Monster Hunter World is a very fun role-playing game. Many players want to know how to release the spear skill in Monster Hunter World. In order to help players play this game better, the editor has brought players how to release the spear skill in Monster Hunter World. , interested players come and take a look!
The spear is a weapon that combines both offense and defense. Unlike its brother, the gun, the heavy armor burst, it is good at dismantling monster moves and counterattacking. The connection of the spear's movements is very smooth. Even if the damage of a single attack is not high, you can rely on more attacks. The number of knives will make up for it, so the monster needs to be tightly entangled.
5 spear attack moves (flat, above, anti-reverse, sweep, car)
Avoidance (shield rush, anti-reverse, back jump, side movement)
1. Flat thrust, a stab based on three, the magnification of the first and second thrusts is lower than that of the upper thrust, and the magnification of the third thrust is the same. Flat stabbing is often used to get close to the monster's attack point, because the upper stabbing attack distance is not enough, but the flat stabbing is slightly farther away and can bring half the body closer. That is the common flat-above-above-jump in the video.
2. The upper stab is the main (only) output method of the spear. The third stab has the highest magnification and is supported by the third-level talent (ready to go: the third stab can be used to prevent counterattacks). There is a short pause between the third and second thrusts, which can be used to determine whether to thrust or avoid/defend.
The fluidity of a spear refers to the split-second transition between attack action and defense/evasion.
ol Each weapon has an imba move, such as the four-charge sword, the dragon flame blade of the gun... Most of these are output skills, which are the characteristics and main skills of the weapon, while the characteristics of the spear are shield charging and defense. opposite.
3. Shield charge (charge forward with a shield), press the left and right mouse buttons /W+E+left mouse button at the same time, and maintain a defense judgment from taking off to landing. It comes with a large displacement. The moment the shield charge ends, it can be connected to thrust/anti-reverse/ Move sideways/go straight into defense. Shield charge is affected by defense. Moves with too strong attack power will lose blood + great stiffness (stiffness can be offset by talent). The defense angle of shield dash is the same as that of anti-reverse, but due to its own displacement, it often skips the second stage of the judgment range. For example, The Snow Mountain Dragon Chariot/Golden Lion can be solved by punching and shielding continuously.
4. Anti-reverse, E + right mouse button, the charging time of short pressing and long pressing is different. When fully charged, the damage of the third stab will be doubled. If it is attacked within the defense angle before full charging, it will counterattack instantly. At this time, the damage is equal to the normal stab. Anti-counterattack is also subject to a defensive bonus. If the anti-counterattack moment itself is not strong enough, it will automatically enter the defensive state but does not lose blood (the difference from shield charge), which is also counted as a successful anti-counterattack. When anti-counterattacking, one's own defense increases by many levels. For example, when anti-counterattacking, a crab presses the ground without losing blood. Anti-reverse and defense deduct stamina.
Anti-reflection can catch the thrust in seconds, which is the core of close combat with spears.
Note: 1. The back is a defensive blank. 2. Seize the timing of charging well. There is no defense judgment at the moment of full charging. 3 Anti-reverse/shield rush is bonused by defense strength and defense.
5. Rush (people and vehicles), long gun characteristics, press the v key or the left and right keys at the same time in defense state. The main function is to chase monsters at mid-range. When using the Swiftness and Desire talent, it relies on high-frequency abnormality and awakening. The attribute gun can also be used for sudden output sometimes.
In fact, since the physical and attribute damage of humans and vehicles were cut some time ago, it has been difficult to use damage to lock monsters, and humans and vehicles are not flexible, so there are generally three ways to trap humans and vehicles: traps to control vehicles, and blocking the edges of the map. Vehicles, downed vehicles, and human vehicles have high requirements for monster models. Generally speaking, the fang beast chrysanthemum, the flying dragon's legs lying down at 90 degrees, and the bird dragon's leg socket can be inserted into the human vehicle. The current models of several ancient dragons are relatively large-chested. Just get stuck.
6. The physical multiplier of the rushing stab (the terminal stab of a man and a vehicle) is twice that of the third stab, but the attribute multiplier remains unchanged.
7. Side move/back jump, the spearman's avoidance method is different from other weapons (crossbow: ...). It can be used three times in a row, and the single-stage displacement distance is shorter than that of the gunman. Often used to connect movements, adjust position and avoid damage.
One more thing, gunmen should also find a shortcoming of the gun, which is the lack of ability to chase monsters. Because side movement and roll are different, they cannot move forward and they are slow to retract the sword. They often need to move sideways and step to chase monsters in short distances. The spear's shield dash makes up for the lack of lateral movement.