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.
Neo Politan
BBTag Neo Politan Portrait.png
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.

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

5A is Neo's primary combo and pressure To attack the opponent continuously and leave little room for counter attacks. starter thanks to its decent range. However, its speed is subpar compared to most 5A s which makes it a poor round start option.

  • Jump Cancelable

One of Neo's main branching points in her combos and pressure thanks to its cancel options. You'll mainly use this as combo filler to hit confirm 5A to 5B

  • Jump Cancelable

Mostly combo filler to go into Cross Raid.

  • Jump Cancelable on hit

Used solely for Cross Rid. Neo's average damage output is low so Cross Raid is a practical and effective way of boosting it.

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

An essential component of Neo's combos thanks to it putting airborne opponents in a OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.". It's used in Neo loops, bringing opponents high in the air back down or for corner carry thanks to autocombo tied to it.

  • Jump Cancelable

5BB is another good combo tool as it launches grounded opponents. Sees little use in pressure as your options are limited and it's pretty negative.

  • Not a true blckstring from 5B

A corner carry tool used in combos as when combined with 236B/C, it sends the opponent pretty far. It's also used as a consistent way of combing into Neo's supers.

  • Not a true blockstring from 5BB
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

Standard RWBY 5C. It has slow startup but has good reach and is safe on block. It's good to throw out every now and then once you've conditioned the opponent to expect your stronger mixup options.

Level P1 P2
3 100 100

2A

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

One of, if not Neo's best normal. It's a great poke in neutral When neither player is in an advantageous position in terms of stage position. thanks to its speed, range and disjoint. It's her go-to low for mixups, lets her combo after 214A or make a true blockstring after j.236C.

It's also her fastest normal which makes it her main abare An attack during the opponent's pressure, intended to interrupt it. tool. You will use this move.

  • Cancels into itself twice.
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's primary anti-air although not a great one.

It can only be jump-cancelled on hit, limiting your options. You can special cancel it, however. You can go into j.214A to keep yourself safe or go into j.236C to make yourself plus and continue pressure.

2B also sees some use in combos as a alternative to 2C as well to reset pressure with the aforementioned j.236C.

  • Neo is considered airborne during the move, jump-cancelling will consume your air action.
  • Neo moves forward during the move. This can cause it to whiff so be careful.
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

2C is Neo's primary launcher in combos and a versatile combo tool in general.

She can jump cancel the second hit letting her do staircase combos, her main BnB A staple combo that is simple yet effective. loops or 236B combos.

In pressure, it's useless on its own, I will slap you if I see you using this on a solo blockstring as if it's ever pushblocked, it's a very free punish for the enemy. However, since it's low, hits twice and has a gap between the two hits, it's a good mixup tool in sandwiches when combined with Active Switch.

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

A great air-to-air A jumping attack that hits the opponent out of the air and neutral tool with one key flaw.

j.A has fast startup and good range making it versatile. You can use it as a round start option against most characters, to do fuzzy overhead An offensive technique where the attacker exploits a common system mechanic in Fighting Games where a crouching opponent can be hit by a rising overhead as their hurtbox is expanded to be standing even though they are crouch blocking.s and even set up air unblockables against airborne opponents with DP.

However, this move has one major weakness, it has horrible combo scaling and kills your damage, limiting its usage to neutral and mixups.


j.AA is mostly used as a double overhead after j.A, downward staircase blockstrings and air unblockables. Since j.A has bad scaling, this move has no use in combos.

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

j.B is Neo's primary jump-in and and crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them. attack. It's also essential to her combos due to j.A poor scaling and the followup j.BB.

It has long active frames making it useful for safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s.


A key part of Neo's combos as by delaying j.BB, Neo can land and use grounded moves. Almost all of Neo's combos use this so get used to delaying.

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

A good mixup option and an air combo ender.

When done immediately after a jump, it's a 21-frame overhead and while it's not the fastest, it's safe on block, setup safejumps and even resets which makes up for it. It can be combo off of with either a 2A link To perform a second action after the first action completely finishes its animation. or j.236A/C.

j.C is also useful in Neo's air combos as an ender to get a knockdown. If the opponent gets hit by the upper tip of the hitbox, she can go into j.236X for extra damage.

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's throw is average on its own but due to her many mixup options, the opponent most likely won't expect it which makes it good to throw out every now and then to keep them on their toes. It's also good for standard strike/throw mixups and tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.s.

It can be combo off of with 5A or 5B. However, it's long animation makes it when combined with an Active Switch as your other character has plenty of time to plan a followup.

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's meterless reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. and DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion..

It has short horizontal and vertical range making it risky. However, it has a short recovery compared to most DPs letting her combo off it if it's a counter-hit and the opponent was high enough in the air with 2A(although it's still unsafe).

It can also setup air unblockables.

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
236A

An average fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. It can be used as a long range poke although you have better options. It can also be occasionally be used in corner combos and to enable safejumps.

  • Can be destroyed by physical attacks.

236B

A good combo, neutral and approach tool.

Neo can follow it up with a microdash The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button. 5A if the opponent was high enough when they got hit, this makes it useful for Neo's optimal combos and has good corner carry.

It's also nice for neutral as Neo can low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. a large amount of projectiles like  Yukiko's 5B fansBBTag Yukiko 5B.pngGuardAllStartup10RecoveryTotal 46Advantage-15 and can help Neo approach as she's safe on block. When combined with a projectile assist, Neo can plus allowing to enforce her turn and basically skip neutral if she can protect the assist.


236BB

Neo's primary combo ender.

Midscreen, it launches the opponent away giving it good corner carry but poor oki Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. However in the corner, when after 5BB, Neo can get a safejump letting her maintain momentum.

It's very unsafe on block however so if 236B is blocked, just end it there.

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's iconic mixup tool that makes or breaks her as a character. They allow her to get fullscreen mixups and close the distance. However, they're all unsafe either on startup or recovery so you'll often use an assist to cover it. The A and C also lose to backdasing and Chicken block Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions.ing which is another reason you want to use an assist.


214A

A tracking overhead. You can combo off of it with 2A for decent reward. The move can also hit cross up if the opponent is airdashing during it. It's unsafe on block and can be easily punished, especially on air block.


214B

One of the best parries in the game. It's triggered by all attacks including command grab, regular grab projectiles and assists and most of the time Neo can punish for a combo. By mixing this version with the other two, it keeps you unpredictable and makes your opponent respect the mixup more.

It can also be used as an anti-zoning The act of denying the opponent the ability to approach, jump, or other movement options. tool as even if the opponent recovers in time, Neo has closed the distance and can start her offense.

Take note that there is a small delay after she teleports so if your opponent throws 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 successful parry, as it gives you little to no invul.


214C

Similar to the A version but a low instead of an overhead. It has slightly more startup but leads to better damage as Neo can follow up with 5A or 5B. It also be used in resets(see combo section for more info)

  • If it hits an airborne opponent, they'll get knocked down and you won't be able to combo.
  • Doesn't cost meter despite using the C button.
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]

A good combo, pressure and movement tool. Both versions cause Neo to swap sides letting you easily setup sandwiches and left/right mixups. They can also be used as a way of getting to the ground faster and varying your landing and potentially bait anti-airs although j.214B is better for that.


j.236A

Neo appears behind the opponent and on the ground. As such this is the one you'll want you use for making a sandwich as 2B>j.236A is a true blockstring.


j.236B

Neo appears behind the opponent and in the air. This version is mostly used for combos as it lets you extend air combos for more damage. It can be vulnerable to Reversal Actions but airdash and j.214B can counter that.

  • Gives you one additional air action upon first use
  • Depending on distance and the opponent's body type, Neo will stay on the same side.
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
j.214A

A nice movement tool and a way to bait anti-airs. Upon use, Neo will fall slower than normal giving her more time in the air. This lets her avoid landing on attacks or continue pressure after 2B.

  • Can be cancelled by attacks or just landing.

j.214B

An aerial parry. When active, Neo will appear behind the opponent and on the ground. This makes it great for beating Reversal Actions like  Ragna's Inferno DivderBBTag Ragna the Bloodedge A+D.pngGuardAir UnblockableStartup10Recovery33+15LAdvantage-35 which gives a full punish. However, should it whiff Neo is very punishable so be careful and don't throw it out recklessly.

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 lets her switch sides if she's close enough to the opponent. This makes it decent for setting up a sandwich or if your partner has a delayed assist, left/rights. It can also be used to go through projectiles.

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's primary combo extender and one of her main uses of meter. It lets you get more corner carry and is good for meter dump combos before you go into super.

  • Follow-up wall bounces midscreen and wall splats in the corner
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

Basically a better version of j.214A. Neo can act much faster, can cancel it by simply jumping and gets an additional jump letting you jump up to three times or jump after using an airdash. Other than that it can be used for most of the same things.

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]

Same as j.236A but with two key differences. Firstly, Neo is plus, letting make a true blockstring with 2A or a 3F frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. with 5A which makes it a get pressure reset when combined with 2B. Secondly, the opponent can't tech until they touch ground letting you use it as a combo extender.

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

An average assist for extending combos and blockstrings. However, it can be a great way to get Neo up close to start her offence if you can cover. It is also useful for zoners like  Vatista as they can this to convert their zoning into proper damage.

  • 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

An average projectile. Use it to give your opponent something to dodge/block or in cases where you want to keep Neo at a distance.

Nice for Ative Switches since Neo will be at a safe distance.( Unless they mash full-screen projectile 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

An assist used solely for combos and nothing else. It causes a large bounce giving you plenty of time to combo and makes it good for punishing bursts. However,it serves no use in neutral as it's a terrible anti-air and its short range makes it poor for pressure.

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's primary combo ender super. It goes fullscreen and low profile some projectiles but will lose to others and will always lose to personas. As such it should never be used as a reversal. It also deals low damage for a super so you will often have to use DHC A term that describes when a character performs a super attack in a team game and tags into another characters super. to kill the opponent.

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

A very versatile super and mixup option. It's a command grab with no super flash or sound cues which makes it very unpredictable and good to do after 2A or j.236C. It can be used to start combos, extend combos, as a reversal and as a standing reset in fuzzy loop combos. It's THE super that earned Neo the title of trickster.

However, it does have some flaws. Like most command grab supers, Neo is wide open for a long time should it miss, guaranteeing a damaging punish. It also has the lowest minimum damage out of all the supers in the game and as such should only be used as an extender if it will kill or you're in Resonance Blaze and have plenty 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 when Astral Conditions are met

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

A stylish and practical astral. While Neo isn't a good anchor, her long combos, flexible routing and low damage make this astral easy to combo into and worth going for. She can combo into it from Throw, 236B and all three parts of the 5B autocombo.

Level P1 P2
4


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