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Monster Hunter Generations Ultimate Guide to Unlocking Hunter Arts

Monster Hunter Generations Ultimate introduces Hunter Styles and Arts to the series, calculation even more options to specialize your combat builds. Hunter Styles apply certain buffs and perks to arrange a variety of playstyles, while Hunter Arts are essentially special moves you can trigger with the d-pad. In this Monster Hunter Generations Ultimate Hunter Styles and Hunter Arts Guide, we'll particular each type you'll discover in the game, and give a brief explanation to help you lot make up one's mind which ones are for y'all. We'll list every Hunter Fashion and Hunter Art in Monster Hunter Generations Ultimate, equally they have can really help you put your own stamp on the combat.

For more than on Monster Hunter Generations Ultimate, visit out Monster Hunter Generations Ultimate Guides Hub. It'southward filled with useful info on the Nintendo switch Monster Hunter game, like an overview of all fourteen weapons, a wait at how Palicoes work, and more.

Monster Hunter Generations Ultimate Hunter Styles and Hunter Arts Guide

As if the combat in Monster Hunter weren't circuitous enough, Monster Hunter Generations Ultimate adds Hunter Styles into the mix. They can exist kind of daunting at first, specially seeing as you're asked to pick i at the first of the game, merely with a piffling research and practice, you'll be able to work out which 1 is ideal for y'all in no time. We've detailed both Hunter Styles and Hunter Arts beneath.

Monster Hunter Generations Ultimate Hunter Styles

Hunter Styles were introduced in Monster Hunter Generations, and it'southward port and update on Nintendo Switch adds ii more than into the mix, bringing the total number of Monster Hunter Generations Ultimate Hunter Styles up to six. We've listed them all below, alongside a cursory clarification of what it offers.

  • Monster Hunter Generations Ultimate Lodge Way - Every bit you might look from the name, Guild Fashion is the preferred style of many members of the Hunter's Guild. Its versatile gainsay options and the ability to equip ii Hunter Arts means you'll e'er have plenty of options out in the field.
  • Monster Hunter Generations Ultimate Striker Style - Striker Way features simplified controls and lets you lot equip more than Hunter Arts. You can also build upwards the Arts Gauge more than easily than yous can with other styles.
  • Monster Hunter Generations Ultimate Aeriform Style - Perform Boost Jumps by evading into monsters and other objects. This mode is great if you lot desire to assault from the air and mount monsters often.
  • Monster Hunter Generations Ultimate Skillful Style - Expect until the last second to evade or cake a monster's assail and perform Insta-Moves. Smart use of this allows y'all to counter with devastating attacks.
  • Monster Hunter Generations Ultimate Valor Style - Valor is the offset of the new Hunter Styles added in Monster Hunter Generations Ultimate. It only allows for one Hunter Fine art, only gives you a separate meter that you can fill upwards by landing attacks. Once this meter is total, you can enter Valor state. In Valor State you lot gain admission to a sort of advanced Club Style with a ton of Key Moves. It's a tricky one to primary, but works great with the Long Swords.
  • Monster Hunter Generations Ultimate Abracadabra Manner - The new Alchemy Mode is odd in that information technology is primarily a Back up-focused affair. You lot essentially apply new Abracadabra Barrels to create Alchemy Items, kind of upgraded versions of regular ones. There's a huge list of items y'all tin create, which nosotros'll go over below.

Monster Hunter Generations Ultimate Alchemy Style - Items

Nosotros mentioned earlier that using the Alchemy Style, you tin create items. Here'south a handy list of everything y'all can create:

  • Alchemy Bazooka: special explosives that employ Mystery Alchemic Barrels;
  • Alchemy Battle Ball: fills up the Fine art Gauge of hunters virtually y'all by a certain amount;
  • Alchemy Earplugs: a consumable item that protects you from a monster'south roar once;
  • Alchemy Fast-Acting Medicine: a special medicine that allows yous to create items via alchemy faster;
  • Abracadabra Nutrient: increases maximum amount of stamina. Unlike other types of food, alchemy food has a shorter cooldown period;
  • Alchemy Style Whetstone: can be used on your weapon to recover some of its sharpness, and allows you to fill up your Arts Estimate faster for a limited period of time;
  • Alchemy Way Bullet: a special bullet for a Bow Gun weapon. Allows you lot to quickly fill upward the Fine art Estimate when information technology hits monsters;
  • Alchemy Bottle: a bottle containing special coating for your arrows. Allows you lot to quickly make full upwards the Fine art Gauge when it hits monsters;
  • Alchemy Immunizer: allows you to gradually recover your health for a limited period of time. Unlike other types of nutrient, has a shorter cooldown period;
  • Alchemy Sonic Bomb: emits a high frequency sound that pocket-size monsters and some big monsters cannot stand;
  • Abracadabra Healing Barrel: removes negative statuses and heal hunters near you.

How to Change Your Monster Hunter Generations Ultimate Hunter Style

If you were worried about picking a Hunter Mode at the start of the game, don't exist. You lot can change you lot Hunter Style at any hub world, by heading to your firm and opening the Item Box. One time you're at the Item Box, just select the Hunter Manner pick to change it.

Monster Hunter Generations Ultimate Hunter Arts

Hunter Arts are substantially special moves that you can trigger in battle. They can be seriously useful, some allowing you to escape in a pinch, and others unleashing devastating attacks. There are a lot of them in the game, and some are weapon specific. Nosotros've listed them all beneath. Hither are all of the Monster Hunter Generations Ultimate Hunter Arts.

  • Absolute Evasion - Perform a corkscrew-similar evasion, providing a window of opportunity to make an emergency escape.
  • Absolute Readiness - Perform a corkscrew-like evasion. In add-on to a lengthy invulnerability window, Sharpness is restored, ammo refilled, and phial blanket applied.
  • Arisen Phoenix - Purifies the body and returns it to its natural state. Good, bad, it doesn't affair -- all status furnishings are wiped clean and your Wellness is healed in proportion to the effects removed.
  • Castle Walls - Medicine that makes your body as hard equally steel, raising your Defense. While in effect, damage taken is reduced and attacks won't knock you back, but you lot'll be unable to dash for its duration.
  • Escape Runner - Briefly stops Stamina depletion while running away from large monsters and dashing while transporting items.
  • Frenzy Fever - Science again goes a step too far with the invention of a medicine that volition requite you the Frenzy virus. There'southward probably someone out at that place willing to try it... Um, that someone isn't you, is it?
  • Heal Gain - A moment of concentration bolsters your ain healing abilities. For a express fourth dimension, Health recovery is more effective, and temporary damage taken during combat recovers more quickly.
  • Hunter's Oasis - Places a special device on the ground that emits a Health-restoring mist. It will continue to restore your Health equally long as y'all are within range.
  • Mass Combiner - A technique conceived past a famous Gunner that improves your success at combining items, and ensures you lot produce the max number possible per combination. As information technology's mentally taxing, the effects are temporary.
  • Fortress Walls - Medicine that makes your body equally difficult as diamond, greatly raising Defense. You'll take less impairment and exist impervious to abnormal statuses and blowbacks, but you won't be able to dash or evade for its elapsing.

Monster Hunter Generations Ultimate Hunter Arts - Great Sword

  • Brimstone Slash I - Builds up power with bang-up fury, releasing a ground-splitting slash in the management you choose. If you go attacked while using this Fine art, you'll absorb the hit, so execute a deadly counterattack.
  • Brimstone Slash II -Tier Ii builds upwardly more power before unleashing the slash.
  • Brimstone Slash Three -Tier III builds up even more ability than Tier II before unleashing the slash.
  • Ground Slash I - Scrapes your Corking Sword on the ground before rushing forward and unleashing a big stupor wave. Get both the initial swing and the shock wave to hitting your target and you lot'll mete out massive impairment.
  • Ground Slash 2 - Tier Ii has a more powerful shock wave that can impact multiple monsters.
  • Ground Slash III - Tier III has the most powerful shock moving ridge, which tin can knock dorsum multiple monsters.
  • King of beasts's Maw I - Swings your Great Sword around your body with bloodthirsty force and raises the Attack of the post-obit strike. This hellish Fine art leaves hunters with a demonic wait in their eyes... and the battleground littered with corpses
  • King of beasts'south Maw 2 - Tier II raises the Attack of your next strike even college.
  • Lion'southward Maw III - Tier III raises the Attack of your next strike even higher than Tier 2.

Monster Hunter Generations Ultimate Hunter Arts - Long Sword

  • Critical Juncture I - Passed on to the Guild from the Far East, this Hunter Art calms yous and clears your mind, allowing y'all to parry a monster's attack. Upon a successful parry, you unleash a deadly counterattack.
  • Critical Juncture II - Tier II dips you into an fifty-fifty clearer state of mind, allowing y'all to perform an even stronger counterattack upon a successful parry.
  • Disquisitional Juncture Three - Tier III allows yous to completely clear your mind, letting you unleash a devastating counterattack upon a successful parry.
  • Sakura Slash I - A quick jump backwards gives momentum to two sweeping slashes. If the assault connected, the wounds inflicted will open in a spray of blood afterward a brief intermission, and the Spirit Gauge will rise one level.
  • Sakura Slash II - Tier II's sweeping slashes are more powerful than in Tier I.
  • Sakura Slash Iii - Tier III features fierce slashes that are more powerful than in Tier II. Unhinged Spirit I - Concentrates your spiritual power for a outburst of Spirit as you swing your bract. Temporarily fills your Spirit Gauge to Max, assuasive you lot to utilise Spirit Blade attacks without depleting the gauge.
  • Unhinged Spirit II - In Tier II, the Spirit Gauge stays at Max for a longer period of fourth dimension. Unhinged Spirit Iii - In Tier Three, the Spirit Gauge stays at Max for an even longer period of time than in Tier II.

Monster Hunter Generations Ultimate Hunter Arts - Sword and Shield

  • Circular Force I - A spin attack that slashes all targets surrounding you. During execution, you lot'll be invulnerable to monster attacks, making it an effective evasive technique besides.
  • Circular Force II -Tier II has a wider-ranging spin attack.
  • Round Force 3 - Tier III has the same range equally Tier II, but also lifts your allies into the air.
  • Shoryugeki I - Later on landing a slice attack, yous thrust your shield into the air in an uppercut move. A popular fighting motility, the follow-up set on with your shield is stiff enough to even Stun monsters.
  • Shoryugeki II - Tier 2 adds an actress hit to the shield bash, turning it into a potent two-striking combo.
  • Shoryugeki III - Tier III adds some other extra striking to the shield bash, turning it into a trigger-happy three-hit combo.
  • Sword Dance I - Slashes your sword five times in a svelte, dance-like sequence. This Fine art is useful for dealing elemental damage to hard body parts, as you may continue attacking fifty-fifty if a hit is repelled.
  • Sword Trip the light fantastic toe II - Tier II allows you to slash a full of vii times.
  • Sword Dance Iii - Tier Three allows you to slash a total of ix times.

Monster Hunter Generations Ultimate Hunter Arts - Dual Blades

  • Aerial Slam I - Rush off a ledge to perform a spinning assault. If the hit lands, you lot can follow upward with an aerial drop set on
  • Aerial Slam II - In Tier II, landing a hit allows yous to fly higher in the air for a follow-upwards driblet attack.
  • Aerial Slam III - In Tier III, landing a hit allows y'all to fly even higher in the air for a follow-up drop attack.
  • Blood Wind I - With Dual Blades twirling, advance to piece through targets. Y'all can change direction during execution twice.
  • Claret Air current II - In Tier II, yous're able to change direction three times.
  • Blood Wind 3 - In Tier III, you're able to change management four times and the attack is more than powerful than Tier II.
  • Wolf's Maw I - A technique that has yous succumb to a raw, animalistic rage, allowing you to deal two hits with a single swing. Requires the utmost trust in your skills.
  • Wolf'due south Maw II - Tier 2 allows you to channel this rage for a longer menses of fourth dimension than Tier I.
  • Wolf's Maw III - Tier III allows you lot to channel this rage for a longer period of time than Tier II.

Monster Hunter Generations Ultimate Hunter Arts - Hammer

  • Provoke I - A taunt where you make yourself known by raising your weapon up in the air, momentarily upping the likelihood of monsters targeting you. The effect will wear off early if you leave the area.
  • Provoke Two -The Taunt upshot lasts longer in Tier II.
  • Provoke Three - The Taunt effect lasts just as long equally in Tier II, but you as well get a boost to your Defense.
  • Spinning Meteor I - The powers of gravity and centrifugal force combine in a series of powerful, spinning Hammer attacks. The final blow is the most powerful, and then time information technology carefully to land a hit right between a monster'south eyes.
  • Spinning Meteor 2 - Tier Ii features more ability backside each of the Hammer blows. Spinning Shooting star III - Tier Iii features fifty-fifty more force behind each of the Hammer blows than in Tier II.
  • Typhoon Trigger I - A spinning Hammer attack that takes a few swings to become going. Press the X Push button while spinning to unleash a abrupt uppercut. Forget to press the Ten Push and y'all will stumble.
  • Typhoon Trigger II - Tier Ii'due south final uppercut boom is stronger than in Tier I.
  • Draft Trigger Three - Tier Three's final uppercut smash is fifty-fifty stronger than in Tier 2.

Monster Hunter Generations Ultimate Hunter Arts - Hunting Horn

  • Euphony I - Triggers the effects of all playable Melodies. As this Art relies on a unique music scale in order to piece of work, the furnishings bestowed from this Art volition only utilise to you.
  • Euphony Two - In Tier Two, the execution time is faster than Tier I, however, furnishings are still only applied to yourself.
  • Euphony III - Tier III has a faster execution fourth dimension than Tier Ii, however, furnishings are yet only applied to yourself.
  • Harmonize I - A new type of Melody that affects the Hunting Horn itself, rather than the hunter. Notes are doubled for a express time, even when an attack misses.
  • Harmonize II - In Tier Ii, the period in which Notes are doubled lasts longer than in Tier I. Harmonize Iii -In Tier Iii, the menses in which Notes are doubled lasts even longer than in Tier II.
  • Sonic Blast I - Perform a double-spin combo that ends in a smashing accident, emitting a soundwave. Ideal as a defensive tactic, as well.
  • Sonic Smash II - Tier II ends in a more powerful soundwave than Tier I.
  • Sonic Boom Iii - Tier III gets an upgraded philharmonic and has a more powerful soundwave than Tier II.

Monster Hunter Generations Ultimate Hunter Arts - Lance

  • Shield Assault I - A powerful charging shield attack that serves to defend even as you rush forwards. Use this Fine art to close the altitude between yous and the monster, or to evade. Can be chained into other thrust attacks as well.
  • Shield Assault Two - Tier II allows you to charge a longer distance.
  • Shield Assault III - Tier III allows you to charge even farther than in Tier II.
  • Corkscrew Jab I - Focuses your energy into a powerful drilling Lance attack. While you're defenseless during the charge up stage, the power dealt -- if y'all manage to connect -- is considerable.
  • Corkscrew Jab Ii - Tier 2 takes longer to charge, but the ability of the thrust is proportionately stronger.
  • Corkscrew Jab Three - Tier III takes longer to charge than in Tier Two, simply the power of the thrust is even stronger.
  • Enraged Guard I - Raises your shield to block an incoming assail. When doing and then, the power of the striking will be absorbed, raising your Attack. Risky to utilise, but the more powerful the blow, the more your Set on will increment.
  • Enraged Baby-sit II - Upon a successful cake, Tier II raises your Attack higher than in Tier I.
  • Enraged Baby-sit 3 - Upon a successful block, Tier Iii raises your Attack even college than in Tier Ii.

Monster Hunter Generations Ultimate Hunter Arts - Gunlance

  • Blast Nuance I - An innovative Art that uses shelling recoil to propel you forward, allowing yous to close any gaps betwixt you and your target. Capable of finishing with an Overhead Nail subsequently you land.
  • Boom Dash II - Tier Ii is capable of propelling you further ahead than Tier I.
  • Nail Nuance III - Tier Three is capable of propelling you farther alee than Tier 2, too equally allowing you lot to finish with an Overhead Nail in midair.
  • Dragon Boom I - Expels a superhot vortex of twisting flames. Takes time to charge, just the explosive payoff is well worth it.
  • Dragon Blast II - In Tier Ii, the effects are more potent and information technology takes less time to charge than in Tier I.
  • Dragon Blast Three - In Tier III, the effects are more stiff and it takes less time to charge than in Tier II.
  • Dragon Breath I - Quickly builds up heat inside using the Wyvern's Burn mechanism. Once activated, the Heat Gauge remains loftier, making shelling attacks stronger, though it's not a method craftsmen are likely to exist thrilled about.
  • Dragon Breath Two - In Tier Two, the heat built upwards in the Gunlance lasts longer than in Tier I. Dragon Breath Iii - In Tier III, the heat built up in the Gunlance lasts longer than in Tier II.

Monster Hunter Generations Ultimate Hunter Arts - Switch Axe

  • Demon Riot I - Takes the elemental energy within a Switch Axe and rather than unleashing it, keeps it sealed and pent upwards to a unsafe caste. Sword Mode attacks are stronger, but the Switch Gauge depletes over fourth dimension.
  • Demon Riot II - In Tier II, Sword Manner attacks are fifty-fifty stronger, and the event lasts longer, though the Switch Gauge still depletes over fourth dimension.
  • Demon Riot III - In Tier III, Sword Mode attacks are strongest, and the effect lasts longer than fifty-fifty in Tier 2, though the Switch Gauge nonetheless depletes over time.
  • Free energy Charge I - An Art invented by an eccentric Hunter looking for a way to quickly Reload. It allows for a fast Reload of the Switch Axe's Phial in either Mode, finishing with a horizontal swipe in Sword Mode.
  • Free energy Charge 2 In addition to the quick Reload and horizontal sweep, Tier Two likewise slightly raises your Affinity
  • Energy Accuse Three - In improver to the quick Reload and horizontal sweep, Tier II substantially raises your Affinity.
  • Trance Slash I - You lot switch repeatedly from axe to sword, delivering a furious combo catastrophe with an Element Discharge.
  • Trance Slash Ii - In Tier Two, each attack in the combo is stronger than in Tier I.
  • Trance Slash Three -In Tier III, each attack in the philharmonic does even fiercer impairment than in Tier II.

Monster Hunter Generations Ultimate Hunter Arts - Charge Blade

  • Energy Blade I - Converts the free energy outputted from an Chemical element Belch into a blade of light. The number of charged phials affects both the length of the blade and its overall power.
  • Energy Bract Two - In Tier Ii, the energy output from the Chemical element Belch is higher than in Tier I.
  • Energy Blade Iii - In Tier Iii, the energy output from the Element Belch is higher than in Tier II.
  • Healing Phial I - A Hunter Art that sees a Charge Bract gaining healing functionality. The energy stored in your phials is temporarily used to heal your Health, which can exist washed with an Elemental Boosted Roundslash.
  • Healing Phial II - In Tier II, the energy stored in your phials is temporarily used to heal your Health, as well equally that of whatever allies who are very close by.
  • Healing Phial Iii -In Tier 3, the energy stored in your phials is temporarily used to heal your Health, as well as that of any allies who are relatively close by.
  • Limit Billow I - Raises the phial accuse limit from the standard v units to seven, giving you more flexibility with moves that rely on them.
  • Limit Breaker Ii - Tier II raises the phial charge limit from the standard five units to nine, giving you more than flexibility with moves that rely on them.
  • Limit Breaker III - Tier III raises the phial charge limit from the standard five units to 10, giving you lot more flexibility with moves that rely on them.

Monster Hunter Generations Ultimate Hunter Arts - Insect Glaive

  • Extract Hunter I - Hurls your Kinsect with lightning speed towards a monster. The Kinsect will harvest all three Extracts: Ruby, White, and Orange. Note that the elapsing of Excerpt effects is short for this Art.
  • Excerpt Hunter 2 - In Tier 2, Extract effects last longer than Tier I, improving ease of use. Extract Hunter III - In Tier Three, Extract effects last longer than Tier Two, improving ease of use.
  • Swarm I - Summons a swarm of protective insects that take position around you lot, attacking whatsoever and all things that dare to become shut to yous. Be careful using it effectually allies.
  • Swarm II - In Tier II, the insect swarm glows yellow and has a greater assault power than in Tier I.
  • Swarm Three - In Tier III, the insect swarm glows red and has a greater attack power than in Tier II.
  • Problems Blow I - Performs a vault after pulling off a combo attack to unleash an Overhead Nail from midair. Peculiarly potent when used in tandem with the Swarm Fine art, every bit the insects are concentrated for a hard blow.
  • Bug Blow 2 - Tier II has a higher jump height than Tier I, assuasive you to hit hard-to-accomplish targets.
  • Issues Accident III - Tier III has a college jump pinnacle than Tier II, assuasive you lot to hit hard-to-reach targets.

Monster Hunter Generations Ultimate Hunter Arts - Light Bowgun

  • Bullet Geyser I - After an initial backstep, fires a timed explosive onto the ground, the discharge sending yous fifty-fifty further dorsum. This Art works both as an attack and evasive technique.
  • Bullet Geyser II - Tier II features a college number of explosions than in Tier I.
  • Bullet Geyser Three - Tier Three features an even higher number of explosions than in Tier Ii.
  • Full House I - An Art passed downwards by a Gunner from a certain region. Reloads all the ammo you have on you, save for Specialized Rapid Fire ammo, in a unmarried motion.
  • Total House 2 - Tier II allows you to reload in an even shorter amount of time.
  • Full Firm Iii - Tier Three reloads in the same amount of time as Tier Two, simply also reloads Rapid Burn ammo.
  • Rapid Fire Pelting I - An Art that relies on special bullets that split upwards within your weapon, giving yous unprecedented rapid firing speeds. Auto-fires until the chamber empties, or you press the B Button to cancel.
  • Rapid Burn Pelting Ii - Tier Ii allows you to fire more ammo.
  • Rapid Burn down Rain III - Tier Iii allows you lot to fire even more than ammo than in Tier II.

Monster Hunter Generations Ultimate Hunter Arts - Heavy Bowgun

  • Guns Blazing II - In Tier II, the movement speed, reload speed, and recoil furnishings last longer.
  • Guns Blazing Three - In Tier Three, the movement speed, reload speed, and recoil furnishings last even longer than in Tier II.
  • Gunpowder Infusion I - Loads special gunpowder into your Bowgun, increasing the power of your ammo for a set number of shots. Discovered by blow when a newbie Hunter loaded some lava rocks into their weapon.
  • Gunpowder Infusion Two - Tier Ii loads more gunpowder, allowing for more empowered shots.
  • Gunpowder Infusion Three - Tier III loads more gunpowder than in Tier II, assuasive for an fifty-fifty college number of empowered shots.
  • Super Nova I - An set on that uses specialized piercing ammo which travels a brusk altitude before exploding mid air. The blast is quite powerful, but if the ammo hits a wall or floor, it won't explode.
  • Super Nova 2 - Tier II has a more powerful explosion, merely takes more than time to burn.
  • Super Nova Iii - Tier III has an even more than powerful explosion than Tier II, merely takes a longer time to fire

Monster Hunter Generations Ultimate Hunter Arts - Bow

  • Blade Wire I -Binds two arrows together with wire to create a flying blade when fired. All non-Arc Shot and Power Shot charged arrows are swapped temporarily for cutting wire. Cannot be coated, but tin sever a monster'southward tail.
  • Blade Wire II - In Tier II, all not-Arc Shot and Power Shot charged arrows are swapped for cutting wire for a longer menstruation than Tier I
  • Blade Wire Three - In Tier Iii, all non-Arc Shot and Power Shot charged arrows are swapped for cutting wire for a longer period than Tier 2
  • Triple Volley I - Fire off arrows in groups of three, with the final shot existence the strongest. Fires in the direction you were facing upon activation.
  • Triple Volley II - In Tier Ii, the final shot takes longer to burn, even so is stronger than in Tier I. Triple Volley III - In Tier Iii, the final shot takes longer to burn down, nevertheless is stronger than in Tier II.
  • Haste Rain II - In Tier Two, the event from the stimulant lasts longer than in Tier I.
  • Haste Pelting Three - In Tier III, the effect from the stimulant lasts longer than in Tier 2.

That's all of the Monster Hunter Generations Ultimate Hunter Styles and Hunter Arts. For more on the game why not check out our comprehensive overview of all xiv weapons. Just head over to our Monster Hunter Generations Ultimate Weapons Guide.

Jake Light-green

Guides Editor

Jake is a sometime freelance writer who now heads up guides for USG. He spends his days dreaming of an X-Files dating-sim and will play literally any game with monkeys in information technology. He has an unhealthy obsession with Super Smash Bros. Ultimate, and would pretty much trade a kidney for Skate 4 at this bespeak.

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Source: https://www.usgamer.net/articles/30-08-2018-monster-hunter-generations-ultimate-guide-tips-monster-list-transfer-save-data-from-3ds-to-switch-walkthrough-guides/monster-hunter-generations-ultimate-hunter-styles