Monster Hunter Rise
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oops

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EXoops

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About this mod

An SnS overhaul for the elderly.

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BOOMER SNS MOD

https://github.com/praydog/RE-BHVT-Editor

NON RELEASE VERSION . VERY ANNOYING TO USE IN THIS STATE DO NOT ASK QUESTIONS, MOD WILL BE UPDATED AS SOON AS ITS NOT ANNOYING.


This mod attempts to bridge the gap between Rise & MHGU for the SnS. 

Notable changes are the auto jumping triggers have been removed from Charged Slash, Perfect Rush & Sliding Slash.

Wire bug cooldowns in general have been severely increased, with their damage increased to compensate.
Wire fall has been heavily nerfed from 16 seconds to 45 seconds cooldown. 
Wire bug traversal skills have been adjusted to prevent spamming in combat, and to promote better traversal out of combat. 
The permanent 3rd wirebug mod is suggested to use in conjunction with this mod.

This mod is balanced around this configuration of Switch skills.
Advancing Slash
Drill Slash
Sword/Shield Combo


CHANGELIST
General

•Sword / Shield Combo swapped with non-turning TwinBlade Combo. 
•TwinBlade Combo Chains into Rising Slash Creating an infinite X combo

•Return Stroke now combos into Round Slash by pressing A, Spin Rise Slash removed.
•Round Slash Combos into Spinning Reaper
•Spinning Reaper now has invulnerable frames the moment the hunter ducks for 0.1 seconds

•Shield Attack & Thrust now combos into Sliding Slash by pressing X. 
•Sliding Slash now combos into Chop by pressing X. 
•Sliding Slash now combos into Jump Rising Slash by pressing A.
•Sliding Slash evade time increased from 0.16 to 0.28 

•Back hop charged no longer jumps on hit
•Back hop charge must be fully charged now
•Back hop has an extra hit.
•Backhop iframes reduced from 0.66 to 0.25
•iframes are no longer instant but appear after 0.1 seconds

•PlungingThrust Can be preformed much earlier and in more air scenarios with X+R1
•Falling shadow does not leap on hit.
•Falling Bash Can be preformed during falling shadow with A+R1

•Windmill iframes reduced from 1.65 to 0.33
•iframes are no longer instant but appear after 0.16 seconds
•Windmill can be cancelled into Slide with X.

•Perfect Rush Final Hit does not trigger scaling slash.
•Perfect Rush can be chained into Rising Slash with A, or Spinning Reaper with X+A
•Perfect Rush timing is much more strict. 

•Adjusted Animation timing for some moves.

•Corrected UI Display for some of the moves that were changed. 

Wire bug Cooldown
•Falling Shadow =       30s previously 6.00s
•Shield Charge =         30s previously 0.00s
•Windmill = 45s x 2    previously 0.00s
•Shoryugeki =     45s x2    previously 0.00s

•Ground dash =    12s previously 5.83s
•Ground to air =    12s previously 5.83s
•Ground to target =      12s previously 8.00s
•Air to ground, short =   3s previously 5.83s
•Air to target, short =     3s previously 8.00s
•Air to air very short =   3s previously 5.83s

•Wirefall =     45s        previously 16s

Damage
Name    New           OldOther
• Charged Slash 11040+0.1 to Elem ,Status, Breaking
• Chop       16 18
• Side Slash      8   17
• Lateral Slash  30 26
• Return Stroke 48 26
• Thrust     18 22
• Drill Slash       43 28+0.5 to Breaking, -1 to Sharpness use
• Sliding Slash  10 22
• Round Slash   6038
• Spinning Reaper    70 65 
• Plunging Thrust     14 24-1 to Sharpness use
• Falling Bash   210       40
• Jump Slash            28        14
• Jump Rise Slash   28         14
• Jump Adv Slash    36        18
• Falling Shadow1    3618
• Falling Shadow2    2814
• Falling Shadow3    2814
• Falling Shadow4    2814
• Slide Rise Slash     3614
• Perfect Rush 120       105
• Perfect Rush27050
• Perfect Rush39070
• Twin Blade1   10 24-1 to Sharpness use
• Twin Blade2   15 26-1 to Sharpness use


• Shoryugeki       300        80        +1 to Sharpness use
• Windmill           630                148       +0.2 to Elem, +0.5 to Status, Breaking 
• Shield Charge             200        37

INSTALLATION
Requires

• RE framework
• RE-BHVT-Editor