You know, I’ve been playing the demo, and I thought about doing a little write-up of the changes, Hunter Arts and Styles for specific weapons. Let’s say I’ll make one, and if you guys think it isn’t a waste of space, I’ll go down the list (or do the weapons you are interested in).
So, let’s start with something I’m confertable with- my first main weapon and one of my all-time favourites since FU- Long Sword. Now, the big buff (or should I say, taking the nerf away) is the return of 3U Spirit Gauge- the Spirit Level only goes down one at the time (so, from Red to Yellow and from Yellow to White) instead of going back to zero, and you can reload the Red level simply by landing the Spirit Roundslash. So now the damage once again can be consistently high. Hallelujah!
Hunter Arts- the demo gives you two out of three Hunter Arts unique to each weapon, with the first being available for all Styles, and the second being given to Guild Style and Striker Style, plus Absolute Evade (a quick-charging dodge with lots of i-frames that automatically sheats your weapon) for Striker. The ones available for LS are:
~~Sakura Slash ~~ a quick Spirit Roundslash-like two-hit attack that deals good damage, does little additional hits when it lands, sheats your weapon, and most importantly, raises your Spirit Level if you manage to hit anything. Very useful for keeping consistently high damage, even when the monster just can’t sit in place long enough to do a Spirit Combo.
~~Critical Juncture ~~ a counter move. After using it, for a few seconds you are put in the parry stance. If you are hit during that time, the attack is nulified and you make a very powerful counter attack.
Styles:
~~Striker ~~ you lose the side Fade Slashes, as well as the run-in Spirit Attack after the Fade Slash. In return, you have 3 Hunter Arts and they load when you get hit (that’s the constant for all Striker Styles). Gotta say, for me it’s a big deal, cause I love using the side Fade Slashes for repositioning, and run-in was a great way to quickly get to the Spirit Roundslash. Then again, LS does have great Hunter Arts, so the trade may be worth it.
~~Aerial ~~ you completely lose the Spirit Attacks on the ground (both the Spirit Combo and the run-in after Fade Slash). Also, your dodge is changed into a rather unwieldy jump that lets you vault of the monsters/bombs/cats/other Hunters, but leaves you open if you don’t vault of something (constant for all Aerial Styles). In the air, you can press X to preform a little one-two combo, or start the Spirit Combo. Now, without being at least White, you need to preform the whole combo. With White or higher, you go straight to Spirit Attack 3 (the triple one) and then to Spirit Roundslash. Not bad, though the fact that the demo didn’t really have monsters that were either really high or staying in the air for a long time (Malfestio, the owl monster, tends to get into the air only for a moment, and Narga is Narga), so the comfort of using this thing was limited.
~~Adept ~~ you lose the back Fade Slash and you can’t do the Spirit Roundslash (though the rest of Spirit moves are fair game). In return, you get an ability to perform Insta-Evade. When you dodge the monster’s attack just right (the frames are pretty generous), you get a brief invincibility and start running in the pointed direction (constant for all Adept Styles, with few exceptions). From the running, you press X to preform a quick horizontal slash, and from there you can either go to the upper slash and normal LS combo, or press R to do a new Spirit leveling move, which is a two-hit combo that is pretty powerful (28 + 80 Motion Value, compared to 44 of Spirit Roundslash), holds you in place, is vertical (so it doesn’t make you hit people everywhere) and doesn’t sheat your weapon, though it does leave you open for a moment. Getting the Spirit Levels in Adept is insanely easy, since you only need to do a single Spirit Attack to level up, though you do need monster’s attacks to do it.
So, what do you think?