Great Sword
[!NOTE]
Please refer to the MHWI Damage Formula and MHWI General Data Sheet by MoonBunnie & Deathcream for up to date information.
The Great Sword (GS) is a slow, heavy weapon that sacrifices attack speed for attack strength. Learning how to use the GS effectively requires good positioning, anticipation, and understanding of the GS's attack timings.
Strength & Weakness
Strength | Weakness |
---|---|
|
Charge Slashes
The Great Sword can empower its slashes by charging them. The GS has 3 kinds of charged slashes: the Charged Slash, the Strong Charged Slash, and the True Charged Slash. Each charged slash has three different charge levels, Levels 1 to 3. Overcharging a charged slash will reduce its strength to Level 2.
[[images/greatsword_charge)
Left to right: Level 1, Level 2, Level 3, and overcharged slash
The Hunter glows brighter when a charge level is gained. When the Hunter reaches Level 3, they will perform a quick squatting motion. This helps the player in timing the attack.
[[images/greatsword_optimal)
Left to right: Level 3 Charged Slash, Level 3 Strong Charged Slash, Level 3 True Charged Slash
If the player is hit, knocked away, evades, or stops the attack combo while charging a slash attack, the player will lose all the charge they've gained.
Combat Tips
- Due to its slow speed and attacks, reckless play with the GS will expose the player to danger.
- After an attack, the player can roll sideways or forward to recover quicker.
- Tackle (
<<C>>
) allows the player to brace for incoming attacks without knockback. Timing it in response to a monster's attack allows the player to continue their Charged Slash combo without interruptions. - The Level 3 charged slash is performed by releasing
<<T>>
at the right time. Overcharging will cause Level 3 charged slashes to revert to the power of a Level 2 charge, so timing is critical to maximize damage. - Although Level 3 charged slashes are preferable, landing a Level 2 charged slash is still better than missing completely with a Level 3 charged slash.
- The GS's slow attack and large [[motion values|damage#motion-value]] makes its more suitable at dealing [[physical damage|damage#damage-type]].
Movelist
In addition to the GS Charge Slashes above, the GS has a multitude of other attack chains. 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 |
---|---|---|
Charged Slash | Draw Attack > <<T>> Standing/Walking > <<T>> |
Can be charged (Hold <<T>> ). Can be cancelled into a Tackle ( <<T>> ) while charging. Holding <<T>> during Tackle will perform a Strong Charged Slash. Performing this without holding <<T>> will change the attack to Overhead Slash. After release, it can be comboed into:
|
Overhead Slash | Draw Attack > <<T>> Standing/Walking > <<T>> |
Performing this while holding <<T>> will change the attack to Charged Slash. After release, it can be comboed into:
|
Strong Charged Slash | After a Charged Slash > Back+<<T>> After a Tackle from a Charged Slash > <<T>> After a Tackle during Evade > <<T>> |
Can be charged (Hold <<T>> ). Can be cancelled into a Tackle <<C>> while charging. Holding <<T>> during a Tackle will perform a True Charged Slash. After release, it can be comboed into:
|
True Charged Slash | After a Strong Charged Slash > Back+<<T>> After a Tackle from a Strong Charged Slash > <<T>> |
Can be charged (Hold <<T>> ). Can be cancelled into a Tackle <<C>> while charging. Holding <<T>> during a Tackle will perform a True Charged Slash. |
Wide Slash | <<C>> During Evade > <<C>> |
Can be comboed into:
|
Rising Slash | <<T>> +<<C>> |
Can be comboed into:
|
Evade | With weapon out <<X>> |
Reset current Charged Slash Level to a normal Charged Slash. Short window to combo into:
|
Side Blow | After any Charged Slash > <<T>> After a Jumping Wide Slash > <<T>> |
This attack combos into:
|
Tackle | -- | Brace for incoming attacks to minimize flinching and damage taken. This attack combos into:
|
Tackle | While charging a Charged Slash > <<C>> During a Wide Slash > <<C>> During an Evade > <<C>> |
Upgrade a Charged Slash to a Strong Charged Slash. Evadeing will reset the Charged Slash, and then the Tackle will upgrade to a Strong Charged Slash |
Tackle | While charging a Strong Charged Slash > <<C>> |
Upgrade a Strong Charged Slash to a True Charged Slash |
Tackle | While charging a True Charged Slash > <<C>> |
Maintain at a True Charged Slash |
Strong Wide Slash | After a Strong Charged Slash > <<C>> After a Midair Charged Slash > <<C>> After a Plunging Thrust > <<C>> |
This attack combos into:
|
Jumping Wide Slash | Short window during a Tackle > <<C>> |
Reset to a normal Charged Slash Combo into a Side Blow <<T>> |
Charged Rising Slash | While Sliding > <<T>> |
Hold <<T>> while sliding to charge, release <<T>> to attack. This attack can combo into a Plunging Thrust <<T>> midair. When sliding stops, it turns into a normal Charged Slash. |
Plunging Thrust | Mid Air after a Charged Rising Slash > <<T>> |
Combo into a Strong Wide Slash (<<T>> /<<C>> ) |
Midair Charged Slash | Mid Air > <<T>> Mid Air Draw Attack > <<T>> |
Can be charged (Hold <<T>> ). Releasing early or without a charge mid air will perform a Jumping Slash. This attack combos into a Strong Wide Slash ( <<T>> /<<C>> ) |
Guard | R2 | The player holds the sword out as a shield to block the attack, incurring a Sharpness loss. |
Motion Values
Section has been moved to the database.