Monster Hunter
In a nutshell
WIP
Introduction
Players to Watch
Character Vitals
Misc Movement:
Dodge/Demon Dodge
Move List
Unique Trait
Dodge: Monster Hunter has access to a roll that can be canceled out of normals on hit, block or even whiff! She can also cancel the recovery frames of her specials into dodge. Ending combos into Demolisher Demon Dance will power her up into Demon mode and make her Dodges even faster with more invincibility.
Demon Mode: When in Demon Mode, Monster Hunter gains:
- A 5% damage bonus
- Faster charge for H Draw Slash sweet spot
- Improved Flurry and Dodge moves
Normals
Standing Light Punch
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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300x2 (570)
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A multi-hitting sword attack with decent range.
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Standing Heavy Punch
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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800
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Armored
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Armor start up is extremely fast however it does not go through hypers, can reaction armor with this button. Can whiff cancel to other armored attacks when armor activates.
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Standing Light Kick
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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500
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Standing Heavy Kick
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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4 hits (800)
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Knockdown
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A multi-hitting sword attack that knocks the opponent up a bit
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Crouching Light Punch

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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300x2 (570)
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A long range multi-hitting poke
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Crouching Heavy Punch

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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850
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Armored Launch
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Armor start up is extremely fast however it does not go through hypers, can reaction armor with this button. Can be whiff canceled from another heavy attack when armor activates.
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Crouching Light Kick

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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550
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Low
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A long reaching spear that hits low
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Crouching Heavy Kick

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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850
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Low
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Armored Hardknockdown
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A slow wind up attack that hits low with armor, can be whiff canceled into Overhead Slash or  if armor activates.
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Jumping Light Punch

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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250x2 (475)
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High
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A multi-hitting attack where both of her hits are an overhead
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Jumping Heavy Punch

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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850
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High
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Armored
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Jumping Light Kick

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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500
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High
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Jumping Heavy Kick

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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700
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High
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During Air Combo: Groundbounce Hardknockdown Aircombofinisher
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A long reaching spear attack that hits below her, ends air combos
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Circle Slash

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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300+360 (660)
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High (first hit)
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Monster Hunter vaults herself forwards with a multi-hitting dagger attack. Can be chained from or  but it cannot be canceled into any other attack or special.
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Overhead Slash

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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900
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Armored
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Despite it's name, it's not an overhead, can be chained from or  and chains into  . Can be whiff canceled from any heavy armor attack into  when armor activates.
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Lunging Strike

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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300+400 (700)
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Hardknockdown
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Monster Hunter flings forward with a multi-hitting attack that knocks down, chains from any of her basic normal attacks and chains into 
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Jumping Shot (during jump)

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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700
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Proj
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A downward arrow attack that is strong for zoning in the air, can be reflected.
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Misc
Throw
or 
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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1000
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3
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1
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Hardknockdown
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Additional damage scales by 50%. Flings her opponent full screen, may be too difficult to combo afterwords.
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Air Throw
or 
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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3 hits (985)
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3
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1
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Hardknockdown
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Additional damage scales by 50%. Assaults her opponent mid air then puts them into a knockdown, may be too difficult to combo afterwords.
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Tag
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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500
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6
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8
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44
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+33
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+28
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Hit/Block adv is dependent on when you cancel your tag-in
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Specials
Draw Slash

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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1500
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Armored Hardknockdown
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A heavy hitting attack with armor. Can chain or to activate a series of never ending armored strikes, the first follow up attack will hit Low
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Draw Slash (can be charged)

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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1600 or 3000 (perfect charge)
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Armored Hardknockdown
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A heavy hitting attack with armor that even goes through hypers. Can let go of charge during the flash to get extra damage. Video reference showing the timing. Can chain or to activate a series of never ending armored strikes, the first follow up attack will hit Low
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Dodge (can be directed)

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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A type of roll that Monster Hunter can use to cancel out of normals on hit/block/whiff as well as cancel out of the ending lag of specials.
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Demon Dodge (during Demon Mode)

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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After powering up into Demon Mode from Demolisher Demon Dance, her Demon Dodge is an improved version with longer invincibility and faster recovery, she also will pass through opponents even in the corner. The recovery frames of Demon Dodge can be canceled into a normal or special move. Each activation of Demon Dodge will drain a bit of her Demon meter.
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Demon Flurry (Air OK)
 or
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]][[File:]]
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5 hits (870)
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Hardknockdown
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5 hits (960)
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Hardknockdown
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A multi-hitting sword attack, if you use Dodge at the end you have better recovery and potentially can OTG into a combo.
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Air Demon Flurry
 or
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]][[File:]]
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3 hits (870)
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High (first hit only)
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4 hits (960)
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High (first hit only)
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Hardknockdown
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version is a downward flurry of attacks with an overhead, grants enough frame advantage to follow up with a combo on the ground, airborne opponents will enter a Force Tech state where they can either neutral tech or up tech only. version is a forward flurry of attacks with an overhead.
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Demon Dance (Air OK) (during Demon Mode)
 or
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]][[File:]]
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7 hits (1196)
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Hardknockdown
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7 hits (1291)
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Wallbounce Hardknockdown
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A stronger version of Demon Flurry, if you use Demon Dodge at the end you have better recovery and potentially can OTG into a combo.
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Air Demon Dance (during Demon Mode)
 or
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]][[File:]]
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5 hits (1017)
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High (first hit only)
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6 hits (1206)
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High (first hit only)
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Wallbounce
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version is a downward flurry of attacks with an overhead, grants enough frame advantage to follow up with a combo on the ground, airborne opponents will enter a Force Tech state where they can either neutral tech or up tech only. version is a forward flurry of attacks with an overhead that ends in a wall bounce.
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Arrow Strike (can be charged)

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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1000 or 3 hits (1450)
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Proj Knockdown
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Holding will charge her arrows that spread out above and below the original arrow. You only need to hold charge until the flash, however you can hold down longer and it will activate itself after a time.
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Arc Shot (can be charged)

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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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1000 on the way up, 5 hits (960) or 9 hits (1640) on the way down
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Proj Hardknockdown (airborne opponents)
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Monster Hunter shoots an arrow in the sky that comes back to the ground, the initial up arrow has a hitbox that can deal damage and possibly be worked into combos. Holding will charge her arrows which creates more projectiles that full screen. You only need to hold charge until the flash, however you can hold down longer and it will activate itself after a time. Uncharged arrows will travel about mid screen where as the full charge will travel full screen. Projectiles cannot be reflected.
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Hypers
Tartarus Stampede
 
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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4 hits (3290)
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Hardknockdown
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A cinematic hyper, can tag in a partner on start up and OTG into a combo. Has invincibility on start up.
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Demolisher Demon Dance (Air OK)
 
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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20 hits (2863)
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Hardknockdown
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Tied to her Easy Hyper Combo input, after activating this attack she gains Demon Mode which powers up some of her moves. Good to know that even if this move is interrupted after the hyper flash, she will still gain Demon Mode. Demon Mode does not go away when she tags out, however after a tag-in she loses a tiny bit of meter but it does not drain idly while she is off the field. Can refresh Demon Mode timer by inputting another one of these supers. A nice super to tag into a partner to follow up with.
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Meteor Fall
 
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
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800 on the way up, 200 per arrow on the way down
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Proj Hardknockdown air borne opponents only
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A strong lock down super, hits full screen and puts the opponent into block stun for quite awhile making tag-in mix ups ideal.
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Hunter's Pride (Level 3)
 
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Damage
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Guard
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Startup
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Active
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Recovery
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On Hit
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On Block
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Properties
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[[File:]]
|
7 hits (5475)
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Invincibility on start up, cannot follow up with a combo afterwards and will always place the opponent mid screen. Tagging in a partner on the same input will grant strong Oki advantage.
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Hitboxes
Videos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind
Match ups
How to fight Monster Hunter
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