Been a while since I last updated this forum so I might as well fix that. Anyway, let's cover Mashups/Killer Remixes in this post and how they work:
First you gotta get Groove (which is basically your meter in this game and the number in the center on the top part of the screen with the percentage next to it) and while that's simple enough (chain together combo finishers for each pin into one another by fulfilling a pin's Beatdrop condition), there are huge factors that mean the difference between hitting 200% in one fight or in seconds. Considerate pin use is one, mashing them all might feel like good damage but if you do so, you'll lose out on Beatdrop chances. When your learn their conditions and chain Beatdrops fluidly between them with your next move in mind, you can potentially gain a ton of Groove in one simple burst. Aim to both trigger and hit at least one each pin use/combo to start. This also ties into my next point:
Beatdrop sweetspots.
This is an upgrade you get from completing the Week 2, Day 1 sidequest Wallet Woes for a guy named Itsuki Kaneda. DO NOT MISS OUT ON THIS since unlocking this mechanic will add tons of dimensions to the combat and give you more tools to consider during a battle.
Beatdrop sweetspots are orange sections that appear in somewhere in a Beatdrop gauge and hitting a Beatdrop sweetspot always double your Groove gains for less pin gauge. What's interesting about this system is how different Psychs/pins will have different sweetspot locations in their Beatdrop gauge and they’re related towards how you can effectively manage your damage output. For example, Vulcan Uppercut’s (a launcher Psych) sweetspot location is smack-dab in the middle, which is related to that being where the launched enemy reaches the apex of that launch and coincidentally also leads into the damage bonus of pins with the Aerial Assault damage bonus, which only activates if you hit an enemy while they're launched into the air. Meanwhile, most Massive Hit pins (knockback Psychs that wallsplat enemies) have the sweetspot gauge be located in the very beginning of the circle gauge, since the combat design wants you to go for an aggressive follow-up right after to keep the offensive pressure going. The game is actively rewarding the player for learning how to efficiently combo well and playing optimally in NEO allows for all kinds of mechanical cohesion and decision-making that forms the backbone for some of the greats within the action genre. It also isn’t a linear design too since if you time your combos in a different way, you can still effectively hit that sweetspot with different Psychs.
For example, I find myself launching a Grenade Launcher pin before the Beatdrop gauge for Vulcan Uppercut appears so that I’m able to hit the sweetspot at just the right time.
Now, you're maybe wondering, "how do I get the Groove necessary to unleash back-to-back Mashups like I see in some of those combo vids on YouTube?" Well, there's actually quite a variety of ways.
What you're seeing here is what my friend and I like to call the
Groove Buddy System. Basically, when you hit Beatdrops between certain pairs of characters, there's a chance that you'll get a boosted surge of Groove that increases far beyond what you would normally get, hitting to upwards of 40% to
150% in one go, depending on whether or not you also have a Groove Boost pin/thread and/or fighting a Plague Noise foe. It is absolutely bonkers. This doesn’t just extend to pins but also to Mashups as well. For example, if I have Rindo activating a Gravity Mashup and then have Shoka combo into the Mashup and vice-versa, I can potentially gain a huge burst of Groove that I wouldn’t otherwise if I had use a different pair of characters.
Lastly, you get an movement upgrade called Soundsurfing during Week 2 of the game and when you press the button in time to the beat of the song currently playing in the overworld, you get to build up Groove before entering a battle, with the upgrade in the picture above allowing you to cap out the percentage in fewer button presses.
Now, as for making the Mashup stronger, there are a few considerations. First is if the team's Ready. Each member who either triggers or hits a Beatdrop gets Ready above their pin, adding an ATK multiplier up to 6x for the Mashup. Efficient Beatdrops/pin use is relevant again, as building Groove fast is nice but so is x6 Atk. Naturally it's easier to hit x6 with 200% Mashups (though still doable with 100%s) which is why they'll feel stronger. On that segue a 200% gets better in damage, AoE, projectile count/size and duration depending on type. This means some Affinities benefit more than others, with Fire and Ice being main examples, however this doesn't mean you should discount 100% Mashups, as their lower cost makes them easy to rapid-fire, plus they retain utility. On top of that, activating a Mashup will give the character who activates it invincibility frames, brings them down to the ground instantly, which is very useful for avoiding attacks in the air, recovers you from suffering status ailments at the hands of enemies, and frees all party members from enemy grabs/holds, so a quick Mashup activation can potentially save your life in an instant. When activating a Mashup, you can't do anything with anyone (including dodge) until the animation ends, with a VERY big exception as any other pin in use can keep being used (not dodge cancelled), covering a huge gap in offense with a seamless combo. This is most prominent with charge pins that you charge up beforehand but this tech can be used with potentially any pin. Oh, and to cap it all off, most Mashups will appear on top on whoever you're targeting at a time. Learn this, it matters a ton.
The thing about Mashups is that you need to think of them as an extra pin move to combo with, which can be utilized as you wish, instead of an ultimate as most Mashups need you to set them up first (enemy position, stunning enemies first, gather them in one place, etc) in order to fully take advantage of them. I’ve seen so many people needlessly save them up when Mashups by themselves can provide tons of Beatdrop opportunities for you to take advantage of and get Groove back to unleash them back-to-back.
So with that all in mind, let's dive into each Mashup Affinity and what makes them tick in particular.
Neutral MashupSummons a constant stream of energy orbs that appears above the head of the party member who activated the Mashup and follows them even if you switch out to different characters. Each energy orb produces a Beatdrop gauge on contact with the enemy, making it extremely handy for gaining Groove for back-to-back Mashups and the orbs do solid damage as well.
-Lends itself to being more useful against single targets/tight groups since the orbs can spread out to hit other enemies.
-Since the orbs primarily follow the character that activated the Mashup, this can lead to interesting strategies. If you were to, say, buffer another pin in the background (activate a rapid-tap Force Round pin while controlling the Mashup activating character), you can potentially rack up a ton of Groove in a single combo.
-The absolute king of Scramble Slams, being extremely useful for racking up tons of Scramble Points due to being quick, easy-to-use, and producing Beatdrops with each hit.
-Can also stagger enemies/bosses like crazy, making it great for if you want to buy time for your pins to recharge or keep on piling the pain and get more Groove.
Fire MashupSummons a huge fireball on top of the target that leaves behind lingering flames in a localized area. Sounds straightforward enough but there's some interesting things you can do with this.
-For starters, it is great for triggering an enemy's revenge value/counter attack to have them soak up more damage from the attack due to their moving hitboxes stacking up the lingering flames. Not only does this work insanely well against enemies such as rhinos, scorpions, and jellyfish, but also against large enemies and even against bosses such as Cervus Cantus for massive amounts of damage. Combine this with pins like Headliner that not only increase the damage output of pins but Mashups and, well, see for yourself.
-Another good way to let enemies soak up damage is to immobilize them beforehand and/or move them through the lingering flames. Black Hole is a very good example since enemies are moved around when caught in the whirlpool and you can do similar tactics with the Snare Trap Psych and the Bee in Your Bomb-et pin.
-Knockdown pins also work very well with the Mashup as enemies will also soak up damage when knocked to the ground.
Ice MashupOne of the deadliest Mashups in the game. Summons a cluster of ice pillars that hit instantly and freeze enemies on contact. Each pillar can be additionally hit for extra damage and this can be abused with good knockback pins that can catapult enemies through the pillars for a shitload of damage. However, it's up to you to take advantage of that aspect since the Mashup won't do additional damage on its own.
-Combining this Mashup with the Poltergeist Psych (allows you to lasso and move around enemies on the field for collision damage) makes for some of the highest DPS in the game and can positively shred through health bars, even certain bosses!
-Won't do much against fliers unless you bring them down with a knockdown/knockback pin or bait them into coming at you.
-Can reset enemy revenge values due to its freezing effect, making it very handy for staving off enemy counters.
Electric MashupOne of the harder Mashups to utilize but one of the most effective when used properly. Summons an electric cage around the target that afflicts the enemy with the Shocked status effect when coming in contact with the wall. Works as a great offensive AND defensive tool.
-With good knockback pins, you can bounce around enemies off of the walls for a ricochet effect that has them accumulating more damage.
-You can use it as area denial for enemies such as jellies, birds, wolves, and bears, making it act as a psuedo barrier if they try to run at you while you're in the center of the cage.
-Can stack up damage on large enemies such as mammoths and rexes since their large sizes means more hitboxes spread across the cage.
-Can be used in combination with Psychs/pins/status effects such as Black Hole/Snare Trap to hold enemies in place at the edge of the cage walls and get them to soak up damage. When Frozen or Entombed, enemies that are immobilized in a moving state are more susceptible to getting knocked around the cage.
Wind MashupReally strong early-game Mashup that nonetheless still retains use in the endgame. Breaks out into 6 tornadoes that knocks away enemies and produces Beatdrops if the enemy hits the wall. Can absolutely tear through enemy defenses such as Leo Cantus Armo's armor. Its speed, knockback, and AoE make it great for interrupting enemies and is used best against tight crowds.
-What's interesting about this Mashup is that you can ricochet enemies off of one tornado into another for some positioning fun.
Stone MashupIce's equally devastating counterpart with less need or way for you to affect it. Summons boulders from above that drop down on randomized locations and entombs on contact.
-Can be hard to predict but you can anticipate their locations by looking at the ground and seeing the incoming shadows.
-Gets more mileage on large enemies and can entomb multiple times in comparison to Ice.
Water MashupOne of the most interesting crowd control Mashups. Summons forth water geysers that pop out in randomized locations and launch enemies into the air. The geysers tend to last a while and cluster up together, making it incredibly useful for juggling/air-comboing enemies. When it comes to using this Mashup, it's advantageous that you use pins that can knock away or knock down enemies.
-Gives quick access to instant combo finishers/damage multipliers such as Knockback Assassin, Aerial Assault, and Aerial Assassin
-Can be used as a great defensive maneuver since you can bait enemies into running into the geysers.
Kinesis MashupRANDOM BULLSHIT GO: the Mashup. Chucks down large amounts of vehicular and construction debris down on enemies, with the larger objects afflicting knockback on impact and producing Beatdrops while doing so. Comes with the RNG associated with the majority of Kinesis Psychs/pins but the sheer volume of objects being thrown make it pretty strong by default.
-Objects tend to linger on the ground for a short period of time so using pins that can knockback enemies into the debris or psychokinetically throw them to take advantage of this is a good call.
-Interestingly, the Mashup seems to change direction depending on where the enemy is currently targeted at.
Poison MashupOne of the more underrated Mashups in the game. Covers the screen with poison cloud smoke that inflicts damage and, well, Poison on enemies.
-Despite the slow travel speeds, this Mashup is very effective when it comes to raw damage and DPS. Works best in small arenas and against tight crowds.
-As you can see here, it is VERY effective at tearing through Leo Cantus Armo's armor.
Burst MashupThe screen-clearing nuke of the Mashups. Summons a series of randomized, dome-shaped explosions that spread across the battleground and knocks back enemies, producing Beatdrops with each hit.
-Great for juggling enemies against the arena and works best in small arenas.
-Also works great against large enemies due to the larger hitboxes.
Sound MashupNeutral's slower yet easier to follow counterpart. Summons a large enemy ring around an enemy that produces a Beatdrop with each pulse/hit and travels across enemies. Works best against single targets and tight crowds.
-Unlike Neutral, it doesn't have the chance to whiff so it's incredibly efficient in both staggering enemies/bosses and refiling Groove.
-Also pretty effective in Scramble Slam competitions.
Gravity MashupOne of the most versatile and unique utility Mashups in the game. Think of it as the equivalent to KH2's Magnet and that extends to beyond the surface-level comparisons. Brings forth a gravity well that draws all but the largest enemies (as well as certain bosses) to a single point in the air.
-Automatically activates the damage bonus/combo enders abilities of pins with Aerial Assault and Aerial Assassin (though only if the enemy is launched beforehand for the latter)
-Works as a great interrupt tool since it will pull in enemies, even when they're trying to counterattack you when their revenge values are activated, making it handy for 100% activation
-If an enemy’s revenge value is activated while you unleash the Mashup, they will still move around in the gravity well, not just opening them up physically to launcher moves but knockdown and catapult as well, providing you more opportunity to do some back-to-back Beatdrops. Be wary that enemies can still break out in counterattacks during this, however.
-If you launch an enemy into the air with a launcher pin before unleashing the Mashup, they become susceptible to launcher Beatdrops conditions, giving you a prime opportunity to build up tons of Groove in the moment.
-Lastly, even though it won’t pull large enemies or certain bosses in, the Mashup will still work off of them for you to potentially gain Groove but only if you aim it at them in the first place.
Time MashupAnother interesting utility Mashup. As the name implies, it stops every foe on the battlefield in place for a short period of time and outside of outliers such as Grus Cantus' super armor phase and Cervus Cantus phase 2, this works on almost EVERY foe within the game.
-What's interesting about this Mashup is that it technically counts as an immobilization state so it won't work on enemies in the middle of counterattacking and if you override it with another immobilization status effect, the Time Mashup's effect on an enemy will get canceled out.
-Can cancel enemy/boss attacks since the effect technically counts as a stun, such as Mr. Mew's lasers, Shiba's sword slam, Iris Cantus' acid rain before she launches it, etc...
-Has unique applications for both the ground and air such as Frozen Fatality pins having their property of bonus damage on an immobilized enemy work with it and enemies being susceptible to launcher Beatdrops conditions in the air as well as Aerial Assault and Aerial Assassin just like Gravity
-Unlike the other Mashups, it noticeably isn’t affected by the Ready ATK multiplier, meaning that you can activate it at whatever combination that leads into a getting comboed with a Time pin for maximum efficiency.
Light MashupOne of the most unique Mashups in the line-up and an interesting foil to Neutral and Sound. Dishes out low, thin laser beams that emerge across different directions continuously and pierce through enemies, producing Beatdrops on contact.
-While its design makes it less liable to hit Beatdrops in the same efficient manner as Neutral and Sound, it more than makes up for it with its ability to heal on contact by draining health from enemies with each hit.
-Used best in small arenas and against tight crowds.
Darkness MashupOne of the best Mashups when it comes to status afflictions. Brings forth homing saw blades that appear from multiple directions that damage enemies in a continuous manner.
-Can inflict the stunned/confusion effect on enemies and due to the sheer volume of sawblades coming from all directions, 100% Mashups can be especially potent when it comes to wanting quick interrupts on enemies. Be wary of potential retaliation, however.
Killer RemixAnd last but certainly not least, we finally get to the Killer Remix. A combo attack you unlock at the beginning of Week 2 Day 7 that allows you to finally ascend to 300% Groove and unleash a series of multi-colored energy beams that bombard the area and juggles multiple enemies in its wake.
-Increases the amount of drop rate and healing intake the more party members are Ready, with 6x always fully healing you.
-Resets the battlefield in full as well as removes obstacles you may have created such as Time Bombs and Trip Wires.
-Instantly reboots your pin gauges to be full, allowing you to get back to the fray as soon as possible.
-Allows you to just delete Puffer Noise without them going into their bomb death animation so you can use this to save time and make them less of a hassle
-Activating a Killer Remix during a Dive does NOT pause the timer so use this at your own risk, unless you want less rewards as a result.
-The final Killer Remix attacks sends down a huge explosion that instantly launches and downs enemies caught in the blast.
-If you press a button and tilt the movement stick after the Killer Remix plays out, the last party member that activated the attack will get to move, allowing you to immediately follow up on an enemy with an attack if you so desire.
What I love about Mashups and Killer Remixes as systems is how they have a great amount of synergy with each other.
With the right set-up, Mashups can become potentially more damaging than Killer Remixes, especially when you use them in combination with your pins. And you can build up more Groove during them, which allows you to just keep dishing them out whenever you want. On the flip-side, Killer Remixes become far less powerful on higher difficulties BUT they allow you to get a free full heal AND refill all of your pins. Which pretty much eliminates the need for healing pins entirely and in turn allows you to just go nuts with your pin builds.