BBTag/Neo Politan: Difference between revisions

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|image=BBTag_Neo_SuspensionOfDisbelief.png |caption=
|image=BBTag_Neo_SuspensionOfDisbelief.png |caption= I am mashing this on wake up like the scrub I are
|image2=BBTag_Neo_SuspensionOfDisbelief2.png |caption2=
|image2=BBTag_Neo_SuspensionOfDisbelief2.png |caption2= surprisedpikachuface.jpg
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Revision as of 18:07, 24 February 2020

Neo Politan
BBTag Neo Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Mid-range, Aggressive
Team role
Point

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
  • 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.
  • 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.
  • 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.
  • 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.



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
BBTag Neo 5A.png
BBTag Neo 5AA.png
BBTag Neo 5AAA.png
BBTag Neo 5AAAA.png
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 10 4 16 -3 B - CSTJP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Neo 5A.png
BBTAG Neo 5A Hitbox.png
5AA


5AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 11 4 20 -7 B - CSTJP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Neo 5AA.png
BBTAG Neo 5AA Hitbox.png
5AAA


5AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 14 4 18 -5 B - CS(J)P 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Neo 5AAA.png
BBTAG Neo 5AAA Hitbox.png
5AAAA


5AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500×3 All 17 3,3(17)3 30 -16 B - P 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80×3 3 16 30×2, Launch 60 + Down 23×2, 60 35×2, Launch 74 + Down 23×2, 74 3, 6, 16 -2×2, +0 +0×2, +2
BBTag Neo 5AAAA.pngBBTag Neo 5AAAA2.png
BBTAG Neo 5AAAA1 Hitbox.pngBBTAG Neo 5AAAA2 Hitbox.png
  • 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
5B
BBTag Neo 5B.png
BBTag Neo 5BB.png
Free launches with a small chance of rain
BBTag Neo 5BBB.png
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 12 5 21 -9 B - CSJP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 21 21 + Down 23 26 35 + Down 23 7 +0 +2
BBTag Neo 5B.png
BBTAG Neo 5B Hitbox.png
5BB


5BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 11 5 26 -14 B - CSP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 40 Launch 54 9 +0 +2
Cannot chain into 5BBB until frame 24
BBTag Neo 5BB.png
Free launches with a small chance of rain
BBTAG Neo 5BB Hitbox.png
5BBB


5BBB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 19 6 28 5 B - SP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 30 Launch 28 + Slide Launch 44 + Slide 8/+8 +4 +9
Maximum Slide duration 30F
BBTag Neo 5BBB.png
BBTAG Neo 5BBB Hitbox.png
  • 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
5C
BBTag Neo 5C.png
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800+ High 26 3 18 -4 H - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBTag Neo 5C.png
BBTAG Neo 5C Hitbox.png

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

2A
2A
BBTag Neo 2A.png
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 Low 6 2 14 -2 F - CSTP 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
BBTag Neo 2A.png
BBTAG Neo 2A Hitbox.png

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
BBTag Neo 2B.png
Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 13 4 12+12L -11 B 7-16 H S(J)P 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 30 22 44 11 +0 +2
BBTag Neo 2B.png
BBTAG Neo 2B Hitbox.png


  • 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
2C
BBTag Neo 2C.png
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500×2 Low, All 11 10(17)5 30 -14 F - SP, SJP 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 e 16 Launch 30, 20 Launch 44, 34 4, 11 +0 +2
BBTag Neo 2C.png
BBTAG Neo 2C1 Hitbox.pngBBTAG Neo 2C2 Hitbox.png


  • 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
j.A
BBTag Neo jA.png
BBTag Neo jAA.png
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 High 8 4 14 - H - SJP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 21 18 33 10 +0 +1
BBTag Neo jA.png
BBTAG Neo JA Hitbox.png
j.AA


j.AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200 High 8 4 15 - H - SJP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 21 22 35 11 +0 +2
BBTag Neo jAA.png
BBTAG Neo JAA Hitbox.png
  • 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.

j.B
j.B
BBTag Neo jB.png
Get ready to delay a LOT
BBTag Neo jBB.png
Template:AttackDataHeader-BBTag
j.B


j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 12 6 15 - H - SJP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 21 22 35 11 +0 +2
BBTag Neo jB.png
Get ready to delay a LOT
BBTAG Neo JB Hitbox.png
j.BB


j.BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 10 4 15 - H - SJP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 21 22 35 11 +0 +2
BBTag Neo jBB.png
BBTAG Neo JBB Hitbox.png
  • 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
j.C
BBTag Neo jC.png
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 16 8 Until L+14 -4 on TK, +1 at best H - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch + Down 25 60 Launch + Down 25 75 12 +0 +5
BBTag Neo jC.png
BBTAG Neo JC Hitbox.png


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
BBTag Neo GroundThrow.png
Template:AttackDataHeader-BBTag
BC
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0×4, 2000 Throw 7-30 3 25 - T - S 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0, 1, 0, 1, 3 - Launch 70 + Down 23 - - - - 0 -
Minimum damage 2000
BBTag Neo GroundThrow.pngBBTag Neo GroundThrow2.pngBBTag Neo GroundThrow3.png
BBTAG Neo Throw Hitbox.png


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
Backlash
5A+D
BBTag Neo Backlash.png
Template:AttackDataHeader-BBTag
AD
Backlash
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2300 Air Unblockable 14 6 33 -20 H 1-19 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 60 + Slide + Down 20 Launch 75 + Slide + Down 20 9 +0 +5
Minimum Damage 115
Maximum Slide duration 1F
BBTag Neo Backlash.png
BBTAG Neo RA1 Hitbox.pngBBTAG Neo RA2 Hitbox.pngBBTAG Neo RA3 Hitbox.png


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
BBTag Neo IllusoryCharge.png
BBTag Neo RapidSwing.png
Template:AttackDataHeader-BBTag
A


236A
Illusory Charge
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 17~34 3 Total: 57 -4 P - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 40 Launch 55 0/+9 +9 +9
Minimum Damage 85
BBTag Neo IllusoryCharge.png
Safejumps with a chance of meatballs
BBTAG Neo 236X Travel.pngBBTAG Neo 236X Travel2.pngBBTAG Neo 236A Hitbox.png
Low profiles a lot while traveling • But not at the end • It's a projectile!
B


236B
Illusory Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 14~31 4 19 -4 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
68 4 18 Launch 40 Launch 55 9 +0 +0
Minimum Damage 85
BBTag Neo IllusoryCharge.png
BBTAG Neo 236X Travel.pngBBTAG Neo 236X Travel2.pngBBTAG Neo 236B Hitbox.png
Low profiles a lot while traveling • But not at the end • It's not a projectile!
B > A/B/C


236B > X
Rapid Swing
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 7 4 32 -17 B - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 Launch 75 + WBounce 60 + WStick 30 12 +4 +9
Minimum Damage 85
BBTag Neo RapidSwing.png
BBTAG Neo 236X Hitbox2.png
Optional followup

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 from the rest of the cast. Honorable mentions include Yukiko 5B fans and Nu 5B swords.

Stealth Blitz
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
Template:AttackDataHeader-BBTag
A


214A
Stealth Blitz
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 High 45 Until L 20L -10 H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 3 16 Launch 60 + GBounce Launch 74 + GBounce 14 +2 +4
Minimum Damage 100
BBTag Neo StealthBlitz.pngBBTag Neo SweepingIllusion.png
They all start like this • Easiest 50/50 of my life
BBTAG Neo 214A Hitbox.png
B


214B
Striking Stance
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - 60 - - 10~38 Guard All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
On Guard Point, hitstop for Neo is 0F. Opponent hitstop is 29F
BBTag Neo StealthBlitz.pngBBTag Neo SweepingIllusion.png
They all start like this • Easiest 50/50 of my life
C


214C
Stealth Sweep
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 Low 48 4 21 -4 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 3 20 Launch + Down 23 60 Launch + Down 23 74 14 +2 +4
Minimum Damage 100
BBTag Neo StealthBlitz.pngBBTag Neo SweepingIllusion.png
They all start like this • Easiest 50/50 of my life
BBTAG Neo 214C Hitbox.png

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
Swooping Illusion/Plunging Illusion
j.236A/B
BBTag Neo SwoopingIllusion.png
Template:AttackDataHeader-BBTag
A


j.236A
Swooping Illusion
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 11 Until L 18L -4 H [??~Until Reappear All] - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 23 26 28 40 11 +0 +2
Minimum Damage 85
BBTag Neo SwoopingIllusion.png
BBTAG Neo J236A Hitbox.png
B


j.236B
Plunging Illusion
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 16 Until L 24L [15] - H [??~Until Reappear All] - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 3 16 22 26 27 40 11 +0 +2
Minimum Damage 85
BBTag Neo SwoopingIllusion.png
BBTAG Neo J236B Hitbox.png

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.

As a note, none of these are safe on block by themselves, so cover with an assist.

Parasol Descent
Parasol Descent/Illusion
j.214A/B
BBTag Neo ParasolDescent.png
"I'm Mary Poppins y'all"
BBTag Neo ParasolIllusion.png
Template:AttackDataHeader-BBTag
A


j.214A
A Parasol Descent
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - Until L+18 - - - - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
BBTag Neo ParasolDescent.png
B


j.214B
B Parasol Descent
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - Until L+15 - - 10~35 Guard All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
On Guard Point, hitstop for Neo is 0F. Opponent hitstop is 29F
BBTag Neo ParasolIllusion.png

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
Pinwheel Flip
66
BBTag Neo PinwheelFlip.png
Template:AttackDataHeader-BBTag
66
Pinwheel Flip
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - 33 - - 4~19 P - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
BBTag Neo PinwheelFlip.png


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
BBTag Neo IllusoryCharge.png
BBTag Neo RapidSwing.png
Template:AttackDataHeader-BBTag
236C


236C
EX Illusory Strike
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 14~31 4 19 -4 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 40 Launch 55 9 +0 +0
Minimum Damage 170
BBTag Neo IllusoryCharge.png
BBTAG Neo 236X Travel.pngBBTAG Neo 236C Hitbox.png
236C > A/B/C


236C > X
EX Rapid Swing
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 7 4 32 -17 B - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 60 + WBounce 60 Launch 75 + WBounce 60 + WStick 40 12 +4 +9
Minimum Damage 170
BBTag Neo RapidSwing.png
BBTAG Neo 236CX Hitbox.png

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
EX Parasol Descent
j.214C
BBTag Neo ParasolDescent.png
I heard you like jump cancels?
Template:AttackDataHeader-BBTag
j.214C
EX Parasol Descent
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - Until L+18 - - - - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
BBTag Neo ParasolDescent.png
I heard you like jump cancels?


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
BBTag Neo SwoopingIllusion.png
Template:AttackDataHeader-BBTag
j.236C
EX Swooping Illusion
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 11 Until L 13 +7 H [??~Until Reappear All] - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 3 20 Launch 60 Launch 74 11 +0 +2
Minimum Damage 170
BBTag Neo SwoopingIllusion.png
BBTAG Neo J236C Hitbox.png


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
BBTag Neo IllusoryCharge.png
Template:AttackDataHeader-BBTag
5P
Illusory Charge
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All (18)+14~31 4 27 -12 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 40 - - 9 +0 -
Minimum Damage 85
BBTag Neo IllusoryCharge.png
active switch with a chance of umbrellas
BBTAG Neo 236X Travel.pngBBTAG Neo 5P Hitbox.png


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
BBTag Neo IllusoryCharge.png
Template:AttackDataHeader-BBTag
6P
Illusory Strike
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All (18)+17~34 3 Total: (18)+57 -13 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 40 - - 0/+9 +9 -
Minimum Damage 85
BBTag Neo IllusoryCharge.png
BBTAG Neo 236X Travel.pngBBTAG Neo 6P Hitbox.png


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
BBTag Neo SwoopingIllusion.png
Template:AttackDataHeader-BBTag
4P
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All (18)+16 Until Hit Total: (18)+67 -20 H - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 20 GBounce 80 + GBounce - - 0/+11 +11 -
Minimum Damage 85
BBTag Neo SwoopingIllusion.png
BBTAG Neo 4P Hitbox.png


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
BBTag Neo OveractiveDevastation.png
BBTag Neo OveractiveDevastation2.png
Template:AttackDataHeader-BBTag
236BC
Overactive Devastation
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2500, 3000×2
[2500, 3000×2, 2600]
All 1+(30 Flash)+12 14 Total: 103 -65 B 1~28 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 60, Crumple, Launch
[60, Crumple, Launch×2]
Stand×2, 60 + GBounce + Down 40
[Stand×2, 60 + GBounce + Down 23, 60 + WBounce + Down 43]
- - 0/+7 0/+1, 1/+10, 17/+10
[0/+1, 1/+10, 17/-2, 20/+12]
-
Values in [] are for Enhanced version
Minimum Damage 375, 450×2 (1275) [375, 450×2, 208 (1483)]
Crumple Duration 29F, Crumple Fall 50F
BBTag Neo OveractiveDevastation.pngBBTag Neo OveractiveDevastation2.png
BBTAG Neo 236BC Hitbox.png

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
BBTag Neo SuspensionOfDisbelief.png
I am mashing this on wake up like the scrub I are
BBTag Neo SuspensionOfDisbelief2.png
surprisedpikachuface.jpg
Template:AttackDataHeader-BBTag
214BC
Suspension of Disbelief
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0×3, 4000 [0×3, 2000, 3000] Throw 15 15 74 - T 1-29 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 0×3, 3 - 100×3, Launch [×2] 70 + Down 23 [, 80 + WBounce + Down 23] - - - 0 [0×4, 20] -
Values in [] are for Enhanced version
Minimum damage 4000 [2000, 3000 (5000)]
BBTag Neo SuspensionOfDisbelief.pngBBTag Neo SuspensionOfDisbelief2.png
I am mashing this on wake up like the scrub I am
If you see that second sprite you are going to die • surprisedpikachuface.jpg
BBTAG Neo 214BC Hitbox.png


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
BBTag Neo OveractiveDevastation2.png
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Overactive Devastation
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500×2, 1000 [500×2, 1000, 500] All 1+(67 Flash)+1 14 Total: 102 - B 1~17 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 4 18 60, Crumple 100, Launch
[60, Crumple 100, Launch×2]
Stand×2, 60 + GBounce + Down 40
[Stand×2, 60 + GBounce + Down 23, 60 + WBounce + Down 43]
- - 0/+7 0/+1, 1/+10, 17/+10
[0/+1, 1/+10, 17/-2, 20/+12]
-
Values in [] are for Enhanced version
Minimum Damage 2000 [2500]
BBTag Neo OveractiveDevastation2.png
BBTAG Neo DSD Hitbox.png


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
BBTag Neo ShatteringSkewer.png
"Kill for kill, eye for eye, blood for blood..."
BBTag Neo ShatteringSkewer2.png
"IT'S TIME TO DIE"
Template:AttackDataHeader-BBTag
222BC
Shattering Skewer
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
42000 All 1+(65 Flash)+11 19 27 -27 B 1~36 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 4 18 - - - - 0 - -
BBTag Neo ShatteringSkewer.pngBBTag Neo ShatteringSkewer2.png
"Kill for kill, eye for eye, blood for blood..." • "IT'S TIME TO DIE"
BBTAG Neo 222BC Hitbox.png


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


Navigation

To edit frame data, edit values in BBTag/Neo Politan/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.