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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. | 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. | ||
All versions can low profile a good majority of projectiles | All versions can low profile a good majority of projectiles from the rest of the cast. Honorable mentions include Yukiko 5B fans and Nu 5B swords. | ||
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Revision as of 17:40, 24 February 2020
Neo Politan |
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Overview
"..."
Backstory
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
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.
Strengths/Weaknesses
Strengths | Weaknesses |
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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 move to a different spot in the screen, surprising her opponents by attacking their blindsides.
Normal Moves
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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Neo performs an overhead arc kick. Strong reach and quick. |
2A
2A | Template:AttackDataHeader-BBTag | ||||
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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
2B |
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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
2C |
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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
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag |
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j.C
j.C |
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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. |
Universal Moves
Ground Throw
Ground Throw 5B+C |
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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. |
Backlash
Backlash 5A+D |
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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
Illusory Charge
Illusory Charge/Illusory Strike 236A/B |
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Stealth Blitz
Stealth Blitz/Striking Stance/Stealth Sweep 214A/B/C |
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Swooping Illusion
Swooping Illusion/Plunging Illusion j.236A/B |
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Parasol Descent
Parasol Descent/Illusion j.214A/B |
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Pinwheel Flip
Pinwheel Flip 66 |
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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
EX Illusory Strike
EX Illusory Strike 236C |
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EX Parasol Descent
EX Parasol Descent j.214C |
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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
EX Swooping Illusion j.236C |
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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
5P
5P Illusory Charge |
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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
6P Illusory Strike |
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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
4P |
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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
Overactive Devastation
Overactive Devastation 236B+C |
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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
Suspension of Disbelief 214B+C |
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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
Overactive Devastation P during Main Character's Distortion Skill |
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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
Shattering Skewer 222B+C |
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Neo charges in and assaults her opponent before stabbing them to death. |
move
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