>DB
>can go fast
>FDM lets you dodge without locking you into a grid
>perfect flow to aerial moves
>IG
>encourages you to stay airborne
>aerial maneuvers no longer respond inconsistently to camera settings like in MHW
>new Descending Thrust requires timing
>harvesting faster
>GS
>hyper armor no longer just a boring tackle but can be used in a similar way to old hit-and-run GS, drawing on another layer of pre-planning
>Rage Slash is an alternative to TCS
>Aerial GS gets buffed in Sunbreak
>LS
>more combo variation and freedom (e.g., Serene Pose to parry a combo that's too fast for two ISSs, ISSing a charging monster and closing the gap with Soaring Kick)
>fighting MHW Kushala and then MHR Kushala with LS feels like MHW was outsourced to Indians
>Hammer
>no longer has to buff all the time
>dodge that's incorporated in its moveset
>fun parry
>SnS
>less repetitive than in MHW
>multi-hits for elements and statuses
>Metsu
>Destroyer Oil will offer a unique playstyle that rewards focusing on monsters' feet and making them trip
>SA
>actually wants you to "switch" non-stop
>fun verticality
>GL
>Blast Dash
>whatever combo you like
>Lance
>different playstyles
>Spiral Thrust is a less braindead Striker Lance and a change of pace to poke spam
>can be jettisoned for Anchor Rage
>refreshingly tricky Insta-Block
>buffed Twin Vine will offer another playstyle in Sunbreak and, in tandem with Skyward Thrust, make Lance viable against all hyperactive and flying monsters for the first time
>HH
>faster and more accessible so more than 1% of players use it
>dodging attacks while chaining combos with the Perform move
>Earthshaker
>CB
>even more spam
>free-form aerial CB
>pizza cutter is a more dedicated playstyle, which should please people who don't want to bother with basics
>ranged
>take attacks head-on with counters instead of just dancing circles around monsters
>Dragon Piercer surprisingly decent
>Siege Mode
Sunbreak will improve and balance weapons further