Monster Hunter Rise
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WishingLaws

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WishingLaws

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About this mod

Enhancements to styles played around Tempered Spirit Blade, Sacred Sheathe combo and Serene Post.

Requirements
Permissions and credits
Changelogs
Introduction

The goal of this mod is to bring smoother combo connections and expanded move transitions to styles that revolve around three key moves, Tempered Spirit Blade, Sacred Sheathe combo and Serene Post.

For the optimal experience, it is strongly advised to use switch skill, Spirit Reckoning combo, alongside the mod.

FAQ at the bottom of this page!


Move Overhaul
Tempered Spirit Blade

General
  • GP window 20 -> 40 frames
  • Wirebug cooldown 6s -> 5s

Successful
  • Gauge gain 45 -> 60
  • >> Serene Post
  • >> Sacred Sheathe
Failed
  • Motion frames 80 -> 60 frames
  • >> Serene Post

Sacred Sheathe Combo

General
  • Manual Counter window 25 -> 30 frames

Auto Counter
  • Gauge gain 15 -> 40

Focus & Dodge Step
  • Consumes Gauge 2X faster
  • Dodge Step iframes 10 -> 20 frames
  • Dodge Step consumes 50% less stamina

Spirit Reckoning Combo

Dividing Slash
  • Motion frames for connecting Tempered Spirit Blade, Serene Post and Forsight Slash 40 -> 20 frames

Spirit Reckoning
  • Gauge requirement 25 -> 20
  • Hyper Armor for 100 frames (Covers the whole animation)
  • 50% damage reduction during Hyper Armor
  • Slightly reduced Motion frames
  • Angle limit from 90° -> 360°
  • >> Tempered Spirit Blade
  • >> Serene Post

Harvest Moon
  • Wirebug cooldown 11.5s -> 8s per Wirebug
  • Duration 90s -> 180s
  • Motion frames 145 -> 80 frames

Miscellaneous 
  • Drawn Double Slash - Hyper Armor frames from 20 -> 100 frames
  • Silkbind Sakura Slash - Wirebug cooldown from 36s -> 28s
  • Foresight Slash - GP Window from 40 -> 50 frames
  • Serene Post - Wirebug cooldown from 10s -> 7s per Wirebug


Other Changes
Motion Values & Hit Stops

>Harvest Moon Followup MV 22 -> 27
>Tempered Spirit Blade MV 34 -> 40
>Sacred Release Slash
>1st Hit Break & Partbreak rate 0.5 -> 0
>2nd Hit Break & Partbreak rate 0.5 -> 0, MV 155 -> 130
>3rd Hit Break & Partbreak rate 1.05 -> 2.05, MV 250 -> 300
>Reduced hit stops for Iai Spirit SlashSpirit ReckoningSacred Release Slash



FAQ

1. What do the terms GP, MV, Hyper Armor and Motion frames mean?
> GP means Guard Point which refers to the action of countering an attack without incurring damage.

> MV means motion value which simply translates to how much damage this move deals or How powerful this move is.

> Hyper Armor is a state similar to GP. While it does not counter attacks, it does lessen the damage you take and prevents your move from being cancelled by being attacked.

> Motion frames is the total frames you'd have to wait before you can perform your next connectable move. For instance, after executing a Tempered Spirit Blade without a successful counter, you would need to wait 80 frames before performing your next move. By moderately reducing motion frames, you can anticipate smoother move transitions.

2. Does this mod conflict with other similar LS mods?
> Yes, as long as they modified the .motfsm file.

3. Can I toggle on/off certain features?
> No.


Installation

For Fluffy, install FirstNatives

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