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MHP3rd Hammer Tutorial (MHWikia Edition)
August 21, 2011
***High Quality is Available + Detailed Description***
Contains Expert-Focused information on the more tactical aspect of Hammering, good to read for all Hunters in Multiplayer! It applies for all MH games by the way, not just MHP3rd. The information is based on personal
experience in MH3 anyway.
0:00 - 1:02 = Introduction, Weapon Traits, Changed in MHP3rd.
0:00 - 2:15 = Moveset Demonstration, basic first and then charged attacks.
2:15 - 4:24 = Gameplay Demonstration with additional important information.
4:24 - 4:35 = The ending.
Expert Guide to Hammers (Multiplayer)
Hammers are always good to have in a team, though depending on the amount of practitioners, it tends to get chaotic pretty quickly. Hence why the general maximum should be 2 Hammers at most.
The general most convenient team involving 2 Hammers looks along these lines:
- 2 Hammers.
- 2 Status Attackers, preferably Paralysis.
The Hammers do what they're supposed to do and the Status Attackers grant them extra openings by inflicting status ailments, to drastically increase the team's damage output and dispatch of monsters much faster than you naturally would do.
By the way, the Status Attackers are supposed stay away from the head at all times when Hammers are close or can attack it. Know your place.
More than 2 Hammers
It is perfectly possible to take out a monster with 4 Hammers, all of them going for the head, without anyone being sent flying even once, but that requires a full team of Expert Hunters, and a clearly formulated plan.
TTSP, which is short for Turn-Timed SuperPounding, can be done if those conditions are met. The general idea is that the players coordinate with non-verbal communication. Instead, they show their intentions with Distance. Whoever is closest, or the first able to attack, does so, and the guy who's closest after that person takes strikes directly after #1, and so on.
That's how a carefully coordinated assault works with several Hammerers.
Side-by-side SP'ing and TP'ing
TP = Triple Pound.
It is, unlike most people realise, possible to effectively Superpound a monster while another person (lets just assume Hammerer in this context) is TP'ing on the spot.
The secret to success with this segment of Expert-Level Hammering lies in the special trait of the Superpound, the shockwave.
Upon making contact with the ground, the Hammer will generate a small shockwave, which covers a small area around the Hammer itself. Simply put, you can hit a monster without literally making physical contact with your Hammer, though you do still have to be very close to that to make it work.
In general, if you decide to do this, SP into a diagonal angle facing away from your comrade, or if you are really sure about what you're doing, just do it in a straight line next to your teammate. For the sake of safety, try to be at least 2-3 ft away from your partner when you do so.
Now for Triple Pounding while next to each other. It is best to do this with 2 people at most. The majority of the monsters only allow that anyway, with a few exceptions (such as Alatreon) that allows to do this with 3 or 4 people. Always make sure you're facing each other either directly or diagonally.
In any case, make sure the golfswing can't possible hit the person next to you, that is all.
It is somewhat hard to explain without visual backup material though, so I suggest you try it out with whoever you're playing with. I did intend to include it visually in the video, but nobody was available to assist me while recording.
Personally, I am extremely satisfied with this video. Of course, I don't feel too happy with it being quite longer than my others, but I think it is for the greater good. :)
I enjoyed recording this tutorial, as Hammers are just my all-time Favourite weapon.
I hope you enjoy watching the video and that it has been helpful to you.
Especially if you also read the in-depth guide I included in the video description. :P