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Go with a crit draw build so your unsheathe attack does a fair whack of damage. Just keep using that untill your get a stagger or a knockdown and then go crazy.
Creating openings with flashbombs and such is also a good way to get the best use out of your long combos.
Edit: oh and GS is kinda the king of prediction weapon in MH. Knowing where something stops after an attack deffinitly helps.
right now im on weakness exploit level 3 and with critical boost for 30% more damage on critical strike.
And of course, when a team-mate gets a down, you can just charge its butt over and over like old times :D
ps. his hitboxes are ♥♥♥♥♥♥♥ xd
otherwise this
https://steamcommunity.com/sharedfiles/filedetails/?id=1487169319
i just upgrade the armor, it got focus, weakness exploit and critical boost
Rathalos Mail β
Bazel Vambraces β
Kaiser Coil α
Jyura Greaves α
It'll be ugly as sin.. But that gets you the old classic GS set. Crit draw, Weakness exploit 3, Quick sheath 3 and Focus 2. Needs a sheath charm to max out that quick sheath and gives you 3 slots spare.
Also quicky tip for that.. Google Athena's ASS (yes I'm serious). It's a tool you can just plug skills in to and it'll output any viable set you could make with the skills you sellected. Just be mindfull a lot of those will be very endgame, in needing loads of decorations to work.
Edit: Damn you censorship. Well Athena's Armour Search System.
ye :p
oh and thanks a lot, that will help
The main body of your damage is always going to be your first two vertical slashes, as they come out the quickest and can be safely charged or canceled; TCS has too long a vulnerable windup to throw out casually. Jumping Wide Slash (follows tackle) is also a really solid move. Should you tackle through the monster's feet or past it, Jumping Wide's sweeping arc will usually tag the monster behind you for ~100ish damage, keep you moving out of the danger zone, and can be recovery-cancelled into a roll.
You don't have a lot of variety in your moveset, and you have some terrible moves too like Rising Slash (only useful to hold position and weakly hack at overhead tail, or launch paralyzed allies out of crumple state), or the guard kick. Stick to your strengths.
It is worth noting that your aerial attack and sliding attack can both be charged like your regular slashes, and anytime a GS main can reasonably get one of these off, go for it. They keep you moving, build mount, and do very nasty damage; a level 3 charged aerial slash does 300+ damage to a vulnerable spot.
thanks for the info