Hanadoki Void is the best tripwire pin in the game
All rights reserved to owners of any music used in this video
Music: Ghost (Bayonetta 3 OST; Viola’s Theme)- Song writers: Cod Matthew Johnson and Gina Kouyoumdjian; Vocals: Mikalia Delgado
Art:
Nagi art by Shaft- https://www.pixiv.net/en/users/1551648
Player pin art by Zillenoise (Deviant art)
As the title suggests, I find HanaDoki Void to be the best trip wire pin in the game for reasons that should be obvious once you think about what its capabilities are compared to its contemporaries. For one, the attack lingers as a hitbox compared to most of the other trip wire pins (for quite a while too), allowing the player the means to execute multiple rebinds on enemy noise, whether it’s by sending them flying back into the wire, kicking them down into it, poltergeist-chucking or pulling them into it, etc. Like the entangled psyches from the first TWEWY game, HanaDoki Void can also be used to act as a barrier between the player character and enemy noise, a trait that most trip wires pins aren’t as effective at doing. Simply throw the trip wire out, and any noise capable of being binded attempting to attack you while you’re behind it will immediately be entangled.
Lastly, because HanaDoki Void can bind multiple times, this gives the player the means to take advantage of one of Neo’s most important immobilization rules: an enemy can only be affected by one immobilization status effect per time (unless it’s the gravity mashup). While watching this video, you’ll notice how I switch between different immobilization effects so that I’m still able to launch and pile drive enemies for combo mixups strings and enemy rebinds. Typically, when an enemy is binded, they’re stuck in place and cannot be launched, sent flying, or pile drived. Keeping this in mind, I inflict status like confuse, freeze, entomb, and gravity once the enemy to pop them out of entanglement to combo them, then ensure they’re in the vicinity of the wire while it’s still active for so they can be re-binded. This allows the player to be able to accrue groove points were as they’d be more limited to do so if the enemy was simply stuck in place. Since being bounded by wire seemingly pauses the accrual of revenge value points on the enemy, this immobilizing-mixing strat can be used with the time mashup to effectively time loop enemies noise to the point that you’d never even trigger their revenge value attack; crazy stuff. I’m going to demonstrate this immobilization rules and how the work further in a future video. Until then, enjoy; I’ll see Y’all in the next one.
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