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;Movement Options | ;Movement Options | ||
: Double Jump, 1 Airdash, Dash Type: Run | |||
;Playstyle | ;Playstyle | ||
:Aggressive, Short-range, Explosive | : Aggressive, Short-range, Explosive | ||
;Team role | ;Team role | ||
: | : Anchor/Point (team-dependent) | ||
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<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> |
Revision as of 21:05, 19 January 2020
Yang Xiao Long |
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Overview
"I'm a thrill-seeker. I want to travel around the world and get wrapped up in as many crazy adventures as I can. And if I help people along the way, then that's even better. It's a win-win, y'know?"
Backstory
- Yang Xiao Long is a former student at Beacon Academy and one of the main protagonists of RWBY. Her weapons of choice are a pair of Dual Ranged Shot Gauntlets, Ember Celica.
She made her first appearance in the "Yellow" Trailer, searching for clues regarding the whereabouts of her mother, Raven Branwen, who left her when she was very young. At Beacon, Yang becomes a member of Team RWBY alongside her younger half-sister Ruby Rose, Weiss Schnee and Blake Belladonna.
Playstyle
Strengths/Weaknesses
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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 attacks. This alone is fairly powerful, however once she has taken enough damage she enters a empowered state, marked by literal flames in her hair. In this empowered state, she becomes incredibly fast, and powerful. It is likened by her father, Taiyang, to a temper tantrum. Though it may be similar to a childish tantrum, the effectiveness of her Semblance is not to be underestimated as she has used it to take down significantly larger and more powerful foes, such as RWBY-universe top of the line piloted mecha.
Her Semblance makes an appearance in Cross Tag Battle as a passive trait. When her health drops to the "Danger!!" point, she enters her empowered state, complete with flaming hair. While in this state, many of Yang's moves become buffed significantly. Most notably, all of Yang's punch normals and some of her special moves gain an extra hit(s). While these hits are still affected by damage scaling, these hits do not add on any additional damage scaling to Yang's combos. This gives Yang some of the highest damage normals out of the entire roster. All her armored attacks also change their attribute into guard point, 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.
The following moves gain buffs while Yang is in Semblance:
- 5A: Gains a larger hitbox and an additional hit.
- 5AA: Gains a larger horizontal hitbox and an additional hit.
- 5B: Gains a larger horizontal hitbox and an additional hit. Turns armor into guard point.
- 5BB: Gains a larger vertical hitbox and an additional hit. Turns armor into guard point.
- 2B: Gains a larger vertical hitbox and an additional hit. Turns armor into guard point.
- j.B: Gains a larger hitbox and an additional hit. Turns armor into guard point.
- j.BB/J.AA: Gains a larger hitbox and an additional hit.
- j.C: Gains an additional hit upon landing.
- Rising Fire: Gains increased frame advantage on hit. Gains additional hits.
- Raging Inferno: Gains increased damage.
- Cold Shoulder: Gains increased frame advantage on hit and increased damage.
- Perfect Bombshell: Gains increased damage.
- Strawberry Sunrise: Gains a larger vertical hitbox and an additional hit.
- Burning Gold: Gains increased damage.
- Unrelenting Fire: Gains increased damage. Turns armor into guard point
Normal Moves
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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Detailed description of the usefulness of the move go here |
2A
2A |
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Considering Yang's other normal options, this and 5B are likely to be her 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. |
2B
2B |
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A fairly good antiair that propels Yang into the air, requiring either a double jump or j.236X 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. |
2C
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j.A
j.A | Template:AttackDataHeader-BBTag |
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j.A
j.B | Template:AttackDataHeader-BBTag |
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j.C
j.C |
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Mostly used as a combo ender. Can also be used as surprise yolo instant overhead or a crossup. If used at the end of combos, your opponent is usually able to freely forward roll past Yang. Thus, careful movement needs to be used to ensure you don't let your opponent escape the corner for free. 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 grab you. |
Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Detailed description of the usefulness of the move go here |
Strawberry Sunrise
Strawberry Sunrise 5A+D (air ok) |
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Skills
Firecracker
Firecracker 236A/B |
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Bottle Rocket
Bottle Rocket j.236A/B |
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Burst of Embers
Burst Of Embers 214A |
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Burst of Embers is useful neutral and pressure tool. Yang gains armor against body 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 cancelled 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. |
Rising Fire
Rising Fire A during Burst of Embers |
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Too Hot to Handle
Too Hot to Handle B during Burst of Embers |
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A somewhat useful option if the opponent is trained to block due to staggered Rising Fire (214AA) 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 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 (eg: Throw > 5AAA > 214AB > 5A...). |
Cold Shoulder
Cold Shoulder 214B |
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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 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. |
Extra Skills
Firecracker
Firecracker 236C |
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Bottle Rocket
Bottle Rocket j.236C |
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The nice thing about this EX version of the move is that if used after a 2B > jump cancel > AA combo, Yang has enough time to land and catch with 5A and continue the combo. |
Raging Inferno
Raging Inferno C During Burst of Embers |
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Perfect Bombshell
Perfect Bombshell 214C |
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A fairly important tool for obtaining good solo damage. While it is a command grab, it whiffs on crouching opponents so it is questionable to use it as one unless confirming a standing opponent, or training them to stand with her various high options. 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. Assuming meter is available, following Perfect Bombshell with Burning Gold is a great way to tack on damage regardless of Yang's positioning. |
Partner Skills
5P
5P Burst of Embers |
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A solid standard Partner Skill that uses the animation of Burst of Embers (214A), but goes into the animation of Rising Fire (214AA) 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 pressure and combos. |
6P
6P Raging Inferno |
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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. |
4P
4P Rising Fire |
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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. |
Distortion Skills
Burning Gold
Burning Gold 236B+C |
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Unrelenting Fire
Unrelenting Fire 214B+C |
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Distortion Skill Duo
Burning Gold P during Main Character's Distortion Skill |
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Astral Heat
Yellow Dragon 222B+C |
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move
and the move Full
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Click [★] for character's full frame data
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