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.
| 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 |
Recommended Settings#
| 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 |