BBTag/Neo Politan

From Dustloop Wiki
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  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.
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.
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
Reversals
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2A (6F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.A+D (14F)
236B+C (13F)
214B+C (15F)

Normal Moves

5A

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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


5B

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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



5C


2A


2B


2C

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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, 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.


j.A

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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)


j.B


j.C


Universal Moves

Ground Throw

5B+C


Backlash

5A+D



Skills

Illusory Charge/Illusory Strike

236A/B

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.


Stealth Blitz/Striking Stance/Stealth Sweep

214A/B/C

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.


Swooping Illusion/Plunging Illusion

j.236A/B

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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


Parasol Descent/Illusion

j.214A/B


Pinwheel Flip

66


Extra Skills

EX Illusory Strike

236C


EX Parasol Descent

j.214C


EX Swooping Illusion

j.236C


Partner Skills

5P

Illusory Charge


6P

Illusory Strike

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.


4P



Distortion Skills

Overactive Devastation

236B+C

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.


Suspension of Disbelief

214B+C

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.


Distortion Skill Duo

Overactive Devastation

P during Partner's Distortion Skill


Astral Heat

Shattering Skewer

222B+C



External References

Navigation

 Neo Politan
To edit frame data, edit values in BBTag/Neo Politan/Data.
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins

Click [★] for character's full frame data

Essentials
HUDControls
The Basics
Movement/CancelingOffenseDefenseGaugesAttack Attributes
Detailed & Advanced Information
Damage/ComboFrame Data & System DataMisc
Archived Information
Patch Notes