Hunting Horn

The Hunting Horn (HH) is a long reaching Blunt damage weapon with the ability to perform melodies that provide numerous beneficial effects. These benefits apply to both the player and his or her teammates.

Strength & Weakness

Strength Weakness
  • Self-buffs and team-buffs
  • Deals Blunt damage, so the HH can deal Stun/KO and Exhaust damage
  • Fast movement speed from the Movement Speed Up melody
  • Long reach
  • Slow attack speed
  • Attacks have a large arc and practice is needed to be able to consistently land hits

Notes, Melodies, and Performances

Hunting Horns comes with 3 notes assigned to , , and +. Different Hunting Horns have different combinations of notes, and as a result, different available melodies. However, all HHs share the Self-Improvement melody, which is accessed by .

When the player performs (R2) a melody (a Performance), buffs will be applied to both the player and teammates in range. Teammates in range of the Performance will be marked with an icon next to their name. The Self-Improvement melody is the only exception and only applies to the HH player.

Encores

After a melody is performed, performing the same melody again while its effects are active will enhance and extend the melody's effects. The same melody can be performed by rebuilding the melody from scratch, or pressing R2 at the end of a Performance to Encore the melody and power up its effects immediately.

Grey: Not in effect. Green: Normal effect. Purple: Enhanced effect

Hunting Horns can store up to 4 notes and 3 melodies. When 3 melodies are stored and a new one is built, the oldest stored melody is removed. When a melody is built, the notes used will not be erased from the Hunting Horn. These notes can be used to build a new melody.

Gauge store 4 notes and 3 melodies, Gauge hints on potential melody

For example, this HH currently has the White-White (Self-Improvement Song) stored. If the player plays two back-to-back Red notes, a new melody (White-Red-Red) will be stored. The White-Red-Red melody will push the White-White melody down the list and the Hunting Horn will have 2 melodies stored. The 2 white notes from the Self-improvement melody will not vanish until a 5th note is played.

Specific melodies can be performed by pressing R2, R2+, or R2+. If this Performance is not interrupted by the player or a monster, the remaining melodies will also be performed.

Perform a melody

Perform all melodies

Play prefiously performed melodies again to enhance their effects

Movelist

Mid-air attacks are done in the air, such as after hopping off a ledge, jumping off a vine, or climbing up a wall and jumping off.

Move Button +Condition Properties
Performance R2
Draw Attack > R2
Mid-air > R2
Mid-air Draw Attack > R2
Play the 1st melody in the list.
The remaining 2 melodies will be played if not cancelled. Notes in the note list will be cleared. Holding down a directional button will play a different animation.
Performance R2 + Play the 2nd melody in the list. Everything else is the same.
Performance R2 + Play the 3rd melody in the list. Everything else is the same.
Encore Performance > R2 Replay the last played melody. This extends/refereshes its duration and enhances its effects.
The player can cancel a multi-melody Performance by using Encore. When this happens, only the melody(s) completed duringthe Performance will receive an Encore. Cancelling a multi-melody Performance will not remove unused melody(s).
Holding down a directional button will play a different animation.
Evade The player can evade after most attacks. Evading during a Performance will not remove unused melody(s).
Forward Swing Draw Attack >
Walking >
Mid-combo >
Plays the first note. Combos into:
  • Left Swing
  • Right Swing
  • Double Right Swing Forward+
  • Forward Slam Forward + +
  • Backward Slam +
  • Handle Poke Back + / / +
Left Swing Standing >
Mid-combo > Forward +
Plays the first note. Combos into:
  • Forward Swing
  • Right Swing
  • Double Right Swing Forward+
  • Forward Slam Forward + +
  • Backward Slam +
  • Handle Poke Back + / / +
Right Swing Standing > Plays the second note. Combos into:
  • Forward Swing Forward+
  • Left Swing
  • Double Right Swing
  • Forward Slam Forward + +
  • Backward Slam +
  • Handle Poke Back + / / +
Double Right Swing Walking > Plays the second note. During the 2nd swing, the player can squeeze in a different note any of the three by tapping the corresponding button.
Combos into:
  • Forward Swing Forward+
  • Left Swing
  • Right Swing
  • Forward Slam Forward + +
  • Backward Slam +
  • Handle Poke Back + / / +
Forward Slam Forward + + Plays the third note. Combos into:
  • Forward Swing Forward+
  • Left Swing
  • Double Right Swing Forward+
  • Right Swing
  • Backward Slam +
  • Handle Poke Back + / / +
Backward Slam + Plays the third note. Combos into:
  • Forward Swing Forward+
  • Left Swing
  • Double Right Swing Forward+
  • Right Swing
  • Forward Slam +
  • Handle Poke Back + / / +
Handle Poke Back +
Back +
Back + +
Deals Severing damage. Plays the corresponding note.
Jumping Strong Overhead Smash Sliding > Plays the first note. Combos into:
  • Forward Swing Forward+
  • Left Swing
  • Right Swing
  • Double Right Swing Forward+
  • Forward Slam Forward + +
  • Backward Slam +
  • Handle Poke Back + / / +
Jumping Smash Mid-air > Plays the first note. Combos into:
  • Forward Swing Forward+
  • Left Swing
  • Right Swing
  • Double Right Swing Forward+
  • Forward Slam Forward + +
  • Backward Slam +
  • Handle Poke Back + / / +

Combat Tips

  • Performances create a shockwave when it starts. This shockwave has a high attack value and can stun.
  • Directional inputs can affect the Performance's animation. This allows the player to move to a safer position while Performing.
  • Learn the attack arc of all attacks! This helps the player learn how to best position themselves to hit a monster.
  • The player can Evade to cancel the follow up animations for certain attacks.
  • Keeping buffs up is crucial!
  • If a long opening presents itself, the player can Perform all 3 melodies. If openings are short, selectively playing one of the three stored melodies may be better.
  • All attacks, except the Handle Poke, come with Stun/KO and Exhaust properties. Even if the player cannot hit a monster head to build up Stun status, hitting the monster anywhere else will still build up Exhaust status. Exhausted monsters move slower and may pause to catch their breath, making them easier targets for follow up attacks.