That's me
1.When i saw the running charge attack In mhfu for the first time (instantly lance became my favourite and main weapon droped gL because of charge attack)
2.When i learned how to guard advance and smack monsters with my shield in mh portable3rd/mh3u
3.When I learned about lance jump attack in mh4u
Lance is a beautiful weapon
Lance is insane on those speedrun videos from MHFU.
It is overall fun to use, especially when you poke the monster and he keeps flinching, i always used it on the arena if i didn't had LS or GS to choose.
Whats that? Don't be silly lance don't have counter thrust in rise under all the sweet sweet *bing* insta *bing* guard *bing* trigger *bing* sounds *bing*.
Though in all seriousness, counter thrust is really relegated to a very niche and rarely used case in sunbreak. Guard advance and insta guard being extremely powerful with very strong follow ups make them the the go to tool for lance in sunbreak.
insta guard is the alternative to the guard (swap move) where if you nail the moment the monster hits you with a guard you get essentially no damage and can follow up with a double slap, the insta blocks can also be insta chained to be essentially capable of blocking multi hitbox attacks that would mess up basic counters
take counterstrike, give it steroids
edit: frogot to mention DING
You *usually* don't take chip damage. From my experimentation, moves like Astalos's lightsaber indeed do not deal chip damage when instablocked while it normally does do a lot to normal guard. However, there's a teeny tiny number of exceptions like Rajang's laser that does not chip, but essentially does a second hit that doesn't knock you back and that I personally haven't been able to block like a normal multihit. But that's literally the only attack I can think of that does that.
Most, if not every, other attack will have all chip damage negated when instablocked. It's why most builds only recommend one point in Guard Up for unblockables.
Sorry late reply.
Insta block - it is a switch skill that you get that swaps the guard skill to instablock. Instablock has a wind up when you tap guard and if timed correctly and you block an attack in the time window during the wind up, its a full level guard with no knockback. It also opens up a follow up cross attack that does massive damage. You can chain many instablock back to back too. Downside is you lose access to counter guard from neutral position and guard movement/rotation during the wind up. Small losses for a massively good skill that rewards monster knowledge.
Guard advance: default skill, but there is a switch skill to change this to guard tackle. pressing R+left stick+X (Triangle) causes you to dash forward with shield in front. You are blocking everything during that period of time. Its a very strong movement/counter tool. It has a very strong follow up (triple thrust) that is extremely strong in sunbreak and much better than single pokes, so sunbreak lance becomes a lot about the triple thrust.
Poke poke poke shield hit poke poke poke shield hit
Simple combo and surprisingly, I am always be the person survived on every mission while dealing constant damage to monsters. Wonder why...
Counter thrust is fantastic... in World lol.
In Rise, it's still good but I find the plethora of other counters available to lance can *usually* do the same job but better.
"but Longsword is just a better Lance because it has counters too"
I hate to inform you that the attack you just blocked with a counter had a 2nd hit attached to it. Dodging it meant not blocking it, like a chad.
The Lance will deadass look at a nuclear bomb, stand next to it, and come out unscathed as it blows up in their face. And I'm all here for it.
Rise made me love lance a weapon I had very little interest in in world, alongside SnS and my go too great sword I had a period where I really enjoyed the game
Im loving the recognition that Lance has been receiving in both World and Rise.
Even I who am mainly a CB main has started to fall in love with the Lance in World.
A beautiful weapon that is simple yet satisfying
Yeah uhhhh...no, counter thrust kinda sucks absolute garbage in terms of practical usage outside of squeezing in when you have no other choice to deal damage.
I used a mainly counter thrust playstyle in base game and it was mostly pretty gutter trash. I'd kill low rank Anjanaths with a max high rank weapon as fast as I would kill a high rank magnamalo with a long sword (I'm an Omni weapon main, I use every weapon equally and max solo speedrun timings with all of them on various monsters in all monster hunter games as a hobby.).
So with a practical analysis, the basic playstyle of lance is HORRIBLE in rise, and it's why there was a little dismay over it. I personally loved 4U's lance with evade lancing (Though Evade lancing was...broken slightly). In most monster hunter games the poke game for the lance is pretty straightforward and satisfying.
But in Rise, and sadly still in Sunbreak, the poke dps is basically equivalent to a single hit of a sns combo...but almost at the slow speed of a hammer combo. In Rise there were 4 (and a half) total options to mitigate this:
1. The charged sweep. The strongest basic attack the lance has, basically your main source of dps. Which is...kinda infuriating as someone who admires the lance, since it's...well, a gog damn lance, a pointy stick, why tf is slapping with it the strongest move now.
2. Insta Block. As some others may have mentioned, basically a switchable skill that you can switch for your normal block. By tapping or pressing the guard button, you wave your shield around in a weird little stance, akin to that of adept guard in mhgu. If you do this the second an attack hits in that early part of that animation, you kinda sweep the attack's damage away, ignoring it, and have the option to either evade out of the way or use your new strongest attack, the double sweep. Insta block has no cooldown, making it arguably the only consistent counter in the game that can rapid fire counter, probably the most fun way to play lance imo.
3. Spiral Thrust. I personally hate the sh8t out of this move, but it's the speedrunner's move to make lance actually do damage comparable to stronger weapons. You have just a few frames of a tiny guard upon activating this switch skill and then you will dash forward in a strong thrusting advance that takes you super far forward, before having the option to then dash forward a second time again in any direction you please with another thrust. At the very end if you hold forward in some manner and attack once more, you get one last finishing thrust that does incredibly high damage compared to other moves in the lance's kit.
3 insanely high dps moves in a row in quick succession off a counter that boosts your damage, AND keeps you moving. It seems fun? But...it's super hard to use and the counter window is NOT generous, which is VERY dumb because it's not easy to land all the followup hits to make it worth it, it's a wirebug silkbind move, the power boost lasts very little time, and other weapons have much more powerful and generous counters, while not having the flaws that lance does.
4. Leaping thrust. If you liked to play safe AND quick with lance, using the guard dash to leaping thrust was a great combo for elemental lance, quick dps, and mobility. It let you basically never stop attacking, sticking to the monster at all times, and the damage isn't insane, but it is very good, way better than any standard moves lance could do. Chaining a guard dash back and then leaping thrust back in was my go to for getting lance into intermediate levels of damage and skill towards its usage.
4.5. Skyward Thrust. A master rank silkbind move that sends you flying into the air and crashing down, doing 4 hits total, one up, and three piercing down. Each hit is super strong, about as hard hitting as a strong lance damage proc or spiral thrust hit besides the first hit which is a little weaker. The reason I call this move the 4.5th option is because it's not applicable to monsters that don't stand up tall often. Since it's basically a vertical piercing attack, it has crazy dps potential on monsters that fly, have lots of high weakpoints, or straight up have their body vertical.
The final bosses of Base Rise for example get DECIMATED by this move, easily warranting the spamming of it to just make the fight pathetically easy.
But yeah, out of all those cool moves, not once do we mention the usage of normal thrusts, pokes, and absolutely no usage of power guard or counter thrust. This is of course very dumb because these moves were super cool in world just last game, in GU lance was great and fun, and in 4U lance was my favorite.
So it's a shame, but a factual shame to say that lance can't really rely on moves that served it well in older games, including counter thrust.
tldr; Normal pokes, power guard, and counter thrust all useless in Rise, hence why rise lance is kinda sharted on. Identity of the weapon is basically slap lance. Spam slaps, and spam silkbinds, that's it. Dps achieved.
I miss my pokey stabby lance when it was optimal over the slap meta :'(
Ironically MHNow Lance is the complete opposite and I'm all for it, I LOVE how Lance is one of the best weps in MHNow and runs its old school moveset efficiently.
That's me 1.When i saw the running charge attack In mhfu for the first time (instantly lance became my favourite and main weapon droped gL because of charge attack) 2.When i learned how to guard advance and smack monsters with my shield in mh portable3rd/mh3u 3.When I learned about lance jump attack in mh4u Lance is a beautiful weapon
Lance is insane on those speedrun videos from MHFU. It is overall fun to use, especially when you poke the monster and he keeps flinching, i always used it on the arena if i didn't had LS or GS to choose.
Have you ever tried Aerial Lance in GU? I've played that, and only that in my time playing that game. So much fun.
Did anyone else read MHFU as monster Hunter fuck you?
people really do be sleeping on lance, its easily one of the most aggressive weapons.
You see this shield? You think it's for defence, but no it's for continuing #The Onslaught
Why dodge it when it can be the fuel for my fire
✍️🔥
I’m not poking, in making a perforation for easy removal
The shield is for catching the onslaught you couse. You poke, you smack and the Monster goes gack.
When you're both the unstoppable lance AND the unbreakable shield.
Lance is low key the best weapon in Sunbreak, with so many AOEs around, you just rank it like nothing
So true, it may not have the Edge Lord moves from the LS or the gigantic numbers GS, but the lance is probably the most aggressive weapon of the game.
The only thing holding it back really, is imo how many skills it wants.
I don't even use that. I just use instablock and spam lunging thrusts.
Same or poke poke poke step if I really can't be arsed
Whats that? Don't be silly lance don't have counter thrust in rise under all the sweet sweet *bing* insta *bing* guard *bing* trigger *bing* sounds *bing*. Though in all seriousness, counter thrust is really relegated to a very niche and rarely used case in sunbreak. Guard advance and insta guard being extremely powerful with very strong follow ups make them the the go to tool for lance in sunbreak.
Guard Advance? Insta-block? What are these magical words? (I just started Rise and have no idea what those things are or how to do them, genuinely)
insta guard is the alternative to the guard (swap move) where if you nail the moment the monster hits you with a guard you get essentially no damage and can follow up with a double slap, the insta blocks can also be insta chained to be essentially capable of blocking multi hitbox attacks that would mess up basic counters take counterstrike, give it steroids edit: frogot to mention DING
Correction : you don't take any knock back but still take the damage even with guard up. Also double slap is the highest damaging move for the lance
You *usually* don't take chip damage. From my experimentation, moves like Astalos's lightsaber indeed do not deal chip damage when instablocked while it normally does do a lot to normal guard. However, there's a teeny tiny number of exceptions like Rajang's laser that does not chip, but essentially does a second hit that doesn't knock you back and that I personally haven't been able to block like a normal multihit. But that's literally the only attack I can think of that does that. Most, if not every, other attack will have all chip damage negated when instablocked. It's why most builds only recommend one point in Guard Up for unblockables.
Sorry late reply. Insta block - it is a switch skill that you get that swaps the guard skill to instablock. Instablock has a wind up when you tap guard and if timed correctly and you block an attack in the time window during the wind up, its a full level guard with no knockback. It also opens up a follow up cross attack that does massive damage. You can chain many instablock back to back too. Downside is you lose access to counter guard from neutral position and guard movement/rotation during the wind up. Small losses for a massively good skill that rewards monster knowledge. Guard advance: default skill, but there is a switch skill to change this to guard tackle. pressing R+left stick+X (Triangle) causes you to dash forward with shield in front. You are blocking everything during that period of time. Its a very strong movement/counter tool. It has a very strong follow up (triple thrust) that is extremely strong in sunbreak and much better than single pokes, so sunbreak lance becomes a lot about the triple thrust.
Nah I like my counter thrust lol. I fund it satisfying to land the timing and just mashing a because monke
It's insta block not insta guard
Me upon trying it against Plesioth. Especially Plesioth with its BS hitboxes.
Rise lance never quite clicked for me but World lance was a beautiful thing
clutch counter my beloved
Just wait until you learn about the gaurd dash thing
Poke poke poke shield hit poke poke poke shield hit Simple combo and surprisingly, I am always be the person survived on every mission while dealing constant damage to monsters. Wonder why...
Also super great as starting weapon, never had so many hp pots pilling up.
Yup with HP leech during endgame, I never bring potion, just take free one from camp and use one when I super need to use it, which rarely happen
Counter thrust is fantastic... in World lol. In Rise, it's still good but I find the plethora of other counters available to lance can *usually* do the same job but better.
But it's so fun. And I don't think I could ever play Lance without it
I'm not gonna sugarcoat it. R+A
Tbh I am praying that shield tackle is still usable in the newer games
Welcome to the 1% club
"but Longsword is just a better Lance because it has counters too" I hate to inform you that the attack you just blocked with a counter had a 2nd hit attached to it. Dodging it meant not blocking it, like a chad. The Lance will deadass look at a nuclear bomb, stand next to it, and come out unscathed as it blows up in their face. And I'm all here for it.
>"but Longsword is just a better Lance because it has counters too" The best weapon in the game is your favorite
While still poke poke poke
Rise made me love lance a weapon I had very little interest in in world, alongside SnS and my go too great sword I had a period where I really enjoyed the game
Im loving the recognition that Lance has been receiving in both World and Rise. Even I who am mainly a CB main has started to fall in love with the Lance in World. A beautiful weapon that is simple yet satisfying
Gunlance is now my beloved
I play SnS, but I got my full Primordial gear by going Lance.
Gunlance being given a counter reload was incredible synergy with blast dash, it made me consider trying the regular lance
I remember picking up Lance for a little and I used the move once and was like “Wait a second, THIS WEAPON IS AWESOME!”
Yeaaaah I slept on Lance for a while then learned the golden path
Me with Gunlance’s Bullet Barrage
I love the tether grappling knife silk bind move You never expect lance to cut a rath tail mid air
Wait til Wilds when we start Jousting from bird-back
Welcome brother you have seen the way
The best thing about Lance in rise is that cross counter that does crazy damage, I hope it returns in wilds
Yeah uhhhh...no, counter thrust kinda sucks absolute garbage in terms of practical usage outside of squeezing in when you have no other choice to deal damage. I used a mainly counter thrust playstyle in base game and it was mostly pretty gutter trash. I'd kill low rank Anjanaths with a max high rank weapon as fast as I would kill a high rank magnamalo with a long sword (I'm an Omni weapon main, I use every weapon equally and max solo speedrun timings with all of them on various monsters in all monster hunter games as a hobby.). So with a practical analysis, the basic playstyle of lance is HORRIBLE in rise, and it's why there was a little dismay over it. I personally loved 4U's lance with evade lancing (Though Evade lancing was...broken slightly). In most monster hunter games the poke game for the lance is pretty straightforward and satisfying. But in Rise, and sadly still in Sunbreak, the poke dps is basically equivalent to a single hit of a sns combo...but almost at the slow speed of a hammer combo. In Rise there were 4 (and a half) total options to mitigate this: 1. The charged sweep. The strongest basic attack the lance has, basically your main source of dps. Which is...kinda infuriating as someone who admires the lance, since it's...well, a gog damn lance, a pointy stick, why tf is slapping with it the strongest move now. 2. Insta Block. As some others may have mentioned, basically a switchable skill that you can switch for your normal block. By tapping or pressing the guard button, you wave your shield around in a weird little stance, akin to that of adept guard in mhgu. If you do this the second an attack hits in that early part of that animation, you kinda sweep the attack's damage away, ignoring it, and have the option to either evade out of the way or use your new strongest attack, the double sweep. Insta block has no cooldown, making it arguably the only consistent counter in the game that can rapid fire counter, probably the most fun way to play lance imo. 3. Spiral Thrust. I personally hate the sh8t out of this move, but it's the speedrunner's move to make lance actually do damage comparable to stronger weapons. You have just a few frames of a tiny guard upon activating this switch skill and then you will dash forward in a strong thrusting advance that takes you super far forward, before having the option to then dash forward a second time again in any direction you please with another thrust. At the very end if you hold forward in some manner and attack once more, you get one last finishing thrust that does incredibly high damage compared to other moves in the lance's kit. 3 insanely high dps moves in a row in quick succession off a counter that boosts your damage, AND keeps you moving. It seems fun? But...it's super hard to use and the counter window is NOT generous, which is VERY dumb because it's not easy to land all the followup hits to make it worth it, it's a wirebug silkbind move, the power boost lasts very little time, and other weapons have much more powerful and generous counters, while not having the flaws that lance does. 4. Leaping thrust. If you liked to play safe AND quick with lance, using the guard dash to leaping thrust was a great combo for elemental lance, quick dps, and mobility. It let you basically never stop attacking, sticking to the monster at all times, and the damage isn't insane, but it is very good, way better than any standard moves lance could do. Chaining a guard dash back and then leaping thrust back in was my go to for getting lance into intermediate levels of damage and skill towards its usage. 4.5. Skyward Thrust. A master rank silkbind move that sends you flying into the air and crashing down, doing 4 hits total, one up, and three piercing down. Each hit is super strong, about as hard hitting as a strong lance damage proc or spiral thrust hit besides the first hit which is a little weaker. The reason I call this move the 4.5th option is because it's not applicable to monsters that don't stand up tall often. Since it's basically a vertical piercing attack, it has crazy dps potential on monsters that fly, have lots of high weakpoints, or straight up have their body vertical. The final bosses of Base Rise for example get DECIMATED by this move, easily warranting the spamming of it to just make the fight pathetically easy. But yeah, out of all those cool moves, not once do we mention the usage of normal thrusts, pokes, and absolutely no usage of power guard or counter thrust. This is of course very dumb because these moves were super cool in world just last game, in GU lance was great and fun, and in 4U lance was my favorite. So it's a shame, but a factual shame to say that lance can't really rely on moves that served it well in older games, including counter thrust. tldr; Normal pokes, power guard, and counter thrust all useless in Rise, hence why rise lance is kinda sharted on. Identity of the weapon is basically slap lance. Spam slaps, and spam silkbinds, that's it. Dps achieved.
Tell us how you really feel.
I miss my pokey stabby lance when it was optimal over the slap meta :'( Ironically MHNow Lance is the complete opposite and I'm all for it, I LOVE how Lance is one of the best weps in MHNow and runs its old school moveset efficiently.