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Those astonishing numbers do not take the puck into account. When combined with the puck and SOS threads, it is quite possible to cripple or even KO many of the week 3 bosses with a single hit! The Wild Boar Resonance pin may be obtained on W3D6 via Noise [[Noise_List#No._51_-_60|52N]]. |
Those astonishing numbers do not take the puck into account. When combined with the puck and SOS threads, it is quite possible to cripple or even KO many of the week 3 bosses with a single hit! The Wild Boar Resonance pin may be obtained on W3D6 via Noise [[Noise_List#No._51_-_60|52N]]. |
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===Dope Line vs. Burst Rounds=== |
===Dope Line vs. Burst Rounds=== |
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− | Dope Line deals nearly '''three times''' the damage of [[One Grain, Infinite Promise]], which is the best maingame [[Burst Rounds]] pin. Burst Rounds is a much faster psych, so it is recommended to use Burst Rounds pins over Dope Line for regular Noise. However, the power of Dope Line against bosses cannot be ignored if the player is skilled at using it. |
+ | Dope Line deals nearly '''three times''' the damage of [[One Grain, Infinite Promise]], which is the best maingame [[Burst Rounds]] pin. Burst Rounds is a much faster psych, so it is recommended to use Burst Rounds pins over Dope Line for regular Noise. However, the power of Dope Line against bosses cannot be ignored if the player is skilled at using it. It doesn't hurt to use have both in the deck! |
{{Pins of psych}} |
{{Pins of psych}} |
Revision as of 20:57, 18 May 2012
Massive Hit is a positive psych found on four pins, and is known for having the longest charge time in the game. It is activated by pressing and holding Neku. While he is charging, efficiency will start at 20% and increase up to a final amount of 200%, at which point Neku will automatically unleash the attack. This attack involves Neku jumping slightly forward in the direction he is facing and swinging a large blade in a 180 degree arc above him. Neku may cancel the charge or release the attack prematurely for less efficiency. Regular Massive Hit pins are classified under B class.
The primary trick to using a Massive Hit pin is to assign it to a sub-slot. This forces the player to hold L or R while activating. Releasing L or R causes the attack to be canceled entirely, while releasing the stylus from Neku launches a premature attack.
Analysis
Massive Hit is the ultimate great risk, great reward psych. The charge time and small proximity of the attack makes it one of the most difficult psychs to use. Even Nexus Ray has less charge time. Neku must face the enemy from a short distance, is a sitting duck while charging, and must hope that the enemy does not move out of the way. Due to the charge time, this psych is only suitable for passing the puck. Therefore, only Dope Line (available on W3D2 by evolving Kewl Line) is worth serious consideration because of its massive 225 pin ATK. The other Massive Hit pins do not have a high enough pin ATK to merit the risk.
Dope Line is on another order of magnitude when it comes to potential damage, being by far and away the most deadly maingame pin if Neku connects with it. Resonance and trends greatly benefit Dope Line, both of which modify pin ATK:
Bonus | Pin ATK | Naked | ATK LASS |
---|---|---|---|
None | 225 | 470 | 1136 |
#3 brand or Resonance | 270 | 560 | 1316 |
#3 brand + Resonance | 324 | 668 | 1532 |
#2 brand | 337 | 694 | 1584 |
#2 brand + Resonance | 404 | 828 | 1852 |
#1 brand | 450 | 920 | 2036 |
#1 brand + Resonance | 540 | 1100 | 2396 |
Those astonishing numbers do not take the puck into account. When combined with the puck and SOS threads, it is quite possible to cripple or even KO many of the week 3 bosses with a single hit! The Wild Boar Resonance pin may be obtained on W3D6 via Noise 52N.
Dope Line vs. Burst Rounds
Dope Line deals nearly three times the damage of One Grain, Infinite Promise, which is the best maingame Burst Rounds pin. Burst Rounds is a much faster psych, so it is recommended to use Burst Rounds pins over Dope Line for regular Noise. However, the power of Dope Line against bosses cannot be ignored if the player is skilled at using it. It doesn't hurt to use have both in the deck!
Icon | # | Name | Brand | Cls | Psych | Spec | Power | Eff | ATK200 | Lasts | Boot | Reboot | Info |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
197 | Kewl Line | B | Massive Hit | Attack | 105 | 200 | 610 | 2 uses | 3 | 7 | Press Neku and release to unleash a vicious slicing attack. Neku will be unable to move mid-press, but longer presses yield more power. | ||
198 | Dope Line | B | Massive Hit | Attack | 225 | 200 | 850 | 1 use | 4 | 8 | Press Neku and release to unleash a vicious slicing attack. Neku will be unable to move mid-press, but longer presses yield more power. | ||
199 | Wild Line | B | Massive Hit | Attack | 110 | 200 | 620 | 3 uses | 0 | 7 | Press Neku and release to unleash a vicious slicing attack. Neku will be unable to move mid-press, but longer presses yield more power. | ||
294 295 | Rhino (Pin) | Unbranded | R | Massive Hit | Attack | 100 | 200 | 600 | 6 uses | 0 | 5.3 | Press Neku and release to unleash a vicious slicing attack. Neku will be unable to move mid-press, but longer presses yield more power. |