take out or put away their weapon, which affects the rest of their moveset. If the weapon is drawn while running or in the air, a "draw attack" is performed. If it's used while walking or standing still, the weapon is simply drawn without attacking. The Hunter can only walk, not run, while their weapon is out. Also, while their weapon is out, the Hunter cannot jump normally.
The Hunter's running/aerial draw attack is surprisingly fast, strong, and enjoys good range, so it's good to keep opponents guessing as to when you'll draw your weapon. Generally speaking, the Hunter should be constantly switching between drawing their weapon and putting it away to enjoy the full benefits of their moveset.
Up Special: Wirebug: After inputing the special, press a direction on the D-pad to have the Hunter shoot the wirebug and recover diagonally upward, or diagonally downward. (If used on the ground, this move can pull the Hunter diagonally upward, or forward.) If you press and hold Special in the air immediately after the move is performed, you will perform a second move, where the Hunter dangles in midair using a second wirebug. From this position, you can use one more regular jump, or simply cancel to drop down. Each of these moves uses one wirebug; without wirebugs, the Hunter has no real recovery.
There is a hidden "third" Up Special move: if the Hunter is launched, they have a small window of time where they can input Up Special to recover in the general direction they were launched from. This uses one wirebug.
Side Special: Silkbind Attack: This move results in different attacks depending on if it's used on the ground or in the air. On the ground, the Hunter uses Power Sheath, which puts away their weapon (if it was drawn) and temporarily raises the power of their next weapon attack, represented by a glowing wirebug floating behind the Hunter. The next weapon attack used will deal massive damage and knockback, as long as the effect is active (lasts about 3.5 seconds).
In the air, the Hunter will perform Hunting Edge, a vertical stab with the weapon, which can be quickly charged up to three levels in midair, and deals high damage. This attack can only be used after leaping into the air with a wirebug.
Both moves (the ground and air varieties) use up one wirebug when performed.
Down Special: Barrel Bomb: The Hunter places a barrel bomb in front of them, with a considerable start-up animation. If hit by almost any attack or projectile, it will explode, dealing good damage and knockback to all in range. However, it counts as an item, and can be picked up and thrown. In the air, the Hunter uses one wirebug to throw the Barrel Bomb diagonally downwards, which has less start-up and explodes on impact. In both versions, this move can only be used while the Hunter's weapon is put away.
On the ground, the Hunter can detonate the Barrel Bomb themselves and immediately go into a Smash attack; the super armor will allow them to follow up on enemies affected by the explosion.
Shield Special: Sharpen: The Hunter kneels to use a whetstone and sharpen their weapon. This animation takes about 2.5 seconds and fully restores the weapon's sharpness. If the move is interrupted, sharpness will not be even partially restored. This move can only be used with the weapon put away.
Final Smash: Wyvern Rider: A Tigrex breaks into the scene of the battle. The Hunter quickly uses their wirebugs like puppet strings to ride the wild monster. Once they're ready, the Hunter commands the Tigrex to rush the battlefield horizontally (similar to Ganondorf's Final Smash), sending all intercepted enemies flying.
Taunts: A palico appears to perform various classic Gestures with the Hunter, such as "Wave" and "Shadow Box."
Victory Animations: The Hunter celebrates with their palamute; the Hunter strikes a cool pose in tandem with their palico; the Hunter enjoys a gigantic meal set out on a table for them. Includes the Monster Hunter "Mission Cleared" fanfare.
Overview: Like Monster Hunter itself, the Hunter's playstyle is about resource management and careful positioning. Players have to keep an eye on their wirebugs and sharpness meter, while toggling between drawing and putting away their weapon. While both stances cripple the Hunter in different ways, there are ways to get around these limitations (mainly by using the Specials), and a judicious Hunter will develop a hit-and-run playstyle, while making full use of their fantastic weapon range, an explosive projectile, and some incredibly strong single-hit attacks.
Stage: Ancient Shrine: Based on the first level of Monster Hunter Rise showcased in the demo, this is a large, vertically-oriented stage with mossy rock spires, old wooden scaffolding connecting them, and a pair of small shrines up top. In the distance, a waterfall and some other gorgeous scenery are visible. In its regular version, the Ancient Shrine houses certain endemic life that only appears in this stage: mainly green, orange and red little Spiribirds which hover in place where they appear. The first player to touch one of these birds will recover some damage, or temporarily increase their defense or attack power, respectively. Other critters which may appear include: an Escuregot, which spreads a healing mist when attacked; a Puppet Spider, which can be picked up and thrown to encase foes in webbing; a Poisontoad, which spreads a poisonous mist when struck; and a Wailnard, a pheasant that cries out when attacked, calling a large monster.
Occasionally, or if a Wailnard's cry rings out, a Great Izuchi or Rathian will appear on the stage, attacking all players until it's disposed of.