Difference between revisions of "BBTag/Yang Xiao Long"

From Dustloop Wiki
Jump to: navigation, search
(6P)
(Burning Gold)
(29 intermediate revisions by 9 users not shown)
Line 41: Line 41:
 
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.
 
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. In this state, her punches do additional hits and her Skills are powered up.
+
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.
 +
 
 +
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.
 +
* 5BB: Gains a larger vertical hitbox and an additional hit.
 +
* 2B: Gains a larger vertical hitbox and an additional hit.
 +
* j.B: Gains a larger hitbox and an additional hit.
 +
* 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.
 +
 
 +
<br clear=all/>
 +
 
 +
 
 
{{CharLinks-BBTag|Yang}}
 
{{CharLinks-BBTag|Yang}}
 
<br clear=all/>
 
<br clear=all/>
Line 134: Line 155:
 
*Unsafe if whiffed or not canceled.
 
*Unsafe if whiffed or not canceled.
 
*While in Semblance, gains an additional hit. Does not gain any additional horizontal range, so it still does not combo properly from a max range 5B.
 
*While in Semblance, gains an additional hit. Does not gain any additional horizontal range, so it still does not combo properly from a max range 5B.
 +
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.
  
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.
 
}}
 
}}
 
}}
 
}}
Line 145: Line 169:
 
|data=
 
|data=
 
  {{AttackData-BBTag
 
  {{AttackData-BBTag
  |damage= |guard=High
+
  |damage=800 |guard=High
 
  |startup=26 |active= |recovery= |frameAdv=-4
 
  |startup=26 |active= |recovery= |frameAdv=-4
 
  |description=
 
  |description=
 +
* Can be anti-aired
 
* Important points go here
 
* Important points go here
  
Line 174: Line 199:
 
====== <font style="visibility:hidden" size="0">2B</font> ======
 
====== <font style="visibility:hidden" size="0">2B</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Yang_2B.png |caption=
+
|image=BBTag_Yang_2B.png |caption= SHORYUKEN!
 
|name=2B
 
|name=2B
 
|data=
 
|data=
Line 276: Line 301:
 
====== <font style="visibility:hidden" size="0">j.C</font> ======
 
====== <font style="visibility:hidden" size="0">j.C</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Yang_jC.png |caption=
+
|image=BBTag_Yang_jC.png |caption= Come on and SLAM!
 
|name=j.C
 
|name=j.C
 
|data=
 
|data=
Line 423: Line 448:
 
* +6 on Counter Hit. Can link into 5A in these situations.
 
* +6 on Counter Hit. Can link into 5A in these situations.
  
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 heavily scaled 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.  
+
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.  
  
 
  }}
 
  }}
Line 457: Line 482:
 
*Good for extending combos in the corner.
 
*Good for extending combos in the corner.
 
*Relatively slow, unrewarding overhead without using an assist.
 
*Relatively slow, unrewarding overhead without using an assist.
A somewhat useful option if the opponent is trained to block due to staggered 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 cover 214AB, the assist will not be available to followup after it.
+
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 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 isn't 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.
+
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...).
 
}}
 
}}
 
}}
 
}}
Line 465: Line 492:
 
====== <font style="visibility:hidden" size="0">Cold Shoulder</font> ======
 
====== <font style="visibility:hidden" size="0">Cold Shoulder</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Yang_ColdShoulder.png |caption=
+
|image=BBTag_Yang_ColdShoulder.png |caption=Heeeeav.......'''''H O E'''''
 
|input=214B
 
|input=214B
 
|name=Cold Shoulder
 
|name=Cold Shoulder
 
|data=
 
|data=
 
  {{AttackData-BBTag
 
  {{AttackData-BBTag
  |damage=2400 (3168 damage while in Semblance) |guard=Throw
+
  |damage=2400 (2880 damage while in Semblance) |guard=Throw
 
  |startup=30 |active= |recovery= |frameAdv=N/A
 
  |startup=30 |active= |recovery= |frameAdv=N/A
 
  |description=
 
  |description=
Line 526: Line 553:
 
|data=
 
|data=
 
  {{AttackData-BBTag
 
  {{AttackData-BBTag
  |damage=2420 |guard=All
+
  |damage=2420 (3630 while in Semblance)|guard=All
 
  |startup=12 |active= |recovery= |frameAdv=-11
 
  |startup=12 |active= |recovery= |frameAdv=-11
 
  |description=
 
  |description=
Line 541: Line 568:
 
|data=
 
|data=
 
  {{AttackData-BBTag
 
  {{AttackData-BBTag
  |damage=2880 |guard=Throw
+
  |damage=2880 (3454 while in Semblance) |guard=Throw
 
  |startup=18 |active= |recovery= |frameAdv=N/A
 
  |startup=18 |active= |recovery= |frameAdv=N/A
 
  |description=
 
  |description=
Line 568: Line 595:
 
|data=
 
|data=
 
  {{AttackData-BBTag
 
  {{AttackData-BBTag
  |damage= |guard=All
+
  |damage= |guard=All
 
  |startup=34 |active=N/A |recovery=N/A |frameAdv=+27
 
  |startup=34 |active=N/A |recovery=N/A |frameAdv=+27
 
  |description=
 
  |description=
* Important points go here
+
*Good horizontal, short vertical reach
 
+
*On hit, does a followup attack
Detailed description of the usefulness of the move go here
+
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.
 
 
 
  }}
 
  }}
 
}}
 
}}
Line 594: Line 620:
 
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.  
 
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 opponent to 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.
+
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.
 
  }}
 
  }}
 
}}
 
}}
Line 605: Line 633:
 
|data=
 
|data=
 
  {{AttackData-BBTag
 
  {{AttackData-BBTag
  |damage= |guard=All
+
  |damage= 1800 |guard=All
 
  |startup=31 |active=N/A |recovery=N/A |frameAdv=+27
 
  |startup=31 |active=N/A |recovery=N/A |frameAdv=+27
 
  |description=
 
  |description=
* Important points go here
+
*Short horizontal, good 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.
Detailed description of the usefulness of the move go here
 
  
 +
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.
 
  }}
 
  }}
 
}}
 
}}
Line 621: Line 649:
 
====== <font style="visibility:hidden" size="0">Burning Gold</font> ======
 
====== <font style="visibility:hidden" size="0">Burning Gold</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Yang_BurningGold.png |caption=''"BRING IT ON!!!"''
+
|image=BBTag_Yang_BurningGold.png |caption=''"Bionic Armmmmmmm"''
 
|input=236B+C
 
|input=236B+C
 
|name=Burning Gold
 
|name=Burning Gold
Line 629: Line 657:
 
  |startup=1+11 |active= |recovery= |frameAdv=-28
 
  |startup=1+11 |active= |recovery= |frameAdv=-28
 
  |description=
 
  |description=
*Invulnerable along its path until after the first hit
+
*Invulnerable along its path until after the first hit, which means it eats projectiles and trumps most active attacks.
 
*Extremely fast
 
*Extremely fast
 
*Full-screen horizontal, limited vertical
 
*Full-screen horizontal, limited vertical
 
*Deals roughly 10% more damage while in Semblance.
 
*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 distortions and come out on top.  
+
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 Naoto'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 Vatista's 214C/j.214C, though with good reactions even faster projectiles can be punished. Certain options like Aigis's 236X which inflict a high amount of blockstun and have low recovery after can be punished by canceling blockstun with Reject Guard.
 
Similarly, it can even be used on reaction to punish high recovery projectiles such as Vatista's and Naoto'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 Vatista's 214C/j.214C, though with good reactions even faster projectiles can be punished. Certain options like Aigis's 236X which inflict a high amount of blockstun and have low recovery after can be punished by canceling blockstun with Reject Guard.
  
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.
+
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 invuln 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.
 
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. First, its invuln can lose to distortions 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.  
+
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.  
 
}}
 
}}
 
}}
 
}}
Line 647: Line 675:
 
====== <font style="visibility:hidden" size="0">Unrelenting Fire</font> ======
 
====== <font style="visibility:hidden" size="0">Unrelenting Fire</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Yang_UnrelentingFire.png |caption=
+
|image=BBTag_Yang_UnrelentingFire.png |caption=''"Can you handle this? '''Well!?'''"
 
|input=214B+C
 
|input=214B+C
 
|name=Unrelenting Fire
 
|name=Unrelenting Fire
Line 667: Line 695:
 
==Astral Heat==
 
==Astral Heat==
 
{{MoveData
 
{{MoveData
|image=BBTag_Yang_YellowDragon.png |caption=
+
|image=BBTag_Yang_YellowDragon.png |caption='''''I BURN!'''''
|image2=BBTag_Yang_YellowDragon2.png |caption2=
+
|image2=BBTag_Yang_YellowDragon2.png |caption2=''Can't hold me now, You got nothing that can stop me.''
 
|input=222B+C
 
|input=222B+C
 
|name=Yellow Dragon
 
|name=Yellow Dragon
 
|data=
 
|data=
 
  {{AttackData-BBTag
 
  {{AttackData-BBTag
  |damage= |guard=
+
  |damage=DESTROY (44600) |guard=All
 
  |startup=1+9 |active= |recovery= |frameAdv=-26
 
  |startup=1+9 |active= |recovery= |frameAdv=-26
 
  |description=
 
  |description=

Revision as of 20:39, 18 October 2018

Yang Xiao Long
BBTag Yang Portrait.png

Health: 18,000

Jump Startup: 4F

Backdash Time 24F / Invul: 1-8F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run

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

Playstyle

Strengths/Weaknesses

Strengths Weaknesses
  • One of the few characters that have Shoto-type (projectile, rush attack, etc) tool kit.
  • Semblance buff not only increases attack, but also enhances some of her moves’ damage properties to extend combos.
  • Great Invulnerability of Burning Gold, on par with Azrael’s Black Hawk Stinger.
  • High mobility relative to her health.
  • Semblance buff can only be activated when Yang is in a "danger" state.
  • When not empowered, most of her powerful combos can only be done in the corner.
  • Heavily meter reliant in both states.
  • Normals have short range.

Semblance: Rage

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.

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.
  • 5BB: Gains a larger vertical hitbox and an additional hit.
  • 2B: Gains a larger vertical hitbox and an additional hit.
  • j.B: Gains a larger hitbox and an additional hit.
  • 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.




Normal Moves

5A
5A
BBTag Yang 5A.png
BBTag Yang 5AA.png
BBTag Yang 5AAA.png
BBTag Yang 5AAAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1500, 600 (Hit 2, Semblance Only) All 6 - - -4
  • Jump-Cancelable
  • While in Semblance, gains an extra gunshot hitbox, greatly increasing its range.

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 to use alongside 5B.

5AA 1500, 750 (Hit 2, Semblance Only) All 8 - - -4
  • Jump-cancelable
  • While in Semblance, gains an extra gunshot hitbox, ensuring it combos properly from a max range 5A.

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.

5AAA 1700 All 10 - - -5
  • Important points go here

Detailed description of the usefulness of the move go here

5AAAA 2500 All 11 - - -12
  • Important points go here

Detailed description of the usefulness of the move go here


5B
5B
BBTag Yang 5B.png
The YOLO button
BBTag Yang 5BB.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1500, 750 (Hit 2, Semblance Only) All 10 - - -11
  • Has armor against body-attribute attacks during during frames 4-12.
  • Jump-cancelable.
  • 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 body-attribute attacks that have longer ranges than hers. The armor on 5B only applies to body-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 236BC, have enough startup after the superflash that Yang can 5B on reaction. However, the faster startup of most body-attribute 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.

5BB 1700, 850 (Hit 2, Semblance Only) All 11 - - -11
  • Has armor against body attribute attacks during the middle portion of the move
  • Launches opponents, allowing you to transition into an air combo.
  • Less horizontal range than 5B, so will whiff when chained from a max range 5B.
  • Unsafe if whiffed or not canceled.
  • While in Semblance, gains an additional hit. Does not gain any additional horizontal range, so it still does not combo properly from a max range 5B.

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.


5C
5C
BBTag Yang 5C.png
Damage Guard Startup Active Recovery Frame Adv.
800 High 26 - - -4
  • Can be anti-aired
  • Important points go here

Detailed description of the usefulness of the move go here


2A
2A
BBTag Yang 2A.png
Damage Guard Startup Active Recovery Frame Adv.
1200 Low 7 - - -4
  • Relatively good horizontal range

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
BBTag Yang 2B.png
SHORYUKEN!
Damage Guard Startup Active Recovery Frame Adv.
1700, 850 (Hit 2, Semblance Only) All 9 - - -18
  • Invincible to head-attribute attacks.
  • Can be double jump-canceled.
  • Mediocre horizontal, good vertical reach.
  • Fairly fast.
  • While in Semblance, gains an additional hit.

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
2C
BBTag Yang 2C.png
Damage Guard Startup Active Recovery Frame Adv.
2000 Low 13 - - -7
  • Longest ranged normal outside of Semblance.
  • Yang slides forward a good distance during the animation.
  • Leads into high damage corner combos when cancelled into Perfect Bombshell.


j.A
j.A
BBTag Yang jA.png
BBTag Yang jAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1700 High 11 - - -
  • 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 IAD, does provide a general use aerial that can easily poke the opponent.

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.

j.AA 1500, 750 (Hit 2, Semblance Only) High 7 - - -
  • While in Semblance, gains an additional hit.

Detailed description of the usefulness of the move go here


j.A
j.B
BBTag Yang jB.png
BBTag Yang jAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.B 1700, 850 (Hit 2, Semblance Only) High 13 - - -
  • Decent horizontal, decent downwards vertical hitbox.
  • While in Semblance, gains an extra gunshot hitbox, increasing its vertical and horizontal range.

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 IAD will whiff on crouching opponents, making a delay required.

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

j.BB 1500, 750 (Hit 2, Semblance Only) High 7 - - -
  • Short horizontal and vertical hitbox.
  • While in Semblance, gains an additional hit.

While its 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 IAD 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.


j.C
j.C
BBTag Yang jC.png
Come on and SLAM!
Damage Guard Startup Active Recovery Frame Adv.
2000, 1000 (Hit 2, Semblance Only) High 14 - - -9 (vs standing)
  • Propels Yang slightly forward before slamming into the ground.
  • Has a hitbox behind her, allowing for potential crossups.
  • No options after without the aid of an assist.
  • While in Semblance, does an additional hit upon landing.

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
BBTag Yang GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
500x2,1000 Throw 7 - - -
  • Can combo by linking a 5A or 5B juggle.

Detailed description of the usefulness of the move go here


Strawberry Sunrise
Strawberry Sunrise
5A+D (air ok)
BBTag Yang StrawberrySunrise.png
VOLCANIC VIPER!!!
Damage Guard Startup Active Recovery Frame Adv.
2200, 1100 (Hit 2, Semblance Only) All 13 (7 on air) - - -30
  • While in Semblance, gains an additional hit
  • Go-to antiair for most situations as 2B is fairly weak



Skills

Firecracker
Firecracker
236A/B
BBTag Yang Firecracker.png
Version Damage Guard Startup Active Recovery Frame Adv.
A 1500 (Projectile), 1700 (Explosion) All 13 - - -5
  • 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 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.

B 1500 (Projectile), 1700 (Explosion) All 16 - - -6
  • Relatively long range and arc
  • Explodes upon hitting the ground, leaving a lingering hitbox.

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.


Bottle Rocket
Bottle Rocket
j.236A/B
BBTag Yang BottleRocket.png
Version Damage Guard Startup Active Recovery Frame Adv.
A 1500 (Projectile), 1700 (Explosion) All 11 - - -
  • 45 degree angle projectile
  • Travels 1/2 to near fullscreen
  • Explodes upon hitting the ground, leaving a lingering hitbox.
  • Slower than j.236B

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 she becomes grounded.

B 1500 (Projectile), 1700 (Explosion) All 11 - - -
  • 66 degree angle projectile
  • Travels 2/3 to over fullscreen
  • Explodes upon hitting the ground, leaving a lingering hitbox.
  • Faster than j.236A

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 rocket can reach. Further, the rocket 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 hitboxes 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.


Burst of Embers
Burst Of Embers
214A
BBTag Yang BurstOfEmbers.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All 18 - - -4
  • Used for closing the gap in neutral, keeping up pressure against Reject Guards, and in combos.
  • Has armor against body attribute attacks.
  • +6 on Counter Hit. Can link into 5A in these situations.

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
BBTag Yang RisingFire.png
Damage Guard Startup Active Recovery Frame Adv.
1700, 1700 (2624, 1700 while in Semblance) All 10 - - +1 (vs standing)
  • While Semblance is active, this can be used to extend combos in the corner
  • Plus if the opponent is standing, Highly unsafe if the opponent is crouching
  • Uppercut hits multiple times during Semblance


Too Hot to Handle
Too Hot to Handle
B during Burst of Embers
BBTag Yang TooHotToHandle.png
"BANISHING FANG!"
Damage Guard Startup Active Recovery Frame Adv.
2000 High 24 - - -8
  • Good for extending combos in the corner.
  • Relatively slow, unrewarding overhead without using an assist.

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
BBTag Yang ColdShoulder.png
Heeeeav.......H O E
Damage Guard Startup Active Recovery Frame Adv.
2400 (2880 damage while in Semblance) Throw 30 - - N/A
  • Command Grab
  • Launches opponent higher while Semblance is active, allowing for fairly damaging combos
  • Deals an additional 32% damage while in Semblance

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
BBTag Yang Firecracker.png
Damage Guard Startup Active Recovery Frame Adv.
1500,870 (Projectile), 1700 (Explosion) All 19 - - ±0
  • Explodes upon hitting the ground, leaving a lingering hitbox.
  • Neutral on block, giving Yang an ok option to reset pressure in some situations.

Detailed description of the usefulness of the move go here


Bottle Rocket
Bottle Rocket
j.236C
BBTag Yang BottleRocket.png
Damage Guard Startup Active Recovery Frame Adv.
1500,870 (Projectile), 1700 (Explosion) All 13 - - -
  • Explodes upon hitting the ground, leaving a lingering hitbox.
  • If used right after 5BB, she can extend the grounded part of her combos

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
BBTag Yang RagingInferno.png
Damage Guard Startup Active Recovery Frame Adv.
2420 (3630 while in Semblance) All 12 - - -11
  • Can convert into Burning Gold midscreen. Can convert into combos by using assist or corner


Perfect Bombshell
Perfect Bombshell
214C
BBTag Yang PerfectBombshell.png
Damage Guard Startup Active Recovery Frame Adv.
2880 (3454 while in Semblance) Throw 18 - - N/A
  • Command grab that whiffs on crouching opponents
  • Great for extending combos in the corner at the cost of Skill Gauge

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
Burst of Embers
5P
BBTag Yang BurstOfEmbers.png
Damage Guard Startup Active Recovery Frame Adv.
- All 34 N/A N/A +27
  • Good horizontal, short vertical reach
  • On hit, does a followup attack

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
Raging Inferno
6P
BBTag Yang RagingInferno.png
Damage Guard Startup Active Recovery Frame Adv.
- All 57 N/A N/A +51
  • Travels almost fullscreen
  • Limited vertical reach
  • Higher startup than other assists
  • Potentially high blockstun due to its multiple swings

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
Rising Fire
4P
BBTag Yang 4P.png
Damage Guard Startup Active Recovery Frame Adv.
1800 All 31 N/A N/A +27
  • Short horizontal, good 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.



Distortion Skills

Burning Gold
Burning Gold
236B+C
BBTag Yang BurningGold.png
"Bionic Armmmmmmm"
Damage Guard Startup Active Recovery Frame Adv.
5400 (5400,1036 during Resonance Blaze.) All 1+11 - - -28
  • 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 Naoto'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 Vatista's 214C/j.214C, though with good reactions even faster projectiles can be punished. Certain options like Aigis's 236X which inflict a high amount of blockstun and have low recovery after can be punished by canceling blockstun with Reject Guard.

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 invuln 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.


Unrelenting Fire
Unrelenting Fire
214B+C
BBTag Yang UnrelentingFire.png
"Can you handle this? Well!?"
Damage Guard Startup Active Recovery Frame Adv.
1350,518x6,960 (600,230x12,345x6,1152 during Resonance Blaze) All 1+14 - - -15
  • Has a ridiculous amount of armor during the startup.
  • Deals roughly 10% more damage while in Semblance.

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.



Astral Heat

Yellow Dragon
222B+C
BBTag Yang YellowDragon.png
I BURN!
BBTag Yang YellowDragon2.png
Can't hold me now, You got nothing that can stop me.
Damage Guard Startup Active Recovery Frame Adv.
DESTROY (44600) All 1+9 - - -26
  • Important points go here

Detailed description of the usefulness of the move go here




BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc