The Essence of the SnS and Thoughts On Its Future

I truly am in love with how the SnS feels. It may not have any big hits or flashy moves but it truly is “an elegant weapon for a more civilized age” (Star Wars, 1999). The way it flows like a river one moment soft and turning; the next an unstoppable torrent. However, its next iteration will only improve it further. Thus, I present ideas for changes to the SnS and I hope to hear some interesting ideas for your mains in return.

New abilities

Able to use the grapple hook on a climbable wall/ large monster for movement, evasion, positioning, and getting out of corners/ monster sandwiches. It would not have a jump attack as it would be quick and short but if you land on a slide you can go immediately into a slide. It also has natural felyne lander. Button inputs: hold L2 and tap triangle

Increased movement speed when chasing a fleeing monster. Roars, flinches, getting attacked, attacking, dodging, jumping, and no longer putting direction input will return it to normal. The tradeoff is that you can’t grab items while running.

After you mount a monster once, you gain increased jump attack power for 1 minute. Sort of riding the high.

The charged backhop, falling bash, and shield bash combo gain level 3 earplugs.

The shield bash combo will count as a normal guard if attacked.

You can roll backwards to cancel the shield block animation.

Unlimited sidestep while guarding, but consumes stamina.

Guard poke has mind’s eye and natural weakness exploit level 1 but counts as piercing damage instead of cutting damage.

Long forward slide that keeps your hitbox low to ground. Can follow up with an advancing attack.

New attacks

The final triangle finisher is replaced with the old advancing slash.

You can grapple a monster and jump forward at it dragging your sword along its hide. (You flip your sword backwards DB style midjump.) No mounting damage. Multiple weak hits. Button inputs: hold L2 and hold triangle.

Jumping whirlwind slash. You jump in the air and do a 360 turn. Sword cut-shield bash- sword cut. Can follow up with the basic jumping attack, 1 hit shield bash, or a weaker helm splitter. Only the first does mounting damage Button inputs: hold R2 and press triangle. Then either triangle for jumping, circle for shield bash, or both for helm splitter.

New sliding attack that covers your shoulder with the shield and does a shoulder barge midair. Button inputs: press circle while sliding.

Press circle midcombo to do a longer stronger version of the spiral strike using both hands. 1-2 hits depending on if your shield is close enough. Has more forward movement. Combo resetter.

Can kick while guarding by pressing R1. 1 damage. Can follow up with a stomp and an upward knee bash that have actual motion values. Holding R1 after the knee bash will lead to a sideways kick and end with a sidestomp. This is mostly if the monster moves.

You hold your shield with both hands to do a runnign handstand on it. Then, do a kick against a monster/ wall and do a spinning tornado that consumes very little stamina and ends when you run out. Use the L stick to move slowly. Impact type attacks every .5 seconds. Button inputs: run and press circle.

These moves are designed either to make the SnS more fun or because I believe they really fit with the true nature of the SnS. I am waiting for the day that it becomes impossible to tell the difference between an SnS main and a tornado.

Well, what do you think of these? Do you have any ideas for new moves for your main? Or any you just wish were gone?

Posted Mar 12, 2018, 9:33 PM UTC

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