Wonderful World/Neva

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Full Name:   Neva Evault (ネヴァ=エヴァルト) <br\><br\> Age:   19  —  Occupation:   Deputy Knight of Rakleia <br\><br\> Height:   159cm  —  Weight:   48kg <br\><br\> 3 Sizes:   B88 W56 H87 <br\><br\> Interests:   Reading fiction <br\><br\> Dislikes:   Slouches <br\><br\> Values:   Albums <br\><br\> Weapon:   Axe



Vice-leader of a group of knights on good terms with Ryuza's group. Although she's the daughter of a noble family, she is quite a lively, powerful fighter. Likes working outside, and is often going on travel for her work. Acts cool while among her group, but tends to do whatever she feels like when out and about.

剣都ラクレイアの騎士団副団長を勤める女騎士。 騎士団内では、落ち着きがあってクールでカッコイイ副団長として、女性団員に慕われている。 規律を重んじるタイプで、しっかりしなくてはならないと言う使命感から、少し堅苦しいところもある。 ズバズバものを言うが、自分の内面はあまり語らない。 元は貴族であったが、家を抜け出して遊んでいたときに近所の変なおっさんに聞かされた騎士の物語に感動し騎士を目指す。 10歳で法剣学院に入学。 オルフェとは入学時に知り合って以来の友人関係。 魔法師になりたくて、魔法学を専攻していたが、想像力が貧弱で、破壊以外の目的に魔力を使うことができなかったため、落ちこぼれていた。 美しい見た目と、貴族と言う身分とは対照的な魔法のダメさ加減に、周囲からよく弄られていたりも。 途中で開き直って近接戦闘メインに鞍替えしてからは、中々の成績を残し、見事騎士になる。 リュウザ達、エイメル騎士団とは友好関係で、任務を共にすることもある。 彼らのゆるい態度にイライラしつつも、その空気を羨ましがってる節も見受けられる。

使用武器の名は鉄塊。 これでも名前を考えるのに非常に苦悩したようで、愛着がある。 屋敷の武器庫から持ってきた斧で、特に特別なものではないが、作りはしっかりしていて、中々の一品。 他にもいくつかの武器について学んでおり、剣や槍等も使いこなせるが、お気に入りはこれらしい。

Game Play

Neva's axe attacks cover a wide, sweeping range. Her ground moves can't be air guarded so she can force people to stay on the ground. High overall damage, thrown off by relatively slow speed on moves. She can convert her Counter Gauge offensively as an attack that converts it into Skill Gauge. Recommended to those who like to win by brute force.

Character Specific Data

Total Life - 710

Move List

Special Skills
War Cry / ウォークライ O.png
Powerful Blow / 強打撃 Ground moves cannot be air guarded
Swing Down / 振り下ろし After Just Break HS.png
Hyper Comet / ハイパーコメット 2.png3.png6.png+.pngP.png
Crash Emblem / クラッシュエンブレム 4.png2.png1.png+.pngS.png
Ascension Trap / アセンションドライブ 6.png2.png3.png+.pngHS.png
Gaia Strike / ガイアストライク 2.png3.png6.png+.pngS.png
Raging Pressure / レイジングプレッシャー 2.png1.png4.png+.pngHS.png (Air usable)
Finishing Moves
Dragon Buster / ドラゴンバスター 2.png1.png4.png6.png+.pngHS.png

Notation Key
7.png8.png9.png 7 8 9
4.png N 6.png 4 5 6
1.png2.png3.png 1 2 3
P.pngK.pngS.pngHS.pngO.pngSP.png P K S HS O SP
BRK Skill Break, used on the previous move.
xx Some suitable chain or lead-in to the rest of the combo.
> A link or cancel into something other than a normal.
~ Input move 2 quickly after move 1, actual timing may vary.
X > Y / Z X goes into Y OR Z.
(<move>) Possible to omit some move.
<move>(X) Some move hits X times.
j(X)., dj(X). Jump or double jump. May or may not specify a direction (X).
cl., f. Close and far version of a move, respectively.


Neutral Game

Depending on the matchup and situation Neva can do a variety of things from actively trying to approach on the ground, turtling on the ground, or simply fishing for j.HS in the air.

Ground Approach
Neva has a great forward ground dash that has some invincibility on it (goes through many projectiles!), and moves her forward fast enough she can capitalize on a small opening pretty well. She also has a lot of range on her ground pokes in general, most notably 2K (quick, low hitting), f.5S (great range), 2S (crouching profile, big hitbox), and 5HS (huge hitbox, but slow). This being said it's no suprise that she's very comfortable sitting at a range where her axe pokes are a threat, but she can also dash in and attack with a fast 2P or maybe 5P easily. Neva also has some other strong ground tools to help her get in, the most obvious one is her Hyper Comet (236P).

Hyper Comet has some very long startup, but once it goes active it's fully invulnerable until recovery, and can be safe on block when it hits late in the active frames. This move is most commonly seen used against other characters' projectiles to go through and punish them. However that's not all it's good for, if you are at a good distance you can use it against a grounded opponent and it will be safe (anywhere from -20 to +4f on block depending on spacing), however it's rather hard to get frame advantage off of it because the other player can move around the whole time you are moving, so use your best judgement. The other thing this move is good for is a sort of bootleg anti air, full invulnerability and huge horizontal distance covered means it can catch people unawares in the air. It will generally only hit airborne opponents once, knocking them down for minor damage.

Other Grounded Options
Ascension Trap (623HS) can be used as an anti air, as a counter to projectiles, and sometimes even other melee attacks. The downside to this move is that the startup is sluggish, and recovery is rather slow as well, though that can be easily fixed with a BRK.

Gaia Strike (236S) also hits up high in a fashion similar to Ascension Trap, however the startup is much slower, as well as the recovery. Gaia Strike covers a different area, about as high as Ascension trap except for more forwards. It's effective against grounded opponents, and you can catch people in the air unawares. However you have to be very careful against someone who is experienced in the matchup, because baiting it with a double jump could be the end of you.

Aerial Options
j.HS overall, is probably Neva's best normal in the air. It covers most of the area in front of her, extending to even above and below some. It ground slams on counterhit, and knocks down on regular hit, so you will always gain momentum if it connects. The weakness is that startup is relatively slow, you can't just be airdashing in recklessly with this move. When fishing for j.HS your safer options are to jump and double jump a lot, as well as air backdash.

Even if j.HS is her most used move, pretty much every air move has a use. j.S is great if you can get above your opponent and try to go for a crossup (the crossup hitbox is much stronger than the non-crossup hitbox). j.P has a strong disjoint downwards hitbox making it your ideal move for a regular jump in (i.e. no airdash, or high airdash), the followup with a j.K on the way down. Be careful with j.P jump-ins because it can be punishable if backdashed. j.K should be used from IADs and for in-your-face air-to-air situations.


At a basic level, it's extremely easy to pressure with Neva because her basic blockstrings perpetuate themselves. A good player can use fatal switches for garunteed escapes, anti air out of bad jumps, and of course reversal our Moment Attack out. Neva has no real high-low mixup that gives real damage, the other player can opt to always block low even when the threat of instant overhead j.P is there, or wait until Neva is pushed out of range to stop blocking low, as both of her overheads she can combo off of are completely reactable. What makes Neva's pressure scary, is that nothing she does can really be chicken blocked (if they chicken block some air attacks it's easy to come down and punish), so she can go for a more traditional tick throw mixup. Once she lands a combo she has some further mixup options available to her. All of these things combined make her extended pressure quite a threat to deal with.

Basic Blockstrings

  • Anywhere Some Chain > f.5S > rising j.P > falling j.S / j.HS (the falling hit can be Fatal Switched and punished with a throw during landing recovery)
  • Anywhere Some Chain > f.5S > jump back > airdash forward > j.P K (same weakness as the last one, but it's easier to mix up that second hit, backdashed j.P is also unsafe)
  • Anywhere Some Chain > 5HS > 236S (236S can be backdashed or fatal switched, timing needs to be mixed up some to avoid getting owned by backdashes)
  • Midscreen Some Chain > f.5S > jump forward > airdash over > j.S (vulnerable to anti airs)
  • Midscreen Some Chain > f.5S > rising j.P > falling j.K > dj9 > falling j.S (same deal)

Make your opponent respect Neva's basic options, then start going for more tricks like 2P > Dash Throw (yeah not much of a trick huh), empty jump-in > Throw, or 6HS overheads earlier in chains where it's not expected. Once you have meter as a threat if you are daring enough you can even start trying to use Raging Pressure to open people up (such as off jumpin j.P K), it can be just as effective in pressuring as it is in oki when used right.

If her 6HS is blocked, you can use Swing Down to snuff any sort of retaliation, or dash cancel it and continue pressure / punish backdash attempts.


I hope you love inputting reverse DP.


Meterless, Anywhere xx > 421S / Throw > (OTG)

Meterless, Anywhere xx > 623HS > j9.K > dj9.P K HS > (OTG)
•Works when you're closer up, not quite as easy to hitconfirm but gives you free extra damage.

Meterless, Corner xx > 236P > (OTG)
•More damage than 421S.

Meterless, Near Corner xx > 236P > j9.K > dj9.P K HS > (OTG)
•Works at a specific distance where 236P wallbounces and you are close enough to followup with a j9.K into air combo.

Meterless, Near Corner / Corner xx > (2HS) > 236P > [5P 421S]x2 > Ender
•Works when you're just a little bit out of the corner, or when you juggle 2HS into 236P in the corner.

Meterless, Anywhere 6HS > (Dash Cancel) > j9.P K > dj9.P K HS > (OTG)
•Basic overhead combo.

Meterless, Anywhere xx > {6HS Swing Down / 236S} > 5K Delay 2S > 421S > 5P > 421S > Ender
•For when you land an overhead relatively close to the opponent.

Meterless, Anywhere xx > 6HS Swing Down > 2S f.5S > [421S]x3
•Mid range, covers most of 6HS's effective ranges.

Meterless, Anywhere xx > {6HS Swing Down / 236S} > [421S]x2
•For when you land an overhead further out.

Meterless, Anywhere, Counterhit 5HS / j.HS / 236S / 623HS (CH) > (Dash) > 5K > 421S > 5P 421S > Ender
•Really important combo. Time the 5K so that the opponent falls on it around the time it comes out.

Meterless, Anywhere, Counter xx > 623HS (CH) > Delay 236S > Dash > Delay 5K 2S > Delay 421S > 5P > 421S > Ender
•Buff counterhit combo. Timing on 236S varies depending at the height you hit them at, but window in which it works is friendly.

1 Counter Gauge, Midscreen xx > 5O > Dash > 5K 2S > Delay 421S > 5P > 421S > Ender
•Uses a CG block to go into a full BnB. Good for when you don't have enough Skill Gauge to BRK, when you want to save up, or when you just have excess Counter Gauge.

1 Counter Gauge, Corner xx > 5O > [5K 2S 421S]x2 > Ender
•Corner variation on previous combo.

50% Skill Gauge, Anywhere xx > 421S BRK / Throw(2) BRK > 5K 2S > Delay 421S > 5P > 421S > Ender
•You get a lot of chances to confirm into this, it's not always optimal but it's a great use of meter. Learn to love it.

50% Skill Gauge, Anywhere xx > (j.)214HS BRK > 5K > 421S > 5P 421S > Ender
•Similar to the standard 50% combo except for omitting the 2S makes timing much easier.

50% Skill Gauge, Anywhere xx > 623HS BRK > Delay 236S > Dash > Delay 5K 2S > Delay 421S > 5P > 421S > Ender
•Buffed up 50% combo, great use of meter. Confirm into this whenever you can.

Air Combo 2P f.5S > j9.P K > dj9.(P) K HS > (OTG)
•Good meter building and gives some corner carry. Doesn't always work at higher prorations unless you omit the second j.P, in which case you can no longer follow up with an OTG.
Crash Emblem Loop 2P 2S > [421S]x2 > (OTG)
•Good damage, usually better than the Air Combo. Sets up better okizeme, but builds less meter.
Dragon Buster 2P 2S > 2146S
•Best damage, good for ending rounds, mounting a comeback, or whatever. Bonus points for confirming into Dragon Buster in a combo where you haven't used a BRK so that you never stop meter generation.
Desperate Dragon Buster, Corner 2P > [5O]x{1-4} > 2S > 2146S
•Trade off Counter Gauge for that last bit of Skill Gauge needed.

Forced Dragon Buster xx > 421S BRK > 2S > 2146S
•Universal combo into dragon buster. Can be used when you realize at the last second it could kill, or for slightly more damage. Not something you should be doing often.

Crash Emblem Loop

Crash Emblem (421S) Loop and all it's variants sort of works with a set of rules. Crash Emblem connected on a juggled opponent has strong untechable time, normally long enough for the opponent to fall to the ground. So the idea is that you continuously hit them up high enough such that you can followup before they hit the ground. After about 4-5 (6 in very rare character specific cases) Crash Emblems connect, the untechable time should be reaching the < 7F window (2P and Crash Emblem are 7F startup), at which point you can no longer followup. So ideally, your 4th or 5th Crash Emblem will connect with the opponent close to the ground so that you can get a forced knockdown.

There's several ways to tweak the height, the most obvious is linking into a chain of normals after a Crash Emblem, which will bring them up higher before canceling into another Crash Emblem. This is seen most commonly in the above combos with ... 421S > 2P 2S > 421S 421S. Another effective way of getting extra airtime is with delays, this is most commonly seen with ...5K 2S Delay 421S, the opponent will float up during the small day before Crash Emblem.

Now what if they are too high? This is a more difficult problem because there's not much time for delaying after a Crash Emblem later in a combo or they will be able to airtech. So the solution is to use small delays as early as possible to fix the height. For example, if you land Crash Emblem on an airborne opponent you could do 421 (air) > Delay 2P 2S > [421S]x2. Now if you wanted to be more creative, you could do 421S (air) > delay 2P 2S > 421S > slight delay 2P 2S f.5S (character specific) > [421S]x3. In the last example, you are basically using the maximum amount of delay possible to link into the second 2P, then hitting with a fairly long normal string to bring the opponent up high again before going in with more Crash Emblems (remember, 7F startup! the last one is going to take good timing).

Character Size Notes
On large characters, you are going to need to juggle them MUCH higher than usual in order to link your 2P's and later Crash Emblems correctly. Make liberal use of delays.

Medium characters should work fine with the supplied timings, most characters are medium sized.

Smaller characters should also work fine with supplied timings, if not even easier (sometimes attacks can be omitted altogether). They are more prone to getting hit by the 2P 2S f.5S height raiser as well, however it will work on most characters if you are close enough (and the height is right).


Actual confirmed hits are bolded.

2P > 2K / 2S / cl.5S > chain into f.5S > 421S

2P / 2P > 2S (in air) > Crash Emblem Loop / Air Combo

j.P K > 2P > 2K / cl.5S / 2S > 623HS > Air Combo Followup / BRK BnB

2P > 2K / 2S (corner) > 2HS > Corner 236P Combo


Dash > 2K cl.5S f.5S > 421S
•Best damage, meter generation, and corner carry. Weak punish options outside of corner.

Dash > 2K cl.5S f.5S > IAD •Not a bad option, puts you in a good position.

Post OTG Game


  • Wait and punish with Crash Emblem on reaction.
  • Dash forward and press 5P (doesn't beat techs forward).
  • IAD j.K (doesn't really punish anything, but puts you in good position).
  • Dash forward and Ascension Trap (risky if you don't BRK and they don't tech).


  • Any of the corner options except for they now aren't as good.
  • Dash then punish with Crash Emblem (same weakness).
  • Gaia Strike, you can do a short dash before it fully out of corner (risky on no-tech).


Midscreen Crash Emblem loop ender

  • IAD j.K for a deep jumpin that is safe when timed well. You can wiff j.K and go into 2P (low) on respectful opponents.
  • Step forward / don't step forward before j9 > j.S on the way down, crossup and uncrossup respectively.
  • J9, then airdash j.S crossup.

Corner, CE loop ender

  • IAD deep j.K (same as midscreen).

The Unblockable Mixup
It's risky, failure can mean getting punished. However it's a very powerful mixup that nets Neva a lot of damage on a correct read, and it pretty much forces a guess.
CE loop ender > TK.214HS
You can either BRK before the hit to bait DPs and punish backdashes (sort of needs to be done on reaction, punish the backdash with a 5K, f.5S, 2S etc, and go into a Crash Emblem loop). When you actually go through with the full j.214HS, you'll need 50% Skill Gauge to BRK it into major damage.



He has a real DP, so make sure to be cautious about running your pressure too mindlessly. If you're good at baiting and punishing you can still be pretty aggressive because if you punish quickly with 5HS you can still get the counterhit and go into big damage. Careful of the superior range on his normals. His fireball is really nothing special, it shouldn't be a problem for Neva between her forward dash, Hyper Comet, and Ascension Trap. His pressure isn't nearly as scary as Neva's, play it patiently and wait for your chance to get in.


A strong zoning game that can be somewhat difficult to deal with. Her Blue Line lasts too long to go through with a dash, you need to use Hyper Comet to get though. Make note that Blue Line travels at a 45 degree angle and avoid that angle by using super jumps and double jumps. Slowly force her to the wall with the threat of Neva's j.HS. If Duna gets overzealous with trying to fire off Blue Lines you can also dash under before she fires them off and get at her using a deadly Ascension Trap.


She has both more range and speed than Neva does, intuitively making this seem like a bad matchup. However as Lemius has good reach, she works at more specific angles than Neva does. None of her ground normals with good reach go very high making her ineffective against airborne opponents at the right range. However if you aren't careful, her 2HS is a very effective anti air at a close to close-mid range. If she's in the air you need to be careful because her j.S covers almost as many angles as Neva's j.HS, and has nearly twice as much reach. Lemius' projectile is big and slow, the timing to dash through it is quite strict, and if you're in a knockdown situation you can't dash through anyway (without getting punished). Midscreeen it can be more difficult for her to set up the projectile, instead counter it by backdashing or jumping when it's clear you can escape the setup. Otherwise since you are at a spacing disadvantage, make good use of Neva's rushdown as Lemius does not have many defensive options other than her effective anti air.
But she does still out-range Neva, you need to be patient as she has the upper hand in a neutral situation.


Aiwhen has the lowest life in the game, a few clean hits will easily spell Neva victory. However the trick is to actually hit her, she can teleport through any of Neva's slow moves and punish, so you need to be very careful in your choice of moves. If she throws a projectile at you, you can dash under it to avoid the mixup that comes afterwards, or if you react well just counter with 623HS and it's pretty much guaranteed to hit. Play it safe with low risk moves, the combination of damage handicap and the high Counter Gauge you build from getting hit by one of Aiwhen's combos should give you enough chances to hit her.


She has some nice range on her normals, be especially careful of her j.S in the air which is an amazing air to air move. Her slashes are generally significantly faster than Neva's axe swings, so use your range advantage as much as you can. Her Aura Burst is a projectile reversal that hits on all sides which can be frustrating at first, however once you learn how to abuse the slow startup, trade meaty moves with it, and just grab her out of it won't be such a big threat. Her Shine Planet is a very quick fireball which can be hard to counter with Ascension Trap, a well timed ground dash should solve your problems just fine though.


Hands down, Neva's worst matchup. Sasari has great zoning, her air projectiles are hard to punish. If you can learn to punish her air projectiles with Ascension Trap, things will be quite a bit easier. You can try to Hyper Comet through, but she's often too high up for that to work. If she ever activates the magic circle doll Neva has no way of getting in until it deactivates. Your best bet is to wait it out, or to jump in and chicken block it (doesn't accomplish anything anyways other than getting close, could end very badly too).
Even once Neva gets in, she still has to watch out for Sasari's various abare reversal options, including her counter, the spin move, and the ice spike. Sasari 2S is also a fast move with a strong hitbox that she can use to mash out of overly staggered pressure.
If you get caught in a blockstring you have no choice but to wait it out, you can 5P or Crash Emblem her IAD resets if you anticipate them or react quickly.


Lunathia is yet another zoning character that can take forever to get in on, but once Neva gets in it can spell victory due to her lack of defensive options. Lunathia can attack from full screen, so always be watching out for her range switching block dot. When she is in far or mid mode and you make it past her effective range, it's time to GO IN. When she's in close mode she can use Hells Rain (spears from the sky) and that puddle thing to keep you from getting in. Try to poke at her after Hell's Range with some move that will knock her down so you can finally get some momentum going. As for the puddle, it's similar to Sasari's magical circle doll except for much better. The difference being that if you Ascension Trap it, it actually goes away, so watch for the distance where you can dash in and counter that puddle.



Both Neva and Cielo have large melee range, and she can actually punish your wiffed 236S. Cielo's lack of an airdash however makes your 236S extra powerful as an anti air, but a double jump will still make you wiff. Also Cielo's melee attacks have long recovery, so you can punish a lot of her moves (on wiff) with a ground slamming normal or dash 2P. Cielo's counter can be beaten after a jumpin by simply dashing upon landing, you will dash right through the followup. 5P anti air is not very good in this matchup because Cielo has strong normals for jumping in, but if she has jumped and already used her double jump, you're open to use Ascension Trap anti air or just dash under if she is high enough.
On a more metagame level, Cielo can't really do much other than anti air you until she can get in and run mixups. Her defensive options are sort of limited outside of her backdash and special guarding. This is another matchup where Neva should be patient on the ground as much as possible.





Completely even matchup, both characters have good tools to use from neutral and on the offense. If possible, don't ever give her the chance to use her Blue Shooter, it controls a ton of the screen and there's not much Neva can do other than block or jump over it. Being too predictable can make you subject to her counter move, so deliberately mix up your approach a bit. Neva's biggest advantage over Lynia is the range on her normals. Fullscreen Neva is at a disadvantage, point blank it's anyone's game, but at mid-range Neva is queen. Watch out for her various gimmicks she can throw out at Neva's effective range, most namely the Water Frisbee move that moves Lynia away from you. Lynia 6HS and super also have significant range and are slow, the super is a reversal.


Move Details

Special Skills

None of Neva's ground moves can be air blocked, with the exception of War Cry.

Neva 5O.PNG
War Cry - 5O [ Mid, Costs 1 Counter Gauge, Gains 25% Skill Gauge ]
Neva stomps on the ground and sends out a shockwave of energy that hits on all sides. Wallslams the opponent no matter how far away you are and can always be followed up on hit, safe on block. It converts your Counter Gauge into Skill Gauge, also making Neva the only character in the game who can use her Counter Gauge offensively. As you can see the hitbox is rather nice, it can work as an anti air or frame trap in desperate situations, but it's generally best to use mid-combo so that it is more or less guaranteed that you didn't just waste some Counter Gauge.


Neva 236P.PNG
Hyper Comet - 236P [ Mid, BRK, Invulnerable ]
Long startup, but fully invulnerable during the charge until it ends. Variable -20 to +4 on block depending on spacing, in other words it's generally safe if you do it from further out. The followup hit will only come out if the attack hits (not blocked), and will wallslam anywhere near the wall, which may or may not allow for a followup depending on spacing.

The long invulnerability makes this move great for going through projectiles, and will also catch anyone carelessly floating around in the air. Use with caution though, as it's easily punishable on wiff or when blocked too close. The startup is also rather long, so don't use it at the last second when trying to go through projectiles. Don't use it as a reversal either.

Neva 421S.PNG
Crash Emblem - 421S [ Mid, BRK ]
Amazing move, it's a prime staple in all of Neva's combos. Outside of combos, the long recovery can make it a very risky move to use as it will be easily punished if it's ever blocked or wiffed.

However, Crash Emblem not only has a good hitbox and lots of forward momentum, but it has only 7F of startup, making it just as fast as her 2P. When used at the right times, you can hit people out of a lot of shit with this move - just make sure you can't be blocked.

Neva 623HS 1.PNG
Neva 623HS 2.PNG
Neva 623HS 3.PNG
Ascension Trap - 623HS [ Mid, BRK, Catch Counter - Projectile ]
Neva's only move that can be BRK'd on wiff or block. Slow startup, though not quite as slow as Hyper Comet. Once active, the set of active frames in this move is a counter type move that will stop projectiles / melee attacks and fire a laser back at them in retaliation. Not very easy to followup when the laser comes out even when you BRK since it wallslams rather high up and doesn't have a lot of untechable time.

However if the opponent gets hit by one of the attack boxes (frames 2 and 3 to the left) instead of hitting the counter, and they get counterhit, it will launch them up in the air and they cannot recover at all - allowing Neva to followup with a high damage combo. She takes a big step back when she does this move so it's really ideal for projectiles and airborne opponents. The last hit also hits behind her which is also useful (like for use against recoveries, not that the move wasn't already amazing enough at destroy recoveries). Far too slow to be used as a reversal.

Neva 236S 1.PNG
Neva 236S 2.PNG
Gaia Strike - 236S [ High ]
A very slow overhead, not useful as a mixup at all. However this move gives minor frame advantage when blocked and does good chip damage. It can also be used to hit careless opponents out of the air (especially in the corner). Be wary of the slow startup and long active frames when using it out in the open, wiffing this move is a death sentence (i.e. backdash in the corner). Always groundslams on hit, and has untechable groundslam on counterhit, can almost always be followed up on hit.
Neva 214HS.PNG
Raging Pressure - 214HS [ Unblockable, BRK ]
Can be BRK'd both before the actual attack (while Neva is spinning the Axe) and after it hits. This move is even slower than her overheads (slow enough to mash out on reaction unless she BRKs early and goes into something else), don't even think of using it as mixup against a seasoned player without 50% Skill Gauge to back you up. Startup is actually faster when TK'd, which is important for Neva's okizeme. Any character in the game can backdash this move and punish it in the corner, not quite everyone can punish it after a midscreen backdash.

Finishing Moves

Neva 2146HS.PNG
Dragon Buster - 2146HS [ Mid ]
Looks the same as Hyper Comet, except for it goes a little further and has no invulnerability. However it does amazing damage on it's own and in short combos, still worthwhile in longer combos. Primary use outside of combos is an anti air threat (preemptive anti air of course).

Command Normals

Neva 6HS 1.PNG
Neva 6HS 2.PNG
Just Break - 6HS [ High, Jump (on hit) ] 6HS > Dash, Swing Down (HS)
Unique Just Break because Neva can not only Dash cancel it on block or hit, but she can also followup into "Swing Down" by pressing the HS button, which looks just like her 5HS except for that it will groundslam on hit and allow for a followup. This sort of mixup also makes it dangerous for people to try to do things after her 6HS is blocked.


Neva 5P.PNG
5P [ Mid, Jump ] 5P > cl.5S, f.5S, 2S, 5HS, 2HS, 6HS
Neva's best anti air option against people who are in her face, such as an IAD approach. Notice the partially disjoint attack box.
Neva 2P.PNG
2P [ Low ] 2P > 2K, cl.5S, f.5S, 2S, 5HS, 2HS, 6HS
Neva's fastest normal and also frame advantage on block. Normally you want to use 2P for going into all of her blockstrings, as well as most tick throws.
Neva 5K.PNG
5K [ Mid ] 5K > 5P, cl.5S, f.5S, 2S, 5HS, 2HS, 6HS
It would be a really good move if Neva had any way of chaining into it, however she does not. Some nice forward momentum and good chaining options, but it hits mid and isn't really as fast as it could be.
Neva 2K.PNG
2K [ Low ] 2K > cl.5S, f.5S, 2S, 5HS, 2HS, 6HS
Good disjoint hitbox, actually a weapon attack even though it's assigned to a kick input. Good cancel options and should be used liberally in blockstrings against grounded opponents. Omit this move if you expect or confirm any sort of chicken blocking.

Also good as a relatively quick poke at mid ranges.

Neva cl.5S.PNG
cl.5S [ Low ] cl.5S > f.5S, 5HS, 6HS
Deceptively low hitting attack. No real use outside of chaining.
Neva f.5S.PNG
f.5S [ Mid, Jump ] f.5S > 5HS, 6HS
Nice reach makes it useful for poking around miscreen. More importantly it's jump cancelable, being Neva's primary jump cancel that actually gets used.
Neva 2S.PNG
2S [ Mid ] 2S > f.5S, 5HS, 2HS, 6HS
Amazing hitbox, anti airs well due to crouching profile. Good as a poke against both grounded and airborne opponents provided they aren't in your face or directly above you.
Neva 5HS.PNG
5HS [ Mid ] 5HS > 6HS
HUGE hitbox, but sluggish startup. Always knocks down on regular hit, groundslams on counterhits. Neva also takes a step forward when doing this move making the effective range longer than it appears. Most useful near the edge of the hitbox where there's normally not any way for the other character to hit Neva first.
Neva 2HS.PNG
2HS [ Low ] 2HS > 6HS
Not especially useful due to terrible range (less than 2K!). It does launch on hit before knockdown down, giving it some limited use in combos. If you notice the other player stand blocking a lot you can use it as a low option late in attack strings, but only if you're very close. No good way to confirm off this move either.

The fact that it hits on both sides can be useful sometimes against ambiguous crossups, such as Aiwhen's teleports.

Air Normals

Neva j.P.PNG
j.P [ High ] j.P > j.K, j.S, j.HS
Great disjoint hitbox, normally used when jumping in from higher up, then chained into a delayed j.K on the way down to give quite a bit of frame advantage. Use with caution because it has awful recovery in the air, and if it's backdashed the opponent can often punish. Hits almost everyone when done from a rising jump forward, which is a vital part of Neva's blockstrings. She doesn't net much damage from it but you can also do it randomly as an instant overhead.
Neva j.K.PNG
j.K [ High, Jump ] j.K > j.S, j.HS
Suprisingly large hitbox on this move, normally used from low IAD's and in close up air-to-air situations.
Neva j.S.PNG
j.S [ High ]
Looks like a crossup! Amazing crossup box, you can still crossup easily even after airdashing over somebody. Works as a regular jump-in too but not nearly as well.
Neva j.HS.PNG
j.HS [ High ]
Basically covers the entire area in front of Neva. Many characters can best this move if they are at the right height, but not many can say they have such a great sweeping arc. Knockdown on air-to-air hit, groundslam on any counterhit - you're pretty much going to get momentum if this lands.

Frame Data

From the JP Wonderful World wiki.


Move Startup Duration Recovery Total Attack Level Grounded Frame Advantage Aerial Frame Advantage
5P 8 5 25 38 1 -5 -
5K 10 5 22 37 1 -2 -
cl.5S 17 5 40 62 2 -10 -
f.5S 18 5 35 58 2 -5 -
5HS 27 5 50 82 3 -15 -
2P 7 5 15 27 1 +5 -
2K 12 5 27 44 1 -7 -
2S 13 5 38 56 2 -8 -
2HS 20 5 35 60 2 -5 -
j.P 13 5 45 63 1 -25 -25
j.K 9 5 35 49 1 -14(*1) -14(*1)
j.S 19 5 50 74 2 -20 -25
j.HS 24 5 45 74 2 -15 -20
6HS 44 10 43 97 2 -18 -
Swing Down 27 5 50 82 3 -15 -
War Cry 12 5 33 50 2 -3 -8


Move Startup Duration Recovery Total Attack Level Grounded Frame Advantage Aerial Frame Advantage
Hyper Comet 20 24 43 87 2 -20(*2) -
Crash Emblem 7 3 63 73 2 -31 -
Ascension Trap 23 10 55 88 2 -30 -
Gaia Strike 37 09 65 111 3 0(*3) -
Raging Pressure 77 7 55 139 - - -
Raging Pressure (air) Height Variant 7 55  ? - - -

Finishing Skills

Move Startup Duration Recovery Total Attack Level Grounded Frame Advantage Aerial Frame Advantage
Dragon Buster 74 26 43 143 2 -13 -

Landing Recovery

Level of Landing Recovery
0 1-6
1 6
2 10
3 15
4 19

Level 0 is doing nothing in the air, level one is a Punch attack, and so on. The recovery can be attack canceled.


  • *1: If you hit, it's -1F so it's actually -14.
  • *2: From the first active frame.
  • *3: Just like if JK hits, the recovery goes down, so it's 0.

Wonderful World

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