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charge sword> rdy up rocksteady> zsd spam > poor monster nonstop flinching or getting knocked out
You shouldn't use fade slash often because normal roll has i frame and not launch you far away. You should slot EW 5. It's game changer for SA.
The most brain dead and effective way to play SA is ZSD spam. Slot medicine 3, power prolonger 3, maintent 3 and 2 on both temporal and rocksteady mantle if you have secret skill. Tenderize the head or other part if the head is not a weakness ( Luna) then ZSD untill both mantle run out. After that fight normaly untill mantle recharge then ZSD spam again.
Also, I've been using EE3, but you think EW5 is better?
I'm well familiar with ZSD spam. It's effective, but it's also dead boring and I feel cheap using it. I want to get to know the intricacies of the weapon, even if it's not optimal for damage.
Edit: That 6:10 was definitely an anomaly though. I'm usually closer to 9 minutes. I've been using Savage Jho as my benchmark for improvement.
Think of a monster part as having its own hp bar. When you depelete this bar it causes a trip/flinch/ko then refills.
All parts cause a flinch the first time you deplete the bar. The head then causes a ko while the legs cause a trip. Left and right legs have separate hp bars.
This is how speedrunners get chain knockdowns. They lower both left and right legs to low hp. Reduce one of them to 0 to cause a trip, damage until it gets up then reduce the other one to get the next trip right away.
If you're not getting the flinches you're likely not doing enough damage to a specific part.
Also I think, but not 100% sure, that if you get a trip while the monster is ko'd that trip will be skipped. The part hp will refill without causing the trip because it's already ko'd. If i remember correctly you can get a trip or ko by depleting a different body part than the one that caused the current knockdown but can't keep depleting the same one over and over.
Tldr if you want more flinches focus on the head or legs.
Then do the same with a new monster.
Its a method that takes time but feels great when you successfully manipulate the monster. It will allow you to commit to attacks that would otherwise get you mauled.
Also with the evasion built into axe you shouldn't need to even use too many dodges as there are fade slashes built into the kit that help keep the flinch threshold building rather than just rolling and walking around waiting for your next opening. The only time you should be off the monster as a SA main is when ZSD pushes you off or you're sharpening to keep protective polish up, although I'm guilty of getting into green sharpness against AT Velkhana.
Edit: how could i forget, if you really want to master the axe part of SA, you NEED AT Velkhana's armor. With a HH user in my party i dropped a 1k bomb on Fatalis's head with Axe mode power slam's last hit, nothing ever felt better.