BBTag/Neo Politan: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
{{BBTag_Construction_Card}}
|-
!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
:Mid-range, Aggressive
 
;Team role
:Point
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
"..."
{{BBTag/CharacterLinks}}
 
<div id="home-content" class="home-grid">
===Backstory===
{{card|width=4
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.
|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.
===Playstyle===
}}
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.
{{BBTag/Infobox
 
| fastestAttack = [[#2A|2A]] (6F)
===Strengths/Weaknesses===
| reversal = [[#Backlash|A+D]] (14F)<br/>[[#Overactive Devastation|236B+C]] (13F)<br/>[[#Suspension of Disbelief|214B+C]] (15F)
{|  
}}
|-style="text-align:left;"
{{ProsAndCons
! Strengths !! Weaknesses
|intro=is a tricky character to master than the rest of the cast, but with practice, she rewards the player with strong tools at their disposal.
|- style="vertical-align:top;text-align:left"
|pros=
| style="width: 50%;"|
* Good Cross-ups. Can quickly switch sides on the fly.
* 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 which are great in neutral and can be looped for longer combos.
* 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 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.
* 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.
* Suspension of Disbelief is a strong Command Grab super with no Super flash. It can act as a combo starter or extender.
 
* Incredible reset potential including Fast overheads, fuzzy loops, teleports from 4 different directions, solo air unblockable routes, command grabs, and mid-combo safejumps.
| style="width: 50%;"|
* {{clr|2|236B}}/{{clr|3|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 and are very hard to link with other combos due to their quick nature.
|cons=
* Poor assists that sends single projectiles that can easily be destroyed
* Low damage and large damage falloff when long combos are achieved.
* 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.
* 214 specials take time to cast as the taunt always applies first before the actual attack hits.
Line 49: Line 28:
* Whiffing Suspension of Disbelief will force Neo to stop and sigh, leaving her very vulnerable open to attacks.
* 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.
* 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.
* Despite Neo's strong combo game, there are very few characters that can assist her attacks while mutually benefiting from her own poor assist game.
* Leaves a lot to be desired as a solo character. Poor ways to utilize meter and the other benefits of Resonance Blaze.
|}
}}
</div>


{{#lst:BBTag/Neo Politan/Data|Links}}
{{card|width=4
<br style="clear:both;"/>
|header=Semblance: Overactive Imagination
 
|content=
===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.
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 move to a different spot in the screen, surprising her opponents by attacking their blindsides.
}}


==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5A}}</big>===
{{BBTag Move Card|game=BBTag
|input=5A,5AA,5AAA,5AAAA
|versioned=input
|description=
{{clr|1|5A}} is Neo's primary combo and {{keyword|pressure}} starter thanks to its decent range. However, its speed is subpar compared to most {{clr|1|5A}} s which makes it a poor round start option.
*Jump Cancelable
----
One of Neo's main branching points in her combos and pressure thanks to its cancel options. You'll mainly use this as combo filler to hit confirm {{clr|1|5A}} to {{clr|2|5B}}
*Jump Cancelable
----
Mostly combo filler to go into Cross Raid.
*Jump Cancelable on hit
----
Used solely for Cross Rid. Neo's average damage output is low so Cross Raid is a practical and effective way of boosting it.


====== <font style="visibility:hidden" size="0">5A</font> ======
{{MoveData
|image=BBTag_Neo_5A.png |caption=
|image2=BBTag_Neo_5AA.png |caption2=
|image3=BBTag_Neo_5AAA.png |caption3=
|image4=BBTag_Neo_5AAAA.png |caption4=
|name=5A
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Neo Politan/Data|5A}}
{{!}}-
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Neo Politan/Data|5AA}}
{{!}}-
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Neo Politan/Data|5AAA}}
{{!}}-
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Neo Politan/Data|5AAAA}}
{{!}}-
{{Description|7|text=
* Jump cancelable.


Neo strikes her opponent with her umbrella and ends with a flip kick. Quick and has decent range. Can jump cancel and loop into JBBB before repeating first 5AAA string.


}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
===<big>{{clr|2|5B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Neo_5B.png |caption=
|input=5B,5BB,5BBB
|image2=BBTag_Neo_5BB.png |caption2= Free launches with a small chance of rain
|versioned=input
|image3=BBTag_Neo_5BBB.png |caption3=
|description=
|name=5B
An essential component of Neo's combos thanks to it putting airborne opponents in a {{keyword|OTG}}. It's used in Neo loops, bringing opponents high in the air back down or for corner carry thanks to autocombo tied to it.
|data=
*Jump Cancelable
{{AttackDataHeader-BBTag|version=yes}}
----
{{!}}-
{{clr|2|5BB}} is another good combo tool as it launches grounded opponents. Sees little use in pressure as your options are limited and it's pretty negative.
{{AttackVersion|name=5B}}
*Not a true blckstring from {{clr|2|5B}}
{{#lsth:BBTag/Neo Politan/Data|5B}}
----
{{!}}-
A corner carry tool used in combos as when combined with {{clr|2|236B}}/{{clr|3|C}}, it sends the opponent pretty far. It's also used as a consistent way of combing into Neo's supers.
{{AttackVersion|name=5BB}}
*Not a true blockstring from {{clr|2|5BB}}
{{#lsth:BBTag/Neo Politan/Data|5BB}}
}}
{{!}}-
{{AttackVersion|name=5BBB}}
{{#lsth:BBTag/Neo Politan/Data|5BBB}}
{{!}}-
{{Description|7|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.
===<big>{{clr|3|5C}}</big>===
{{BBTag Move Card|game=BBTag
|input=5C
|description=
Standard RWBY {{clr|3|5C}}. It has slow startup but has good reach and is safe on block. It's good to throw out every now and then once you've conditioned the opponent to expect your stronger mixup options.  


}}
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
===<big>{{clr|1|2A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Neo_5C.png |caption=
|input=2A
|name=5C
|description=
|data=
One of, if not Neo's best normal. It's a great poke in {{keyword|neutral}} thanks to its speed, range and disjoint. It's her go-to low for mixups, lets her combo after {{clr|1|214A}} or make a true blockstring after {{clr|3|j.236C}}.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|5C}}
{{!}}-
{{Description|6|text=
Neo performs an overhead arc kick. Strong reach and quick.


}}
It's also her fastest normal which makes it her main {{keyword|abare}} tool. You will use this move.
*Cancels into itself twice.
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>{{clr|2|2B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Neo_2A.png |caption=
|input=2B
|name=2A
|description=
|data=
Neo's primary anti-air although not a great one.
{{AttackDataHeader-BBTag}}
 
{{!}}-
It can only be jump-cancelled on hit, limiting your options. You can special cancel it, however. You can go into {{clr|1|j.214A}} to keep yourself safe or go into {{clr|3|j.236C}} to make yourself plus and continue pressure.
{{#lsth:BBTag/Neo Politan/Data|2A}}
 
{{!}}-
{{clr|2|2B}} also sees some use in combos as a alternative to {{clr|3|2C}} as well to reset pressure with the aforementioned {{clr|3|j.236C}}.
{{Description|6|text=
*Neo is considered airborne during the move, jump-cancelling will consume your air action.
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
*Neo moves forward during the move. This can cause it to whiff so be careful.
 
 
 


}}
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
===<big>{{clr|3|2C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Neo_2B.png |caption=
|input=2C
|name=2B
|description=
|data=
{{clr|3|2C}} is Neo's primary launcher in combos and a versatile combo tool in general.
{{AttackDataHeader-BBTag}}
 
{{!}}-
She can jump cancel the second hit letting her do staircase combos, her main {{keyword|BnB}} loops or {{clr|2|236B}} combos.
{{#lsth:BBTag/Neo Politan/Data|2B}}
 
{{!}}-
In pressure, it's useless on its own, I will slap you if I see you using this on a solo blockstring as if it's ever pushblocked, it's a very free punish for the enemy. However, since it's low, hits twice and has a gap between the two hits, it's a good mixup tool in sandwiches when combined with Active Switch.
{{Description|6|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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
===<big>{{clr|1|j.A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Neo_2C.png |caption=
|input=j.A,j.AA
|name=2C
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag}}
A great {{keyword|air-to-air}} and neutral tool with one key flaw.
{{!}}-
 
{{#lsth:BBTag/Neo Politan/Data|2C}}
{{clr|1|j.A}} has fast startup and good range making it versatile. You can use it as a round start option against most characters, to do {{keyword|fuzzy overhead}}s and even set up air unblockables against airborne opponents with DP.
{{!}}-
 
{{Description|6|text=
However, this move has one major weakness, it has horrible combo scaling and kills your damage, limiting its usage to neutral and mixups.
*Can launch the opponent into the air.
----
*Jump cancellable after animation ends
{{clr|1|j.AA}} is mostly used as a double overhead after {{clr|1|j.A}}, downward staircase blockstrings and air unblockables. Since {{clr|1|j.A}} has bad scaling, this move has no use in combos.
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.


}}
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
===<big>{{clr|2|j.B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Neo_jA.png |caption=
|input=j.B,j.BB
|image2=BBTag_Neo_jAA.png |caption2=
|versioned=input
|name=j.A
|description=
|data=
{{clr|2|j.B}} is Neo's primary jump-in and and {{keyword|crossup}} attack. It's also essential to her combos due to {{clr|1|j.A}} poor scaling and the followup {{clr|2|j.BB}}.
{{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
It has long active frames making it useful for {{keyword|safe jump}}s.
{{AttackVersion|name=j.A}}
----
{{#lsth:BBTag/Neo Politan/Data|j.A}}
A key part of Neo's combos as by delaying {{clr|2|j.BB}}, Neo can land and use grounded moves. Almost all of Neo's combos use this so get used to delaying.
{{!}}-
{{AttackVersion|name=j.AA}}
{{#lsth:BBTag/Neo Politan/Data|j.AA}}
{{!}}-
{{Description|7|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. Still loses to Narukami j.A though because privilege.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.B</font> ======
===<big>{{clr|3|j.C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Neo_jB.png |caption=Get ready to delay a LOT
|input=j.C
|image2=BBTag_Neo_jBB.png |caption2=
|description=
|name=j.B
A good mixup option and an air combo ender.
|data=
 
{{AttackDataHeader-BBTag|version=yes}}
When done immediately after a jump, it's a 21-frame overhead and while it's not the fastest, it's safe on block, setup safejumps and even resets which makes up for it. It can be combo off of with either a {{clr|1|2A}} {{keyword|link}} or {{clr|1|j.236A}}/{{clr|3|C}}.
{{!}}-
 
{{AttackVersion|name=j.B}}
{{clr|3|j.C}} is also useful in Neo's air combos as an ender to get a knockdown. If the opponent gets hit by the upper tip of the hitbox, she can go into j.236X for extra damage.
{{#lsth:BBTag/Neo Politan/Data|j.B}}
{{!}}-
{{AttackVersion|name=j.BB}}
{{#lsth:BBTag/Neo Politan/Data|j.BB}}
{{!}}-
{{Description|6|text=
*Jump cancellable
Neo kicks and strikes the opponent downward with her Parasol. Longer delay than 5A but can be looped better with the standard 5AAA combo and has better range.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
{{MoveData
|image=BBTag_Neo_jC.png |caption=
|name=j.C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|j.C}}
{{!}}-
{{Description|6|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 of back off.
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Universal Moves==
==Universal Moves==
===<big>Ground Throw</big>===
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}
{{BBTag Move Card|game=BBTag
|input=BC
|description=
Neo's throw is average on its own but due to her many mixup options, the opponent most likely won't expect it which makes it good to throw out every now and then to keep them on their toes. It's also good for standard strike/throw mixups and {{keyword|tick throw}}s.
It can be combo off of with {{clr|1|5A}} or {{clr|2|5B}}. However, it's long animation makes it when combined with an Active Switch as your other character has plenty of time to plan a followup.


====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
{{MoveData
|image=BBTag_Neo_GroundThrow.png |caption=
|name=Ground Throw
|input=5B+C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|BC}}
{{!}}-
{{Description|6|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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Backlash</font> ======
===<big>Backlash</big>===
{{MoveData
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}}}}
|image=BBTag_Neo_Backlash.png |caption=
{{BBTag Move Card|game=BBTag
|name=Backlash
|input=AD
|input=5A+D
|description=
|data=
Neo's meterless {{keyword|reversal}} and {{keyword|DP}}.
{{AttackDataHeader-BBTag}}
 
{{!}}-
It has short horizontal and vertical range making it risky. However, it has a short recovery compared to most DPs letting her combo off it if it's a counter-hit and the opponent was high enough in the air with {{clr|1|2A}}(although it's still unsafe).
{{#lsth:BBTag/Neo Politan/Data|AD}}
 
{{!}}-
It can also setup air unblockables.
{{Description|6|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.
 
}}
}}
}}


<br style="clear:both;"/>
<br style="clear:both;"/>


==Skills==
==Skills==
====== <font style="visibility:hidden" size="0">Illusory Charge</font> ======
===<big>Illusory Charge/Illusory Strike</big>===
{{MoveData
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}}
|image=BBTag_Neo_IllusoryCharge.png |caption=
{{BBTag Move Card|game=BBTag
|image2=BBTag_Neo_RapidSwing.png |caption2=
|input=236A,236B,236B > X
|input=236A/B
|versioned=input
|name=Illusory Charge/Illusory Strike
|description=
|data=
;{{clr|1|236A}}
{{AttackDataHeader-BBTag|version=yes}}
An average {{keyword|fireball}}. It can be used as a long range poke although you have better options. It can also be occasionally be used in corner combos and to enable safejumps.
{{!}}-
*Can be destroyed by physical attacks.
{{AttackVersion|name=A}}
----
{{#lsth:BBTag/Neo Politan/Data|236A}}
;{{clr|2|236B}}
{{!}}-
A good combo, neutral and approach tool.
{{AttackVersion|name=B}}
 
{{#lsth:BBTag/Neo Politan/Data|236B}}
Neo can follow it up with a {{keyword|microdash}} {{clr|1|5A}} if the opponent was high enough when they got hit, this makes it useful for  Neo's optimal combos and has good corner carry.
{{!}}-
 
{{AttackVersion|name=B > A/B/C}}
It's also nice for neutral as Neo can {{keyword|low profile}} a large amount of projectiles like {{Character Label|BBTag|Yukiko Amagi|label=Yukiko's}} {{MiniMoveCard|game=BBTag|chara=Yukiko Amagi|input=5B|label={{clr|2|5B}} fans}} and can help Neo approach as she's safe on block. When combined with a  projectile assist, Neo can plus allowing to enforce her turn and basically skip neutral if she can protect the assist.
{{#lsth:BBTag/Neo Politan/Data|236B > X}}
----
{{!}}-
;{{clr|2|236BB}}
{{Description|7|text=
Neo's primary combo ender.
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.
 
Midscreen, it launches the opponent away giving it good corner carry but poor {{keyword|oki}}. However in the corner, when after {{clr|2|5BB}}, Neo can get a safejump letting her maintain momentum.


All versions can low profile a good majority of projectiles, most noticeably: Yukiko 5B fans and Nu 5B swords.
It's very unsafe on block however so if {{clr|2|236B}} is blocked, just end it there.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Stealth Blitz</font> ======
===<big>Stealth Blitz/Striking Stance/Stealth Sweep</big>===
{{MoveData
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}/{{clr|3|C}}}}
|image=BBTag_Neo_StealthBlitz.png |caption=They all start like this
{{BBTag Move Card|game=BBTag
|image2=BBTag_Neo_SweepingIllusion.png |caption2=Easiest 50/50 of my life
|input=214A,214B,214C
|input=214A/B/C
|versioned=input
|name=Stealth Blitz/Striking Stance/Stealth Sweep
|description=
|data=
Neo's iconic mixup tool that makes or breaks her as a character. They allow her to get fullscreen mixups and close the distance. However, they're all unsafe either on startup or recovery so you'll often use an assist to cover it. The {{clr|1|A}} and {{clr|3|C}} also lose to backdasing and {{keyword|Chicken block}}ing which is another reason you want to use an assist.
{{AttackDataHeader-BBTag|version=yes}}
----
{{!}}-
;{{clr|1|214A}}
{{AttackVersion|name=A}}
A tracking overhead. You can combo off of it with {{clr|1|2A}} for decent reward. The move can also hit cross up if the opponent is airdashing during it. It's unsafe on block and can be easily punished, especially on air block.
{{#lsth:BBTag/Neo Politan/Data|214A}}
----
{{!}}-
;{{clr|2|214B}}
{{AttackVersion|name=B}}
One of the best parries in the game. It's triggered by all attacks including command grab, regular grab projectiles and assists and most of the time Neo can punish for a combo. By mixing this version with the other two, it keeps you unpredictable and makes your opponent respect the mixup more.
{{#lsth:BBTag/Neo Politan/Data|214B}}
{{!}}-
{{AttackVersion|name=C}}
{{#lsth:BBTag/Neo Politan/Data|214C}}
{{!}}-
{{Description|7|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. 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.  
It can also be used as an anti-{{keyword|zoning}} tool as even if the opponent recovers in time, Neo has closed the distance and can start her offense.
 
Take note that there is a small delay after she teleports so if your opponent throws out a move with a large hitbox or something they can whiff cancel, there's a good chance you're getting hit if you try pressing a button after a successful parry, as it gives you little to no invul.
----
;{{clr|3|214C}}
Similar to the {{clr|1|A}} version but a low instead of an overhead. It has slightly more startup but leads to better damage as Neo can follow up with {{clr|1|5A}} or {{clr|2|5B}}. It also be used in resets(see combo section for more info)
*If it hits an airborne opponent, they'll get knocked down and you won't be able to combo.
*Doesn't cost meter despite using the {{clr|3|C}} button.


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 and supers on reaction, so have your assist cover you, or throw in the parry every now and then to keep opponents on their toes.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Swooping Illusion</font> ======
===<big>Swooping Illusion/Plunging Illusion</big>===
{{MoveData
{{InputBadge|{{clr|1|j.236A}}/{{clr|2|B}}}}
|image=BBTag_Neo_SwoopingIllusion.png |caption=
{{BBTag Move Card|game=BBTag
|input=j.236A/B
|input=j.236A,j.236B
|name=Swooping Illusion/Plunging Illusion
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
A good combo, pressure and movement tool. Both versions cause Neo to swap sides letting you easily setup sandwiches and left/right mixups. They can also be used as a way of getting to the ground faster and varying your landing and potentially bait anti-airs although {{clr|2|j.214B}} is better for that.
{{!}}-
----
{{AttackVersion|name=A}}
;{{clr|1|j.236A}}
{{#lsth:BBTag/Neo Politan/Data|j.236A}}
Neo appears behind the opponent and on the ground. As such this is the one you'll want you use for making a sandwich as {{clr|2|2B}}>{{clr|1|j.236A}} is a true blockstring.
{{!}}-
----
{{AttackVersion|name=B}}
;{{clr|2|j.236B}}
{{#lsth:BBTag/Neo Politan/Data|j.236B}}
Neo appears behind the opponent and in the air. This version is mostly used for combos as it lets you extend air combos for more damage. It can be vulnerable to Reversal Actions but airdash and {{clr|2|j.214B}} can counter that.
{{!}}-
*Gives you one additional air action upon first use
{{Description|7|text=
*Depending on distance and the opponent's body type, Neo will stay on the same side.
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. 236C will instantly send Neo to the ground and allow her to chain combos quickly after the opponent nears her range.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Parasol Descent</font> ======
===<big>Parasol Descent/Illusion</big>===
{{MoveData
{{InputBadge|{{clr|1|j.214A}}/{{clr|2|B}}}}
|image=BBTag_Neo_ParasolDescent.png |caption="I'm Mary Poppins y'all"
{{BBTag Move Card|game=BBTag
|image2=BBTag_Neo_ParasolIllusion.png |caption2=
|input=j.214A,j.214B
|input=j.214A/B
|versioned=input
|name=Parasol Descent/Illusion
|description=
|data=
;{{clr|1|j.214A}}
{{AttackDataHeader-BBTag|version=yes}}
A nice movement tool and a way to bait anti-airs. Upon use, Neo will fall slower than normal giving her more time in the air. This lets her avoid landing on attacks or continue pressure after {{clr|2|2B}}.
{{!}}-
*Can be cancelled by attacks or just landing.
{{AttackVersion|name=A}}
----
{{#lsth:BBTag/Neo Politan/Data|j.214A}}
;{{clr|2|j.214B}}
{{!}}-
An aerial parry. When active, Neo will appear behind the opponent and on the ground. This makes it great for beating Reversal Actions like {{Character Label|BBTag|Ragna the Bloodedge|label=Ragna's}} {{MiniMoveCard|game=BBTag|chara=Ragna the Bloodedge|input=AD|label=Inferno Divder}} which gives a full punish. However, should it whiff Neo is very punishable so be careful and don't throw it out recklessly.
{{AttackVersion|name=B}}
 
{{#lsth:BBTag/Neo Politan/Data|j.214B}}
{{!}}-
{{Description|7|text=  
A version is cancelable with an attack, b version is a parry that let's her teleport behind her opponents like Striking Stance.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Pinwheel Flip</font> ======
===<big>Pinwheel Flip</big>===
{{MoveData
{{InputBadge|66}}
|image=BBTag_Neo_PinwheelFlip.png |caption=
{{BBTag Move Card|game=BBTag
|input=66
|input=66
|name=Pinwheel Flip
|description=
|data=
Neo dodges forward and lets her switch sides if she's close enough to the opponent. This makes it decent for setting up a sandwich or if your partner has a delayed assist, left/rights. It can also be used to go through projectiles.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|66}}
{{!}}-
{{Description|6|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.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Extra Skills==
==Extra Skills==
====== <font style="visibility:hidden" size="0">EX Illusory Strike</font> ======
===<big>EX Illusory Strike</big>===
{{MoveData
{{InputBadge|{{clr|3|236C}}}}
|image=BBTag_Neo_IllusoryCharge.png |caption=
{{BBTag Move Card|game=BBTag
|image2=BBTag_Neo_RapidSwing.png |caption2=
|input=236C,236C > X
|input=236C
|versioned=input
|name=EX Illusory Strike
|description=
|data=
Neo's primary combo extender and one of her main uses of meter. It lets you get more corner carry and is good for meter dump combos before you go into super.
{{AttackDataHeader-BBTag|version=yes}}
*Follow-up wall bounces midscreen and wall splats in the corner
{{!}}-
 
{{AttackVersion|name=236C}}
{{#lsth:BBTag/Neo Politan/Data|236C}}
{{!}}-
{{AttackVersion|name=236C > A/B/C}}
{{#lsth:BBTag/Neo Politan/Data|236C > X}}
{{!}}-
{{Description|7|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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">EX Parasol Descent</font> ======
===<big>EX Parasol Descent</big>===
{{MoveData
{{InputBadge|{{clr|3|j.214C}}}}
|image=BBTag_Neo_ParasolDescent.png |caption= I heard you like jump cancels?
{{BBTag Move Card|game=BBTag
|input=j.214C
|input=j.214C
|name=EX Parasol Descent
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag}}
Basically a better version of {{clr|1|j.214A}}. Neo can act much faster, can cancel it by simply jumping and gets an additional jump letting you jump up to three times or jump after using an airdash. Other than that it can be used for most of the same things.
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|j.214C}}
{{!}}-
{{Description|6|text= Whenever Neo uses EX Parasol, you gain an extra jump
}}
}}
}}
<br style="clear:both;"/>


====== <font style="visibility:hidden" size="0">EX Sweeping Illusion</font> ======
===<big>EX Swooping Illusion</big>===
{{MoveData
{{InputBadge|{{clr|3|j.236C}}}}
|image=BBTag_Neo_SwoopingIllusion.png |caption=
{{BBTag Move Card|game=BBTag
|input=j.236C
|input=j.236C
|name=EX Swooping Illusion
|description=
|data=
Same as {{clr|1|j.236A}} but with two key differences. Firstly, Neo is plus, letting make a true blockstring with {{clr|1|2A}} or a 3F {{keyword|frame trap}} with {{clr|1|5A}} which makes it a get pressure reset when combined with {{clr|2|2B}}. Secondly, the opponent can't tech until they touch ground letting you use it as a combo extender.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|j.236C}}
{{!}}-
{{Description|6|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.
}}
}}
}}
<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==
 
===<big>{{clr|5|5P}}</big>===
====== <font style="visibility:hidden" size="0">5P</font> ======
{{InputBadge|Illusory Charge}}
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Neo_IllusoryCharge.png |caption=
|input=5P
|input=Illusory Charge
|description=
|name=5P
An average assist for extending combos and blockstrings. However, it can be a great way to get Neo up close to start her offence if you can cover. It is also useful for zoners like {{Character Label|BBTag|Vatista|label=Vatista}} as they can this to convert their zoning into proper damage.
|data=
* Attack comes out wherever the opponent is, so it won't travel full screen unless the opponent is full screen.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|5P}}
{{!}}-
{{Description|6|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.  
}}
}}
}}


====== <font style="visibility:hidden" size="0">6P</font> ======
===<big>{{clr|5|6P}}</big>===
{{MoveData
{{InputBadge|Illusory Strike}}
|image=BBTag_Neo_IllusoryCharge.png |caption=
{{BBTag Move Card|game=BBTag
|input=Illusory Strike
|input=6P
|name=6P
|description=
|data=
An average projectile. Use it to give your opponent something to dodge/block or in cases where you want to keep Neo at a distance.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|6P}}
{{!}}-
{{Description|6|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.
Nice for Ative Switches since Neo will be at a safe distance.( Unless they mash full-screen projectile super, then in that case, eject the disc, put it in the box, go back to Gamestop, get your $2.52 refund and Ggs._
}}
}}
}}


====== <font style="visibility:hidden" size="0">4P</font> ======
===<big>{{clr|5|4P}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Neo_SwoopingIllusion.png |caption=
|input=4P
|input=
|description=
|name=4P
An assist used solely for combos and nothing else. It causes a large bounce giving you plenty of time to combo and makes it good for punishing bursts. However,it serves no use in neutral as it's a terrible anti-air and its short range makes it poor for pressure.
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|4P}}
{{!}}-
{{Description|6|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 487: Line 347:


==Distortion Skills==
==Distortion Skills==
====== <font style="visibility:hidden" size="0">Overactive Devastation</font> ======
===<big>Overactive Devastation</big>===
{{MoveData
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}}}}
|image=BBTag_Neo_OveractiveDevastation.png |caption=
{{BBTag Move Card|game=BBTag
|image2=BBTag_Neo_OveractiveDevastation2.png |caption2=
|input=236BC
|input=236B+C
|versioned=input
|name=Overactive Devastation
|description=
|data=
Neo's primary combo ender super. It goes fullscreen and low profile some projectiles but will lose to others and will always lose to personas. As such it should never be used as a reversal. It also deals low damage for a super so you will often have to use {{keyword|DHC}} to kill the opponent.
{{AttackDataHeader-BBTag}}
}}
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|236BC}}
{{!}}-
{{Description|6|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.
===<big>Suspension of Disbelief</big>===
}}
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}}
{{BBTag Move Card|game=BBTag
|input=214BC
|description=
A very versatile super and mixup option. It's a command grab with no super flash or sound cues which makes it very unpredictable and good to do after {{clr|1|2A}} or {{clr|3|j.236C}}. It can be used to start combos, extend combos, as a reversal and as a standing reset in fuzzy loop combos. It's THE super that earned Neo the title of trickster.
 
However, it does have some flaws. Like most command grab supers, Neo is wide open for a long time should it miss, guaranteeing a damaging punish. It also has the lowest minimum damage out of all the supers in the game and as such should only be used as an extender if it will kill or you're in Resonance Blaze and have plenty of meter to burn.
}}
}}


====== <font style="visibility:hidden" size="0">Suspension of Disbelief</font> ======
{{MoveData
|image=BBTag_Neo_SuspensionOfDisbelief.png |caption=
|image2=BBTag_Neo_SuspensionOfDisbelief2.png |caption2=
|input=214B+C
|name=Suspension of Disbelief
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|214BC}}
{{!}}-
{{Description|6|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.
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Skill Duo==
==Distortion Skill Duo==
{{MoveData
===<big>Overactive Devastation</big>===
|image=BBTag_Neo_OveractiveDevastation2.png |caption=
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill }}
|input=P during Main Character's Distortion Skill  
{{BBTag Move Card|game=BBTag
|name=Overactive Devastation
|input=Distortion Skill Duo
|data=
|description=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|Distortion Skill Duo}}
{{!}}-
{{Description|6|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.
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.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Shattering Skewer</big>===
|image=BBTag_Neo_ShatteringSkewer.png |caption=
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
|image2=BBTag_Neo_ShatteringSkewer2.png |caption2=
{{BBTag Move Card|game=BBTag
|input=222B+C
|input=222BC
|name=Shattering Skewer
|description=
|data=
A stylish and practical astral. While Neo isn't a good anchor, her long combos, flexible routing and low damage make this astral easy to combo into and worth going for. She can combo into it from Throw, {{clr|2|236B}} and all three parts of the {{clr|2|5B}} autocombo.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Neo Politan/Data|222BC}}
{{!}}-
{{Description|6|text=
Neo charges in and assaults her opponent before stabbing them to death.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>
==Colors==
*[https://blazblue.wiki/wiki/Neo_Politan#Palettes Color Palettes on https://blazblue.wiki]


==Navigation==
==Navigation==
{{#lsth:BBTag/Neo Politan/Data|Links}}
<center>{{Character Label|BBTag|Neo Politan|size=36px}}</center>
{{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.}}
{{BBTag/CharacterLinks}}
{{Navbar-BBTag}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category:BlazBlue Cross Tag Battle]]
 
[[Category:Neo Politan]]
{{BBTag/Navigation}}

Latest revision as of 05:02, 13 December 2023


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Overview

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.
Neo Politan
BBTag Neo Politan Portrait.png
Health
17,000
Prejump
4F
Backdash
22F (1~7F Inv All)
Unique Movement Options
Parasol Descent/Illusion
Pinwheel Flip
Fastest Attack
2A (6F)
Reversals
A+D (14F)
236B+C (13F)
214B+C (15F)

 Neo Politan is a tricky character to master than the rest of the cast, but with practice, she rewards the player with strong tools at their disposal.

Pros
Cons
  • Good Cross-ups. Can quickly switch sides on the fly.
  • Fast attacks which are great in neutral and 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 Command Grab super with no Super flash. It can act as a combo starter or extender.
  • Incredible reset potential including Fast overheads, fuzzy loops, teleports from 4 different directions, solo air unblockable routes, command grabs, and mid-combo safejumps.
  • 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.
  • Low minimum damage on both of her supers and using Suspension of Disbelief as a combo extender is generally a waste of bars.
  • Leaves a lot to be desired as a solo character. Poor ways to utilize meter and the other benefits of Resonance Blaze.


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

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 10 4 16 -3 B
5AA 1500 All 11 4 20 -7 B
5AAA 1500 All 14 4 18 -5 B
5AAAA 1500×3 All 17 3,3(17)3 30 -16 B

5A is Neo's primary combo and pressure To attack the opponent continuously and leave little room for counter attacks. starter thanks to its decent range. However, its speed is subpar compared to most 5A s which makes it a poor round start option.

  • Jump Cancelable

One of Neo's main branching points in her combos and pressure thanks to its cancel options. You'll mainly use this as combo filler to hit confirm 5A to 5B

  • Jump Cancelable

Mostly combo filler to go into Cross Raid.

  • Jump Cancelable on hit

Used solely for Cross Rid. Neo's average damage output is low so Cross Raid is a practical and effective way of boosting it.

Version Level P1 P2
5A 3 100 80
5AA 3 100 80
5AAA 3 100 80
5AAAA 3 100 80×3

5A:
5AA:
5AAA:
5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 12 5 21 -9 B
5BB 1500 All 11 5 26 -14 B
5BBB 2000 All 19 6 28 5 B

An essential component of Neo's combos thanks to it putting airborne opponents in a OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.". It's used in Neo loops, bringing opponents high in the air back down or for corner carry thanks to autocombo tied to it.

  • Jump Cancelable

5BB is another good combo tool as it launches grounded opponents. Sees little use in pressure as your options are limited and it's pretty negative.

  • Not a true blckstring from 5B

A corner carry tool used in combos as when combined with 236B/C, it sends the opponent pretty far. It's also used as a consistent way of combing into Neo's supers.

  • Not a true blockstring from 5BB
Version Level P1 P2
5B 3 100 80
5BB 3 100 80
5BBB 5 100 90

5B:
5BB:

  • Cannot chain into 5BBB until frame 24


5BBB:

  • Maximum Slide duration 30F

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 18 -4 H

Standard RWBY 5C. It has slow startup but has good reach and is safe on block. It's good to throw out every now and then once you've conditioned the opponent to expect your stronger mixup options.

Level P1 P2
3 100 100

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 6 2 14 -2 F

One of, if not Neo's best normal. It's a great poke in neutral When neither player is in an advantageous position in terms of stage position. thanks to its speed, range and disjoint. It's her go-to low for mixups, lets her combo after 214A or make a true blockstring after j.236C.

It's also her fastest normal which makes it her main abare An attack during the opponent's pressure, intended to interrupt it. tool. You will use this move.

  • Cancels into itself twice.
Level P1 P2
2 90 75

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 13 4 12+12L -11 B 7-16 H

Neo's primary anti-air although not a great one.

It can only be jump-cancelled on hit, limiting your options. You can special cancel it, however. You can go into j.214A to keep yourself safe or go into j.236C to make yourself plus and continue pressure.

2B also sees some use in combos as a alternative to 2C as well to reset pressure with the aforementioned j.236C.

  • Neo is considered airborne during the move, jump-cancelling will consume your air action.
  • Neo moves forward during the move. This can cause it to whiff so be careful.
Level P1 P2
3 90 80

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×2 Low, All 11 10(17)5 30 -14 F

2C is Neo's primary launcher in combos and a versatile combo tool in general.

She can jump cancel the second hit letting her do staircase combos, her main BnB A staple combo that is simple yet effective. loops or 236B combos.

In pressure, it's useless on its own, I will slap you if I see you using this on a solo blockstring as if it's ever pushblocked, it's a very free punish for the enemy. However, since it's low, hits twice and has a gap between the two hits, it's a good mixup tool in sandwiches when combined with Active Switch.

Level P1 P2
e 90 70

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1000 High 8 4 14 H
j.AA 1200 High 8 4 15 H

A great air-to-air A jumping attack that hits the opponent out of the air and neutral tool with one key flaw.

j.A has fast startup and good range making it versatile. You can use it as a round start option against most characters, to do fuzzy overhead An offensive technique where the attacker exploits a common system mechanic in Fighting Games where a crouching opponent can be hit by a rising overhead as their hurtbox is expanded to be standing even though they are crouch blocking.s and even set up air unblockables against airborne opponents with DP.

However, this move has one major weakness, it has horrible combo scaling and kills your damage, limiting its usage to neutral and mixups.


j.AA is mostly used as a double overhead after j.A, downward staircase blockstrings and air unblockables. Since j.A has bad scaling, this move has no use in combos.

Version Level P1 P2
j.A 2 80 75
j.AA 3 80 80

j.A:
j.AA:

j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.B 1500 High 12 6 15 H
j.BB 1500 High 10 4 15 H

j.B is Neo's primary jump-in and and crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them. attack. It's also essential to her combos due to j.A poor scaling and the followup j.BB.

It has long active frames making it useful for safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s.


A key part of Neo's combos as by delaying j.BB, Neo can land and use grounded moves. Almost all of Neo's combos use this so get used to delaying.

Version Level P1 P2
j.B 3 80 80
j.BB 3 80 80

j.B:
j.BB:

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 High 16 8 Until L+14 -4 on TK, +1 at best H

A good mixup option and an air combo ender.

When done immediately after a jump, it's a 21-frame overhead and while it's not the fastest, it's safe on block, setup safejumps and even resets which makes up for it. It can be combo off of with either a 2A link To perform a second action after the first action completely finishes its animation. or j.236A/C.

j.C is also useful in Neo's air combos as an ender to get a knockdown. If the opponent gets hit by the upper tip of the hitbox, she can go into j.236X for extra damage.

Level P1 P2
4 80 85


Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×4, 2000 Throw 7-30 3 25 T

Neo's throw is average on its own but due to her many mixup options, the opponent most likely won't expect it which makes it good to throw out every now and then to keep them on their toes. It's also good for standard strike/throw mixups and tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.s.

It can be combo off of with 5A or 5B. However, it's long animation makes it when combined with an Active Switch as your other character has plenty of time to plan a followup.

Level P1 P2
0, 1, 0, 1, 3 100 50
  • Minimum damage 2000

Backlash

5A+D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2300 Air Unblockable 14 6 33 -20 H 1-19 All

Neo's meterless reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. and DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion..

It has short horizontal and vertical range making it risky. However, it has a short recovery compared to most DPs letting her combo off it if it's a counter-hit and the opponent was high enough in the air with 2A(although it's still unsafe).

It can also setup air unblockables.

Level P1 P2
4 80 60
  • Minimum Damage 115
  • Maximum Slide duration 1F



Skills

Illusory Charge/Illusory Strike

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1700 All 17~34 3 Total: 57 -4 P
236B 1700 All 14~31 4 19 -4 B
236B > X 1700 All 7 4 32 -17 B
236A

An average fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. It can be used as a long range poke although you have better options. It can also be occasionally be used in corner combos and to enable safejumps.

  • Can be destroyed by physical attacks.

236B

A good combo, neutral and approach tool.

Neo can follow it up with a microdash The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button. 5A if the opponent was high enough when they got hit, this makes it useful for Neo's optimal combos and has good corner carry.

It's also nice for neutral as Neo can low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. a large amount of projectiles like  Yukiko's 5B fansBBTag Yukiko 5B.pngGuardAllStartup10RecoveryTotal 46Advantage-15 and can help Neo approach as she's safe on block. When combined with a projectile assist, Neo can plus allowing to enforce her turn and basically skip neutral if she can protect the assist.


236BB

Neo's primary combo ender.

Midscreen, it launches the opponent away giving it good corner carry but poor oki Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. However in the corner, when after 5BB, Neo can get a safejump letting her maintain momentum.

It's very unsafe on block however so if 236B is blocked, just end it there.

Version Level P1 P2
236A 4 80 85
236B 4 100 68
236B > X 4 90 85

236A:

  • Minimum Damage 85


236B:

  • Minimum Damage 85


236B > X:

  • Minimum Damage 85

Stealth Blitz/Striking Stance/Stealth Sweep

214A/B/C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 2000 High 45 Until L 20L -10 H
214B 60 10~38 Guard All
214C 2000 Low 48 4 21 -4 F

Neo's iconic mixup tool that makes or breaks her as a character. They allow her to get fullscreen mixups and close the distance. However, they're all unsafe either on startup or recovery so you'll often use an assist to cover it. The A and C also lose to backdasing and Chicken block Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions.ing which is another reason you want to use an assist.


214A

A tracking overhead. You can combo off of it with 2A for decent reward. The move can also hit cross up if the opponent is airdashing during it. It's unsafe on block and can be easily punished, especially on air block.


214B

One of the best parries in the game. It's triggered by all attacks including command grab, regular grab projectiles and assists and most of the time Neo can punish for a combo. By mixing this version with the other two, it keeps you unpredictable and makes your opponent respect the mixup more.

It can also be used as an anti-zoning The act of denying the opponent the ability to approach, jump, or other movement options. tool as even if the opponent recovers in time, Neo has closed the distance and can start her offense.

Take note that there is a small delay after she teleports so if your opponent throws out a move with a large hitbox or something they can whiff cancel, there's a good chance you're getting hit if you try pressing a button after a successful parry, as it gives you little to no invul.


214C

Similar to the A version but a low instead of an overhead. It has slightly more startup but leads to better damage as Neo can follow up with 5A or 5B. It also be used in resets(see combo section for more info)

  • If it hits an airborne opponent, they'll get knocked down and you won't be able to combo.
  • Doesn't cost meter despite using the C button.
Version Level P1 P2
214A 3 80 75
214B
214C 3 90 75

214A:

  • Minimum Damage 100


214B:

  • On Guard Point, hitstop for Neo is 0F. Opponent hitstop is 29F


214C:

  • Minimum Damage 100

Swooping Illusion/Plunging Illusion

j.236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.236A 1700 All 11 Until L 18L -4 H [??~Until Reappear All]
j.236B 1700 All 16 Until L 24L [15] H [??~Until Reappear All]

A good combo, pressure and movement tool. Both versions cause Neo to swap sides letting you easily setup sandwiches and left/right mixups. They can also be used as a way of getting to the ground faster and varying your landing and potentially bait anti-airs although j.214B is better for that.


j.236A

Neo appears behind the opponent and on the ground. As such this is the one you'll want you use for making a sandwich as 2B>j.236A is a true blockstring.


j.236B

Neo appears behind the opponent and in the air. This version is mostly used for combos as it lets you extend air combos for more damage. It can be vulnerable to Reversal Actions but airdash and j.214B can counter that.

  • Gives you one additional air action upon first use
  • Depending on distance and the opponent's body type, Neo will stay on the same side.
Version Level P1 P2
j.236A 3 90 80
j.236B 3 90 70

j.236A:

  • Minimum Damage 85


j.236B:

  • Minimum Damage 85

Parasol Descent/Illusion

j.214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.214A Until L+18
j.214B Until L+15 10~35 Guard All
j.214A

A nice movement tool and a way to bait anti-airs. Upon use, Neo will fall slower than normal giving her more time in the air. This lets her avoid landing on attacks or continue pressure after 2B.

  • Can be cancelled by attacks or just landing.

j.214B

An aerial parry. When active, Neo will appear behind the opponent and on the ground. This makes it great for beating Reversal Actions like  Ragna's Inferno DivderBBTag Ragna the Bloodedge A+D.pngGuardAir UnblockableStartup10Recovery33+15LAdvantage-35 which gives a full punish. However, should it whiff Neo is very punishable so be careful and don't throw it out recklessly.

Version Level P1 P2
j.214A
j.214B

j.214A:
j.214B:

  • On Guard Point, hitstop for Neo is 0F. Opponent hitstop is 29F

Pinwheel Flip

66

Damage Guard Startup Active Recovery On-Block Attribute Invuln
33 4~19 P

Neo dodges forward and lets her switch sides if she's close enough to the opponent. This makes it decent for setting up a sandwich or if your partner has a delayed assist, left/rights. It can also be used to go through projectiles.

Level P1 P2


Extra Skills

EX Illusory Strike

236C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 1700 All 14~31 4 19 -4 B
236C > X 1700 All 7 4 32 -17 B

Neo's primary combo extender and one of her main uses of meter. It lets you get more corner carry and is good for meter dump combos before you go into super.

  • Follow-up wall bounces midscreen and wall splats in the corner
Version Level P1 P2
236C 4 80 85
236C > X 4 90 75

236C:

  • Minimum Damage 170


236C > X:

  • Minimum Damage 170

EX Parasol Descent

j.214C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.214C Until L+18

Basically a better version of j.214A. Neo can act much faster, can cancel it by simply jumping and gets an additional jump letting you jump up to three times or jump after using an airdash. Other than that it can be used for most of the same things.

Version Level P1 P2
j.214C

j.214C:

EX Swooping Illusion

j.236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All 11 Until L 13 +7 H [??~Until Reappear All]

Same as j.236A but with two key differences. Firstly, Neo is plus, letting make a true blockstring with 2A or a 3F frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. with 5A which makes it a get pressure reset when combined with 2B. Secondly, the opponent can't tech until they touch ground letting you use it as a combo extender.

Level P1 P2
3 90 70
  • Minimum Damage 170


Partner Skills

5P

Illusory Charge

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+14~31 4 27 -12 B

An average assist for extending combos and blockstrings. However, it can be a great way to get Neo up close to start her offence if you can cover. It is also useful for zoners like  Vatista as they can this to convert their zoning into proper damage.

  • Attack comes out wherever the opponent is, so it won't travel full screen unless the opponent is full screen.
Level P1 P2
4 70 85
  • Minimum Damage 85

6P

Illusory Strike

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+17~34 3 Total: (18)+57 -13 B

An average projectile. Use it to give your opponent something to dodge/block or in cases where you want to keep Neo at a distance.

Nice for Ative Switches since Neo will be at a safe distance.( Unless they mash full-screen projectile super, then in that case, eject the disc, put it in the box, go back to Gamestop, get your $2.52 refund and Ggs._

Level P1 P2
4 70 85
  • Minimum Damage 85

4P

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+16 Until Hit Total: (18)+67 -20 H

An assist used solely for combos and nothing else. It causes a large bounce giving you plenty of time to combo and makes it good for punishing bursts. However,it serves no use in neutral as it's a terrible anti-air and its short range makes it poor for pressure.

Level P1 P2
3 70 80
  • Minimum Damage 85


Distortion Skills

Overactive Devastation

236B+C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236BC 2500, 3000×2
[2500, 3000×2, 2600]
All 1+(30 Flash)+12 14 Total: 103 -65 B 1~28 All

Neo's primary combo ender super. It goes fullscreen and low profile some projectiles but will lose to others and will always lose to personas. As such it should never be used as a reversal. It also deals low damage for a super so you will often have to use DHC A term that describes when a character performs a super attack in a team game and tags into another characters super. to kill the opponent.

Version Level P1 P2
236BC 4 80 60

236BC:

  • Values in [] are for Enhanced version
  • Minimum Damage 375, 450×2 (1275) [375, 450×2, 208 (1483)]
  • Crumple Duration 29F, Crumple Fall 50F

Suspension of Disbelief

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×3, 4000 [0×3, 2000, 3000] Throw 15 15 74 T 1-29 All

A very versatile super and mixup option. It's a command grab with no super flash or sound cues which makes it very unpredictable and good to do after 2A or j.236C. It can be used to start combos, extend combos, as a reversal and as a standing reset in fuzzy loop combos. It's THE super that earned Neo the title of trickster.

However, it does have some flaws. Like most command grab supers, Neo is wide open for a long time should it miss, guaranteeing a damaging punish. It also has the lowest minimum damage out of all the supers in the game and as such should only be used as an extender if it will kill or you're in Resonance Blaze and have plenty of meter to burn.

Level P1 P2
0×3, 3 80 60
  • Values in [] are for Enhanced version
  • Minimum damage 4000 [2000, 3000 (5000)]


Distortion Skill Duo

Overactive Devastation

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×2, 1000 [500×2, 1000, 500] All 1+(67 Flash)+1 14 Total: 102 B 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.

Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]


Astral Heat

Shattering Skewer

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
42000 All 1+(65 Flash)+11 19 27 -27 B 1~36 All

A stylish and practical astral. While Neo isn't a good anchor, her long combos, flexible routing and low damage make this astral easy to combo into and worth going for. She can combo into it from Throw, 236B and all three parts of the 5B autocombo.

Level P1 P2
4


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