Monster Hunter Rise Sunbreak – New Sword & Shield Silkbind Skill is Amazing!



The Sword & Shield in Monster Hunter Rise Sunbreak has some amazing new Silkbind Skills. Shield Bash (also known as Wire Dash) is an incredible move!

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39 thoughts on “Monster Hunter Rise Sunbreak – New Sword & Shield Silkbind Skill is Amazing!”

  1. As a IG, SNS, DB and HH main.
    I see this as an absolute win.
    But I want to know what the damage reduction is on taking damage in the air. Because the monsters have a lot of taller moves in rise which makes it hard to use IG in the air and if I'm just gonna stay on the ground, might as well go back to DB.

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  2. I’m a longsword user and I love the sacred sheath move. I’m beyond thrilled to know this dlc granted access to helm splitter and Sakura slash moves as well as the spirit reckoning combo. So far I’m taking my time with it but once I’m home from work and I have school work caught up to a point I’ll be jumping on for more fun. I’m getting antsy for lunagaron. Playing the demo for sunbreak using the longsword, I fell in love with the armor and longsword with it. Once I unlock the quest for that beast, I’m gonna hunt the hell out of him lol I want that beautiful set up.

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  3. Sunbreak introduced some cool an interesting switch skills. Only started out, but the Gunlance got a blade buffing one which is nice for that playstyle, and HBG has crouching fire return which I'm having fun with. Still trying to figure out what builds up heat slower and if it can be manipulated.

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  4. Finally unlocked this move in my game, and it feels so incredibly nice. So many of the monsters in master rank love to jump super far away during their attacks, or dash really far past you, and this helps so much in getting back into the fray and keep up the aggression. It's also way easier to control than falling shadow, and way less of a commitment when it lands; it's just perfect in every way!

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  5. It's a simple move to learn, but has so many applications, especially if you slot just a guard up. It's a gap closer, a combo renewer, a blunt chunker, an emergency block for projectiles (you can take minimal damage on a surpring amount of things with guard up), and an emergency wirebug out with your weapon drawn. My favorite application though, if i'm trying to stack the blunt damage for downs is a triple bash > reaper > shield bash > repeat. With 3 wirebugs, you can basically infinite loop this until the monster gets back up. Now if you wanna sacrifice some damage for pure blunt application, just skip the reaper slash and just keep bashing.

    Destroyer oil on the other hand, I'm still kinda iffy on. With the twin sword combo and drill slash it works great, but it's harder to commit to, if you want to use a perfect rush, and I don't think it affects the shield at all. So half the time, I just pop the buff at the start of an encounter and forget about it, because for soloing monsters, the only time i ever really commit to the sword combos are on downs to cut tails / break parts. Otherwise I'm far better at engaging the monster head on with shield combos and a gap closer.

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  6. Glad I wasn't the only one thinking Captain America..sometimes when I use it I call out "Charging Star!"…waaay too much MvC in my blood from all that time playing MvC 2 back in the day lol.

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  7. Honestly i just came here to figure out the parry timing of shield bash. but now i have a blue scroll decked with KO moves with shield bash being, as Arekkz puts it, the Captain America at the forefront. impressive tips as always

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