Difference between revisions of "BBTag/Neo Politan"

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
+
{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Neo Politan}}
|-
 
!Neo Politan
 
|-
 
||
 
[[File:BBTag_Neo_Portrait.png|350x500px|center]]
 
|-
 
||
 
{{#lsth:BBTag/Neo Politan/Data|SystemData}}
 
;Movement Options
 
* Double Jump, 1 Airdash, Dash Type: Run
 
  
;Playstyle
+
======<span style="visibility:hidden;font-size:0">Overview</span>======
:Mid-range, Aggressive
+
{{FlexContainer}}
 +
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
 +
{{FP Box|header=Overview
 +
|content=
 +
Neo is an agile character that can apply pressure with her quick attacks and chain each strike into long combos. She is a strong midair fighter and has many attacks that can launch and keep her opponents in the air. Neo can also surprise opponents by teleporting from different sides of the field and attacking blind spots before chaining each attack with another combo.
 +
{{Bio
 +
| name = Neo Politan
 +
| game = BBTag
 +
| quote = ...
 +
| lore =
 +
Neo is the silent right-hand woman of Vale's crimeboss, Roman Torchwick. No matter what mission he had for her, she followed his orders without question and is extremely loyal to him. While she is not particularly talkative, her actions and expressions are enough to show what she's thinking. After her boss is killed during the fall of Beacon, Neo is dead set on making whoever was responsible for Roman's death pay and set out on a quest to seek revenge.
  
;Team role
+
}}
:Point
+
{{StrengthsAndWeaknesses
|}
+
|intro=
<div style="float:left; margin-right:25px;">
 
{{TOC limit|2}}
 
</div>
 
==Overview==
 
  
===Backstory===
+
|pros=
 
+
* Good Cross-ups. Can quickly switch sides on the fly.
===Playstyle===
+
* Great at chaining combos midair with some ground attacks capable of launching the opponent to the air.
 
+
* Fast attacks that can be looped for longer combos.
===Strengths/Weaknesses===
+
* Strong element of surprise when properly utilizing 214a/b/c teleporting moves as attacks can be low, overhead, or a parry.
 
+
* Strong Jump Cancel game with extended airtime and extra jumps with Parasol Descent.
{{#lst:BBTag/Neo Politan/Data|Links}}
+
* Suspension of Disbelief is a strong grab special that can bypass many attacks like Yang's Burning Gold. It can also act as a combo starter or extender.
<br style="clear:both;"/>
+
* Incredible reset potential including instant overheads, fuzzy loops, teleports from 4 different directions, solo air unblockable routes, and mainly, Suspension of Disbelief
 +
* 236B/C Are great gap closers by themselves being only -4, but they're even better once you know they can low profile most projectiles (And some moves i.e. Mitsuru's Droit, hakumen's 5b... etc)
 +
|cons=
 +
* Poor assists that sends single projectiles that can easily be destroyed
 +
* Low damage and large damage falloff when long combos are achieved.
 +
* 214 specials take time to cast as the taunt always applies first before the actual attack hits.
 +
* Poor projectiles that have low durability against other attacks or Personas. This also applies for Overactive Devastation to a lesser extent, easily being blocked by Personas.
 +
* Whiffing Suspension of Disbelief will force Neo to stop and sigh, leaving her very vulnerable open to attacks.
 +
* Parasol Descent is a hard move to incorporate as, besides its parry version, its only use is to grant Neo an extra jump as well as to let her descend slowly.
 +
* A lot of Neo's attacks can easily be evaded simply by jumping.
 +
* Low minimum damage on both of her supers and using Suspension of Disbelief as a combo extender is generally a waste of bars.
 +
}}
 +
| subheader1=Semblance: Overactive Imagination
 +
| content2=
 +
Neo's semblance allows her to create physical illusions that can be seen or touched by everyone. Using this, she gives off the illusion of teleporting. In gameplay, her semblance allows her to almost instantaneously teleporting around the screen, surprising her opponents by attacking from their blindspots.
 +
}}
 +
{{Closediv}}<!--END TOP SECTION-->
 +
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
 +
{{FP TOC}}
 +
{{FP Box
 +
| padding=no
 +
| content={{CharaInfo
 +
| game=BBTag
 +
| fullname=Neo Politan
 +
| health={{#lst:{{PAGENAME}}/Data|health}}
 +
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}
 +
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}
 +
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}
 +
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}
 +
}}
 +
}}
 +
{{Closediv}}<!--END FLEX OTHER SECTION-->
 +
{{Closediv}}
  
 
==Normal Moves==
 
==Normal Moves==
  
====== <font style="visibility:hidden" size="0">5A</font> ======
+
====== <span style="visibility:hidden;font-size:0">5A</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_5A.png |caption=
+
|image=BBTag_Neo_5A.png |caption=
|image2=BBTag_Yumi_5AA.png |caption2=
+
|image2=BBTag_Neo_5AA.png |caption2=
|image3=BBTag_Yumi_5AAA.png |caption3=
+
|image3=BBTag_Neo_5AAA.png |caption3=
|image4=BBTag_Yumi_5AAAA.png |caption4=
+
|image4=BBTag_Neo_5AAAA.png |caption4=
 
|name=5A
 
|name=5A
 
|data=
 
|data=
Line 44: Line 72:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5A}}
 
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Neo Politan/Data|5A}}
+
{{#lst:{{PAGENAME}}/Data|5A}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5AA}}
 
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Neo Politan/Data|5AA}}
+
{{#lst:{{PAGENAME}}/Data|5AA}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5AAA}}
 
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Neo Politan/Data|5AAA}}
+
{{#lst:{{PAGENAME}}/Data|5AAA}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5AAAA}}
 
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Neo Politan/Data|5AAAA}}
+
{{#lst:{{PAGENAME}}/Data|5AAAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 +
* Jump cancelable.
 +
 
 +
Neo strikes her opponent with her parasol and ends with a series of flip kicks. Jump cancelable up to the third hit though the third hit has a good chance of whiffing if you hit them too high in the air, which can make cross raid combos with Neo a bit troublesome.
 +
 
 +
5A is a surprisngly bad move. At 10 frames, it comes out a lot slower than the rest of the casts 5A's, with a lot less range. In comparison, Ruby's 5B is 10 frames and significantly outranges it, Labrys's 5A is 9 frames and outranges it, Carmine's 5A is 9 frames, also outranges it, you get the drift.
 +
 
 +
What this means is, 5A is a TERRIBLE round start option unless you know that your opponent doesn't have a quick/lengthy move to contest you. So never do it unless you have the right read.
 +
 
 +
On the bright side, you can jump cancel and loop into JBBB before repeating first 5AAA string on certain standing opponents. If they're on the shorter side, you might have to delay your JBB
 +
 
 
  }}
 
  }}
 
}}
 
}}
 
+
====== <span style="visibility:hidden;font-size:0">5B</span> ======
====== <font style="visibility:hidden" size="0">5B</font> ======
 
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_5B.png |caption=
+
|image=BBTag_Neo_5B.png |caption=
|image2=BBTag_Yumi_5BB.png |caption2= Free launches with a small chance of rain
+
|image2=BBTag_Neo_5BB.png |caption2= Free launches with a small chance of rain
|image3=BBTag_Yumi_5BBB.png |caption3=
+
|image3=BBTag_Neo_5BBB.png |caption3=
 
|name=5B
 
|name=5B
 
|data=
 
|data=
Line 69: Line 106:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5B}}
 
{{AttackVersion|name=5B}}
{{#lsth:BBTag/Neo Politan/Data|5B}}
+
{{#lst:{{PAGENAME}}/Data|5B}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5BB}}
 
{{AttackVersion|name=5BB}}
{{#lsth:BBTag/Neo Politan/Data|5BB}}
+
{{#lst:{{PAGENAME}}/Data|5BB}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5BBB}}
 
{{AttackVersion|name=5BBB}}
{{#lsth:BBTag/Neo Politan/Data|5BBB}}
+
{{#lst:{{PAGENAME}}/Data|5BBB}}
 
{{!}}-
 
{{!}}-
{{Description|7|text= 5BB can launch
+
{{Description|8|text=  
 +
* Jump cancelable at 5B
 +
* 5BB can launch
 +
Neo strikes the opponent with her open parasol. The attack is slow but offers a powerful blow that can be chained with 236C for wall slam and continued combo. 5B is chainable with 5AAA before looping with JBBB. When going for chains with 5AAA, after 5B, it's recommended to chain with 2C to maximize hits before launching opponent into the air.
 +
 
 +
NEVER do the second or third hit on block. There's a large enough gap in between hits that even your grandmother could punish with DP. Jump cancel, go into a safe on block move or end your pressure.
 +
 
 
  }}
 
  }}
 
}}
 
}}
 
+
====== <span style="visibility:hidden;font-size:0">5C</span> ======
====== <font style="visibility:hidden" size="0">5C</font> ======
 
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_5C.png |caption=
+
|image=BBTag_Neo_5C.png |caption=
 
|name=5C
 
|name=5C
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|5C}}
+
{{#lst:{{PAGENAME}}/Data|5C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 +
Neo performs an overhead arc kick. Strong reach and quick.
 +
 
 
  }}
 
  }}
 
}}
 
}}
 
+
====== <span style="visibility:hidden;font-size:0">2A</span> ======
====== <font style="visibility:hidden" size="0">2A</font> ======
 
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_2A.png |caption=
+
|image=BBTag_Neo_2A.png |caption=
 
|name=2A
 
|name=2A
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|2A}}
+
{{#lst:{{PAGENAME}}/Data|2A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 +
Neo pokes the ground with her parasol. Very quick and decent reach. Can be used to chain 214A to 5B after the attack hits to start a combo. This is your fastest button so if you ever need to mash, mash 2A
 +
 
 
  }}
 
  }}
 
}}
 
}}
 
+
====== <span style="visibility:hidden;font-size:0">2B</span> ======
====== <font style="visibility:hidden" size="0">2B</font> ======
 
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_2B.png |caption=
+
|image=BBTag_Neo_2B.png |caption=
 
|name=2B
 
|name=2B
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|2B}}
+
{{#lst:{{PAGENAME}}/Data|2B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 +
*Jump Cancellable
 +
Neo kicks up, letting her make a small leap into the air. Can be jump cancelled BUT ONLY ON HIT. If the opponent blocks, the only things Neo can cancel into are air special moves, which makes anti-airing with Neo a bit of a commitment.  Take note that 2B counts as one jump and will only allow you to jump cancel once more.
 
  }}
 
  }}
 
}}
 
}}
 
+
====== <span style="visibility:hidden;font-size:0">2C</span> ======
====== <font style="visibility:hidden" size="0">2C</font> ======
 
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_2C.png |caption=
+
|image=BBTag_Neo_2C.png |caption=
 
|name=2C
 
|name=2C
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|2C}}
+
{{#lst:{{PAGENAME}}/Data|2C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 +
*Can launch the opponent into the air.
 +
*Jump cancellable after animation ends
 +
Neo sweeps her opponent with her parasol and launches the opponent into the air with a spin kick. While the parasol can be blocked by a neutral guard, the kick can still hit if the opponent does not guard low. Use this to your advantage when pressuring guarding opponents.
 +
 
 +
Like 2BB, there is a gap in between the hits on block, so aware opponents can DP on reaction unless you cancel the first hit into a safe move.
 +
 
 
  }}
 
  }}
 
}}
 
}}
 
+
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
====== <font style="visibility:hidden" size="0">j.A</font> ======
 
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_jA.png |caption=
+
|image=BBTag_Neo_jA.png |caption=
|image2=BBTag_Yumi_jAA.png |caption2=
+
|image2=BBTag_Neo_jAA.png |caption2=
 
|name=j.A
 
|name=j.A
 
|data=
 
|data=
Line 142: Line 192:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=j.A}}
 
{{AttackVersion|name=j.A}}
{{#lsth:BBTag/Neo Politan/Data|j.A}}
+
{{#lst:{{PAGENAME}}/Data|j.A}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=j.AA}}
 
{{AttackVersion|name=j.AA}}
{{#lsth:BBTag/Neo Politan/Data|j.AA}}
+
{{#lst:{{PAGENAME}}/Data|j.AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 +
*Jump Cancellable
 +
Neo kicks the opponent twice. Quick and easy to execute. Low damage but allows combos to chain faster. This move is Neo's go to air-to-air, having both speed and a semi-respectable reach.
 
  }}
 
  }}
 
}}
 
}}
  
====== <font style="visibility:hidden" size="0">j.B</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_jB.png |caption=I stick m legy out real far
+
|image=BBTag_Neo_jB.png |caption=Get ready to delay a LOT
 +
|image2=BBTag_Neo_jBB.png |caption2=
 
|name=j.B
 
|name=j.B
 
|data=
 
|data=
Line 159: Line 212:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=j.B}}
 
{{AttackVersion|name=j.B}}
{{#lsth:BBTag/Neo Politan/Data|j.B}}
+
{{#lst:{{PAGENAME}}/Data|j.B}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=j.BB}}
 
{{AttackVersion|name=j.BB}}
{{#lsth:BBTag/Neo Politan/Data|j.BB}}
+
{{#lst:{{PAGENAME}}/Data|j.BB}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 +
*Jump cancellable
 +
Neo kicks and strikes the opponent downward with her Parasol. Your go to jump-in attack. Longer delay than 5A but can be looped better with the standard 5AAA combo and has better range.
 +
 
 +
Delaying the second j.BB is pretty much essential to all of Neo's combos so you better get down the timing. Seriously. It's not even funny how much this move is used in combos.
 
  }}
 
  }}
 
}}
 
}}
 
+
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
====== <font style="visibility:hidden" size="0">j.C</font> ======
 
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_jC.png |caption=
+
|image=BBTag_Neo_jC.png |caption=
 
|name=j.C
 
|name=j.C
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|j.C}}
+
{{#lst:{{PAGENAME}}/Data|j.C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 +
Neo axe-kicks the opponent down into the ground. Can be chained with J236A/B/C to perform extended combos depending on which part of the screen you decide to land. If done as an instant overhead on the ground, Neo is safe on block, but it's up to your discretion if you want to continue your pressure or back off.
 
  }}
 
  }}
 
}}
 
}}
Line 184: Line 241:
 
==Universal Moves==
 
==Universal Moves==
  
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
+
====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_GroundThrow.png |caption=
+
|image=BBTag_Neo_GroundThrow.png |caption=
 
|name=Ground Throw
 
|name=Ground Throw
 
|input=5B+C
 
|input=5B+C
Line 192: Line 249:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|BC}}
+
{{#lst:{{PAGENAME}}/Data|BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 +
Neo grabs the opponent, twirls on their heads, and uses their weight to throw them forward. Can be chained into combos. 5BBB let's her reach opponents that aren't thrown into the corner better than 5AAA.
 +
 
 +
Can get a jump loop 5B -> 2C bnb anywhere on screen, though if your opponent is on the small size, you may have to input a microdash before your first hit.
 
  }}
 
  }}
 
}}
 
}}
 
+
====== <span style="visibility:hidden;font-size:0">Backlash</span> ======
====== <font style="visibility:hidden" size="0">???</font> ======
 
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_???.png |caption=
+
|image=BBTag_Neo_Backlash.png |caption=
|name=???
+
|name=Backlash
 
|input=5A+D
 
|input=5A+D
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|AD}}
+
{{#lst:{{PAGENAME}}/Data|AD}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 +
Neo axe kicks her opponents to the ground. Quick execution and recovery with decent iframes. Can knock airborne opponents into the ground. If it hits on counter-hit and the opponent was high enough in the air, you can link into 2A and continue your combo. Berry situational though.
 
  }}
 
  }}
 
}}
 
}}
Line 215: Line 275:
  
 
==Skills==
 
==Skills==
====== <font style="visibility:hidden" size="0">???</font> ======
+
====== <span style="visibility:hidden;font-size:0">Illusory Charge</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_???.png |caption=
+
|image=BBTag_Neo_IllusoryCharge.png |caption=
 +
|image2=BBTag_Neo_RapidSwing.png |caption2=
 
|input=236A/B
 
|input=236A/B
|name=???
+
|name=Illusory Charge/Illusory Strike
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag|version=yes}}
 
  {{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=A}}
 
{{AttackVersion|name=A}}
{{#lsth:BBTag/Neo Politan/Data|236A}}
+
{{#lst:{{PAGENAME}}/Data|236A}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=B}}
 
{{AttackVersion|name=B}}
{{#lsth:BBTag/Neo Politan/Data|236B}}
+
{{#lst:{{PAGENAME}}/Data|236B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{AttackVersion|name=B > A/B/C}}
 +
{{#lst:{{PAGENAME}}/Data|236B X}}
 +
{{!}}-
 +
{{Description|8|text=
 +
Neo sends a clone of herself to strike forward as a projectile. Her B version will send herself and strike twice. The C version will Wall bounce or Wall slam and allows Neo to chain a new combo.
 +
 
 +
The B and C versions of Illusory Charge can low profile a good majority of projectiles. Honorable mentions include Yukiko 5B fans and Nu 5B swords.
 
  }}
 
  }}
 
}}
 
}}
  
====== <font style="visibility:hidden" size="0">???</font> ======
+
====== <span style="visibility:hidden;font-size:0">Stealth Blitz</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_???.png |caption= Easiest 50/50 of my life
+
|image=BBTag_Neo_StealthBlitz.png |caption=They all start like this
 +
|image2=BBTag_Neo_SweepingIllusion.png |caption2=Easiest 50/50 of my life
 
|input=214A/B/C
 
|input=214A/B/C
|name=Stealth Blitz/Striking Stance/Sweeping Illusion
+
|name=Stealth Blitz/Striking Stance/Stealth Sweep
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag|version=yes}}
 
  {{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=A}}
 
{{AttackVersion|name=A}}
{{#lsth:BBTag/Neo Politan/Data|214A}}
+
{{#lst:{{PAGENAME}}/Data|214A}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=B}}
 
{{AttackVersion|name=B}}
{{#lsth:BBTag/Neo Politan/Data|214B}}
+
{{#lst:{{PAGENAME}}/Data|214B}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=C}}
 
{{AttackVersion|name=C}}
{{#lsth:BBTag/Neo Politan/Data|214C}}
+
{{#lst:{{PAGENAME}}/Data|214C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text= Striking Stance is a parry
+
{{Description|8|text=  
 +
Neo taunts her opponent and strikes overhead or at their feet.
 +
 
 +
Stealth Blitz will have Neo attack from above. On hit, you can use 2A to link into a combo. If the opponent is air-dashing, there's a good chance that the move will hit cross-up. On block, this move is "''relatively''" safe if your opponent doesn't have a fast jab. On chicken block? You done messed up son, get ready to eat fist.
 +
 
 +
Striking Stance is a parry that counters all attacks, including throws and supers, and teleports Neo directly behind the opponent if an attack hits during her taunt. Note that there is a small delay after she teleports so if your opponent threw out a meaty move that has a big hitbox before then, there's a good chance you're gettin' SMACKED for reading your opponent correctly.
 +
 
 +
Stealth Sweep will have Neo strike low into a hard knockdown. Costless and can chain combos quickly upon hit. If Neo tags the opponent in the air though, it's only a soft knockdown and the opponent can recover as soon as they touch the ground.
 +
 
 +
A and C versions always lose to DP, supers on reaction, and chicken blocking if you didn't do the move before a hard knockdown (eg. 5B on air hit) so have your assist cover you, or throw in the parry every now and then to keep opponents on their toes.
 
  }}
 
  }}
 
}}
 
}}
 
+
====== <span style="visibility:hidden;font-size:0">Swooping Illusion</span> ======
====== <font style="visibility:hidden" size="0">???</font> ======
 
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_???.png |caption=
+
|image=BBTag_Neo_SwoopingIllusion.png |caption=
 
|input=j.236A/B
 
|input=j.236A/B
|name=???
+
|name=Swooping Illusion/Plunging Illusion
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag|version=yes}}
 
  {{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=A}}
 
{{AttackVersion|name=A}}
{{#lsth:BBTag/Neo Politan/Data|j.236A}}
+
{{#lst:{{PAGENAME}}/Data|j.236A}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=B}}
 
{{AttackVersion|name=B}}
{{#lsth:BBTag/Neo Politan/Data|j.236B}}
+
{{#lst:{{PAGENAME}}/Data|j.236B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 +
Neo dive kicks her opponents and teleports. 236A will have her teleport to the ground with a slight delay. 236B will allow her to teleport above the opponent, which is best applied during midair combos.
 +
 
 +
On block, the A version is fairly safe but your pressure ends unless you have an assist or your opponent is giving you mad respect. The B version can actually be used as a DP bait since you still have your airdash. The C version is positive and pretty good for continuing pressure or for converting an air combo back to the ground.
 +
 
 +
If you have an assist on deck, you can even create a sandwich mixup free of charge! Nice!
 +
 
 
  }}
 
  }}
 
}}
 
}}
====== <font style="visibility:hidden" size="0">???</font> ======
+
 
 +
====== <span style="visibility:hidden;font-size:0">Parasol Descent</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_???.png |caption=
+
|image=BBTag_Neo_ParasolDescent.png |caption="I'm Mary Poppins y'all"
 +
|image2=BBTag_Neo_ParasolIllusion.png |caption2=
 
|input=j.214A/B
 
|input=j.214A/B
|name=???
+
|name=Parasol Descent/Illusion
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag|version=yes}}
 
  {{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=A}}
 
{{AttackVersion|name=A}}
{{#lsth:BBTag/Neo Politan/Data|j.214A}}
+
{{#lst:{{PAGENAME}}/Data|j.214A}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=B}}
 
{{AttackVersion|name=B}}
{{#lsth:BBTag/Neo Politan/Data|j.214B}}
+
{{#lst:{{PAGENAME}}/Data|j.214B}}
 +
{{!}}-
 +
{{Description|8|text=
 +
Neo opens up her parsol and floats back down to the ground, stalling her jump momentum.
 +
 
 +
A version is cancelable with an attack.
 +
 
 +
B version is a parry that let's her teleport behind her opponents like Striking Stance. Be warned, there is HELLA landing recovery animation on a whiffed parry. Looks neat though.
 +
}}
 +
}}
 +
====== <span style="visibility:hidden;font-size:0">Pinwheel Flip</span> ======
 +
{{MoveData
 +
|image=BBTag_Neo_PinwheelFlip.png |caption= MvC Captain America would be proud
 +
|input=66
 +
|name=Pinwheel Flip
 +
|data=
 +
{{AttackDataHeader-BBTag}}
 +
{{!}}-
 +
{{#lst:{{PAGENAME}}/Data|66}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
Neo dodges forward and let's her switch sides if she's close enough to the opponent. This move has some projectile invincibility, but can be stuffed by quick jabs on reaction.
 
  }}
 
  }}
 
}}
 
}}
Line 291: Line 394:
  
 
==Extra Skills==
 
==Extra Skills==
====== <font style="visibility:hidden" size="0">???</font> ======
+
====== <span style="visibility:hidden;font-size:0">EX Illusory Strike</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_???.png |caption=
+
|image=BBTag_Neo_IllusoryCharge.png |caption=
 +
|image2=BBTag_Neo_RapidSwing.png |caption2=
 
|input=236C
 
|input=236C
|name=???
+
|name=EX Illusory Strike
 +
|data=
 +
{{AttackDataHeader-BBTag|version=yes}}
 +
{{!}}-
 +
{{AttackVersion|name=236C}}
 +
{{#lst:{{PAGENAME}}/Data|236C}}
 +
{{!}}-
 +
{{AttackVersion|name=236C > A/B/C}}
 +
{{#lst:{{PAGENAME}}/Data|236C X}}
 +
{{!}}-
 +
{{Description|8|text=
 +
Neo sends a clone of herself to strike forward as a projectile. This version will cause Wall bounce if you're not in the corner or Wall slam if you are. Both cases allow Neo to chain a new combo, but you may have to adjust depending on the height you hit your opponent at.
 +
}}
 +
}}
 +
====== <span style="visibility:hidden;font-size:0">EX Parasol Descent</span> ======
 +
{{MoveData
 +
|image=BBTag_Neo_ParasolDescent.png |caption= I heard you like jump cancels?
 +
|input=j.214C
 +
|name=EX Parasol Descent
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|236C}}
+
{{#lst:{{PAGENAME}}/Data|j.214C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text= Whenever Neo uses EX Parasol, you gain an extra jump. Has the quickest recovery and start-up out of all the three parasol moves.
 
  }}
 
  }}
 
}}
 
}}
 +
<br style="clear:both;"/>
  
====== <font style="visibility:hidden" size="0">???</font> ======
+
====== <span style="visibility:hidden;font-size:0">EX Sweeping Illusion</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_???.png |caption= I heard you like jump cancels?
+
|image=BBTag_Neo_SwoopingIllusion.png |caption=
|input=J.214C
+
|input=j.236C
|name=EX Parasol Descent
+
|name=EX Swooping Illusion
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|214C}}
+
{{#lst:{{PAGENAME}}/Data|j.236C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= Whenever neo uses EX Parasol, you gain an extra jump
+
{{Description|7|text=
 +
Neo quickly dive kicks her opponents and teleports. This will instantly send Neo to the ground and allow her to chain combos quickly after the opponent nears her range.
 +
 
 +
If you have bar and Neo is your last character, this is the best move to throw out in neutral on a hail Mary hit.
 
  }}
 
  }}
 
}}
 
}}
<br style="clear:both;"/>
 
  
 
==Partner Skills==
 
==Partner Skills==
  
====== <font style="visibility:hidden" size="0">5P</font> ======
+
====== <span style="visibility:hidden;font-size:0">5P</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_???.png |caption=
+
|image=BBTag_Neo_IllusoryCharge.png |caption=
|input=236B
+
|input=Illusory Charge
 
|name=5P
 
|name=5P
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|5P}}
+
{{#lst:{{PAGENAME}}/Data|5P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= Neo sends herself instead of a clone doing the same attack as 6P
+
{{Description|7|text= Neo sends herself instead of a clone doing the same attack as 6P. Attack comes out wherever the opponent is, so it won't travel full screen unless the opponent is full screen.
 
  }}
 
  }}
 
}}
 
}}
 
+
====== <span style="visibility:hidden;font-size:0">6P</span> ======
====== <font style="visibility:hidden" size="0">6P</font> ======
 
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_???.png |caption=
+
|image=BBTag_Neo_IllusoryCharge.png |caption=
|input=236A
+
|input=Illusory Strike
 
|name=6P
 
|name=6P
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|6P}}
+
{{#lst:{{PAGENAME}}/Data|6P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= Neo sends a clone of herself as a projectile
+
{{Description|7|text= Neo sends a clone of herself as a projectile. Attack comes out wherever the opponent is, so it won't travel full screen unless the opponent is full screen.
 +
 
 +
A good candidate for active switching since Neo is usually far away enough from the point character that whatever your opponent does on reaction (DP, mash,etc.) makes her safe. Unless they mash full screen beam super, then in that case, eject the disc, put it in the box, go back to Gamestop, get your $2.52 refund and Ggs.
 
  }}
 
  }}
 
}}
 
}}
 
+
====== <span style="visibility:hidden;font-size:0">4P</span> ======
====== <font style="visibility:hidden" size="0">4P</font> ======
 
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_???.png |caption=
+
|image=BBTag_Neo_SwoopingIllusion.png |caption=
|input=???
+
|input=
 
|name=4P
 
|name=4P
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|4P}}
+
{{#lst:{{PAGENAME}}/Data|4P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 +
Neo sends a diving clone in front of her that causes a guaranteed ground bounce and is good for extending combos. Unlike the rest of the cast who's 4P is an anti-air, you should never try to use this as an anti-air unless you actively dislike ice cream and just want to see her suffer you jerk.
 +
 
 +
Outside of combo extensions and tagging bursts, this move is, quite honestly and frankly speaking, kinda garbage.
 
  }}
 
  }}
 
}}
 
}}
Line 367: Line 495:
  
 
==Distortion Skills==
 
==Distortion Skills==
====== <font style="visibility:hidden" size="0">???</font> ======
+
====== <span style="visibility:hidden;font-size:0">Overactive Devastation</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_???.png |caption=
+
|image=BBTag_Neo_OveractiveDevastation.png |caption= "Go forth and conquer" - Alfred Lord Tennyson, to the scrub he was wasting in pools.
 +
|image2=BBTag_Neo_OveractiveDevastation2.png |caption2= The hat is so cute on her
 
|input=236B+C
 
|input=236B+C
|name=???
+
|name=Overactive Devastation
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|236BC}}
+
{{#lst:{{PAGENAME}}/Data|236BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 +
Neo sends a clone to strike the opponent. Upon hitting, she will instantly move in and strike her umbrella twice before slamming it down. During Resonance mode or when performing a cross combo, Neo will add an extra hit by having a clone kick the opponent away. The projectile reaches a good range and is durable against a good amount of projectiles, but will still be destroyed by things such as Personas or assists. Specifically, if there's a Persona active and in front of the opponent, there's a damn good chance that your special will only destroy the Persona and not actually hit the opponent. Use carefully.
 +
 
 +
On a side note, Overactive Devastation is probably one of the least damaging supers in the game to use in a combo, so more often than not, you're going to have to burn an extra 2 bars to DHC and kill.
 
  }}
 
  }}
 
}}
 
}}
 
+
====== <span style="visibility:hidden;font-size:0">Suspension of Disbelief</span> ======
====== <font style="visibility:hidden" size="0">???</font> ======
 
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_???.png |caption=
+
|image=BBTag_Neo_SuspensionOfDisbelief.png |caption= I am mashing this on wake up like the scrub I am
 +
|image2=BBTag_Neo_SuspensionOfDisbelief2.png |caption2= surprisedpikachuface.jpg
 
|input=214B+C
 
|input=214B+C
|name=???
+
|name=Suspension of Disbelief
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|214BC}}
+
{{#lst:{{PAGENAME}}/Data|214BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 +
Neo grabs her opponent and throws them forward. During resonance mode or when performing cross combos, Neo will add in an extra kick that will bounce them back towards you. This attack is chainable to combos and is easily one of her best moves due to the fact that it doesn't notify opponents that the move has been used until it hits or misses. It can also bypass many attacks, such as letting her grab Yang mid Distortion skill. The attack is best used when closing in as the attack is practically unguardable. However, if Neo does not reach her target or the target jumps, it will miss. And when it misses, Neo will stagger and sigh. During this time, she is extremely vulnerable. Use caution when using this skill.
 
  }}
 
  }}
 
}}
 
}}
Line 398: Line 531:
 
==Distortion Skill Duo==
 
==Distortion Skill Duo==
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_???.png |caption=
+
|image=BBTag_Neo_OveractiveDevastation2.png |caption=
 
|input=P during Main Character's Distortion Skill  
 
|input=P during Main Character's Distortion Skill  
|name=???
+
|name=Overactive Devastation
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|Distortion Skill Duo}}
+
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 +
Neo sends a clone to strike the opponent. Upon hitting, she will instantly move in and strike her umbrella twice before slamming it down. When performed during a cross combo, Neo will add an extra hit by having a clone kick the opponent away. The projectile reaches a good range and is durable against a good amount of projectiles, but will still be destroyed by things such as Personas or assists. Use carefully.
 
  }}
 
  }}
 
}}
 
}}
Line 413: Line 547:
 
==Astral Heat==
 
==Astral Heat==
 
{{MoveData
 
{{MoveData
|image=BBTag_Yumi_???.png |caption=
+
|image=BBTag_Neo_ShatteringSkewer.png |caption="Kill for kill, eye for eye, blood for blood..."
 +
|image2=BBTag_Neo_ShatteringSkewer2.png |caption2= "IT'S TIME TO DIE"
 
|input=222B+C
 
|input=222B+C
|name=???
+
|name=Shattering Skewer
 
|data=  
 
|data=  
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|222BC}}
+
{{#lst:{{PAGENAME}}/Data|222BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 +
Neo charges in and assaults her opponent with a barrage of illusions before pulling out her parasol blade and skewering them.
 
  }}
 
  }}
 
}}
 
}}
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
 +
 +
 
==Navigation==
 
==Navigation==
{{#lsth:BBTag/Neo Politan/Data|Links}}
+
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[BBTag/Neo Politan/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
+
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{Navbar-BBTag}}
 
{{Navbar-BBTag}}
[[Category:BlazBlue Cross Tag Battle]]
 
[[Category:Neo Politan]]
 

Latest revision as of 19:39, 7 September 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview[edit]
Overview

Neo is an agile character that can apply pressure with her quick attacks and chain each strike into long combos. She is a strong midair fighter and has many attacks that can launch and keep her opponents in the air. Neo can also surprise opponents by teleporting from different sides of the field and attacking blind spots before chaining each attack with another combo.


"..."
Lore:Neo is the silent right-hand woman of Vale's crimeboss, Roman Torchwick. No matter what mission he had for her, she followed his orders without question and is extremely loyal to him. While she is not particularly talkative, her actions and expressions are enough to show what she's thinking. After her boss is killed during the fall of Beacon, Neo is dead set on making whoever was responsible for Roman's death pay and set out on a quest to seek revenge.
Playstyle
Pros Cons
  • Good Cross-ups. Can quickly switch sides on the fly.
  • Great at chaining combos midair with some ground attacks capable of launching the opponent to the air.
  • Fast attacks that can be looped for longer combos.
  • Strong element of surprise when properly utilizing 214a/b/c teleporting moves as attacks can be low, overhead, or a parry.
  • Strong Jump Cancel game with extended airtime and extra jumps with Parasol Descent.
  • Suspension of Disbelief is a strong grab special that can bypass many attacks like Yang's Burning Gold. It can also act as a combo starter or extender.
  • Incredible reset potential including instant overheads, fuzzy loops, teleports from 4 different directions, solo air unblockable routes, and mainly, Suspension of Disbelief
  • 236B/C Are great gap closers by themselves being only -4, but they're even better once you know they can low profile most projectiles (And some moves i.e. Mitsuru's Droit, hakumen's 5b... etc)
  • Poor assists that sends single projectiles that can easily be destroyed
  • Low damage and large damage falloff when long combos are achieved.
  • 214 specials take time to cast as the taunt always applies first before the actual attack hits.
  • Poor projectiles that have low durability against other attacks or Personas. This also applies for Overactive Devastation to a lesser extent, easily being blocked by Personas.
  • Whiffing Suspension of Disbelief will force Neo to stop and sigh, leaving her very vulnerable open to attacks.
  • Parasol Descent is a hard move to incorporate as, besides its parry version, its only use is to grant Neo an extra jump as well as to let her descend slowly.
  • A lot of Neo's attacks can easily be evaded simply by jumping.
  • Low minimum damage on both of her supers and using Suspension of Disbelief as a combo extender is generally a waste of bars.
Semblance: Overactive Imagination
Neo's semblance allows her to create physical illusions that can be seen or touched by everyone. Using this, she gives off the illusion of teleporting. In gameplay, her semblance allows her to almost instantaneously teleporting around the screen, surprising her opponents by attacking from their blindspots.

Normal Moves[edit]

5A[edit]
5A
BBTag Neo 5A.png
BBTag Neo 5AA.png
BBTag Neo 5AAA.png
BBTag Neo 5AAAA.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1500 All 10 4 16 -3 -
5AA 1500 All 11 4 20 -7 -
5AAA 1500 All 14 4 18 -5 -
5AAAA 1500*3 All 17 3,3(17)3 30 -16 -
  • Jump cancelable.

Neo strikes her opponent with her parasol and ends with a series of flip kicks. Jump cancelable up to the third hit though the third hit has a good chance of whiffing if you hit them too high in the air, which can make cross raid combos with Neo a bit troublesome.

5A is a surprisngly bad move. At 10 frames, it comes out a lot slower than the rest of the casts 5A's, with a lot less range. In comparison, Ruby's 5B is 10 frames and significantly outranges it, Labrys's 5A is 9 frames and outranges it, Carmine's 5A is 9 frames, also outranges it, you get the drift.

What this means is, 5A is a TERRIBLE round start option unless you know that your opponent doesn't have a quick/lengthy move to contest you. So never do it unless you have the right read.

On the bright side, you can jump cancel and loop into JBBB before repeating first 5AAA string on certain standing opponents. If they're on the shorter side, you might have to delay your JBB

5B[edit]
5B
BBTag Neo 5B.png
BBTag Neo 5BB.png
Free launches with a small chance of rain
BBTag Neo 5BBB.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1500 All 12 5 21 -9 -
5BB 1500 All 11 5 26 -14 -
5BBB 2000 All 19 6 28 5 -
  • Jump cancelable at 5B
  • 5BB can launch

Neo strikes the opponent with her open parasol. The attack is slow but offers a powerful blow that can be chained with 236C for wall slam and continued combo. 5B is chainable with 5AAA before looping with JBBB. When going for chains with 5AAA, after 5B, it's recommended to chain with 2C to maximize hits before launching opponent into the air.

NEVER do the second or third hit on block. There's a large enough gap in between hits that even your grandmother could punish with DP. Jump cancel, go into a safe on block move or end your pressure.

5C[edit]
5C
BBTag Neo 5C.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800+ High 26 3 18 -4 -

Neo performs an overhead arc kick. Strong reach and quick.

2A[edit]
2A
BBTag Neo 2A.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 Low 6 2 14 -2 -

Neo pokes the ground with her parasol. Very quick and decent reach. Can be used to chain 214A to 5B after the attack hits to start a combo. This is your fastest button so if you ever need to mash, mash 2A

2B[edit]
2B
BBTag Neo 2B.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 All 13 4 12+12L -11 7~16 H
  • Jump Cancellable

Neo kicks up, letting her make a small leap into the air. Can be jump cancelled BUT ONLY ON HIT. If the opponent blocks, the only things Neo can cancel into are air special moves, which makes anti-airing with Neo a bit of a commitment. Take note that 2B counts as one jump and will only allow you to jump cancel once more.

2C[edit]
2C
BBTag Neo 2C.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500*2 Low, All 11 10(17)5 30 -14 -
  • Can launch the opponent into the air.
  • Jump cancellable after animation ends

Neo sweeps her opponent with her parasol and launches the opponent into the air with a spin kick. While the parasol can be blocked by a neutral guard, the kick can still hit if the opponent does not guard low. Use this to your advantage when pressuring guarding opponents.

Like 2BB, there is a gap in between the hits on block, so aware opponents can DP on reaction unless you cancel the first hit into a safe move.

j.A[edit]
j.A
BBTag Neo jA.png
BBTag Neo jAA.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.A 1000 High 8 4 14 - -
j.AA 1200 High 8 4 15 - -
  • Jump Cancellable

Neo kicks the opponent twice. Quick and easy to execute. Low damage but allows combos to chain faster. This move is Neo's go to air-to-air, having both speed and a semi-respectable reach.

j.B[edit]
j.B
BBTag Neo jB.png
Get ready to delay a LOT
BBTag Neo jAA.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.B 1500 High 12 6 15 - -
j.BB 1500 High 10 4 15 - -
  • Jump cancellable

Neo kicks and strikes the opponent downward with her Parasol. Your go to jump-in attack. Longer delay than 5A but can be looped better with the standard 5AAA combo and has better range.

Delaying the second j.BB is pretty much essential to all of Neo's combos so you better get down the timing. Seriously. It's not even funny how much this move is used in combos.

j.C[edit]
j.C
BBTag Neo jC.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 High 16 8 Until L+14 - -

Neo axe-kicks the opponent down into the ground. Can be chained with J236A/B/C to perform extended combos depending on which part of the screen you decide to land. If done as an instant overhead on the ground, Neo is safe on block, but it's up to your discretion if you want to continue your pressure or back off.


Universal Moves[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBTag Neo GroundThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0*4, 2000 Throw 7-30 3 25 - -

Neo grabs the opponent, twirls on their heads, and uses their weight to throw them forward. Can be chained into combos. 5BBB let's her reach opponents that aren't thrown into the corner better than 5AAA.

Can get a jump loop 5B -> 2C bnb anywhere on screen, though if your opponent is on the small size, you may have to input a microdash before your first hit.

Backlash[edit]
Backlash
5A+D
BBTag Neo Backlash.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2300 Air Unblockable 14 6 33 -20 1-19 All

Neo axe kicks her opponents to the ground. Quick execution and recovery with decent iframes. Can knock airborne opponents into the ground. If it hits on counter-hit and the opponent was high enough in the air, you can link into 2A and continue your combo. Berry situational though.


Skills[edit]

Illusory Charge[edit]
Illusory Charge/Illusory Strike
236A/B
BBTag Neo IllusoryCharge.png
BBTag Neo RapidSwing.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 1700 All 17~34 3 Total: 57 -4 -
B 1700 All 14~31 4 19 -4 -
B > A/B/C 1700 All 7 4 32 -17 -

Neo sends a clone of herself to strike forward as a projectile. Her B version will send herself and strike twice. The C version will Wall bounce or Wall slam and allows Neo to chain a new combo.

The B and C versions of Illusory Charge can low profile a good majority of projectiles. Honorable mentions include Yukiko 5B fans and Nu 5B swords.

Stealth Blitz[edit]
Stealth Blitz/Striking Stance/Stealth Sweep
214A/B/C
BBTag Neo StealthBlitz.png
They all start like this
BBTag Neo SweepingIllusion.png
Easiest 50/50 of my life
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 2000 High 45 Until L 20L -10 -
B - - - - 60 - 10-38 Guard All
C 2000 Low 48 4 21 -10 -

Neo taunts her opponent and strikes overhead or at their feet.

Stealth Blitz will have Neo attack from above. On hit, you can use 2A to link into a combo. If the opponent is air-dashing, there's a good chance that the move will hit cross-up. On block, this move is "relatively" safe if your opponent doesn't have a fast jab. On chicken block? You done messed up son, get ready to eat fist.

Striking Stance is a parry that counters all attacks, including throws and supers, and teleports Neo directly behind the opponent if an attack hits during her taunt. Note that there is a small delay after she teleports so if your opponent threw out a meaty move that has a big hitbox before then, there's a good chance you're gettin' SMACKED for reading your opponent correctly.

Stealth Sweep will have Neo strike low into a hard knockdown. Costless and can chain combos quickly upon hit. If Neo tags the opponent in the air though, it's only a soft knockdown and the opponent can recover as soon as they touch the ground.

A and C versions always lose to DP, supers on reaction, and chicken blocking if you didn't do the move before a hard knockdown (eg. 5B on air hit) so have your assist cover you, or throw in the parry every now and then to keep opponents on their toes.

Swooping Illusion[edit]
Swooping Illusion/Plunging Illusion
j.236A/B
BBTag Neo SwoopingIllusion.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 1700 All 11 Until L 18L -2 [Until Reappear All]
B 1700 All 16 Until L 24L [15] - [Until Reappear All]

Neo dive kicks her opponents and teleports. 236A will have her teleport to the ground with a slight delay. 236B will allow her to teleport above the opponent, which is best applied during midair combos.

On block, the A version is fairly safe but your pressure ends unless you have an assist or your opponent is giving you mad respect. The B version can actually be used as a DP bait since you still have your airdash. The C version is positive and pretty good for continuing pressure or for converting an air combo back to the ground.

If you have an assist on deck, you can even create a sandwich mixup free of charge! Nice!

Parasol Descent[edit]
Parasol Descent/Illusion
j.214A/B
BBTag Neo ParasolDescent.png
"I'm Mary Poppins y'all"
BBTag Neo ParasolIllusion.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A - - - - Until L+18 - -
B - - - - Until L+15 - 10-35 Guard All

Neo opens up her parsol and floats back down to the ground, stalling her jump momentum.

A version is cancelable with an attack.

B version is a parry that let's her teleport behind her opponents like Striking Stance. Be warned, there is HELLA landing recovery animation on a whiffed parry. Looks neat though.

Pinwheel Flip[edit]
Pinwheel Flip
66
BBTag Neo PinwheelFlip.png
MvC Captain America would be proud
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - - 33 - 4-19 P

Neo dodges forward and let's her switch sides if she's close enough to the opponent. This move has some projectile invincibility, but can be stuffed by quick jabs on reaction.


Extra Skills[edit]

EX Illusory Strike[edit]
EX Illusory Strike
236C
BBTag Neo IllusoryCharge.png
BBTag Neo RapidSwing.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236C 1700 All 14~31 4 19 -4 -
236C > A/B/C 1700 All 7 4 32 -17 -

Neo sends a clone of herself to strike forward as a projectile. This version will cause Wall bounce if you're not in the corner or Wall slam if you are. Both cases allow Neo to chain a new combo, but you may have to adjust depending on the height you hit your opponent at.

EX Parasol Descent[edit]
EX Parasol Descent
j.214C
BBTag Neo ParasolDescent.png
I heard you like jump cancels?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - - Until L+18 - -

Whenever Neo uses EX Parasol, you gain an extra jump. Has the quickest recovery and start-up out of all the three parasol moves.


EX Sweeping Illusion[edit]
EX Swooping Illusion
j.236C
BBTag Neo SwoopingIllusion.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 All 11 Until L 13 - [Until Reappear All]

Neo quickly dive kicks her opponents and teleports. This will instantly send Neo to the ground and allow her to chain combos quickly after the opponent nears her range.

If you have bar and Neo is your last character, this is the best move to throw out in neutral on a hail Mary hit.

Partner Skills[edit]

5P[edit]
5P
Illusory Charge
BBTag Neo IllusoryCharge.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 All (18)+14~31 4 27 -12 -

Neo sends herself instead of a clone doing the same attack as 6P. Attack comes out wherever the opponent is, so it won't travel full screen unless the opponent is full screen.

6P[edit]
6P
Illusory Strike
BBTag Neo IllusoryCharge.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 All (18)+17~34 3 Total: (18)+57 -13 -

Neo sends a clone of herself as a projectile. Attack comes out wherever the opponent is, so it won't travel full screen unless the opponent is full screen.

A good candidate for active switching since Neo is usually far away enough from the point character that whatever your opponent does on reaction (DP, mash,etc.) makes her safe. Unless they mash full screen beam super, then in that case, eject the disc, put it in the box, go back to Gamestop, get your $2.52 refund and Ggs.

4P[edit]
4P
BBTag Neo SwoopingIllusion.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 All (18)+16 Until Hit Total: (18)+67 -20 -

Neo sends a diving clone in front of her that causes a guaranteed ground bounce and is good for extending combos. Unlike the rest of the cast who's 4P is an anti-air, you should never try to use this as an anti-air unless you actively dislike ice cream and just want to see her suffer you jerk.

Outside of combo extensions and tagging bursts, this move is, quite honestly and frankly speaking, kinda garbage.


Distortion Skills[edit]

Overactive Devastation[edit]
Overactive Devastation
236B+C
BBTag Neo OveractiveDevastation.png
"Go forth and conquer" - Alfred Lord Tennyson, to the scrub he was wasting in pools.
BBTag Neo OveractiveDevastation2.png
The hat is so cute on her
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2500, 3000*2
[2500, 3000*2, 2600]
All 1+(30 Flash)+12 14 Total: 103 -65 1-28 All

Neo sends a clone to strike the opponent. Upon hitting, she will instantly move in and strike her umbrella twice before slamming it down. During Resonance mode or when performing a cross combo, Neo will add an extra hit by having a clone kick the opponent away. The projectile reaches a good range and is durable against a good amount of projectiles, but will still be destroyed by things such as Personas or assists. Specifically, if there's a Persona active and in front of the opponent, there's a damn good chance that your special will only destroy the Persona and not actually hit the opponent. Use carefully.

On a side note, Overactive Devastation is probably one of the least damaging supers in the game to use in a combo, so more often than not, you're going to have to burn an extra 2 bars to DHC and kill.

Suspension of Disbelief[edit]
Suspension of Disbelief
214B+C
BBTag Neo SuspensionOfDisbelief.png
I am mashing this on wake up like the scrub I am
BBTag Neo SuspensionOfDisbelief2.png
surprisedpikachuface.jpg
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0*3, 4000 [0*3, 2000, 3000] Throw 15 15 74 - 1-29 All

Neo grabs her opponent and throws them forward. During resonance mode or when performing cross combos, Neo will add in an extra kick that will bounce them back towards you. This attack is chainable to combos and is easily one of her best moves due to the fact that it doesn't notify opponents that the move has been used until it hits or misses. It can also bypass many attacks, such as letting her grab Yang mid Distortion skill. The attack is best used when closing in as the attack is practically unguardable. However, if Neo does not reach her target or the target jumps, it will miss. And when it misses, Neo will stagger and sigh. During this time, she is extremely vulnerable. Use caution when using this skill.


Distortion Skill Duo[edit]

Overactive Devastation
P during Main Character's Distortion Skill
BBTag Neo OveractiveDevastation2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500*2, 1000 [200*2, 1000, 500] All 1+(67 Flash)+1 14 Total: 102 - 1-17 All

Neo sends a clone to strike the opponent. Upon hitting, she will instantly move in and strike her umbrella twice before slamming it down. When performed during a cross combo, Neo will add an extra hit by having a clone kick the opponent away. The projectile reaches a good range and is durable against a good amount of projectiles, but will still be destroyed by things such as Personas or assists. Use carefully.


Astral Heat[edit]

Shattering Skewer
222B+C
BBTag Neo ShatteringSkewer.png
"Kill for kill, eye for eye, blood for blood..."
BBTag Neo ShatteringSkewer2.png
"IT'S TIME TO DIE"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
42000 All 1+(65 Flash)+11 19 27 -27 1-36 All

Neo charges in and assaults her opponent with a barrage of illusions before pulling out her parasol blade and skewering them.



Navigation[edit]


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