Please watch all if you want a refresher, I go into detail in guild mode, then summarize more for the other styles. ********* 12:06 Changes, Alchemy, Valor, New Art
Saw someone in another comment say you are basically the Bob Ross of hunting monsters, and I completely agree. Thanks for the guide, you always do a wonderful job.
You all prolly dont give a damn but does any of you know a method to log back into an instagram account..? I stupidly lost the account password. I would appreciate any tricks you can give me!
This helped me since I was looking for specific info so hope this helps others as well :) 1:18 Guild Style 6:29 Striker Style 7:14 Aerial Style 8:16 Adept Style 9:55 Hunter Arts 11:02 Gaijin Hunter's Final Thoughts 12:06 Changes 12:42 Alchemy Style 13:08 Valor Style 14:34 New Hunter Arts
Huh. I had no idea Valor Hammer was so unpopular. In my experience, once you get used to the slow Y+X swing, you can fill up that Valor meter pretty quickly. And I love all those uppercuts; it’s tricky, but if I line up a full Valor charge and Impact Press, the result feels pretty awesome.
Valor hammer saved the game for me and its dam satisfying knocking the monsters down and just pouring full charging combos into their heads, dont know why people find it bad
I’ve seen a few speed runs with it. I think some people may have seen this and went “hold my hot drink.” On another note, I find valor particularly fun with blast element hammers.
@@SneakySeriyuu valor is trash too... u really got to be a hammer pro to get good at them... aerial is my favor so far.. cauz that upper cut is clean n op!
@@enidanni3919 yup, it looks like it's going to be the last classic style monster hunter game, so while I enjoy newer games like rise and world, there is nothing quite like classic monster hunter
@@1999origamiguy theres not much of an endgame for Rise at the moment so me and my buddies decided to start this one up. I pray for another game like mh4u but i know thatll prob never happen so this is the closest ill get
God, World botched the weapons so hard. It must have been a team of total newbies to the series. "Hey, equipment isn't really a big deal in Monster Hunter, right?" "Nah, equipment's not important, just stick some feathers on the base stuff, they won't notice."
Yeah, let's ignore the fact that they've been reusing assets for about 10 years for old MH games. Let's also ignore that this is a G-Rank game while we're at it.
Mad Markuru I don’t think that’s really any kind of excuse. Would it really be so hard to draw up and design unique models for more weapons? It seems to be as easy as or easier than making armor, and it’s definitely easier than designing the actual new monsters.
this is still not an excuse lOL hammers in world all have the same base design with close ot 0 difference between them only xenojiva and diablos hammer differ from the rest and still they still got that rock base
After ~15 hours in the demo, adept hammer finally makes me enjoy playing the weapon. I have tried to pick this weapon up since MH3u and it just hasn't clicked with me until now!
@@plasmancer6104 I know this was made before sunbreak, but rise hammer was one of the worst iterations of hammer in the series, it devolved into spamming impact crater because the charge attacks sucked, and courage (valor style for rise) was awful and had almost no damage, in sunbreak however, hammer is arguably the best it's ever been
@@Cringe89563 Yeah it's funny because in terms of pure DPS or speedrunning times, Hammer hasn't really changed much in those regards in Sunbreak. It's still technically on the bottom end compared to most weapons. But I find that the majority of Hammer players aren't too bothered by the fact since most of them don't really care too much about deeps or speedrunning. Instead they're just happy that Hammer in Sunbreak FEELS good to play again. Who cares if the damage isn't the best, at the end of the day, you still kill the monster, maybe a minute slower than the next guy, but dead is dead. Point is that Hammer went from a one trick pony in Rise to a more balanced, fun weapon again in Sunbreak.
Personally, I like valor because it lets me spam the uppercut without having to worry about overcharging and it's actually pretty easy to get into valor state if you're familiar with the monster's moves
I've watched some Valor Hammer, and I can honestly say that it'll be popular with masters. Really, Hammer probably has the most well-balanced styles to choose from.
i just wish the normal uppercut wouldn't charge so slow. i kinda want to use focus, but i'm wondering if it will mess with the timings for the valor charges attacks
I love how gaijin has normal information for all things monster hunter. no bulshit meme cuts, no screaming bozo nonsense just a guy explaining the game he loves. thank you man.
I've just bow played Valor hammer and now I see what the courage stance switch skill in rise is based from. I think. Also I freaking love the finishers for Valor mode and the Valor step is just great
about the Focus skill, it is still very viable with the hammer, lvl 3 Focus really helps you get out the uppercut as a hit and run move.. The uppercut is a really fun and satisfying move to hit.
This guide is really helpful, I tried out Hammer for the first time yesterday but it felt so weird and foreign to me even after quite a bit of time. I don't know, feels like this weapon in general is better for solo than really for team use/online had issues with teammates tripping me or just crowding around the head making it difficult to do my job as a Hammer user.
I never realized the Taunt Art now gives an Atk Boost. Combined with the new double stun/exhaust Hunter Art, Guild, Striker, and Alchemy are looking really enticing to use over Adept, Aerial, and Valor. :)
Super armor means the during an attack if you get small damage (getting hit by a monster’s legs, fellow long sword user attacks) or small wind resistance (like when a Rathalos lands) you will continue to attack uninterrupted (you still take damage if it’s an attack).
13:10 "This is one of the least popular weapon-style combinations in the game..." What?! Valor style is (in my opinion) way better than Aerial and specially Striker for the hammer. I've tried it out in the demo and I absolutely love it. Not only does it provide a completely new (and very fun) way of using the hammer, but it also feels super satisfying . Furthermore, it combines really well with the new hunter art. I've seen some amazing runs using this combination, contrary to Aerial and Striker. About Alchemy hammer, I just see it as Guild with one extra hunter art. It sounds good, but the hammer arts are not really that good (except Spinning Meteor) and losing the ability to continue attacking after the Golf swing could be problematic in some situations. Still, it could be really useful in multiplayer.
Thanks man, I look forward to your videos everyday especially since MHGU comes out on my birthday. Been subscribed since your really old MH4U weapon tutorials
This video is great. I only have one issue. I actually main Valor Hammer. It’s great and I can put out much more DPS just because I can stick to the monster with valor sheath. But I will admit, Adept is really good.
You can hold higher level charges while dodging with Valor. It plays like some weird unsheathed evasion Greatsword. It's pretty interesting. You can't Valor sheathe out of charging so you really have to rely on the Valor step and constant charging, I'm actually surprised you didn't like it since it's all about uppercut combos. The X attack from Valor also does massive damage and charged up your gauge in a few hits. You should almost never use the standard attacks with it. Definitely give it a go if you like headsniping with charge attacks but don't like constantly sheathing.
I’m kinda sad for the bum rap on Valor mode (fave mode for hammer for me), but great video as always! Was curious on the stun values for the valor cancels, though. Any idea what they are, where I can find them?
Great video as always ;) 55 Stun for Aerial smash? Awesome! 260 physical motion? 85 Stun? Spinning Meteor sure kills a reason to use Typhoon Trigger here lol.
I picked up valor hammer just to try to and didnt know about the R attack sequence. I fought a whole congalala with half the move set missing and no known benefit. Also the sheath cancel attacks are poor at charging the gauge. Having seen this now, the valor R attacks look cool, but the minimal moveset beyond that in and out of valor mode is still a significant drag. Maybe ill try it again properly later
Yep. He’s using a Seregios weapon, and they all have that effect. Some of them are pretty great. You can get the same ability from Rustrazor Ceanataur armor, and it stack with the weapon effect.
Heads up. I know this video originated from the MHG/MHX hammer tutorial, but there should be links to stun/exhaust tutorial, as mentioned around 1:45 otherwise, great tutorial, as always
Is valor hammer really that unpopular? Im having a blast with it personally :0 Its nice to ne able to evade a bunch of stuff at the last second and rush back in. Lets me ne really agressive with the hammer.
It's probably the best style for fast kills if you know what you're doing. Don't need the golf swing when you can slam charges into the monster's face at rapid pace. And unlike adept style, it actually takes skill to wield lol.
I was wondering why valor hammer felt bad, had no idea you need to charge after every hit to get the new combos. I like the impact press art, but the charge animation makes it very impractical in solo play. You have to use trips and mounts where you'd be in getting damage normally just to activate it safely. You'll definitely get bonked and waste it if you're in an open area with an active monster. Anyways, at least I know how valor works now and can actually use it properly lol
How do people do the adept charges twice in a row? I’ve seen a lot of people doing that and I couldn’t find any mention of it in the adept section. If anyone can help me that’d be great.
Came back after getting really good at aerial and wanted to try out adept and im loving it I never liked hammer but aerial and adept make it a blast to play getting a KO from level 3 charge or the home run is so satisfying P.s in GU aerial makes cenataur and hermitaur a joke that 2 hit combo is stupidly powerful threw on ko king and impact press 3 and rustrazor EX couldn't move at all thanks Gaijin for introducing me to this awesome weapon
Okay so I know this is pretty late to this video but should I focus on stun more or exhaust or is it situational. I have been using the hammer recently after switching to it from a couple other weapons and I like it a lot but I am killing monsters in double the time that I normally do with say the switch axe or the great sword etc. I really like how the weapon feels but I feel like the damage output is lacking or I am simply doing something wrong in my combos. If you see this thank you so much in advance it means a lot!!!!
Focus on stun for hammer, exhaust for HH. Both you can do without though it’s just frosting on the cake ^^ might want to just stack in focus and attack if your time are long
Exhaust is pointless in the endgame since hypers and elders don't the get tired out status, and once you get to that point you'll be fighting normal monsters well enough to not really need it. Rage also overrides the exhausted status. Exhaust is a trap imo, KO is king
gaijin: I think there was an editing error. You went straight from "New Hunter Art" to "At level one this last...". There's no mention of the art's name or what it does exactly.
Hey man just a heads up but your channel logo in the bottom right is blocking some of the motion values you've listed. Maybe crop it over a bit for future ones? :) Edit: Oh and great video/s BTW!
This is the only guide i disagree with. Valor hammer rocks! However I do not use it's sheath cancel as anything but last resort. And if paired with impact press 3 the valor mode really shines imo. My set usually includes evasion +2 and evasion extender. Adding that to valor dash allows for some interesting tactics and fun chases. You can also give teammates an Ariel lift with the draw technique. Allowing you to clear our anyone who has a sword from attacking your precious monsters head
So that's what is up with brave. I tried it on the G lagia and got torn to shreds, probably didn't help it was my first time using hammer out of 4U. Might have to pick up alchemy to carry some scrubs.
for valor style, "focus" is a necessity. why? cauz it's all about stunning monster, it's nice and shine if you re in valor mode, but if u r not in valor, man u r screwed!!! cauz the normal charge takes 3.1 sec to charge up!!! 2.5s with focus which makes it usable, so u can snipe head n valor golf swing it when u r not in valor
I really think monster hunter need a new weapon. What do you guys think of this? The insect glaive is the only blademaster weapon that truly has both close and long-range attacks so why not make another? This would be another morphing weapon, a scythe for melee attacks and a single shot action rifle for ranged attacks that would need to be reloaded after each shot. Since this is a hybrid weapon it could also get a hybrid armour class that has a defence value and number of skill slots set in the middle between blademaster and gunner types with the only weapons that could utilise the third class being the insect glaive and the morph scythe. The morph scythe would also have a meter called 'arcane' which is gained though dealing damage to monsters but doesn't deplete over time like S.axe or longsword. When unsheathed in both forms the walking speed remains the same, ranged version when aiming down scope/zoomed in reduces walking speed. Arcane is used in the ranged mode with multiple shot types but limited to one per weapon. Light-high rate of fire close range,mid lower rate of fire medium range etc, each consuming different amount of arcane per shot in relation to impact value. Aggressive melee play is rewarded with the flexibility of some ranged functionality. Can also do the vault attack though it takes arcane to do so. Weapon arts: Reaper Shell- Consumes full arcane meter to fire a fast travelling powerful visual range attack (If you can see it you can hit it :P).Weapon goes into overheat for 45 seconds cannot fire.(high cool down) Soul Harvest- Telegraphed start-up followed by a 3 hit combo,provided the last hit connects arcane is maxed out for 1 minute 30 seconds. Melee speed,reload speed and movement speed is increased. (Very High cool down) Crescent Dash- Short start-up downward slash followed by firing the morph scythe to move the hunter in the opposite direction your camera is facing to open up the distance between you and the enemy. Think the opposite of the gun lance version, that said you could also use it to close the distance by making use of your camera angle/direction. Blast deals some damage, does not use arcane. (medium cool down) :3
Well, Generations does seem to go for the more over-the-top styles with the hunter arts and styles. Personally, I'd rather see like a gauntlet/grieve combo weapon. Kind of like a happy medium of dual blades and hammer, where the focus isn't as much on damage as it is stun and exhaust. Its damage would be closer to the Dual Blades, but with higher KO and Exhaust values on head attacks. It would have Punch (Faster, but weaker) and Kick (slower, but stronger) attacks that could be chained infinitely for the Combo Finisher mechanic I picture for the weapon. The flow of the weapon style would be similar to the Dual Blades, get in close and be hyper-aggressive, except with the Gauntlet, it would be focused on targetting the head. It lacks cutting type attacks, so useless for severing tails. Basically, each consecutive hit builds up a Combo Finisher charge. 3 hits = 1 charge. If you stop attacking, you start to lose your charges over time, though fairly quickly and Finishers can only be activated off a successful hit, but it would have a special Combo Dash for some in-close mobility and some minor I-frames so you can avoid some attacks to keep up the pressure or reposition to keep on the head. The Combo Finisher mechanic is like an alternate method of charging like the Hammer. Rather than holding the button to charge, you need to be landing hits. With no charges, you'd still have a basic Level 1 finisher that was not very strong but has super armor and be combos back into your regular attacks, an alternate way to maintain an offensive if the Combo Dash isn't viable/would take you away from the head. The Level 2 and 3 combo finishers would, of course, be stronger, I am thinking one might be a rapid flurry of hits before a power strike with higher KO and Damage and the other more of a big wind up super punch. Now....being a Capcom game, I figure this weapon would NEED to have a Hadouken, or a nod to it somewhere in there. It would probably be a simple ranged attack, Hold R to go into aim mode then button input to fire a Hadouken. Since this is a very close-range weapon, the projectile would give it SOMETHING to do when you can't reach the monster (while it's flying, etc). As for hunter arts, with the weapon having the Combo Finisher mechanic, it's Arts don't need to include many attacks, focusing more on buffs to improve performance. Iron Strikes: I think one would have something like a Critical KO benefit that amps up your Affinity and when you land a Crit it gives the KO damage a huge boost. The actual affinity, KO boost, and duration would rise incrementally with the art's level. Combo King: Another would focus on accumulating charges for your Combo Finisher faster. While having to max out for a time is tempting, that means only your level 3 Finisher would come out. Since we like some skill ceiling with our weapons, this Hunter Art will increase have the charged accumulate on every hit, rather than every 3. The duration would rise with the art level. Wind Stance: The third hunter art would be a sort of Kaioken type deal. Increase movement speed and attack speed. Pretty simple and basic. Also reduces the stamina cost on the combo dash. Hyper Combo Finisher: And since GU adds a 4th hunter art, the fourth would affect the Combo Finishers, powering them up, maybe affecting their animations and properties as well so they are like a "Hyper Combo Finisher" rather than the basic ones. This art would also have a duration, and I think as a side benefit would power up the Hadouken special ranged attack as well As you can see, between the three Hunter Arts, they are all buffs to different aspects that can be beneficial individually but can be really beneficial when stacked using Striker Style. The durations on each level would probably correspond to each other, and I think there you should be able to hold the activation button down to pop all ready arts at once so they last the exact same duration OR be able to stagger them, which each activated art resetting the timer on previous ones. To balance this version, the arts would probably charge slower and last a shorter duration, to really make this stagger mechanic more vital to properly utilize. This weapon's hunter arts are all about synergy with each other. They are all buff types that work just fine individually, but if you use a style with multiple hunter arts, you can activate them together (or staggered to last longer) and their effects all work together becoming stronger than the sum of their individual qualities. Obviously, due to this, Striker and Alchemy styles would be the stronger choices, able to use more Hunter Arts (Striker's art charge bonus, in particular, would be great) and this weapon is obviously designed towards the Striker style as the "default" choice. Guild Style: Probably has a similar move set with some altered properties to make up for the loss of a Hunter Art, but otherwise pretty vanilla as Guild style is pretty much meant to be. Aerial Style: Finishers no longer activate on the ground but only from a Vault and are different Finishers than those of the other styles. Also loses ground combo dash, instead of getting the Air Dash, which is a special combo dash in the air which has the same vaulting properties of the ground roll so Air Dashing into something like normal will result in another vault. I think like the lighter weapons, the vault itself will be an attack on the way up, but unlike most other weapons, the aerial attacks won't immediately be a smash downward type attack, instead have maybe 2 or three quick combo hits on a split second "hover" before dropping, allowing one of hit once or twice before doing an air dash to stay airborne, reposition or get out of dodge. Adept Style: Your Combo Dash becomes Adept Combo Evade in addition to the normal roll becoming an Adept Evade. Both give a combo finisher charge, and if you activate a Finisher off of the Adept Combo Evade, it comes out faster and stronger than being activated normally. You accumulate combo finisher charges on every 5 hits rather than every 3, really emphasizing the use of the Adept Combo Evade and Adept Evade. Valor: I haven't gotten too much exposure to it yet, but from how I understand it, the main mechanic if Valor Sheathing to use some unique attacks, and the major functions of a weapon being locked into Valor Mode. So, with that in mind... I think a Combo Finisher can only be performed off a hit from a Valor Sheath attack, except in Valor mode when combo finishers work normally. Generating combo charge would work normally. I think in Valor More though, either the finishers could be a little different, a little stronger, or for there to be some other variation to make finishers have a different effect in valor more than they doe outside of it. Alchemy: Similar to Striker, but having the barrel. Maybe some property changes to some attacks. Final Notes: It was really tempting to include an "input-based" special attack mechanic in instead of the combo charges, but it didn't feel natural to Monster Hunter as a whole. I like to think a lot of the attacks for this weapon, especially the Combo Finishers and their variants in certain styles would be nods to other Capcom fighting game characters, like maybe only of the aerial combo finishers is like a Guile Flash Kick attack.
All weapons are viable solo. I love solo hammer because the monster focuses on you more, which means more opportunity to hit its head. Yeah if you want to cut tails, then a cutting weapon is better. However, in terms of general part breaks, the damage type (cutting vs. blunt) that's most powerful varies. Usually, if you want to break horns or beaks or something, blunt is king. Also, blunt has two great properties in Exhaust damage and KO's. Lastly, the strategy for every monster using a hammer is the same: go for the head. The head is always a massive weak point anyways. This really teaches you to go for weak points and how to stick on certain parts of monsters. Oh, and it's a fucking blast to swing a giant hammer at a monster's head, breaking horns and knocking it out. Generally, I'd advise you that if you like the game, you'll probably get an opportunity to try out most weapons. I don't know anyone who just plays one or two weapons, they're all fun.
Saw someone in another comment say you are basically the Bob Ross of hunting monsters, and I completely agree. Thanks for the guide, you always do a wonderful job.
VengefulCheezit lmao
Couldn’t have said it better.
"Just beat the Devil out of it."
Shadow X077 that is so true they both have calming voice, I’m just not sure if Gajin has the Afro
You all prolly dont give a damn but does any of you know a method to log back into an instagram account..?
I stupidly lost the account password. I would appreciate any tricks you can give me!
This helped me since I was looking for specific info so hope this helps others as well :)
1:18 Guild Style
6:29 Striker Style
7:14 Aerial Style
8:16 Adept Style
9:55 Hunter Arts
11:02 Gaijin Hunter's Final Thoughts
12:06 Changes
12:42 Alchemy Style
13:08 Valor Style
14:34 New Hunter Arts
Andrew Nguyen da real MVP
Andrew Nguyen,You are a Good Man
Wth is a new hunter arts sposd to mean? Nvr seen that move before
Started a new save file on GU in honor of Rise. I forgot EVERYTHING so these videos are super helpful.
Huh. I had no idea Valor Hammer was so unpopular. In my experience, once you get used to the slow Y+X swing, you can fill up that Valor meter pretty quickly. And I love all those uppercuts; it’s tricky, but if I line up a full Valor charge and Impact Press, the result feels pretty awesome.
Valor hammer saved the game for me and its dam satisfying knocking the monsters down and just pouring full charging combos into their heads, dont know why people find it bad
For me is boring only smash R and the golfswing is the bread and butter of hammer since many games ago, it is so satisfying
I’ve seen a few speed runs with it. I think some people may have seen this and went “hold my hot drink.”
On another note, I find valor particularly fun with blast element hammers.
This Aerial Hammer looks great. I can't wait to try it. Thanks for the Tutorial
Welp, as a hammer main, I’m glad I found this. I didn’t know the power of adept with hammer. Thank you
adept is garbage...
@@jake9854 It's just situational, amazing vs some monsters, like valstrax, awful vs others.
@@SneakySeriyuu valor is trash too... u really got to be a hammer pro to get good at them... aerial is my favor so far.. cauz that upper cut is clean n op!
@@jake9854 it sounds like you just have no idea how to use them.
@@SneakySeriyuu Yes only raging on other hammer style
My excitement for this game can't be expressed. I'm going to play this game to my grave
Dood right
I can't play other games, I am addicted monster hunter
im from the future
you still enjoying it? i was finally able to start it up
@@enidanni3919 yup, it looks like it's going to be the last classic style monster hunter game, so while I enjoy newer games like rise and world, there is nothing quite like classic monster hunter
@@1999origamiguy theres not much of an endgame for Rise at the moment so me and my buddies decided to start this one up.
I pray for another game like mh4u but i know thatll prob never happen so this is the closest ill get
Seeing the hammer in this vid and comparing it to mhw hammer designs makes me sad because i miss cool designs like these in world
Well I personally LOVE having the basic bone hammer with a couple of monster parts glued on to it. Who wouldn't?
God, World botched the weapons so hard. It must have been a team of total newbies to the series. "Hey, equipment isn't really a big deal in Monster Hunter, right?" "Nah, equipment's not important, just stick some feathers on the base stuff, they won't notice."
Yeah, let's ignore the fact that they've been reusing assets for about 10 years for old MH games. Let's also ignore that this is a G-Rank game while we're at it.
Mad Markuru I don’t think that’s really any kind of excuse. Would it really be so hard to draw up and design unique models for more weapons? It seems to be as easy as or easier than making armor, and it’s definitely easier than designing the actual new monsters.
this is still not an excuse lOL hammers in world all have the same base design with close ot 0 difference between them only xenojiva and diablos hammer differ from the rest and still they still got that rock base
01:18 Guild Style
06:29 Striker Style
07:15 Aerial Style
08:17 Adept Style
09:54 Hunter Arts
11:03 Final Thoughts
12:07 Changes
12:41 Alchemy Style
13:08 Valor Style
14:34 New Art
15:12 Overall
Thank you a lot!!
Did Aerial Hammer's double slam really go from 10 + 15 stun to 15 + 55 stun? That's a crazy increase
After ~15 hours in the demo, adept hammer finally makes me enjoy playing the weapon. I have tried to pick this weapon up since MH3u and it just hasn't clicked with me until now!
30~ hours in and its letting me make some real progress through this game, did not like it in World which I started in
@@plasmancer6104 i know this comment is old but imo world had the best hammer. but the arts in this game are pure porn
@@sangheilicommander1056 loving hammer in world and rise nowadays, go through phases of love/ hate weapons hahaha
@@plasmancer6104 I know this was made before sunbreak, but rise hammer was one of the worst iterations of hammer in the series, it devolved into spamming impact crater because the charge attacks sucked, and courage (valor style for rise) was awful and had almost no damage, in sunbreak however, hammer is arguably the best it's ever been
@@Cringe89563 Yeah it's funny because in terms of pure DPS or speedrunning times, Hammer hasn't really changed much in those regards in Sunbreak. It's still technically on the bottom end compared to most weapons. But I find that the majority of Hammer players aren't too bothered by the fact since most of them don't really care too much about deeps or speedrunning. Instead they're just happy that Hammer in Sunbreak FEELS good to play again. Who cares if the damage isn't the best, at the end of the day, you still kill the monster, maybe a minute slower than the next guy, but dead is dead. Point is that Hammer went from a one trick pony in Rise to a more balanced, fun weapon again in Sunbreak.
Personally, I like valor because it lets me spam the uppercut without having to worry about overcharging and it's actually pretty easy to get into valor state if you're familiar with the monster's moves
I've watched some Valor Hammer, and I can honestly say that it'll be popular with masters.
Really, Hammer probably has the most well-balanced styles to choose from.
i just wish the normal uppercut wouldn't charge so slow. i kinda want to use focus, but i'm wondering if it will mess with the timings for the valor charges attacks
I'd definitely look around to see just how much those actually conflict with each other, or if you'll need to use a different style.
valor style is imo rly good, with two follow-up uspwings, the k.o.-damage is crazy.
I love how gaijin has normal information for all things monster hunter. no bulshit meme cuts, no screaming bozo nonsense just a guy explaining the game he loves. thank you man.
I've just bow played Valor hammer and now I see what the courage stance switch skill in rise is based from. I think. Also I freaking love the finishers for Valor mode and the Valor step is just great
Thank you so much you taught me how to do the ariel two hit combo with the hammer
Still waiting for a mhgu best weapon series :(
As I played MHR Sunbreak first before MHGU, I could appreciate where the Courage Hammer derives from (Valor).
That Valor Hammer is something of beauty. Gotta try that out.
about the Focus skill, it is still very viable with the hammer, lvl 3 Focus really helps you get out the uppercut as a hit and run move.. The uppercut is a really fun and satisfying move to hit.
I make it a policy to make a "DING DING" sound effect whenever you KO a monster. No matter what weapon I use...
"DING DING"
I don’t know why, but Striker Hammer has really grown on me
This guide is really helpful, I tried out Hammer for the first time yesterday but it felt so weird and foreign to me even after quite a bit of time. I don't know, feels like this weapon in general is better for solo than really for team use/online had issues with teammates tripping me or just crowding around the head making it difficult to do my job as a Hammer user.
The draw attack will make em learn..i host lobbies and if they keep tripping me I'll spend the entire hunt launching them until the learn or leave
I never realized the Taunt Art now gives an Atk Boost. Combined with the new double stun/exhaust Hunter Art, Guild, Striker, and Alchemy are looking really enticing to use over Adept, Aerial, and Valor. :)
Picked this game up 4 days coming from world, and I genuinely think I’ve spent more hours playing it than not
Thanks for this guide! I’m currently playing through GU as an Alchemy Hammer Hunter. Might take me a bit to make AXX a habit though.
been hammering since MHF on the psp. Good times.
Awh an elite hunter I see
i swear it was the only way my friend
"Hey, Puppet Pal Clem! Where do people keep their money?"
"Ehh, I dunno, where?"
"At the First National *BONK!"*
Super armor means the during an attack if you get small damage (getting hit by a monster’s legs, fellow long sword user attacks) or small wind resistance (like when a Rathalos lands) you will continue to attack uninterrupted (you still take damage if it’s an attack).
13:10 "This is one of the least popular weapon-style combinations in the game..."
What?! Valor style is (in my opinion) way better than Aerial and specially Striker for the hammer. I've tried it out in the demo and I absolutely love it. Not only does it provide a completely new (and very fun) way of using the hammer, but it also feels super satisfying . Furthermore, it combines really well with the new hunter art. I've seen some amazing runs using this combination, contrary to Aerial and Striker.
About Alchemy hammer, I just see it as Guild with one extra hunter art. It sounds good, but the hammer arts are not really that good (except Spinning Meteor) and losing the ability to continue attacking after the Golf swing could be problematic in some situations. Still, it could be really useful in multiplayer.
Lmao what is you saying young man?
Yeah, I cannot understand the choice of words here. Brave and Guild are basically the definitive styles for hammer when considering Time Attack.
Yeah..most time.runs are ueing valor/brave
Thanks man, I look forward to your videos everyday especially since MHGU comes out on my birthday. Been subscribed since your really old MH4U weapon tutorials
THE B E A T S T I C K IS HERE
This video is great. I only have one issue. I actually main Valor Hammer. It’s great and I can put out much more DPS just because I can stick to the monster with valor sheath. But I will admit, Adept is really good.
So much information for a noob like me!
I’m gonna have to watch this a few times
A girl with pigtails wielding a hammer... Looks like I found Diane.
Um es auf Deutsch (German) zu sagen: Das war ein Hammer Tutorial! :D
You can hold higher level charges while dodging with Valor. It plays like some weird unsheathed evasion Greatsword.
It's pretty interesting. You can't Valor sheathe out of charging so you really have to rely on the Valor step and constant charging, I'm actually surprised you didn't like it since it's all about uppercut combos. The X attack from Valor also does massive damage and charged up your gauge in a few hits. You should almost never use the standard attacks with it. Definitely give it a go if you like headsniping with charge attacks but don't like constantly sheathing.
Just got this game for Christmas, thanks this was very helpful
I’m kinda sad for the bum rap on Valor mode (fave mode for hammer for me), but great video as always! Was curious on the stun values for the valor cancels, though. Any idea what they are, where I can find them?
I’ve missed your tutorials.
Great video as always ;)
55 Stun for Aerial smash? Awesome!
260 physical motion? 85 Stun? Spinning Meteor sure kills a reason to use Typhoon Trigger here lol.
You did hammer this one out quickly, cheeky fella ;D
I picked up valor hammer just to try to and didnt know about the R attack sequence. I fought a whole congalala with half the move set missing and no known benefit. Also the sheath cancel attacks are poor at charging the gauge. Having seen this now, the valor R attacks look cool, but the minimal moveset beyond that in and out of valor mode is still a significant drag. Maybe ill try it again properly later
Little tip about that weapon he has right now, if you dodge while it's drawn, it will regain a small amount of sharpness.
Yep. He’s using a Seregios weapon, and they all have that effect. Some of them are pretty great. You can get the same ability from Rustrazor Ceanataur armor, and it stack with the weapon effect.
Heads up. I know this video originated from the MHG/MHX hammer tutorial, but there should be links to stun/exhaust tutorial, as mentioned around 1:45
otherwise, great tutorial, as always
I know, I scrolled down looking for it. Maybe it's a video he's still working on and he was planning to add the link when it's up.
Valor style slowly but deadly 😮
Is valor hammer really that unpopular? Im having a blast with it personally :0
Its nice to ne able to evade a bunch of stuff at the last second and rush back in. Lets me ne really agressive with the hammer.
I just tried Valor Hammer our of curiosity, and it’s honestly kinda fun in my opinion
It's probably the best style for fast kills if you know what you're doing. Don't need the golf swing when you can slam charges into the monster's face at rapid pace. And unlike adept style, it actually takes skill to wield lol.
The new moves you get after an Adept Evade are basically the same as the one you get with the new mode in MHW (after pressing R2 + O),
Cool tip: Using taunt to lure a monster into a trap is a very good strategy online, regardless of the level of taunt, it has the same effect.
Now I want to see MHGU hammer fight MHW insect glaive. Take the battle to the air.
i didn't even know the strong charge existed but i still prefer adept (with typhoon trigger because it's heavily abuse-able and that's good)
I cant do the spin move:( every time I let go at level 3 it just does the forward moving up swing
This is not the Hammer Tutorial I was looking for but cool vid anyway.
I like valor because of the insane stun value charges.
Hammer 💪🏻
For some reason I'm planning on going Alchemy style now that I know how it works (roughly). The 3 arts option also adds to the allure.
Subtitle said moths one hundred generations
Never forget the MH4U Hammer video ;)
Nice refresh my body is ready
Valor hammer is my favorite valor style among all weapons. New charging routes flow so well
I was wondering why valor hammer felt bad, had no idea you need to charge after every hit to get the new combos. I like the impact press art, but the charge animation makes it very impractical in solo play. You have to use trips and mounts where you'd be in getting damage normally just to activate it safely. You'll definitely get bonked and waste it if you're in an open area with an active monster. Anyways, at least I know how valor works now and can actually use it properly lol
How do people do the adept charges twice in a row? I’ve seen a lot of people doing that and I couldn’t find any mention of it in the adept section. If anyone can help me that’d be great.
I'm an aerial hammer user. Honestly I'm going thru G3 using mostly aerial hammer and aerial CB
Hwow to hmaerr:
Step 1: Boink nogginn
Step 2: Boink nogginn agenn
Came back after getting really good at aerial and wanted to try out adept and im loving it I never liked hammer but aerial and adept make it a blast to play getting a KO from level 3 charge or the home run is so satisfying
P.s in GU aerial makes cenataur and hermitaur a joke that 2 hit combo is stupidly powerful threw on ko king and impact press 3 and rustrazor EX couldn't move at all thanks Gaijin for introducing me to this awesome weapon
I might give Hammer a shot and plan to go Alchemy
I've been playing alchemy hammer for a few days now and it's a lot of fun. The barrel cannon is so much fun
Okay so I know this is pretty late to this video but should I focus on stun more or exhaust or is it situational. I have been using the hammer recently after switching to it from a couple other weapons and I like it a lot but I am killing monsters in double the time that I normally do with say the switch axe or the great sword etc. I really like how the weapon feels but I feel like the damage output is lacking or I am simply doing something wrong in my combos. If you see this thank you so much in advance it means a lot!!!!
Focus on stun for hammer, exhaust for HH. Both you can do without though it’s just frosting on the cake ^^ might want to just stack in focus and attack if your time are long
Exhaust is pointless in the endgame since hypers and elders don't the get tired out status, and once you get to that point you'll be fighting normal monsters well enough to not really need it. Rage also overrides the exhausted status. Exhaust is a trap imo, KO is king
gaijin: I think there was an editing error. You went straight from "New Hunter Art" to "At level one this last...". There's no mention of the art's name or what it does exactly.
Mmmmm now that’s a sexy golden hammer. I want.
why my hammer not changing colour in adept style
Hey man just a heads up but your channel logo in the bottom right is blocking some of the motion values you've listed. Maybe crop it over a bit for future ones? :) Edit: Oh and great video/s BTW!
This is the only guide i disagree with. Valor hammer rocks! However I do not use it's sheath cancel as anything but last resort. And if paired with impact press 3 the valor mode really shines imo. My set usually includes evasion +2 and evasion extender. Adding that to valor dash allows for some interesting tactics and fun chases. You can also give teammates an Ariel lift with the draw technique. Allowing you to clear our anyone who has a sword from attacking your precious monsters head
From what I’ve played in the demo I think valor hammer is my favorite valor weapon
G Salemander, yeah it’s an absolute blast during the demo, but I don’t really see myself using it when the game comes out.
In the right hands Valor Hammer is OP
I love your videos so much
That aerial style buff is bonkers! Thats like 30 more ko!!!
So that's what is up with brave. I tried it on the G lagia and got torn to shreds, probably didn't help it was my first time using hammer out of 4U.
Might have to pick up alchemy to carry some scrubs.
wait, so basically the adept super charge moves are the mhw super charge moves(except the running lvl3)?
Ive been a hammer main since mh3u
Mc hammer would be proud
After Sheathe in valor style Hammer how can i charge fast by pressing R and by the way i entered Valor state. Help me please. Anyone?
Striker style x combo is just like mh1 combo
Swagaxe guide when? :(
Raúl Retana Thanks dude
Hold on boys... gotta shmoke some more weeds
IT'S POUNDING TIME chiveyBoi
1:40 You forgot to link the stun/exhaust damage video gaijin.
for valor style, "focus" is a necessity. why? cauz it's all about stunning monster, it's nice and shine if you re in valor mode, but if u r not in valor, man u r screwed!!! cauz the normal charge takes 3.1 sec to charge up!!! 2.5s with focus which makes it usable, so u can snipe head n valor golf swing it when u r not in valor
Heads up!
anybody know what armor is used in this video?
I really think monster hunter need a new weapon. What do you guys think of this?
The insect glaive is the only blademaster weapon that truly has both close and long-range attacks so why not make another?
This would be another morphing weapon, a scythe for melee attacks and a single shot action rifle for ranged attacks that would need to be reloaded after each shot. Since this is a hybrid weapon it could also get a hybrid armour class that has a defence value and number of skill slots set in the middle between blademaster and gunner types with the only weapons that could utilise the third class being the insect glaive and the morph scythe.
The morph scythe would also have a meter called 'arcane' which is gained though dealing damage to monsters but doesn't deplete over time like S.axe or longsword. When unsheathed in both forms the walking speed remains the same, ranged version when aiming down scope/zoomed in reduces walking speed. Arcane is used in the ranged mode with multiple shot types but limited to one per weapon. Light-high rate of fire close range,mid lower rate of fire medium range etc, each consuming different amount of arcane per shot in relation to impact value. Aggressive melee play is rewarded with the flexibility of some ranged functionality. Can also do the vault attack though it takes arcane to do so.
Weapon arts:
Reaper Shell- Consumes full arcane meter to fire a fast travelling powerful visual range attack (If you can see it you can hit it :P).Weapon goes into overheat for 45 seconds cannot fire.(high cool down)
Soul Harvest- Telegraphed start-up followed by a 3 hit combo,provided the last hit connects arcane is maxed out for 1 minute 30 seconds. Melee speed,reload speed and movement speed is increased. (Very High cool down)
Crescent Dash- Short start-up downward slash followed by firing the morph scythe to move the hunter in the opposite direction your camera is facing to open up the distance between you and the enemy. Think the opposite of the gun lance version, that said you could also use it to close the distance by making use of your camera angle/direction. Blast deals some damage, does not use arcane. (medium cool down)
:3
ive always thought a whip would be cool as hell
A RWBY fan I see.
Niall Reid RWBY and God Eater
Well, Generations does seem to go for the more over-the-top styles with the hunter arts and styles.
Personally, I'd rather see like a gauntlet/grieve combo weapon. Kind of like a happy medium of dual blades and hammer, where the focus isn't as much on damage as it is stun and exhaust. Its damage would be closer to the Dual Blades, but with higher KO and Exhaust values on head attacks. It would have Punch (Faster, but weaker) and Kick (slower, but stronger) attacks that could be chained infinitely for the Combo Finisher mechanic I picture for the weapon.
The flow of the weapon style would be similar to the Dual Blades, get in close and be hyper-aggressive, except with the Gauntlet, it would be focused on targetting the head. It lacks cutting type attacks, so useless for severing tails. Basically, each consecutive hit builds up a Combo Finisher charge. 3 hits = 1 charge. If you stop attacking, you start to lose your charges over time, though fairly quickly and Finishers can only be activated off a successful hit, but it would have a special Combo Dash for some in-close mobility and some minor I-frames so you can avoid some attacks to keep up the pressure or reposition to keep on the head.
The Combo Finisher mechanic is like an alternate method of charging like the Hammer. Rather than holding the button to charge, you need to be landing hits. With no charges, you'd still have a basic Level 1 finisher that was not very strong but has super armor and be combos back into your regular attacks, an alternate way to maintain an offensive if the Combo Dash isn't viable/would take you away from the head. The Level 2 and 3 combo finishers would, of course, be stronger, I am thinking one might be a rapid flurry of hits before a power strike with higher KO and Damage and the other more of a big wind up super punch.
Now....being a Capcom game, I figure this weapon would NEED to have a Hadouken, or a nod to it somewhere in there. It would probably be a simple ranged attack, Hold R to go into aim mode then button input to fire a Hadouken. Since this is a very close-range weapon, the projectile would give it SOMETHING to do when you can't reach the monster (while it's flying, etc).
As for hunter arts, with the weapon having the Combo Finisher mechanic, it's Arts don't need to include many attacks, focusing more on buffs to improve performance.
Iron Strikes: I think one would have something like a Critical KO benefit that amps up your Affinity and when you land a Crit it gives the KO damage a huge boost. The actual affinity, KO boost, and duration would rise incrementally with the art's level.
Combo King: Another would focus on accumulating charges for your Combo Finisher faster. While having to max out for a time is tempting, that means only your level 3 Finisher would come out. Since we like some skill ceiling with our weapons, this Hunter Art will increase have the charged accumulate on every hit, rather than every 3. The duration would rise with the art level.
Wind Stance: The third hunter art would be a sort of Kaioken type deal. Increase movement speed and attack speed. Pretty simple and basic. Also reduces the stamina cost on the combo dash.
Hyper Combo Finisher: And since GU adds a 4th hunter art, the fourth would affect the Combo Finishers, powering them up, maybe affecting their animations and properties as well so they are like a "Hyper Combo Finisher" rather than the basic ones. This art would also have a duration, and I think as a side benefit would power up the Hadouken special ranged attack as well
As you can see, between the three Hunter Arts, they are all buffs to different aspects that can be beneficial individually but can be really beneficial when stacked using Striker Style. The durations on each level would probably correspond to each other, and I think there you should be able to hold the activation button down to pop all ready arts at once so they last the exact same duration OR be able to stagger them, which each activated art resetting the timer on previous ones. To balance this version, the arts would probably charge slower and last a shorter duration, to really make this stagger mechanic more vital to properly utilize.
This weapon's hunter arts are all about synergy with each other. They are all buff types that work just fine individually, but if you use a style with multiple hunter arts, you can activate them together (or staggered to last longer) and their effects all work together becoming stronger than the sum of their individual qualities.
Obviously, due to this, Striker and Alchemy styles would be the stronger choices, able to use more Hunter Arts (Striker's art charge bonus, in particular, would be great) and this weapon is obviously designed towards the Striker style as the "default" choice.
Guild Style: Probably has a similar move set with some altered properties to make up for the loss of a Hunter Art, but otherwise pretty vanilla as Guild style is pretty much meant to be.
Aerial Style: Finishers no longer activate on the ground but only from a Vault and are different Finishers than those of the other styles. Also loses ground combo dash, instead of getting the Air Dash, which is a special combo dash in the air which has the same vaulting properties of the ground roll so Air Dashing into something like normal will result in another vault. I think like the lighter weapons, the vault itself will be an attack on the way up, but unlike most other weapons, the aerial attacks won't immediately be a smash downward type attack, instead have maybe 2 or three quick combo hits on a split second "hover" before dropping, allowing one of hit once or twice before doing an air dash to stay airborne, reposition or get out of dodge.
Adept Style: Your Combo Dash becomes Adept Combo Evade in addition to the normal roll becoming an Adept Evade. Both give a combo finisher charge, and if you activate a Finisher off of the Adept Combo Evade, it comes out faster and stronger than being activated normally. You accumulate combo finisher charges on every 5 hits rather than every 3, really emphasizing the use of the Adept Combo Evade and Adept Evade.
Valor: I haven't gotten too much exposure to it yet, but from how I understand it, the main mechanic if Valor Sheathing to use some unique attacks, and the major functions of a weapon being locked into Valor Mode. So, with that in mind... I think a Combo Finisher can only be performed off a hit from a Valor Sheath attack, except in Valor mode when combo finishers work normally. Generating combo charge would work normally. I think in Valor More though, either the finishers could be a little different, a little stronger, or for there to be some other variation to make finishers have a different effect in valor more than they doe outside of it.
Alchemy: Similar to Striker, but having the barrel. Maybe some property changes to some attacks.
Final Notes: It was really tempting to include an "input-based" special attack mechanic in instead of the combo charges, but it didn't feel natural to Monster Hunter as a whole. I like to think a lot of the attacks for this weapon, especially the Combo Finishers and their variants in certain styles would be nods to other Capcom fighting game characters, like maybe only of the aerial combo finishers is like a Guile Flash Kick attack.
Jordan Hough oh I really like this maybe I should come up with how my weapons changes with different styles.
Lots of detail bro , nice👌
Batter up!
WHO'S READY TO GET SOME HEAD!
btw i kinda prefer the old audio, did change microphones?
God guide 👍
Thx
A nice solid pound...
If you use provoke as a monster trys to relocate will it stop it?
B O N K I N T E S I F I E S
In the triple pound for striker are all 3 hits motion value 60?
Hello can I know the damage attack of Valor style?
Is this weapon fine to use solo? I like using the longsword but miss being able to break parts haha so im in doubt between hammer and greatsword
All weapons are viable solo. I love solo hammer because the monster focuses on you more, which means more opportunity to hit its head.
Yeah if you want to cut tails, then a cutting weapon is better. However, in terms of general part breaks, the damage type (cutting vs. blunt) that's most powerful varies. Usually, if you want to break horns or beaks or something, blunt is king.
Also, blunt has two great properties in Exhaust damage and
KO's. Lastly, the strategy for every monster using a hammer is the same: go for the head. The head is always a massive weak point anyways. This really teaches you to go for weak points and how to stick on certain parts of monsters. Oh, and it's a fucking blast to swing a giant hammer at a monster's head, breaking horns and knocking it out.
Generally, I'd advise you that if you like the game, you'll probably get an opportunity to try out most weapons. I don't know anyone who just plays one or two weapons, they're all fun.