|Overview||Combos||Strategy/Counter Strategy||Full Frame Data|
Neo is an agile character that can apply pressure with her quick attacks and chain each strike into long combos. She is a strong midair fighter and has many attacks that can launch and keep her opponents in the air. Neo can also surprise opponents by teleporting from different sides of the field and attacking blind spots before chaining each attack with another combo.
|Lore:||Neo is the silent right-hand woman of Vale's crimeboss, Roman Torchwick. No matter what mission he had for her, she followed his orders without question and is extremely loyal to him. While she is not particularly talkative, her actions and expressions are enough to show what she's thinking. After her boss is killed during the fall of Beacon, Neo is dead set on making whoever was responsible for Roman's death pay and set out on a quest to seek revenge.|
- 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
- Jump cancelable at 5B
- 5BB can launch
Neo strikes the opponent with her open parasol. Avoid using 5B outside of combos, 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
Neo performs an overhead arc kick. Strong reach and quick.
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
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
- 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.
First things first, don't you EVER use this on block, i will slap you if i see you using this on a solo blockstring
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, 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, but if you're alone, don't ever use this as a mixup, if you get pushblocked and it whiffs, you're in for a world of hurt
- 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, but has horrible scaling and it will kill your damage.
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)
- 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 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.
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, its safe on block, but if you use this and they block it, your turn is over
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.
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.
Illusory Charge/Illusory Strike
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.
Stealth Blitz/Striking Stance/Stealth Sweep
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 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 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.
Swooping Illusion/Plunging Illusion
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
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.
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.
EX Illusory Strike
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.
EX Parasol Descent
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 Swooping Illusion
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
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.
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.
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.
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.
Suspension of Disbelief
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 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.
Distortion Skill Duo
P during Partner's Distortion Skill
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 charges in and assaults her opponent with a barrage of illusions before pulling out her parasol blade and skewering them.
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