Controls#

Controls

This page organizes control essentials around the game’s actual features, covering movement, Focus Mode, Seikret riding, UI and the item pouch, pre-hunt preparation, and multiplayer. One thing to note first: each weapon has its own derivative inputs — for example, the Long Sword manages Spirit Gauge levels (white, yellow, red) while the Heavy Bowgun uses Wyvernheart mode for special ammo — so this page does not list combos weapon by weapon; for derivation details see Weapons Guide and the training area in-game. Follow the in-game settings for exact bindings; both controller and keyboard/mouse are fully supported and fully remappable.

Movement and Camera#

Action Input logic
Running Regular movement reaches a run; stamina management follows series rules
Sliding Steep slopes trigger slides; attacks or evasion can be chained during a slide
Jumping Jump over obstacles while running; when riding the Seikret the mount does the jumping, freeing the hunter’s hands for gathering or weapon swaps
Camera Stick or mouse controls the view; the camera auto-follows a locked target

Field terrain is more vertical than in the previous entry, and jumping and sliding are more than travel moves: slide-chained attacks and jump-into-Slinger gathering are part of how this game moves.

Focus Mode: Activating, Wounds, and Turning It Off#

Action Input logic
Activate Hold the Focus Mode button to enter; dead ahead of the view becomes the precise direction for attacks and guards
Hold and release Release the button to exit; holding it drains stamina continuously, and it disengages automatically when stamina runs out
Wound display Wounds formed by repeated hits on the same part are highlighted in Focus Mode, plain to see at a glance
Focus Strike Aim at a Wound or weak point to unleash a special attack that deals heavy damage and advances part breaking
Focus Mode charging Some weapons can hold attack while in Focus Mode to charge, chaining into dedicated Focus attacks
Shield weapons Precise facing while guarding in Focus Mode; blocks no longer suffer from facing errors

A Wound hit by a Focus Strike converts to the weakened state, and further attacks on that part pay better. Focus-striking weakened parts is the core input of this game’s damage loop, but don’t keep Focus Mode on as a default — it is a tool; holding it drains stamina and sacrifices positioning.

Universal Combat Inputs#

Action Description
Lock-on The camera auto-follows a locked target; soft lock is recommended — hard lock sacrifices positioning
Evade / dodge The roll is the main evasion tool, with an invincibility-frame window, costing stamina
Guard and offsets Shield weapons block; guard actions catching specific heavy attacks trigger a Power Clash, and colliding moves on both sides trigger an Offset
Capture (traps and tranqs) When a monster is near death, place a trap and throw Tranq Bombs to capture, or use a Tranq Trap directly; capture is impossible when the quest objective is a slay
Weak-point attacks Prioritize parts with high damage absorption, harvesting with Focus Strikes
Slinger Fire ammunition gathered in the field; can trigger environmental interactions and lures
Sneak attack Approach an unaware monster stealthily and strike; the value is a safe opener and an opening stagger

Power Clash and Offset timing varies by weapon — try them one by one in the training area; for a detailed payoff analysis see the Combat System page.

Riding the Seikret: Auto-Pathing and Manual Control#

Action Input logic
Auto-pathing Call the Seikret, pick a destination, and it follows the preset Seikret route along the shortest path
Manual control Take over steering at any time to skirt fights or fine-tune the route
Stealth riding Switch to stealth state to approach monsters more safely
Seikret pouch Open the Seikret’s item pouch while riding to grab items and supplies
Main/sub weapon swap Swap between your two carried weapons instantly while riding
Scoutfly trails While riding, Scoutflies trace live routes on the map — tracking targets is no longer guesswork

Auto-pathing is the foundation of this game’s exploration experience: treat map pins as “destination commands” and spend the saved attention on observing ecology. The Seikret is a non-combat mount that accompanies you throughout multiplayer and does not participate in the buddy standby rules.

UI and Item Pouch#

Item Description
Using items Open the item wheel to select and use; potions, whetstones, and throws share one input logic
Shortcut bar Register frequently used items and crafting combos to the shortcut bar for one-button use or crafting
Map Mark destinations and filter icons on the map; monster positions and movements also show in real time
Scoutflies With no destination locked, Scoutflies guide you to quest targets and gathering points
Slinger ammo tray Check it beside the item wheel; refilled as you gather

Out-of-Combat Controls#

Action Description
Meals Eat at the camp’s dining facility for health and stamina buffs; ingredient combos decide the effects — details on the Meals and Ingredients page
Equipment swap Change weapons and armor at the camp’s equipment box; loadouts take effect immediately
Decoration setup Slot Decorations into armor sockets from the equipment menu; sockets and Decorations each come in three levels — rules on the Decorations page
Talisman setup Talismans grant extra skills; only one can be equipped at a time
Appraised Talisman setup Appraised Talismans added with the Ver. 1.021 update are equipped separately in the equipment menu; their skills stack in parallel with weapons, armor, and Decorations; their skills roll randomly, so don’t stake key skills on them

Camp is the supply hub of the field: meals, gear swaps, and setup happen in one place, and returning to camp to regroup mid-quest costs far less than in the previous entry.

Multiplayer Controls#

Action Description
Call Support Hunters When doing a quest solo, call Support Hunters from the menu to fill gaps and improve solo forgiveness
Rendezvous Once members join, meet directly in the field; confirm the meeting spot on the map, no cutscene waiting required
Palico rules With two or fewer players, everyone may bring a Palico; at three or more players Palicos switch to standby, and deployed Palicos retreat to camp if the party grows mid-quest
Seikret Unaffected by the Palico standby rule; accompanies the party throughout multiplayer

For quest boards, invitations, SOS Flares, and other multiplayer flows, see the Multiplayer and Co-op page.

Field Interaction Controls#

Action Description
Quick gathering Press the gather button while riding to collect item points along the path
Camp setup Open the camp icon at designated spots to set up a pop-up camp
Capturing endemic life Use the Capture Net on small endemic life; required for medals and achievements
Fishing Bait up and cast at the water’s edge; a source of achievements and cooking ingredients
Telescope Observing distant monsters can mark targets; includes crown-related achievements

The Standard Input Chain of a Main-Story Hunt#

Stage Chain
Approach Ride the Seikret stealthily to near the monster
Engage Dismount into a sneak attack or open directly; hits are safer while the monster is unaware
Brawl Build Wounds with regular combos, entering Focus Mode between gaps to confirm wound positions
Harvest Focus Strike Wounds and weakened parts, chaining into burst damage on the stagger
Pursue When the monster changes zones, decide whether to pursue or gather on the spot

Where New Players Fumble Most#

Mistake Fix
Holding Focus Mode forever Focus Mode drains stamina; it’s a tool, not a default, and holding it sacrifices positioning
Ignoring the weapon pouch Two complementary weapons cost very little — for example, a Bow alongside your melee weapon to handle flying monsters
Forcing wounds out by mashing Wounds build from multi-hit accumulation; a faster weapon or a different part works better
Forgetting Seikret auto-pathing Let the Seikret handle cross-country travel; manually running the map wastes stamina and time
Throwing traps whenever near death Slay quests can’t capture; confirm the quest objective before pulling out a trap
Setting Recommendation
Auto-potion Keep it off to retain manual control and avoid waste
Target lock Use soft lock; hard lock sacrifices positioning
Shortcut ordering Frequently used items on page one, crafting menu on page two
Focus Mode hold Switching to a toggle eases finger strain

Keyboard/Mouse vs. Controller#

Platform Recommendation
Controller The series players’ default; stick aiming feels better for Focus Mode and ranged weapons
Keyboard/mouse Stronger directional precision for melee and Bow; this game’s KB/M bindings are complete, no compromise needed
Customization Both options support full remapping; ranged aiming sensitivity is worth tuning separately

FAQ#

Question Answer
Is Focus Mode useful for ranged weapons? Yes, and its value for calling weak points with the Bow and Bowguns is even higher
Any cost to turning off Focus Mode? Release the button and it’s off, no extra penalty; the cost is the stamina drain while holding it
Can I play without Focus Mode entirely? Yes, but Focus Strikes are part of this game’s damage structure; adapting from midgame on is recommended
Are Power Clashes and Offsets automatic? They need specific action timing, differing by weapon; practice in the training area
Where do I check Slinger ammo? The Slinger tray beside the item wheel, refilled as you gather
Can auto-pathing be turned off? Yes — take over the Seikret’s steering manually at any time
Are controller back paddles necessary? Not required; the default layout covers every action

内容最后验证于 2026-07