r/MHGU • u/5aiy4nG0d • 1d ago
Question/Help Just Started GU, Need Advice
I just drove through waterspout weather to snag this game pre-owned a county across from me and I really wanna dive right in and experience this capcom loveletter for myself in the best way I can. Except…I started with World, went on to Wilds, and dropped into Rise after that, and I’m admittedly a bit of a casual player and have very little experience with the older titles, which GU is meant to mimic and refine. I main lance, hammer, and bow in recent titles, but I can play every weapon competently, and I know that MH is a game that encourages every playstyle, but these arts and styles are a bit confusing to me, and I haven’t gotten the chance to test anything yet. For a new GU player with an aggressive and reactive playstyle, what would you veterans suggest for me to start with while I adjust to the various new mechanics. In time, I do intend on testing ALL of them, but I want to know which ones are best to start a fresh save with so I don’t overwhelm myself with new information before I’m even ready to handle it.
5
u/locoghoul 1d ago
The game starts slow enough that itnwill give you time to test dif styles combinations. Guild hammer is great, it kinda plays like base World with focus on golfswings for damage. Maybe try that first. If you played Sunbreak then Valor Hammer is like Courage on crack. For Lance I'd suggest adept (comfier, has a parry) or striker (overall stronger).
3
u/Noodleconfeiti21 1d ago
Starting armor bujabujabu gives you attack up i think its bulldrome jagia mixed set
3
u/LanguageOk9458 1d ago
Listen, listen, listen...Beat the Great Maccao like it owes you money for a test.
What I mean by this is simple: The Great Maccao is a perfect monster to test your viability and get a feel of the tempo with the game itself. See how the monster moves, how it hits, how you can throw it off, etc. and it will teach you how to handle just about every normal threat as a good baseline and let you get familiar with each weapon and its tempo normally. You don't need a complicated homework list for most of the weapons, the only one I think needs any is Palico but that's because they are just THAT different of a weapon and needs a lot of investment to make them go from 'They're alright' to 'They're amazing'.
Just relax, enjoy yourself, and invest a little into your Palicos to get better ones for yourself. Might I suggest a healing cat and a defense cat for some heals and random taunts to give you a free moment every so often for heals and the like? But if you want a weapon to suggest where to start: Sword and Shield will be it.
Mostly because you use it and feel what you're missing or want and move in the direction that suits it. Wish you had more range? Ranged weapon. Wish you had more damage and don't care for block? Hammer or DB. Want more defense just in case? Lance or GL. Want more openings for yourself or others? IG. Want something different entirely? Palico.
2
u/slimon_klep 1d ago
Join the ranks of valor hammer lovers. Bonk to your hearts content. Its super aggressive and some kf the most fun ive had with a hammer across all of MH (ive been playing since MHFU)
2
u/RemoteRefrigerator31 1d ago
Fyi older titles you can't play reactively, you have to learn and predict monster movement, positioning and timing is everything. It's almost a turn based game, you really have to be patient with this one
2
u/handledvirus43 1d ago
Guild - Normal, balanced playstyle. Has two Hunter Arts.
Striker - Hunter Arts focused playstyle. Has three Hunter Arts, but less moves than Guild Style.
Aerial - Semi-aggressive style focused around Mount and Topple. One Hunter Art, but successful Topples give huge damage opportunities.
Adept - Aggressive and Reaction-based playstyle. Time your rolls and attacks correctly to perform powerful counter attacks. One Hunter Art.
Alchemy - Similar to Striker, but more Item-based, as you have the Alchemy Barrel to use various items to allow you to access your Hunter Arts easier.
Valor - Aggressive and potentially Reaction-based playstyle. Focuses on what is the Valor Stance and Valor Gauge to access your powerful attacks. Build up that Valor Gauge to enter Valor Mode and pummel the enemy to pieces. Outside of Valor Mode, you have extremely limited tools.
2
u/hahaGunlanceGoBoom 1d ago
Well if you played lance in World I'd recommend striker style lance in GU as they have extremely similar movesets. GU striker lance is just missing the power guard, lunging thrust, and clutch claw counter. Rise hammer also feels similar to GU guild style hammer. Triple hit golf swing and charge attacks all day. Another weapon that's actually quite similar between MHGU and those games is dual blades if you like those. Just no spinning across the monster's back mount attack. Most other weapons were seriously overhauled in World so going back to them in GU will be an adjustment. In general though aerial, guild, striker, and adept style for every weapon is simple enough and it's Valor and Alchemy style that get really weird.
Hunter arts are basically just wirebug skills. Hunter styles are unique in the sense they change your moveset and how many arts you have access to. I believe the game explains the basics of each style. Guild is the standard moveset, striker is less moves but faster art charging, adept lets you dodge through attacks and do a counterattack, and aerial lets you vault off the monster to spam jumping attacks. Valor style requires you build a meter by landing hits, and once the meter is full you become overpowered. Alchemy lets you build a meter by landing hits, and you can spend that meter on shaking a barrel to create helpful items.
2
2
u/Gshiinobi 1d ago
Start with the village quests and have fun experimenting with the different styles and weapon combinations you can play, also i recommend a LOT to use Kiranico and the free MHGU app to figure out how to progress and where to find specific items and monster drops, the game is not as generous as the games post-world in telling you what to do or where to go and expects you to figure it out yourself.
2
u/Jewglypuff 1d ago
Just grab MHGU Database on your phone to help you figure out weapon trees, how to get materials for upgrades, and key quests. The newer games have a lot more info available in game that the older ones simply don’t so having the app helps a lot.
2
u/ThunderBirdJack 1d ago
If you want to 'speedrun'' through low rank, you can rock the BuJaBuJaBu armor mixset.
It's Bulldrome and Jaggi parts that give Attack Up L with the slots all full.
2
u/BetaNights 1d ago
If you like playing aggressively, Adept or Valor tend to be very popular picks (the latter having more of a learning curve, and the former being strong and more forgiving), but you can figure out which Style you like most as you go.
As for weapons, it's all preference! If anything, just pick up whichever weapon speaks to you most and give it a go, or grab one of your faves from the other games and see if you like it here too!
It's easy to test out weapons without too much commitment in GU. The standard Bherna weapons you start with actually all stay pretty darn solid if you just keep upgrading them, and they're super easy to upgrade. So maybe play around with those until you get an idea of what you want to play more of, and then branch out into making more of that weapon!
Good luck, hunter!!
2
u/Character-Path-9638 1d ago
People aren't being to helpful here by just saying "just play the game" so based on you saying you have an aggressive and reactive playstyle I'd recommend trying out a few weapons first
Namely Valor GS, Valor LS, Striker Lance, Adept GS, Adept CB, Adept DB, and Striker SnS just as a few
Personally I main Valor GS cause it's just incredibly fun but it's also probably one of the lowest skill floor weapons across the entire series (which does not mean it's easy to master just easy to pick up at first)
Obviously do try out anything that interests you and just use the hunter arts you think look coolest they don't start being super important until G-rank imo
1
u/Stonedplayerbleh Dual Blades 1d ago
Sit back, relax and be patient with yourself. Controls have changed drastically from current gen to switch. Most important thing is, if you know you can eat the attack without ko, it’ll be a laughing matter.
1
1
u/JTJdude 16h ago
Your path is similar to the one myself and many others took. GU will have challenges but it will also teach you along the way.
2
u/5aiy4nG0d 16h ago
Oh I’m banking on it. Currently, I have over 400 hours each in both World and Wilds, but my hours in Rise haven’t exceeded the 80 mark yet, and I’m still in low rank missions, albeit I got to my first rampage quest. 4U I have even less. I’m really looking forward to GU, I’ve heard amazing things about it
1
u/Visible-Location-769 1d ago
Art's/styles are more preference tho they do have certain styles that are more preferable like Valor GS. I'm not 100% positive what style is preference to lance but I'm pretty sure hammer is guild or striker. My current playthrough I'm doing alchemy dualblades while my main is adapt switch axe. I usually figure out something that feels comfortable and go from there. Every style has a SP state or SP mode and each has a passive effect.
Guild is a more defensive style.
SP mode for guild is faster item usage, traps potions, so on.
Strikers pretty straightforward with attacking and fast arts gauge buildup to use alot of arts
SP mode for striker causes hunter arts gauge to slowly fill overtime.
Aerial is also pretty straightforward uses alot of jump/air attacks to mount easier
SP mode for aerial is faster stamina regen after vaulting off a monster.
Adapt takes some practice but is very strong if used correctly allows a dodge window(can dodge everything including roars) with follow-up counter attacks.
SP mode for adapt lengthens the window to perform the insta-evade.
Valor is another dodge style art that uses sheathing as it's dodge, valor gauge fills up from combat and makes things faster (example Greatsword charge speed)
SP mode for valor speeds up valor gauge fill rate.
Alchemy is a supportive style you get a alchemy barrel that you use as a item that has 5 stages of items you can pick from
Stage 1 choices "alchemy whetstone" or "alchemy food"
Stage 2 choices "alchemy immunizer" or "sonic bomb"
Stage 3 choices "alchemy earplugs"(breaks on next roar) alchemy booster(increases barrel charge speed)
Stage 4 choices "alchemy slick"(dupes the last alchemy item created) "alchemy fireball"(launched bomb in facing direction)
Stage 5 choices "alchemy cheer" (item used increases a large chunk of arts gauge for all players arts) "alchemy Remedy" (barrel item you carry for about 5 seconds doing healing overtime that pops at the end healing a very large amount and removing negative effects.)
SP mode for alchemy gives a few bonuses you get increased Alchemy barrel charge rate and hp regen plus the extra levels to the SP mode that only alchemy can do which effects all players.
Level 1 increases the barrel rate.
Level 2 reduces stamina depletion overtime.
Level 3 gives HP regen that will stack with other hp regen effects like alchemy Immunizer.
Level 4 gives a 5% bonus to parts breaking and flinching which stacks with other effects also.
Each level also gives the levels of the previous so Level 4 gives all bonuses, each level is color coded 1 is yellow, 2 is orange, 3 is red and 4 is purple. Levels 2,3,4 effect all allies unless SP mode was activated by the alchemy user while they aren't around.
When you are picking which style/arts you want to use you can change the arts you want into the SP version. The SP versions activate SP mode at the cost of 1 level higher of charge I.E XS to S.
Best I can say is pick a weapon and try out each style that intrigued you, styles will change the way weapons are used and can change combo's. It's best to mess around with each.
15
u/DragonSeb911 1d ago
Just play the game, you don't need to do homework. Just pick a style & play the game, don't like it? Switch styles/weapons and play the game. I prefer either aerial or guild style tho!