BBTag/Neo Politan

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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.
Playstyle
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
  • Jump cancelable.

Neo strikes her opponent with her parasol and ends with a series of flip kicks. 5A and 5AA Are jump cancelable

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

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 avoid doing it

5A is usefull for getting your jump cancel so you can start your mixups, and is gennerally your best starter for your combos

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
  • Jump cancelable at 5B
  • 5BB can launch

Neo strikes the opponent with her open parasol. Avoid using 5B outside of combos, However, it can be usefull in a blockstring to get you closer to your oponent since 5B will make you walk forwards slightly

5B is a great stabilizing tool for stray aerial hits, this is because 5B brings them down to the ground, at the perfect height so that you can follow up with 2C and get your combos going

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:


5C

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

Neo performs an overhead arc kick. Strong reach and not punishable on block by most characters.

Level P1 P2
3 100 100


2A

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

Neo pokes the ground with her parasol. Very quick and decent reach.

Very important button for Neo gameplay, easily her best normal, you are always going to be using this, in neutral, to combo after 214A,to frame trap with J.236A, or even make a true blockstring with j.236C

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 kicks up, letting her make a small leap into the air.

If you ever played Yang, Jubei, or Adachi, this is kinda the same thing as their anti air... but worse, neo cannot jump cancel 2B on block, but she can special cancel it, leaving you options on what to do if they block it.

Be carefull when using it as an anti air, as neo walks forward slightly, and it can (and will) whiff against certain jump ins

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
  • Standard Launcher
  • Jump cancellable on 2nd hit

Neo sweeps her opponent with her parasol and launches the opponent into the air with a spin kick.

Using this on a solo blockstring is a death sentence, i will slap you if i see you using this on a solo blockstring as if its ever pushblocked, its a very free punish for the enemy.

Neo's 2C is a versatile move, and its your go to launcher for all your combos, you're either sending them down with 5B before you send them up again with 2C, or you're using it after a ground starter to get your combo starting

2C hits twice, has special and super cancels on both hits, but has a gap in between the hits, this is actually usefull for her gameplan, since having a gap, enables active switch mixups, and makes this a really good tool to use in cross combo sandwich situations.

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
  • Jump Cancellable

Neo Slashes with her closed umbrella in the air.

Fast air normal, this is your best round start option, really good Air to air tool and is a great tool to use for fuzzies, but has horrible scaling and it will kill your damage, Use it to open someone up, then use jB as your air button for combos.

Its simple, use this for neutral, don't ever use this in a combo (unless you would like to do literally 0 damage per normal, thanks colpe)

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
  • Jump cancellable

Neo kicks and strikes the opponent downward with her Parasol. Your go to jump-in and cross up attack.

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

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

Neo axe-kicks the opponent down into the ground. Can be special canceled on hit

This is a really decent mixup button, its not an instant overhead, but its close enough, not only that, but its a huge enabler on future mixups, and leads to okay damage, Safe on block, but if blocked high enough, can be +

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 grabs the opponent, twirls on their heads, and uses their weight to throw them forward.

Very simple grab, both 6 and 4 versions leave the oponent in a OTG state for a little bit, allowing you to walk forward and combo with 5A anywhere on the screen. Most combos should work here.

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 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.

Level P1 P2
4 80 60
  • Minimum Damage 115



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

Neo sends a clone of herself to strike forward as a projectile. Her B version will send herself and allows a follow up on hit or on block. The C version follow up will Wall bounce or Wall slam and allows Neo to continue the combo

Get used to this move, if you want to have optimal damage on your combos, you're using 236B>5A links, you can rely on it as a gap closer, its safe on block, but don't do the follow up if you're not confident in the hitconfirm, its VERY punishable

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

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 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. If air blocked, Neo has a ton of recovery and it's an easy punish

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 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 successfull parry, as it gives you little to no invul.

Stealth Sweep will have Neo strike low into a hard knockdown if they're on the ground, if its an air hit, the oponent will just tech quickly and you have no oportunities to combo.

A and C versions always lose to Backdashing and chicken blocking , so have your assist cover you, or throw in the parry every now and then to keep opponents on their toes.

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]

Neo dive kicks her opponents and teleports. 236A will have her teleport to the ground behind the opponent with a slight delay. 236B will allow her to teleport behind and above the opponent

On block, the A version is safe and and leads to a 10F frame trap with 2A . The B version can actually be used as a DP bait since you still have your air action left. The C version is positive and pretty good to get a true blockstring with 2A, or a 3F frametrap with 5A, or for converting an air combo back to the ground.

If you have an assist on deck, you can even create a sandwich mixup

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

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.

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 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.

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 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.

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

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

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]

EX divekick, looks just like her other j.236X series, but with a blue flash, use this to get a true blockstring with 2A or a 3F frametrap with 5A, it also has its use in combos, EX divekick puts the enemy in an untech until land state, meaning you get to teleport all the way back to the ground after an air combo, and still super

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

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.

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

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.

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

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.

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

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 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 is full screen and low profiles projectiles and some attacks, 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.

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)]


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

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.

Neo's very unique command grab is THE super that earned her the title of trickster, its a command grab with no super flash, if that doesn't sound good enough for you, she slides a fairly long distance on it too, meaning its VERY active, and it gets even better, the uniqueness doesn't stop here, Neo gets to combo after this super, and INTO the super, you can use Suspension of disbelief as a combo extender if you want to.

But of course, she has her flaws here as well, Whiffing the super puts neo in a deep sigh, leaving you extremely vulnerable to a punish, and about that extender? its the lowest minimum damage super in the game, so don't use that as an extension tool unless you're in resonance, and you got tons 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

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

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

Level P1 P2
4



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