Lance
[!NOTE]
Please refer to the MHWI Damage Formula and MHWI General Data Sheet by MoonBunnie & Deathcream for up to date information.
The Lance combines its strong [[Guards|evade-defense#guarding]] with its long-reaching, precise attacks to make a deadly combo. Aiding the Lance's mobility are its side steps and guard dashes, which give it fluidity despite its slow walking speed.
- Strength & Weakness
- Guard Dashing and Movement
- Guarding and Counter
- Combat Tips
- Movelist
- Motion Values
Strength & Weakness
Strength | Weakness |
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Guard Dashing and Movement
Mid combo or shortly after, a sidestep or backstep can be performed to reposition or avoid incoming attacks. Alternatively, a Guard Dash can be performed, where the Hunter moves themself with the shield held up to Guard against incoming attacks.
Sidesteps, backsteps, and Guard Dashes can be chained to keep the player mobile, but the following rules must be obeyed:
- Can be chained up to a maximum of three time
- Backsteps (Long) can only be chained into Guard Dashes
- Guard Dashes cannot be chained into another Guard Dash
- Sideway movement can only be performed right after an attack
Dash Attacks can be used to quickly close the gap between Hunter and monster.
Guarding and Counter
From a standing pose, a guarding pose, or while in a combo, a Counter Thrust can be preemptively used to anticipate an incoming attack. If Counter Thrust blocks an attack, an automatic counter attack is performed. Once a Counter Thrust begins, it cannot be aimed.
[[images/lance_counter_thrust)
Countering an attack
When Guarding or readying a Counter Thrust, the Lance can perform a Power Guard. Power Guard drains stamina but it greatly diminishes the [[knock-back from Guarding|evade-defense#knockback-from-guarding]]. When Power Guard blocks an attack, the player receives some chip damage and can perform a counter attack. The counter from a Power Guard can be aimed in any direction.
[[images/lance_guard)
Left: normal guard. Right: Power guard
Hitzone Selection
The Lance's Thrust attacks [[damage|damage]] the monster differently depending on the monster's Hitzone values. When the Lance hits, the attack will select the weaker [[Hitzone|understanding-monster#monster-hitzone]] value between the Severing Hitzone value and the Blunt Hitzone value. However, regardless of which Hitzone value is selected for calculating damage, the attack always deals Severing damage.
Combat Tips
- Guard Dashes and side steps can be chained up to 3 times. Use these movements to move away from or get closer to monsters.
- Use Counter Thrust and Power Guard to block and counter incoming attacks. Counter Thrusting correctly opens up more attacking opportunities.
- When an attack is Guarded, stamina is [[consumed|evade-defense#damage-and-stamina-consumption]]. Insufficient stamina will cause the Guard to fail.
- When the player is Guarding, stamina does not recover if the player is standing still. The player can spin around quickly or move forward to recover stamina while keeping their Guard up.
- Using a Any-Step movement after a I-II-III combo will cancel the slow recovery animation after the III hit. This allows the player to resume their attacks sooner.
- If the player mistimes their Counter Thrust, they are left vulnerable to an incoming attack. To mitigate this, there is a small window where a Power Guard can be performed to stay safe.
- The player can Guard endangered teammates from projectile attacks when necessary.
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 |
---|---|---|
Mid Thrust I, II, III | Draw Attack > <<T>> Standing/Walking > <<T>> |
I: Can be comboed into any II II: Can be comboed into any III Can be comboed into Counter, Any Guard-Dash, or Any-Step. |
High Thrust I, II, III | Standing/Walking > <<C>> |
I: Can be comboed into any II II: Can be comboed into any III Can be comboed into Counter, Any Guard-Dash, or Any-Step. |
Wide Sweep I, II, III | Standing/Walking > <<T>> +<<C>> |
I: Can be comboed into mid or high II II: Can be comboed into mid or high III Wide Sweep cannot comboed into itself. Can be comboed into Counter, Any Guard-Dash, or Any-Step. |
Counter Thrust | Standing > R2+<<C>> Guarding > <<C>> After any attack > R2+ <<C>> |
Can be charged (hold R2). If the player does not charge, it automatically performs a Cancel Thrust. Automatically perform a counter attack when an attack is blocked. However, if the incoming attack is too strong to block and pushes back the player, the automatic counter attack will not happen. Combos into:
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Cancel Thrust | Dropping Counter Thrust early | Combo to
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Power Guard | Guard Reaction > R2+<<X>> Counter Thrust > R2+ <<X>> |
Can be performed during a Counter Thrust or during knockback from Guarding an attack. Holding down Power Guard (R2) will drain stamina. Combos into:
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(Automatic) Counter Thrust | During Power Guard > <<T>> +<<C>> |
Can be aimed in any direction. Can be performed without blocking any attack or after blocking an attack during Power Guard. Combos into:
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Guard | Draw Attack > R2 Standing/Walking > R2 |
Stamina is consumed when an attack is blocked. Walking speed is significantly decreased. Combos into:
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Guard Thrust | During Guard > <<T>> |
Combos into:
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Dash Attack | R2+<<T>> +<<C>> During Guard > <<T>> +<<C>> During Power Guard > <<T>> +<<C>> Mid-air > R2 Mid-air Draw Attack > R2 |
The Lance will deal continuous damage to any target it touches. Stops automatically when stamina is drained, however, this move does not consume stamina when not in battle. <<T>> The player will gain a speed boost (white aura) after dashing for a few seconds. Running up a wall will automatically perform an Advancing Jump and turn the player around.Combos into:
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Reverse Attack | While Dashing > Back+<<T>> |
Combos into:
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Stop | While Dashing > <<X>> |
Stops Dash Attack |
Dash Step | While Dashing > left/right + <<X>> |
Sidestep to the left or right during a Dash Attack. Does not cancel the Dash Attack. |
Dash Turn | While Dashing > Back + <<X>> |
Turns the player around in place. Does not cancel the Aash Attack. |
Advancing Jump | While Dashing > Forward + <<X>> |
Jump forward. Does not cancel the Dash Attack unless the player performs an Advancing Jump Thrust. Combos into an Advancing Jump Thrust <<T>> /<<C>> |
Advancing Jump | Sliding > <<T>> |
Hold R1 to maintain the slide. Will become a Dash Attack automatically when the player lands. Combos into am Advancing Jump Thrust <<T>> /<<C>> |
Advancing Jump Thrust | Advancing Jump > <<T>> /<<C>> |
Land an Advancing Jump with an attack while canceling the Dash Attack. Automatically connects into a Finishing Thrust. Within a short window, the Finishing Thrust performed here can be comboed into any II or Counter Thrust R2+ <<C>> |
Guard | While Dashing > R2 | Stops the Dash Attack. Cannot be comboed into another move. |
Finishing (Twin) Thrust | While Dashing > <<T>> |
Stops the Dash Attack and performs a powerful strike. Changes into a Finishing Twin Thrust if the player gathers a speed boost during the Dash Attack. Combos into any I. |
Any-step | <<X>> |
Branch into a Backstep, a Backstep (long), a Forward Step, or a Side Step. All these can be chained up to 3 times. Backstep (long) cannot be chained into another Any-step movement. Consumes stamina. |
Backstep | Standing > <<X>> Mid-combo > <<X>> |
Hop backwards and can combo into any I and any Guard Dash. |
Backstep (long) | Mid Combo > Back + <<X>> |
Hop backward for a longer distance and can combo into any I and any Guard Dash. Cannot be chained into another Any-step movement. |
Forward Step | Standing > Forward + <<X>> Mid Combo > Forward + <<X>> |
Dash forward for a short distance and can combo into any I and any Guard Dash. |
Side Step | Mid-combo > left/right + <<X>> |
Slide to the left or right and can combo into any I and Any Guard Dash. |
Guard Dash (Forward) | Standing > Forward + R2+<<T>> Mid-combo > Forward + R2+ <<T>> |
Dash forward for a short distance with the shield up. Has Guarding capability. Consumes stamina. Combos into:
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Guard Dash (Back) | Mid-combo > Back + R2+<<T>> |
Hop backward with the shield up. Has Guarding capability. Consumes Stamina. Combos into:
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Guard Dash (Left/Right) | Mid-combo > left/right + R2+<<T>> |
Slide left or right with the shield up. Has Guarding Capability. Consumes stamina. Combos into:
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Shield Attack | Guard Dash > <<T>> |
Deals Blunt damage. Combos into:
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Leaping Thrust | Guard Dash > <<C>> Power Guard > <<T>> |
Combos into:
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Jumping Thrust | Mid-air > <<T>> Mid-air Draw Attack > <<T>> |
Automatically connects into a Finishing Thrust. Within a short window, a Finishing Thrust performed here can be comboed into any II. |
Motion Values
Section has been moved to the database.