Neue Ziel is perhaps the largest character in this game by size, and is top 3 for total health values in the game. Aside from being the spirit of Zeon in machine form, the Neue Ziel is also one of the most dangerous suits in the game, and has seen repeated use in everything from casuals to tournaments, even if its boss nature is debatable. Because of this the Neue Ziel has many clear advantages and weaknesses. Depending on the matchups it can stall out opponents, or use brute force to lock down opponents through moves such as WP and WK. Opponents will need rather strong moves to take on Neue Ziel's Hyper Armor and sheer health pool, and because of this it is one of the most dangerous legal-boss suits in the game making his match-up spread rather polarizing on a few stray factors throughout the entire cast. He is one of the most unconventional and powerful suits in the game, and is frequently regarded as one of the few legal boss suit characters in the game alongside Big Zam.
Archetype: Keep Away and Pressure
Strengths
Weaknesses
Insane Health: Neue Ziel has some of the highest armor values in the game, and 5 health bars to add on top of that. This gives Neue Ziel more than enough time to throw out moves safely, although this health is a downgrade from the original Battle Assault.
Hyper Armor: Hyper armor prevents Neue Ziel from being interrupted during any of its attacks. You can safely punch through moves, although you will incur some hitstun if you are attacked, which will vary depending on the moves. Overcoming this advantage means having a move that does a reasonable enough damage, and is safe to throw out that doesn't end in a favorable Neue Ziel trade.
Great Damage: Many of Neue Ziel's moves will do lots of damage if hit, from WK, to 26K, or your super to name a few. Use of these moves is very important for forcing high damaging trades.
Perma Flight: While Neue Ziel isn't grounded and doesn't have a flight mode, it is however always flying. You can use this to your advantage to camp back with missiles and 5 healthbars on quite a bit of matchups, and many players will struggle to approach your character allowing you to stall effectively. You can also hover over them and force direction swaps & cross-ups as long as you are not near the edge of the stage.
Corner Play: Neue Ziel can shut down quite a bit of characters through repeated use of WP and WK while keeping his opponent near the corner. This will force them to eventually try to rush crouch to get to the other side of you, or over you. You can use your hitbox to shut down opponents from getting to the other side of you, and repeatedly play keep away against your opponent.
Big Hitbox: Neue Ziel's hitbox is among the biggest in the game, and will get hit from anywhere from its head, to the protruding piece of tail under your character.
Unable to Dodge: Neue Ziel cannot dodge, this complemented with the cons from the big hitbox, means that Neue Ziel will have no means of protecting themselves. Often times if someone can outdamage Neue Ziel safely in a quick window of time, then that is the end of the matchup if Neue Ziel is unable to force any trade in that situation.
Short Health Bars: While Neue Ziel has 5 health bars, he will typically run into problems with overheat, especially if your opponent uses a super to force it which will make some moves on Neue Ziel safer than they otherwise would be. And it furthermore means you will have a limited arsenal of safe moves despite your super armor, if you are near an overheat.
Lacking Offense: Despite Neue Ziel's ability to play keep away, he has a harder time regaining the life lead without missiles and super to chip out his opponents. Furthermore Neue Ziel has slow frame start-up on many of his moves, and he has a non-existent high/low game.
Side Swapping: A lot of your game plan with Neue Ziel will exclusively focus on not allowing opponents to get to the other side. While you have a move that can swap sides, it is slowly telegraphed and gives them more than enough time to capitalize on your delay. This is oftentimes one of the biggest weaknesses Neue Ziel faces and has to consistently cover.
All damage values were tested on characters with 100% damage taken
Character Summary
Move list
Special Moves
XX - Special name: Quick description of a special move.
Super
26X+X - Super name: Quick description of their super.
Command Normals
6X - Command normal name: Quick description of the command normal.
Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes
Strategy
Neutral
Neue Ziel's neutral will consist of whether he has the health advantage or not. You can preserve your health advantage by choosing two particularly differnet types of strategies, which both will serve his keep-away well. One of these strategies involves corner locking your opponent with WP and WK and fishing for super or 26K trades. While the other involves him sitting back from a distance while laying out missiles (24K), or gun (26K), and once again thrown out super or 26K if your opponent is close enough, which they may do if they are trying to activate flight mode. Often times your opponent will try to find safe moves that work on Neue Ziel and that deliver good damage within a short period of time. Therefore Neue Ziel will want to shut out their high-DPS opportunities while simultaneously trying to adjust for the opponent's position.
Offense
Neue Ziel's most aggressive offensive options involve chipping with missiles/super, although this has to be conservatively done, and won't work against most characters. Because of this, most of your offense will focus around corner pressuring your opponents with WP and WK (Homing Arm), or finding safe moments for his 26K attack, which can take up a bar of health if successfully landed. Most of the opponent's conditioning will heavily depend on if they have a safe super or normal/special move that deals good damage, and of course many of your opponents options and mix-ups against Neue Ziel will be consolidated through the boost meter, as this is important for dodging Neue Ziel's attacks and getting out of his orbit so that one can safely pressure against Neue Ziel. Therefore you want to be aggressively cutting out these options and keeping a consistent layer of offense as your hyper armor will otherwise leave you as a sitting duck if you are not consistently forcing trades against your opponent.
Defense
Much of Neue Ziel's positioning will involve keeping him away from the opponent or near the ground so that opponents cannot rush/slide under you in order to cross you up. As that is the last factor you will want in your Neue Ziel matchup as they can repeatedly cross you up while throwing moves out, which will force you to retreat high to the sky and flush out with missiles, while finding an opportunity to side-swap. Neue Ziel will also want to play around different characters supers and safe projectiles, which will serve as an important catch-22 for any commitments you make. This is evident as opponents will want to take advantage of your character's hitstun during hyper armor, hence you will need a conscious gameplan that also involves punishing your opponent in many situations in advance as many of your moves simply do not come out very fast.
Additional Resources
Links to any additional resources, delete category if there are none.
Additional Categories
Add any further categories as needed, just make sure they're worth a whole section.
Combos
Midscreen
Commbo Example (5WP > 2WP > 2SK)
Damage. Describe when to use the combo and how hard it is.
Corner
Combo Example
Combo desc
Matchups
Overall
Their general matchup spread, how good are they across the board. Do they have weaknesses against an archetype? Does they do especially well against a certain group?
Overview: Describe overall the flow of the matchup.
Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
Frame Data
Fill in frame data here, if it has an additional property that lasts for certain frames list it in Notes (i.e. XF~XF Invincible, XF~XF Armor). Delete this line when it's done.
KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
Fill in the character's chain options, similar to a Guilty Gear wiki Gattling Table. Make sure you get everything. Delete the specials section if the character has no cancelable specials. If a character has a whiff/block cancelable special, add [+] after it (i.e. 5WP[+], 2WP[+]). If a move is only cancelable on a specific hit, specify it (i.e. 5SP (First Hit Only) or 5SP (Second Hit Only)). Delete this line when it's finished.
Chains
WP
WK
SP
SK
Special Cancel
5WP
-
-
-
-
Yes/No
2WP
-
-
-
-
Yes/No
5WK
-
-
-
-
Yes/No
2WK
-
-
-
-
Yes/No
5SP
-
-
-
-
Yes/No
2SP
-
-
-
-
Yes/No
5SK
-
-
-
-
Yes/No
2SK
-
-
-
-
No
Air Chains
WP
WK
SP
SK
Special Cancel
j.WP
-
-
-
-
Yes/No
j.WK
-
-
-
-
Yes/No
j.2WK
-
-
-
-
Yes/No
j.SP
-
-
-
-
Yes/No
j.SK
-
-
-
-
Yes/No
j.2SK
-
-
-
-
Yes/No
Specials
Cancel Options
XP
XP, XK
XP
XP, XK
Special Name (Input), Special Name (Input), and Special Name(Input) cannot be special canceled into.
X = X is available on hit
X[+] = X is available on hit, block, or whiff
Trivia
Add any fun facts about the character worth noting.