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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.
- 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.
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:
- Maximum Slide duration 30F
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 excellent 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
- 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 |
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)]
- 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 |
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 |
Colors
