Monster Hunter Wilds

Monster Hunter Wilds

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How to use Charge Counter properly?
Is it just so we have a guard point, or is it suppose to hit harder if we successfully block?
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Which weapon are you using?
Originally posted by qwerlancer:
Which weapon are you using?

Lance.
Originally posted by Id3alistic:
Originally posted by qwerlancer:
Which weapon are you using?

Lance.
I use CB so I don't know for a fact, but from my CB use the shield will flash white when it's in the perfect block time frame. You have to treat it almost like a parry where you only block right when the attack is hitting. But honestly the lance could work entirely different
oakwooden Mar 4 @ 5:58pm 
Here's my take:

Guard is your bread and butter defense - but more specifically - it is your reactive defense. It's fast, can interrupt thrusts to an extent, and has great followups. If you see an attack coming at the last second, Guard should be your instinct.

This is different from World and 4, where Counter Thrust was your go-to defense. In Wilds, Guard is essentially the spiritual successor to Counter Thrust.

Charge Counter, despite sharing the same input and animation as Counter Thrust, has a different function, and this can be misleading. You shouldn't use it to simply block attacks and continue poking, as Perfect Guards are easier to perform and offer more reward.

Charge Counter is your hard-read, your call-out to the monster that you know exactly when they will hit you. If you release the button and initiate the attack as the monster is hitting you, you get a bigger payout than Guard. But because the move is less flexible than Guard, you have to plan to use it in advance of a monster's attack.

TLDR: Guard on reaction, Charge Counter preemptively

Edit: I may not have specifically answered your question: If you are hit with an attack during the startup of Charge Counter, you will negate all damage (guard point) and do a powerful double thrust instead of the regular high thrust you get if the enemy hits you before you release.
Last edited by oakwooden; Mar 4 @ 6:01pm
Originally posted by oakwooden:
Here's my take:

Guard is your bread and butter defense - but more specifically - it is your reactive defense. It's fast, can interrupt thrusts to an extent, and has great followups. If you see an attack coming at the last second, Guard should be your instinct.

This is different from World and 4, where Counter Thrust was your go-to defense. In Wilds, Guard is essentially the spiritual successor to Counter Thrust.

Charge Counter, despite sharing the same input and animation as Counter Thrust, has a different function, and this can be misleading. You shouldn't use it to simply block attacks and continue poking, as Perfect Guards are easier to perform and offer more reward.

Charge Counter is your hard-read, your call-out to the monster that you know exactly when they will hit you. If you release the button and initiate the attack as the monster is hitting you, you get a bigger payout than Guard. But because the move is less flexible than Guard, you have to plan to use it in advance of a monster's attack.

TLDR: Guard on reaction, Charge Counter preemptively

Edit: I may not have specifically answered your question: If you are hit with an attack during the startup of Charge Counter, you will negate all damage (guard point) and do a powerful double thrust instead of the regular high thrust you get if the enemy hits you before you release.

I think this will help me a lot. I know what Charge Counter does now, but I have been relying on that way too much instead of just using regular/perfect guard as well.
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Date Posted: Feb 28 @ 8:04am
Posts: 5