Difference between revisions of "BBTag/Neo Politan"

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(Overview)
(Backstory)
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===Backstory===
 
===Backstory===
Neo is the quiet right-hand woman of Vale's crimeboss, Roman Torchwick. No matter what operation her boss had, 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 set out on a quest to seek vengeance over those who had a part in Roman's death.  
+
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===
 
===Playstyle===
Neo is an agile character that can apply pressure with her quick attacks and chain each strike into a long combo. She is a strong midair fight 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 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===
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* Low damage and large damage falloff when long combos are achieved.
 
* 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.
 
* 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 as while it can bypass some projectiles the normal projectiles can't, the attack can break when blocked by a persona.
+
* 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.
* While Suspension of Disbelief does not immediately signal the opponent that it has activated until it hits, whiffing the attack will force Neo to stop and sigh, leaving her open to attacks.
+
* 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.
+
* 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.
 
* 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.
 
* 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.
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{{#lst:BBTag/Neo Politan/Data|Links}}
 
{{#lst:BBTag/Neo Politan/Data|Links}}
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
 +
 +
===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==
 
==Normal Moves==
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
* Jump cancelable.
 +
 +
Neo strikes her opponent with her umbrella and ends with a flip kick. Quick and has decent range. Can jump cancel and loop into JBBB before repeating first 5AAA string.
 +
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Neo Politan/Data|5BBB}}
 
{{#lsth:BBTag/Neo Politan/Data|5BBB}}
 
{{!}}-
 
{{!}}-
{{Description|7|text= 5BB can launch
+
{{Description|7|text=  
 +
* 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.
 +
 
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
 +
Neo performs an overhead arc kick. Strong reach and quick.
 +
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
 +
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.
 +
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
 +
*Jump Cancellable
 +
Neo kicks up, letting her make a small leap into the air. Can be jump cancelled and chained into a new midair combo. Take note that 2B counts as one jump and will only allow you to jump cancel once more.
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
 +
*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.
 +
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
*Jump Cancellable
 +
Neo kicks the opponent twice. Quick and easy to execute. Low damage but allows combos to chain faster.
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
 +
*Jump cancellable
 +
Neo kicks and strikes the opponent downward with her Parasol. Longer delay than 5A but can be looped better with the standard 5AAA combo and has better range.
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
 +
Neo 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.
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
 +
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.
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
 +
Neo axe kicks her opponents to the ground. Quick execution and recovery with decent iframes. Can knock airborne opponents into the ground.
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
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.
 +
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Neo Politan/Data|214C}}
 
{{#lsth:BBTag/Neo Politan/Data|214C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text= Striking Stance is a parry
+
{{Description|7|text=  
 +
Neo taunts her opponent and strikes overhead or at their feet.
 +
Stealth Blitz will have Neo attack from above. This attack is hard to chain into combos. Quickly use 2A and 5B to start a combo.
 +
Striking Stance is a parry that will send Neo behind the opponent if hit during her taunt. Note that there is a small delay after she teleports.
 +
Stealth Sweep will have Neo strike low. Costless and can chain combos quickly upon hit.
 +
When using these attacks, try to mix up to keep opponent on their toes lest they'll predict what you do and properly guard before the taunt finishes.
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
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. 236C will instantly send Neo to the ground and allow her to chain combos quickly after the opponent nears her range.
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Neo Politan/Data|j.214B}}
 
{{#lsth:BBTag/Neo Politan/Data|j.214B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text= A version is cancelable with an attack, b version is a parry
+
{{Description|7|text=  
 +
A version is cancelable with an attack, b version is a parry that let's her teleport behind her opponents like Striking Stance.
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
 +
Neo dodges forward and let's her switch sides of the screen.
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
Neo sends a clone of herself to strike forward as a projectile. This version will cause Wall bounce or Wall slam and allows Neo to chain a new combo.
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
 +
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.
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
 +
Neo sends a diving clone in front of her.
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
 +
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. Use carefully.
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
 +
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.
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
 +
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.
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
 +
Neo charges in and assaults her opponent before stabbing them to death.
 
  }}
 
  }}
 
}}
 
}}

Revision as of 06:18, 15 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
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A
5AA
5AAA
5AAAA
  • Jump cancelable.

Neo strikes her opponent with her umbrella and ends with a flip kick. Quick and has decent range. Can jump cancel and loop into JBBB before repeating first 5AAA string.


5B
5B
BBTag Neo 5B.png
BBTag Neo 5BB.png
Free launches with a small chance of rain
BBTag Neo 5BBB.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B
5BB
5BBB
  • 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.


5C
5C
BBTag Neo 5C.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

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


2A
2A
BBTag Neo 2A.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

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.


2B
2B
BBTag Neo 2B.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Jump Cancellable

Neo kicks up, letting her make a small leap into the air. Can be jump cancelled and chained into a new midair combo. Take note that 2B counts as one jump and will only allow you to jump cancel once more.


2C
2C
BBTag Neo 2C.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 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.


j.A
j.A
BBTag Neo jA.png
BBTag Neo jAA.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.A
j.AA
  • Jump Cancellable

Neo kicks the opponent twice. Quick and easy to execute. Low damage but allows combos to chain faster.


j.B
j.B
BBTag Neo jB.png
Get ready to delay a LOT
BBTag Neo jAA.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.B
j.BB
  • Jump cancellable

Neo kicks and strikes the opponent downward with her Parasol. Longer delay than 5A but can be looped better with the standard 5AAA combo and has better range.


j.C
j.C
BBTag Neo jC.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

Neo 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.


Universal Moves

Ground Throw
Ground Throw
5B+C
BBTag Neo GroundThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

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.


Backlash
Backlash
5A+D
BBTag Neo Backlash.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

Neo axe kicks her opponents to the ground. Quick execution and recovery with decent iframes. Can knock airborne opponents into the ground.



Skills

Illusory Charge
Illusory Charge/Illusory Strike
236A/B
BBTag Neo IllusoryCharge.png
BBTag Neo RapidSwing.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A
B
B > A/B/C

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.


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
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A
B
C

Neo taunts her opponent and strikes overhead or at their feet. Stealth Blitz will have Neo attack from above. This attack is hard to chain into combos. Quickly use 2A and 5B to start a combo. Striking Stance is a parry that will send Neo behind the opponent if hit during her taunt. Note that there is a small delay after she teleports. Stealth Sweep will have Neo strike low. Costless and can chain combos quickly upon hit. When using these attacks, try to mix up to keep opponent on their toes lest they'll predict what you do and properly guard before the taunt finishes.


Swooping Illusion
Swooping Illusion/Plunging Illusion
j.236A/B
BBTag Neo SwoopingIllusion.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A
B

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. 236C will instantly send Neo to the ground and allow her to chain combos quickly after the opponent nears her range.


Parasol Descent
Parasol Descent/Illusion
j.214A/B
BBTag Neo ParasolDescent.png
"I'm Mary Poppins y'all"
BBTag Neo ParasolIllusion.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A
B

A version is cancelable with an attack, b version is a parry that let's her teleport behind her opponents like Striking Stance.


Pinwheel Flip
Pinwheel Flip
66
BBTag Neo PinwheelFlip.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

Neo dodges forward and let's her switch sides of the screen.


Extra Skills

EX Illusory Strike
EX Illusory Strike
236C
BBTag Neo IllusoryCharge.png
BBTag Neo RapidSwing.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236C
236C > A/B/C

Neo sends a clone of herself to strike forward as a projectile. This version will cause Wall bounce or Wall slam and allows Neo to chain a new combo.


EX Parasol Descent
EX Parasol Descent
j.214C
BBTag Neo ParasolDescent.png
I heard you like jump cancels?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

Whenever Neo uses EX Parasol, you gain an extra jump


EX Sweeping Illusion
EX Swooping Illusion
j.236C
BBTag Neo SwoopingIllusion.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

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.


Partner Skills

5P
5P
Illusory Charge
BBTag Neo IllusoryCharge.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

Neo sends herself instead of a clone doing the same attack as 6P


6P
6P
Illusory Strike
BBTag Neo IllusoryCharge.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

Neo sends a clone of herself as a projectile


4P
4P
BBTag Neo SwoopingIllusion.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

Neo sends a diving clone in front of her.



Distortion Skills

Overactive Devastation
Overactive Devastation
236B+C
BBTag Neo OveractiveDevastation.png
BBTag Neo OveractiveDevastation2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

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. Use carefully.


Suspension of Disbelief
Suspension of Disbelief
214B+C
BBTag Neo SuspensionOfDisbelief.png
BBTag Neo SuspensionOfDisbelief2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

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
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

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
BBTag Neo ShatteringSkewer2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

Neo charges in and assaults her opponent before stabbing them to death.


Navigation


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