Speed: Slow. Like, Ganondorf slow, if maybe a tiny bit faster.
Jump Height: Low.
Launch Resistance: High.
(These are universal to all weapon types, but the distance and power varies.)
Neutral A = A three-hit combo, beginning with a vertical attack, followed by a horizontal and another vertical.
Up + A = A vertical upwards-launching swing.
Down + A = Kick. Just a short kick, same as the one done by pressing (+) in Tri.
Side + A = A quick but strong horizontal sweep in front of the Hunter.
Dash + A = Dive - The Hunter dives forward, avoiding regular attacks while airborn and knocking opponents away before landing.
Jump + A = The Hunter holds his/her weapon vertically in front of them, striking anyone that comes into contact with it.
Jump + Up + A = The Hunter stabs his/her weapon upwards, striking anyone above the Hunter.
Jump + Downward + A = Just the opposite; The Hunter thrusts his/her weapon downwards, stabbing anyone unfortunate enough to be below them.
Jump + Forward + A = The Hunter quickly swings his/her weapon downward in front of them, Meteor Smashing other players if hit at the right angle.
(These are different for each weapon type.)
GS:
Smash Up = A massive, vertical uppercut, that swings up and over the Hunter's head, hitting people behind him/her as well.
Smash Forward = A massive, charge-able downward vertical swing. Can be charged longer than average Smashes to gain more power.
Smash Down = Sheathes the GS for faster movement. Using a Forward Smash while the GS is sheathed will result in more damage.
Lance:
Smash Up = An upward-stab at an angle. Can't hit directly overhead but instead stabs diagonally upwards in front of the Hunter.
Smash Forward = A repeatable stabbing attack, can stab up to three times.
Smash Down = Enters a crouching position while holding up a shield. Will remain in this position as long as the A button is held but moves very slowly and cannot perform any other actions until leaving the position. Releasing A will make the Hunter rush forward and ram anybody in front of him/her with the Shield before returning to normal.
If Down Smash is done twice in rapid succession instead of holding it, the Hunter will make a dash forward with the Shield out, ending the dash with a stab of the Lance before returning to normal.
Switch Axe: This one starts out in "Axe Mode" and can be switched to "Sword Mode" after a meter near the Player's icon and damage fills up called the Phial. This Phial slowly fills up on it's own while in Axe Mode and slowly decreases while in Sword Mode.
Smash Up = In Axe Mode, does a long-reaching uppercut.
In Sword Mode this does a downward vertical swing to uppercut combo.
Smash Forward = In Axe Mode the Hunter begins swinging the weapon from side to side in front of him/her. This can be repeated for a while but if the Player does so for too long the Hunter will become winded and open to attacks.
In Sword Mode this is one of the Hunter's most devastating attacks. The Hunter makes a short dash foward and then stabs the SA out in front of him/her, skewering any player unlucky enough to be struck by the initial dash, leaving them to take the full damage of the attack, then the Hunter begins letting out constant bursts of damage until finally ending with an explosion and automatically returning to Axe Mode. It's hard to explain so for people who haven't played Tri;
check this out.Smash Down = In Axe Mode, switches to Sword Mode when Phial is full. If Phial isn't full the Hunter will briefly shake his/her head.
In Sword Mode, switches to Axe Mode.
Neutral B = Weapon Switch - Allows the Hunter to switch between a Great Sword, Lance and Switch Axe, in that order. Possibly have the monster each weapon is made out of randomized, just for fun. Like for example sometimes you'll pull out a Lagi GS and other times you may pull out Crimsonwall.
(LS is my personal fave but we gotta go with variety here, yet more than three would probably be a bit too many.)Forward + B = Bowgun - The Hunter whips out a Bowgun and fires randomized ammunition at the other players. Can aim at different angles by holding B while moving the analog stick, releasing B to fire.
Shots can vary from regular, averagely-powered shots to weaker, rapid fire shots, as well as spread shots, explosives, rare status-ailment shots, etc.
Down + B = Trap - Randomly places either a Pitfall Trap or a Shock Trap on the ground. If a player runs on top of it and triggers it they will be caught in the trap, along with any other players within the trap's radius when it is triggered. If it's a Shock Trap, other players can be caught in it just by stepping on it, even after it's triggered.
Up + B = Harpoon - Whips out a Bowgun and launches a roped Harpoon upwards, which will latch onto ledges and allow the Hunter to climb the rope back up onto the stage.
Final Smash = The Hunt is on! - The Hunter pulls out a Hunting Horn and gives it a loud blow. The Hunter then looks behind him/her and suddenly darts off the screen, followed shortly after by a crowded stampede of every Monster found in Monster Hunter Tri, finishing off with a massive Jhen Mohran lunging across the screen. The Hunter then returns to the arena, looking around cautiously before returning to normal.