Monster Hunter Wilds

Monster Hunter Wilds

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Longsword Special Sheathe Counter Nerfed?
I'm fairly certain at this point, after playing a whole lot of longsword in both Wilds and Rise, that Capcom nerfed the special sheathe by adding a delay to the special sheathe counter active frames. It's quite noticeable to anyone who played LS in Rise/Sunbreak, and muscle memory is screwing my counters.

Did anyone else notice this? I hope Capcom patches this, the damage you take during special sheathe counter is already a pretty fair tradeoff, but nerfing the actual active parry window is a bit too much in my opinion.
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Showing 1-4 of 4 comments
I tested it on the training dummy. The iframes are buggy at best. I think "frame Generation" may be throwing the parry time off.
Originally posted by Brewtality33:
I tested it on the training dummy. The iframes are buggy at best. I think "frame Generation" may be throwing the parry time off.

Yeah, if you have frame generation on, that will throw things off because Frame Generation just creates fake frames to make the game look smoother. The game itself is running on the actual native frame rate. So if you were getting 30 FPS and used Frame Gen to get to 60 fps (throwing out arbitrary numbers), the game itself is still running at 30 FPS when accepting inputs.

That's why Frame Gen should not be used to playable frame rates; it doesn't offer the control responsiveness that frames do.
ominumi Mar 4 @ 6:14pm 
Originally posted by Brewtality33:
I tested it on the training dummy. The iframes are buggy at best. I think "frame Generation" may be throwing the parry time off.
What this person said. Try disabling frame gen. Then test it again. Should be more consistent.
Originally posted by Lunamorte:
Originally posted by Brewtality33:
I tested it on the training dummy. The iframes are buggy at best. I think "frame Generation" may be throwing the parry time off.

Yeah, if you have frame generation on, that will throw things off because Frame Generation just creates fake frames to make the game look smoother. The game itself is running on the actual native frame rate. So if you were getting 30 FPS and used Frame Gen to get to 60 fps (throwing out arbitrary numbers), the game itself is still running at 30 FPS when accepting inputs.

That's why Frame Gen should not be used to playable frame rates; it doesn't offer the control responsiveness that frames do.

You’re halfway right. It is interpolation, however traditional interpolated frame insertion typically was a post effect done on your television (the classic soap opera setting) and was content/engine agnostic. This is why you never wanted it turned on for gaming as your inputs effectively had to wait an entire extra frame before you got visual feedback. Nvidia frame generation does not work like that and each generated frame (when it’s implemented into the game correctly) is generated with relevant input data. This is why it’s only supported in games that have implemented it. MH world is just buggy everywhere.
Last edited by 𝒦𝒶𝓏𝑒𝒽𝒾𝓂𝑒; Mar 10 @ 12:34pm
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Date Posted: Mar 4 @ 4:22pm
Posts: 4