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Heavy Weapons: Wound whatever your team needs.
Light Weapons: Clutch Claw once in a blue moon for slinger ammo, otherwise don't bother.
It lets you make your own weak points though, so monsters like Kirin that are a massive pain for some weapons are less ridiculous to fight against. Also, wallbang em for extra knockdowns.
It's all judgment calls on when to do them. Learning what spots are safe during what moves is helpful.
That's huge! I'll be looking forward to that. Good to know
Like Silver Rathalos you mentioned, you can wound his body first for more damage then once he stagger you can then go for the head/tail.
Gold Rathian is very relentless, but her body part is almost always safe to do clutch claw, for example.
Funny but fact is Odogaron and Nargacuga head are more safe to claw than their body part.
Its come down to how you are used to each monsters and as mentioned already, wall banging first and fast will give you a huge opening.
Normally you can wall bang twice at the start which should be enough to wound the part you wanted to damaging.
Also if the monster is sleeping, it can be woken up with a clutch claw and put into a wall even if it is in rage state.
Also use it to perform attacks that either soften a monster immediately, or drop some slinger ammo for your weapon / flinch attacks, and then soften when repeatedly applied. Softening is useful for a whole mess of reasons.
It is also excellently used with certain / most weapons as follow ups to your combo attacks. For example, the Hammer is an excellent weapon to combo with the clutch claw, because any charge attack at level 2 or 3 will add an extra follow up hit that is great for applying pressure, quick softens, applying additional KO damage or simply following quick monsters around.
It should also be used for keeping the assault ongoing on flying monsters, such as Rathalos and Legiana, you can often do many safe attacks on their tails while aerial instead of standing around like a lemon while they fly around wrecking your aught.
There's also the potential to avoid monster attacks with it if timed right - I.E you can clutch to Glavenus' head when he's preparing his big tail swipe, and jump off at just the right moment to completely jump up and over his entire attack. There's also a lesser known "pro-strat" with the Glider Mantle which lets you clutch tall monsters, release yourself and trigger the glide, then follow up with an aerial attack, making the Insect Glaive even more irrelevant as a mounting weapon
Not every monster has great openings, some have only one or two. In these cases you either need to use a Temporal or Rocksteady mantle, soften them when they're immobilised, or simply wait until they've been flinched or are tired instead. A lot of complaints I've seen of clutch claw use is when people just try to soften monsters like Tigrex relentlessly and just end up eating his fast and aggressive attacks constantly. One of Tigrex's major openings is when he throws rocks at you, etc.
Depending on your weapon, it can be more valuable softening when a monster is downed, sure. The Hammer again, with its follow up combo, can be pretty good - fully charged big bang, into a clutch claw grab, which will perform a spinning multi-hit attack, followed by an immediate soften attack - it's fast enough to perform in almost all situations. Even so, spamming this attack isn't super with a Hammer because your basic Big Bang combo will do more damage in the window of opportunity anyway, etc.
You'll figure out the best time to use it with time.
Brachydios is also a nightmare to get a clutch on his head, most of the time I end up grabbing his arm and having to shimmy over, wasting any openings or time I had to soften / flinch.