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But yea, iceborne's a great time to get into swaxe. You should totally try it
The number 1 thing about Switch Axe is that it is two weapons that are mashed together. You're not using an axe, you're not using a sword, youre using both and the trick is learning how to use both, and when to switch between both.
Axe Form is the faster form. You attack faster, have better dodges, and you have the power axe, which charges Axe Form, allowing you to topple monsters and break parts more easily.
Sword Form is slower and hits a lot harder. The big feature of Sword Form is amped state, which allows you to deal bonus chip damage, and use the all powerful Zero Sum Discharge, which is (apparently) one of the hardest hitting attacks in the game.
I'm curious OP what "mastering" means to you.
To me, "mastering" means you can or have the capability utilise everything something has to offer; to bring something out to its fullest potential.
If I say I have "mastered" the bow for example, It doesn't mean I am perfect or flawless 100% of the time; no one is, but it means I don't believe I can learn anything new about the bow, or rather, I have yet to find a way to get any better at it.
I have explored dozens of different builds, playstyles, combos... ways and methods to optimise different aspects of the weapon, it's specific gameplay and mechanics. And after a while, I ultimately stop learning anything new about the weapon or its playstyle.
I can see why my use of "mastered" seems careless, though I suppose I say so because after becoming proficient with the mechanics, combos, nuances and playstyles of a weapon in this game, there isn't much more space for growth.
There are no complex inputs, techs or intricate, frame perfect timings. The closest thing is using i frames when dodging, but it's mostly a universal mechanic apart from some weapon specific I frames, which are usually even more generous than the already lengthy I frames you get in this game
The Hunting horn, however, is a great example of where there is nuances and complexity: Here, there is plenty of optimisation and learning to be done, taking into consideration song order, combos that store songs in specific orders, combos that do so as fast as possible, or in a way that does the most damage or applies the most exhaust. When considering performances, there are a lot of things for you to explore; how you can angle performances and encores for completely different attacks, and how encores are different based on how many notes the first song in a performance has. Of course, that's only scratching the surface, but ultimately, that's all just basic mechanics of how the hunting horn functions once you have sussed all that out, there isn't much more to it other than stuff like your game plan: how you go about actually executing what you know, specific to the monster your fighting, their behaviour etc.
When you learn how to use a weapon: it's combos and nuances, so on and so forth, there really isn't much else to it. You are completely restricted by how many moves and combos are possible on a given weapon, as dictated by the Devs, and once you reach that restriction, there isn't much else to do other than to repeat what you already know in front of different monsters. Once you reach that point, is our wrong to claim you have mastered it?
What does "mastering" mean to you?
https://www.youtube.com/watch?v=4SSmu3SS-wg
Being able to pull off 1:22 makes you a master. I dont think you can just declare yourself a master.
My personal definition of mastering is a lot more strict.
Weapons do have vastly different skillcaps but "mastering" a weapon is about far more than being able to chain its moveset together well.
You still need to work on positioning, knowing which moves to use when (for Bow specifically with Thousand Dragons existing, that's actually a pretty complex question), Stamina management in combination with Bow, maintaining Critical Distance against a variety of monsters, reliably netting hitzones, and so on.
I mean, to think about your analogy, it kinda seems like a lot of experience is being drawn upon from traditional fighting games here.
If you compare traditional fighting games to platform fighters (I've heard some people call them "brawlers" but IMO "platform fighter" works best. I'm talking stuff like Smash Bros), for example, even though they lack frame-perfect inputs, almost all combos, and so on but they're still pretty complex games.
Or, if you go deeper, you can get "mini-fighters" like Divekick or Footsies that are actually aimed towards the exact same fanbase, and are pretty popular with them, but strip nearly all the actual mechanics from the equation.
Of course that's not a 1:1 comparison because those are PvP games, but my point is that while advanced combos or frame-perfect inputs are great and all, factors like positioning or prediction are a huge part of mastery, and you can create games that you can explain in minutes but take a lifetime to master.
1. In Iceborne new moves , always prime your axe ( swing -flash red - press y ) this is altually a very strong move and gives a huge attack bonus . So even if not hitting monster prime that %#%%#
2. Always roll to morph from sword to axe .
3. Only go for discharge when using mantle or monster down .
That’s it your good to go