BBTag/Yang Xiao Long

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Overview

Overview
Yang is an aggressive brawler character, taking advantage of the armor of her moves to blow through the opponents defensive options. Once she's down to low HP, her Semblance activates, greatly increasing her damage potential and improving the range of her normals.
Yang Xiao Long


BBTag Yang Portrait.png
Health
18,000
Prejump
4F
Backdash
24F (1~7F Inv All)
Fastest Attack
5A (6F)
Reversals
A+D (13F)
236B+C (12F)
214B+C (15F)

 Yang Xiao Long is a powerful warrior who has an ability to absorb energy from the damage she has taken, and redirect it twice as hard at her opponent, effectively making herself stronger with each hit she takes.

Pros
Cons
  • Easy to pick up and learn, with good fundamentals and a versatile toolkit.
  • Combos are generally simple and especially in corner, very flexible.
  • Has many moves with super armor property.
  • High damage with the Semblance buff active.
  • Strong assist kit.
  • Normals mostly have short range.
  • Limited Active Switch options.
  • Without Semblance, takes unscaled damage when hit during her armored moves.
  • While not empowered, her overall damage is much lower.
  • By extension, very reliant on her partner for neutral and pressure.


Semblance: Burn

In RWBY, Yang's Semblance allows her to tank the damage she receives and then use it to amplify the effectiveness of her own attacks.

Some of her moves have armor, such as 5B. If she absorbs a hit, her attack will be enhanced (the only exception to this rule is 214A).

When her health drops to the "DANGER!!" point, she enters her empowered state, complete with flaming hair and red eyes. While in this state, many of Yang's moves get significant buffs. Most notably, all of Yang's punch normals and some of her special moves gain extra hit(s). This gives Yang some of the highest damage normals out of the entire roster. Additionally, her armored attacks change their behavior, allowing her to plow through enemy attacks without worrying about losing health. Note that although Yang has to be in "DANGER!!" state to activate her Semblance, it will remain active even if she then heals above that point.

 

Normal Moves

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1200
[1200, 600]
All 6 3 15 -4 B
5AA 1500
[1500, 750]
All 8 3 18 -4 B
5AAA 1700 All 10 3 21 -5 B
5AAAA 2500 All 11 3 30 -12 B
  • Jump-cancelable.
  • While in Semblance, gains an extra gunshot hitbox, greatly increasing its vertical reach.

Outside of Semblance, 5A has very limited horizontal range, requiring Yang to nearly be point-blank to connect. If it does connect however, her 5A followups move her forward so she doesn't have to worry about whiffing them. As 5A and 5AA are both jump-cancelable on block, there is a choice of resetting or going into other gatling options.

While in Semblance, her 5A range is much more respectable, making it a viable, fast poke (and low commitment antiair) to use alongside 5B.


  • Jump-cancelable.
  • While in Semblance, gains an extra gunshot hitbox, ensuring it combos properly from a max range 5A.

5AA can be canceled into 2A and then back into 5A and its followups if within range, even when 2A is used to start. This greatly extends the length of Yang's pressure without assists, making her pressure strings less predictably short. Note that 2A can only be used twice in one string.


  • Relatively safe on block.
  • Combo filler/Pressure tool.
  • Unaffected by Semblance.

  • Launches the opponent away from Yang on hit.

Like most if not all Smart Combo enders it's non special cancelable. vulnerable to pushblock, unsafe, and generally not very useful. You'll only really want to use this in situations where Cross Raid can confirm a kill faster than a regular combo would.

Version Level P1 P2
5A 2 100 75
5AA 3 100 80
5AAA 4 100 85
5AAAA 5 100 90

5A:

  • Values in [] are during Semblance


5AA:

  • Values in [] are during Semblance


5AAA:
5AAAA:


5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500
[1500, 750]
All 10 3 25 -11 B 4~12 Guard BP
5BB 1700
[1700, 850]
All 16 3 23 -7 B 1~18 Guard BP
  • Jump-cancelable.
  • Has armor against body-attribute and projectile-attribute attacks during frames 4~12. While armoring an attack, unscaled damage taken is equal to 100% [0% in Semblance].
  • After armoring an attack, this move gains Semblance property of extra damage and horizontal reach throught the additional gunshot hit.
  • While in Semblance, gains an extra gunshot hitbox, making it Yang's longest ranged normal poke. Reaching even further than her 2C.

Due to Yang's limited normal ranges, throwing 5B out in neutral for both offensive and defensive reasons can be a strong option, as it can apply pressure if close enough as well as eat through attacks that have longer ranges than hers. The armor on 5B only applies to body and projectile attribute attacks however, so it's ineffective against most of the lows and overheads in the game.

Yang's main options from 5B when connecting with the opponent are essentially 5BB, 2C, 214A, 214B, 236X, and jump-cancel, making it a key branching point for a lot of her offense.

Since the vast majority of the Reversal Actions in the game have body-attribute, Yang has the potential to safely plow through such reversal options. However, as the armor on 5B does not come out frame 1 and the startup and active frames of Reversal Actions generally come fairly late, 5B cannot be used as a meaty when attempting to beat Reversal Actions, nor to directly challenge them. A certain delayed timing is thus required to manage Reversal Actions after knockdown, but with this delayed timing the opponent has the potential to counterhit or throw Yang before 5B can come out.

5B has the potential to armor through various Distortion Skills, but this is much more limited. Certain Distortion Skills, such as Gordeau's 236B/C, have enough startup after the superflash that Yang can 5B on reaction. However, the faster startup of most Distortion Skills do not offer Yang this luxury. As a result, unless 5B was already started before a Distortion Skill, which is essentially uncontrollable, it is not very likely to go through one.


  • Has armor against body-attribute and projectile-attribute attacks during frames 1~18. While armoring an attack, unscaled damage taken is equal to 100% [0% in Semblance].
  • Launches opponents, allowing you to transition into an air combo. Can also go to 2B and then an air combo.
  • Less horizontal range than 5B, so will whiff when chained from a max range 5B.
  • After armoring an attack, this move gains Semblance property of extra damage and vertical reach throught the additional gunshot hit.
  • While in Semblance, gains an extra gunshot hitbox. Does not gain any additional horizontal range, so it still does not combo properly from a max range 5B.
  • Unsafe if whiffed or not canceled.

5BB is mostly combo and potentially pressure filler. Because of Yang's average run speed and general lacking range, she will often whiff 5BB at 5B's max-range leaving her open to being punished. As a result, caution must be exercised with 5BB, making sure to both cancel into it at appropriate ranges, and cancel out of it if blocked.

If armoring through something with greater active frames and invuln than 5B, continuing into 5BB provides further invuln that generally takes care of the rest.

While auto-piloting into 5BB is not advised since it can be punished if whiffed or push-blocked, when 5B armors through an attack, there is a very slight pause, with this pause being repeated for multi-hit attacks. If wary of this pause, it can be used as a way to be sure 5B's armor is active and confirm into 5BB.

Version Level P1 P2
5B 3 90 80
5BB 4 90 75

5B:

  • Values in [] are during Semblance
  • On Guard Point, hitstop for Yang is 14F. Opponent hitstop is unchanged
  • On Guard Point, Yang takes 100% [0%] damage


5BB:

  • Values in [] are during Semblance
  • On Guard Point, hitstop for Yang is 14F. Opponent hitstop is unchanged
  • On Guard Point, Yang takes 100% [0%] damage

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 18 -4 H
  • Can be anti-aired.
  • Airborne in the middle portion of the move.
  • On airborne hit, knockdown.
  • On grounded hit, leads into a timed follow-up.
  • Follow-up damage, meter gain, oki, and timing changes if partner is available.

Yang’s Clash Assault, uses the same animation as j.C. Universal overhead. Like the other RWBY characters, it has slow startup but is safe on block. It has some niche use as a surprise overhead, can low crush certain moves, and can confirm into Clash Assault for good damage at the cost of meter, but due to its reactable startup animation, you are rarely going to use this.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 Low 7 3 12 -4 F
  • Relatively good horizontal range.
  • Decently fast.

Considering Yang's other normal options, this move and 5B are likely to be your go-to normals when trying to approach. Due to 5A's lacking horizontal range, 2A should be given priority if a relatively fast, decently ranged normal is desired.

Canceling into 5B when not point-blank is generally a good idea since 5A is stubby and 2C leaves little room to continue pressure. This is particularly strong against opponents that disrespect 2A's range or cannot react with appropriate lows.

If within range, 2A can be canceled into 5AA, which allows her to cancel back into 2A and then another 5A cancel, allowing her to greatly extend her normally relatively short pressure. While making her pressure less predictable, this does require being within range for 5A in the first place, so being mindful of ranges is necessary when not in Semblance. Note that 2A can only be used twice in one string.

Level P1 P2
2 90 75


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700
[1700, 850]
All 9 8 23+6L -18 B 7~16 Guard HP
  • Can be double jump-canceled.
  • Mediocre horizontal, good vertical reach.
  • Fairly fast.
  • Has armor against head-attribute and projectile-attribute attacks during frames 7~16. While armoring an attack, unscaled damage taken is equal to 100% [0% in Semblance].
  • After armoring an attack, this move gains Semblance property of extra damage and vertical reach throught the additional gunshot hit.
  • While in Semblance, gains an extra gunshot hitbox, increasing its vertical hitbox further.
  • Very unsafe if whiffed or not canceled.

A fairly good anti-air that propels Yang into the air, requiring a double jump to cancel out of it. If blocked and able to react well, pressure can continue after the double jump with her various air options.

Can be used in pressure, though as it has limited horizontal range, Yang has to be careful that it does not whiff as she is then unable to cancel out of its long recovery.

If your opponent has a multi-hitting aerial move and Yang's 2B armors through it, there is a chance that the enemy will land safely and block the active part of this move.

Level P1 P2
4 90 75
  • Values in [] are during Semblance
  • On Guard Point, hitstop for Yang is 14F. Opponent hitstop is unchanged
  • On Guard Point, Yang takes 100% [0%] damage


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 Low 13 3 23 -7 F
  • Longest ranged normal outside of Semblance.
  • Yang slides forward a good distance during the animation.
  • The best combo starter in normal conditions.
  • Leads into high damage corner combos when canceled into 214A~B/C or 214C.
Level P1 P2
4 90 85


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1700 High 11 5 15 H
j.AA 1500
[1500, 750]
High 7 3 12 H
  • Good horizontal, lacking vertical hitbox.
  • Can hit behind her and autocorrect for crossups.

A very useful, well-ranged normal that, while not terribly fast and not able to hit crouching opponents immediately after an instant airdash, does provide a general use in the air where it can easily poke opponents from afar.

As j.A's hitbox hits slightly behind her and she reliably autocorrects after her forward jump-cancels when done close, she can naturally crossup if positioning is good or safely reset pressure if the opponent does not anticipate it.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:

  • Values in [] are during Semblance


j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.B 1700
[1700, 850]
High 13 5 25 H 7~17 Guard HP
j.BB 1500
[1500, 750]
High 7 3 12 H
  • Decent horizontal, decent downwards vertical hitbox.
  • Has armor against head-attribute and projectile-attribute attacks during frames 7~19. While armoring an attack, unscaled damage taken is equal to 100% [0% in Semblance].
  • After armoring an attack, this move gains Semblance property of extra damage and both vertical and horizontal reach throught the additional gunshot hit.
  • While in Semblance, gains an extra gunshot hitbox, increasing its reach.
  • While Semblance does increase its vertical reach, the extra gunshot hit is a mid (blockable both standing and crouching), meaning you can not use the it to perform a fuzzy overhead.

Mostly functionally the same as j.A, except slightly slower and with a slightly better downwards hitbox. Even though the downwards hitbox is better, an immediate j.B after an instant airdash still whiffs on crouching opponents, making a delay required.

When in Semblance, j.B's downward hitbox does increase, which allows immediate j.B after instant airdash to hit crouching opponents. Hooray!


  • Short horizontal and vertical hitbox.
  • While in Semblance, gains an additional gunshot hit.
  • The extra Semblance hitbox is a mid.
  • Combo filler.

While j.BB's hitbox is fairly lacking, it does its job as a quick aerial to follow j.B with. This mostly comes into play canceling into it off of an instant airdash j.B, as j.A's slightly higher startup causes it to not come out if the j.B is slightly delayed and generally requires more immediate timing.

It can be okay as air blockstring filler, but j.A can then be gone into instead, and j.A's hitbox is simply better. As a result, there's not much reason for this outside of fairly niche cases or combo filler.

While its damage is essentially the same as other air combo options, because both j.B and j.BB utilize Yang's gauntlet, both hits benefit from Semblance's damage boost. Assuming the faster startup and better hitbox of j.A is not needed, j.BB then becomes optimal when taking to the air.

Version Level P1 P2
j.B 3 80 80
j.BB 3 80 80

j.B:

  • Values in [] are during Semblance
  • On Guard Point, hitstop for Yang is 14F. Opponent hitstop is unchanged
  • On Guard Point, Yang takes 100% [0%] damage


j.BB:

  • Values in [] are during Semblance

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000
[2000, 1000]
High [High, All] 14 Until L
[Until L, 3]
33L [30L] -17 at best [-12] H
  • Propels Yang slightly forward before slamming into the ground.
  • Has a hitbox behind her, allowing for potential crossups.
  • While in Semblance, does an additional hit upon landing.
  • Advantage based on immediate j.C on standing opponent
  • Second hit from Semblance comes out only if the first hit connected.
  • Special cancelable on hit.

Mostly used as one of the last moves before commiting to a combo ender. Can also be used as surprise yolo instant overhead or for a crossup.

If desired for pressure, an assist is recommended as this normal is very unsafe on block. Since she can simply continue pressure off other falling aerials without committing assist bar however, this may not be an efficient option to go for if the setup from the assist is not seriously desired.

If done immediately after a jump, j.C is notably Yang's fastest overhead. Similar to pressure situations, calling an assist will allow Yang to combo after a successful hit, and keep her safe in case the j.C is blocked.

On defense, the normal is also decent enough to Fuzzy j.C with (17BC1) to steal your turn, granted you get a good read on when there's a gap in your opponent's pressure/your opponent will try to throw you.

Level P1 P2
5 80 80
  • Values in [] are during Semblance
  • Second hit from Semblance can only connect if first hit hits


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 500×2, 1000 Throw 7-30 3 23 T
  • Holding back while pressing throw results in a back throw.
  • If Yang isn't close enough for the throw to connect immediately, she will run a short distance before attempting to throw.
  • Opponents cannot burst during a throw.
  • After a successful throw, you can let the full animation play out or cancel it preemptively with a special move.

Letting the full animation play out, opponent is tossed into the air after which you have the option to followup with a variety of moves, eg. 5A, 5B, 2B, or even 214A. Now, if you think your opponent is sleeping behind the wheel, you can try canceling it preemptively with 214B which allows for a surprise reset!

Level P1 P2
0, 3×2, 4 100 50
  • Minimum damage 2000
  • Crumple Duration 31F, Crumple Fall 59F


Strawberry Sunrise

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 2200
[2200, 1100]
Air Unblockable 13 10 [3, 7] 27+12L -30 B 1~22 All
j.AD 2200
[2200, 1100]
All 7 6 [3,3] 12L H 1~12 All
  • Fully invulnerable during frames 1~22 (aerial version 1~12).
  • Great vertical, mediocre horizontal reach.
  • Solid anti-air alongside 2B.
  • While in Semblance, gains an additional gunshot hitbox, increasing its vertical reach further.
  • Very unsafe on whiff or block.

You can link 5A or 2B after this if you hit opponent with its upper tip.

Version Level P1 P2
AD 4 80 60
j.AD 4 80 60

AD:

  • Values in [] are during Semblance
  • Minimum Damage 110 [110, 55 (165)]


j.AD:

  • Values in [] are during Semblance
  • Minimum Damage 110 [110, 55 (165)]



Skills

Firecracker

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1500
[1700]
All 13 [Until L+5] Until Hit [12] Total 45 -5 P1
236B 1500
[1700]
All 16 [Until L+5] Until Hit [12] Total 48 -5 P1
  • Relatively short range and arc.
  • Explodes upon hitting the ground, leaving a lingering hitbox.

While slightly minus, it's a fairly good tool for resetting pressure as its pushback, combined with that of preceding normals, makes it hard for opponents to take their turn with quick normals.

A fairly good option after using 236A to reset pressure is to immediately go into 5B. As most 5As and 2As are too short to reach her, 5B has enough time to obtain its body-invuln for longer-reaching, slower normals. Wise opponents watching out for 236A reset can beat out the 5B easily with just about almost any 2C however.

If Reject Guarded, it will not reach the opponent due to the greatly increased distance. Its lingering hitbox can catch opponents attempting to move forward after, but this still leaves a large gap that can be punished by Distortion Skills and other options.


  • Relatively long range and arc.
  • Explodes upon hitting the ground, leaving a lingering hitbox.
  • In Resonance Blaze can be canceled into Buring Gold as a risky confirm.

If 236X is desired for zoning on the ground, 236B is practically better than 236A in every way as its arc extends 2/3 the screen horizontally. It's slightly more negative than 236A on block so should be exclusively for zoning.

Version Level P1 P2
236A 3 [4] 80 80 [85]
236B 3 [4] 80 80 [85]

236A:

  • Values in [] are for explosion on the ground
  • Minimum Damage 75 [85]


236B:

  • Values in [] are for explosion on the ground
  • Minimum Damage 75 [85]


Bottle Rocket

j.236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.236A 1500
[1700]
All 11 [Until L+5] Until Hit [12] Until L+12L P1
j.236B 1500
[1700]
All 11 [Until L+5] Until Hit [12] Until L+12L P1
  • 45 degree angle projectile.
  • Travels 1/2 to near fullscreen.
  • Explodes upon hitting the ground, leaving a lingering hitbox.

Great zoning tool that singlehandedly provides Yang some good fullscreen presence as the projectiles come out fast and can cover space quickly.

Steeper angle and travels slightly slower than j.236B though the space it covers can be increased by performing it higher. With this angle, switching to it is important when expecting opponents to try to rush in as whiffing j.236B instead leaves her open to being anti-aired as she cannot act until touching the ground.


  • 66 degree angle projectile.
  • Travels 2/3 to over fullscreen.
  • Explodes upon hitting the ground, leaving a lingering hitbox.

Great zoning tool that singlehandedly provides Yang some good fullscreen presence as the projectiles come out fast and can cover space quickly.

Wider angle and travels slightly faster than j.236A though the space it covers can be increased by performing it higher.

While it can easily cover fullscreen, contesting zoners can be difficult as the travel time allows them to hit her before the projectile can reach. Further, the fireball has only 1 durability so it easily loses to many projectiles or the ability to cancel into further projectiles.

Especially strong against characters with tall vertical hurtboxes that cannot avoid projectiles easily or lack fullscreen presence, such as Gordeau or Waldstein.

Due to the inability to act until grounded, it is risky to throw out against characters with fast, fullscreen supers, especially if trying to jump higher to obtain more reach.

Version Level P1 P2
j.236A 3 [4] 80 80 [85]
j.236B 3 [4] 80 80 [85]

j.236A:

  • Values in [] are for explosion on the ground
  • Minimum Damage 75 [85]


j.236B:

  • Values in [] are for explosion on the ground
  • Minimum Damage 75 [85]


Burst of Embers

214A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 18 6 25 [20] -4 B 7~23 Guard BP
  • Used for closing the gap in neutral, keeping up pressure against Reject Guards, and in combos.
  • Has armor against body-attribute and projectile-attribute attacks during frames 7~23. While armoring an attack, unscaled damage taken is equal to 50% [0% in Semblance].
  • +6 on Counter Hit. Can link into 5A in these situations.
  • Can be canceled on hit/block to any followup until 8 frames before recovery ends.

Burst of Embers is a useful neutral and pressure tool. Yang gains armor against body and projectile attribute attacks once she gets moving, giving her a valuable tool to approach her opponent in certain situations, especially when covered by an assist call. If canceled into from a blocked normal, Burst of Embers can function as a simple frame trap that also helps counter predictable Reject Guards.

On Counter Hit, Burst of Embers is +6, allowing you to convert into a combo by linking into 5A. Burst of Embers is -1 on regular hit and -4 on block, so you give up any further pressure in most cases unless you perform one of its followups or you're covered by an assist call. Since Burst of Embers does not have armor against foot or head attribute attacks, it should also not be thrown out haphazardly or during situations where you could easily be hit during the startup.

As a combo ender in short combos, this move provides a safejump with forward jump > IAD > j.A which covers both neutral and back tech. Unfortunately, it does not cover forward tech solo, but the help of some assists you may be able to do so.

Level P1 P2
3 80 80
  • Enters 20 recovery on block 2 frames after attack connects
  • Can be canceled on hit/block to any followup until 8 frames before recovery ends
  • On Guard Point, hitstop for Yang is 14F. Opponent hitstop is unchanged
  • On Guard Point, Yang takes 50% [0%] damage


Rising Fire

Burst of Embers -> A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700×2 [1700, 850×2, 1700] All 10 3(15)3 [1×3(15)3] 15 +1* B, H [B×3, H]
  • Performs two additional hits after Burst of Embers.
  • While in Semblance, gains two extra gunshot hitboxes in the middle portion of the move.
  • While not recommended, with Semblance this move can be used to extend combos in the corner.
  • Yang is +1 if her opponent is blocking this attack while standing.
  • Crouching under the second hit and causing it to whiff results in attack being -17.
  • Due to guard mechanics, if they stand guard the first hit, the second hit is guaranteed to connect. Note that tall characters cannot duck the last hit anyway.

Your main combo ender, whether the combo is short or long. Rising Fire allows to cover both forward tech and neutral tech but not back tech. With the help of some long-range assists, you can also cover back tech. Safejump route from this ender goes like this: neutral jump > IAD > j.A.

After ending a combo with 2C/j.C > 214A~A, opponent will not be able to escape corner via forward tech unless you move forward or crouch. Use this knowledge to go for much safer meaty assist, instead of a safejump.

Level P1 P2
4 80 85
  • Values in [] are during Semblance
  • Performs three consecutive hits instead of one during Semblance on hit only
  • Frame advantage is from blocking second strike. Crouching under the second strike to make it whiff causes the attack to be -17
  • Minimum Damage 85×2 (170) [85, 42×2, 85 (254)]


Too Hot to Handle

Burst of Embers -> B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 High 24 3 24 -8 H 6~26 F
  • Good for extending combos in the corner.
  • Relatively slow, and outside of corner, unrewarding overhead without using an assist.

A somewhat useful option if the opponent is trained to block due to staggered Rising Fire (214A~A) but if not the opponent is likely to just mash Yang out of it if not backed with assists. Yet, if an assist is used to make it gapless, the assist most likely will not be available to continue the combo after.

As Yang does not have a low followup from Burst of Embers (214A), outside of resetting into 2A or 2C, a wise opponent will simply autopilot into high block. Since 214A is minus, even if the low reset is desired, an opponent that is not specifically trained to avoid mashing has a good bit of time to challenge the reset, making the high/low mixup from this point fairly underwhelming.

In the corner, it can be comboed off of if the opponent is hovering at around the top of 214A's vertical hitbox (e.g.: 2C > 214A~B, 5A).

Level P1 P2
4 80 85
  • Minimum Damage 100


Cold Shoulder

214B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 3000 [0, 3600] Throw 30 3 36 T
  • Command Grab.
  • Launches opponent higher while Semblance is active, allowing for fairly damaging combos.
  • Deals an additional 32% damage while in Semblance.
  • Can be used to create unblockable setups with certain assists.

Can combo from it without Semblance but requires calling a Partner Skill into Active Change and then following up after Yang completes her animation. While a strong option to justify going for a command grab against overly defensive opponents, if the opponent commits to an offensive option Yang and her partner are likely to eat a hefty chunk of damage.

Level P1 P2
0, 4 100 100, 50
  • Values in [] are during Semblance
  • Minimum Damage 150 [180]


Extra Skills

Firecracker

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500, 1700 All 19 Until hit/L(4)12 Total 45 0 P1
  • Fireball explodes on contact with either opponent or the ground, leaving a lingering hitbox.
  • Neutral on block, giving Yang an ok option to reset pressure in some situations.
Level P1 P2
3, 4 80 80, 85
  • Fireball explodes on contact with either opponent or the ground
  • Minimum Damage 150, 170 (320)


Bottle Rocket

j.236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500, 1700 All 13 Until hit/L(4)12 Total Until L+12L P1
  • Fireball explodes on contact with either opponent or the ground, leaving a lingering hitbox.
  • At long-range confirms, it can be can be followed up with Burning Gold without the need of Resonance Blaze.

The nice thing about this EX version of the move is that if used after a basic ground-to-air combo (5BB > j.BB), Yang has enough time to land and catch opponent with 5B to continue the combo.

Level P1 P2
3, 4 80 80, 85
  • Fireball explodes on contact with either opponent or the ground
  • Minimum Damage 150, 170 (320)


Raging Inferno

Burst of Embers -> C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×6, 1500 [750×6, 2250] All 12 2[(2)2]×5(20)3 27 -4 B
  • Can convert into Burning Gold midscreen. Can convert into combos by using assist or corner (214A~C > 5B/2B/2C).
  • Delayed 2C in the corner after this move can steal corner and cross up for a reset.
  • Leads to highly damaging loops in corner and unholy damage on frame trap (214A > delay > C).
Level P1 P2
3×6, 4 100 85
  • Values in [] are during Semblance
  • Minimum Damage 50×6, 150 (450) [75×6, 225 (675)]
  • Crumple Duration 23F, Crumple Fall 51F
  • Maximum Slide duration 5F


Perfect Bombshell

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1000×4, 2000 [0, 1200×4, 2400] Throw* 18~40 3 26 T (11F before Active)~(End of Active) H
  • Command grab that catches standing and jumping opponents, but whiffs on crouching opponents.
  • Has invulnerability against head-attribute attacks before it hits.
  • Great for extending combos in the corner at the cost of Skill Gauge.
  • Groundslides opponent on release without Semblance.
  • While in Semblance, wallbounces opponent anywhere on screen.

A fairly important tool for obtaining good solo damage. While it is a command grab, it whiffs on crouching opponents. However, it is able to catch aerial opponents, which can somewhat create a mixup if they are conditioned to jump in response to Yang's regular command grab.

Can be used to grab airborne opponents in combos, though this requires both a relatively high amount of hitstun as well as low air height. This is generally preceded by 5BB or 2C, but can also occur from a variety of assists.

In the corner, 5BB/2C > 214C can be looped into itself multiple times depending on proration, allowing for very damaging solo routes. As proration becomes higher, special-canceling from 2C becomes preferable to 5BB for the purposes of looping. However, this move is still very much outshined by 214A~C in Yang's combos, seeing limited use in solo routes, and more common use in actual resets thanks to its air unblockable status. Nevertheless, there are some situations where this move is preferable over Raging Inferno. A wallbounce from Perfect Bombshell during Semblance occurs anywhere on screen, and so 214C > 214A becomes a true combo at almost any position, allowing you to reach corner far faster than normally.

Assuming Yang has enough meter, following Perfect Bombshell with Burning Gold is a great way to tack on damage regardless of Yang's positioning or opponent's burst availability.

Level P1 P2
0, 2×4, 5 80 100, 70
  • Values in [] are during Semblance
  • Gains head invulnerability when Yang reaches the opponent and attempts the attack
  • Catches standing and jumping opponents, but whiffs on crouching opponents
  • The punches are considered a separate attack with P2: 70%
  • Minimum Damage 600 [720]
  • Maximum Slide duration 1F


Partner Skills

5P

Burst of Embers

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000
[1000×2, 1500]
All (18+)16 9 [9(10)3(12)3] 20 [30] -5 [-14] B
  • Good horizontal, short vertical reach.
  • On hit, does a followup attack.
  • Goes into followup or recovery on contact.
  • Unaffected by Semblance.

A solid standard Partner Skill that uses the animation of Burst of Embers (214A), but goes into the animation of 5AAA on hit, causing a wall bounce. As it is much faster than 6P and has better horizontal reach than 4P, it is a safe, simple option for neutral, pressure, and combos.

Level P1 P2
3 [3, 4×2] 70 80
  • Values in [] are for followup
  • Only performs followup on hit
  • Goes into followup or recovery on contact
  • Minimum Damage 50×2, 75 (175)


6P

Raging Inferno

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200×3
[(1200, 600)×3]
All (18+)39 3(6)3(6)3
[3(2)3(6)3(2)3(6)3(2)3]
27 -11 B
  • Travels almost fullscreen.
  • Limited vertical reach.
  • Higher startup than other assists.
  • Potentially high blockstun due to its multiple swings.
  • In Semblance, does significantly more damage than any of her other assists.

While it travels fairly far horizontally and can put the opponent into a high amount of block or hitstun, its lack of vertical reach and relatively high startup can make it hard for it to connect on opponents.

If able to cover Yang with projectiles, long-reaching normals, Distortion Skills, etc. that can punish opponents challenging 6P's startup, then it can be a useful tool to help contest neutral.

If used for pressure and able to cover its hefty startup, because of its high blockstun it becomes a great tool for mixup, especially when side-switching with Active Change and Cross Combo.

Level P1 P2
4 70 85
  • Values in [] are during Semblance
  • Minimum Damage 60×3 (180) [{60, 30}×3 (270)]


4P

Rising Fire

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800
[1800, 900]
All (18+)13 10 21+9L -23 B
  • Short horizontal, good vertical reach.
  • While in Semblance, gains an extra gunshot hitbox, increasing its vertical reach.

While its limited horizontal reach makes 4P difficult to utilize on the ground, as Yang's other Partner Skills lack vertical reach 4P is her go-to Partner Skill when needing to catch aerial opponents, acting somewhat as a quick vertical wall. As 4P is also her fastest Partner Skill, it can be a more reliable option for combo purposes so long as the opponent stays within its range.

With its fast startup and limited horizontal movement, it serves as a decent way to build up Resonance Level if scared to commit to 5P or 6P, since the opponent may have difficulty punishing it if Yang's partner is waiting patiently and since 4P's vertical hitbox can deal effectively with jump-ins.

Level P1 P2
3 70 80
  • Values in [] are during Semblance
  • Minimum Damage 90 [90, 45 (135)]


Distortion Skills

Burning Gold

236B+C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236BC 5500
[6545]
All 1+(53 Flash)+11 3 46 -28 B 1~14 All
Enhanced 236BC 5400, 2900
[5940, 3190]
All 1+(53 Flash)+11 3(24)2 47 -28 B 1~40 All
  • Invulnerable along its path until after the first hit, which means it eats projectiles and trumps most active attacks.
  • Extremely fast.
  • Full-screen horizontal, limited vertical.
  • Deals roughly 10% more damage while in Semblance.

With its invulnerability and extreme speed, Burning Gold is a very threatening option open to wary players. So long as the opponent isn't grounded or not too high in the air, it can be used before and after most Distortion Skills and come out on top.

Similarly, it can even be used on reaction to punish high recovery projectiles such as Vatista's and Adachi's 236A even after blockstun, but the timing for this is strict and not for the faint of heart. Conversely, it also works well against high startup projectiles such as Jin's 236B or Adachi's 236B, though with good reactions even faster projectiles can be punished.

When being pressured, Reject Guard into Burning Gold can be a costly though highly rewarding and threatening option. It forces the opponent to stray away from predictable and/or high recovery pressure options which for most characters tends to be their 5AAA and/or 5BB. While this is less effective against players/characters that do not commit to such options, against those that do it is a serious threat that the opponent must learn to respect. Wary opponents may stagger their pressure with normals that have low recovery and blockstun to both avoid Reject Guard as well as large gaps that can be punished by Reject Guard. Even more wary opponents can cancel into their own Distortion Skills or Reversal Actions in reaction to Burning Gold's superflash assuming they have sufficient invulnerability and have not special-canceled into something.

Being wary of when Yang enters Semblance is very important since it provides a brief pause to examine the opponent as soon as she is grounded and in neutral. If the opponent commits to either a high startup or high recovery option, the pause Semblance offers provides enough time to safely "punish" with Burning Gold or Reversal Action, since both are frame 1 invuln and quickly active. While the timing is relatively strict since poor timing will have Yang stuffed by an opponent's active frames, getting it down and recognizing when the opponent has committed too hard is important for punishing opponents that do not respect Semblance's activation.

For all Burning Gold's strengths, it is not entirely better than Unrelenting Fire (214B+C). First, its invuln can lose to Distortion Skills and Reversal Actions with higher invuln. Second, it does leave Yang point-blank to the opponent when blocked, so if Yang's partner is available, be prepared to Distortion Skill Duo or Cross Burst (and avoid predictable timing) if using it riskily.

Version Level P1 P2
236BC 5 80 60
Enhanced 236BC 5 80 60

236BC:

  • Values in [] are during Semblance
  • Minimum damage 1760 [2094]


Enhanced 236BC:

  • Values in [] are during Semblance
  • On Guard Point, Yang takes 50% [0%] damage
  • On Guard Point, hitstop for Yang is 8F. Opponent hitstop is 7F
  • Minimum damage 1350, 725 (2075) [1485, 797 (2282)]
  • Only performs second hit on contact


Unrelenting Fire

214B+C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214BC 1450×7, 2700
[1740×7, 2970]
All 1+(82 Flash)+14 5(10)5(9)4(8)4(7)3(6)3(6)2 32 -15 B 1~19 Guard All
Enhanced 214BC 600×13, 900×6, 3600
[660×13, 990×6, 3960]
All 1+(82 Flash)+14 4(8)4(7)3(6)3(5)2(4)2(4)2(4)2(3)1(2)1(2)1(2)1(2)1
{(17)3×6(40)3}
33 -15 B 1~18 Guard All
  • Has full armor during frames 1~19 [1~18]. While armoring an attack, unscaled damage taken is equal to 50% [0% in Semblance].
  • After armoring an attack, this move gains Semblance property of extra damage and horizontal reach throught the additional gunshot hit.
  • While in Semblance, gains an extra gunshot hitbox, slightly increasing its horizontal reach.

A super primarily used to end combos. While it has a lot of armor, be extremely careful about using Unrelenting Fire as a reversal, as you can get thrown out of it fairly easily. Many normals can be canceled into a throw as soon as you armor through them. This is especially easy to do on reaction because of the superflash. Thus, Burning Gold's invincibility and much faster startup makes it the preferred super in most reversal situations. Also, Yang goes through all the punches before stopping no matter what, so miss, and you'll get punished by whatever the opponent can throw at you.

Version Level P1 P2
214BC 3×6, 4, 5 80 60
Enhanced 214BC 3×12, 4×7, 5 80 60

214BC:

  • Values in [] are during Semblance
  • Gains full invulnerability for duration on hitting point character
  • On Guard Point, Yang takes 50% [0%] damage
  • On Guard Point, hitstop for Yang is 8F. Opponent hitstop is 7F
  • Minimum damage 203×7, 540 (1961) [226×7, 594 (2176)]
  • Crumple Duration 30F, Crumple Fall 63F


Enhanced 214BC:

  • Values in [] are during Semblance
  • Gains full invulnerability for duration on hitting point character
  • On Guard Point, hitstop for Yang is 8F. Opponent hitstop is 7F
  • Minimum damage 90×19, 396 (2106) [99×19, 356 (2237)]



Distortion Skill Duo

Burning Gold

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [2000, 500] All 1+(77 Flash)+1 3 [(24)2] 46 [47] -28 B 1~4 All [1~30 All]
  • Does have the potential to just miss entirely because the opponent is too high.
  • Works essentially the same way as Burning Gold.
  • Can be used to finish off last bit of health the opponent is left with or during combos where you catch both characters.
  • Unaffected by Semblance.
Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]
  • Enhanced version only performs second hit on contact


Astral Heat

Yellow Dragon

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500, 1700x8, 1000, 28500 All 1+(83 Flash)+9 3 42 -26 B 1~15 All
  • One of the easiest Astrals to combo into in the entire game. Basically anything can lead into it if you're fast enough.
  • Yang wins the game on successful hit.

You can combo into it basically off of anything, excluding some character-specific hurtbox/origin interactions with 214B without Semblance and 214A~A combo ender.

Level P1 P2
4 100 100
  • Minimum Damage 44600


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