BBTag/Yang Xiao Long: Difference between revisions

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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.
 
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{{CharLinks-BBTag|Yang}}
{{CharLinks-BBTag|Yang}}
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*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.
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|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


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====== <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=
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====== <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=
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* +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.  


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*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...).
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====== <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=
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|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=
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|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=
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|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.
 
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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.  
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.
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|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.
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====== <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
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  |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.  
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====== <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
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==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:

Prejump:
Backdash Time / Invul:

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.



Template:CharLinks-BBTag

Normal Moves

5A
5A
BBTag Yang 5A.png
BBTag Yang 5AA.png
BBTag Yang 5AAA.png
BBTag Yang 5AAAA.png
1500, 600 (Hit 2, Semblance Only) All 6 - - - 1500, 750 (Hit 2, Semblance Only) All 8 - - - 1700 All 10 - - - 2500 All 11 - - -
5B
5B
BBTag Yang 5B.png
The YOLO button
BBTag Yang 5BB.png
1500, 750 (Hit 2, Semblance Only) All 10 - - - 1700, 850 (Hit 2, Semblance Only) All 11 - - -
5C
5C
BBTag Yang 5C.png
800 High 26 - - -
2A
2A
BBTag Yang 2A.png
1200 Low 7 - - -
2B
2B
BBTag Yang 2B.png
SHORYUKEN!
1700, 850 (Hit 2, Semblance Only) All 9 - - -
2C
2C
BBTag Yang 2C.png
2000 Low 13 - - -
j.A
j.A
BBTag Yang jA.png
BBTag Yang jAA.png
1700 High 11 - - - 1500, 750 (Hit 2, Semblance Only) High 7 - - -
j.A
j.B
BBTag Yang jB.png
BBTag Yang jAA.png
1700, 850 (Hit 2, Semblance Only) High 13 - - - 1500, 750 (Hit 2, Semblance Only) High 7 - - -
j.C
j.C
BBTag Yang jC.png
Come on and SLAM!
2000, 1000 (Hit 2, Semblance Only) High 14 - - -


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Yang GroundThrow.png
500x2,1000 Throw 7 - - -
Strawberry Sunrise
Strawberry Sunrise
5A+D (air ok)
BBTag Yang StrawberrySunrise.png
VOLCANIC VIPER!!!
2200, 1100 (Hit 2, Semblance Only) All 13 (7 on air) - - -


Skills

Firecracker
Firecracker
236A/B
BBTag Yang Firecracker.png
1500 (Projectile), 1700 (Explosion) All 13 - - - 1500 (Projectile), 1700 (Explosion) All 16 - - -
Bottle Rocket
Bottle Rocket
j.236A/B
BBTag Yang BottleRocket.png
1500 (Projectile), 1700 (Explosion) All 11 - - - 1500 (Projectile), 1700 (Explosion) All 11 - - -
Burst of Embers
Burst Of Embers
214A
BBTag Yang BurstOfEmbers.png
1500 All 18 - - -
Rising Fire
Rising Fire
A during Burst of Embers
BBTag Yang RisingFire.png
1700, 1700 (2624, 1700 while in Semblance) All 10 - - -
Too Hot to Handle
Too Hot to Handle
B during Burst of Embers
BBTag Yang TooHotToHandle.png
"BANISHING FANG!"
2000 High 24 - - -
Cold Shoulder
Cold Shoulder
214B
BBTag Yang ColdShoulder.png
Heeeeav.......H O E
2400 (2880 damage while in Semblance) Throw 30 - - -


Extra Skills

Firecracker
Firecracker
236C
BBTag Yang Firecracker.png
1500,870 (Projectile), 1700 (Explosion) All 19 - - -
Bottle Rocket
Bottle Rocket
j.236C
BBTag Yang BottleRocket.png
1500,870 (Projectile), 1700 (Explosion) All 13 - - -
Raging Inferno
Raging Inferno
C During Burst of Embers
BBTag Yang RagingInferno.png
2420 (3630 while in Semblance) All 12 - - -
Perfect Bombshell
Perfect Bombshell
214C
BBTag Yang PerfectBombshell.png
2880 (3454 while in Semblance) Throw 18 - - -


Partner Skills

5P
Burst of Embers
5P
BBTag Yang BurstOfEmbers.png
All 34 N/A N/A - - -
6P
Raging Inferno
6P
BBTag Yang RagingInferno.png
All 57 N/A N/A - - -
4P
Rising Fire
4P
BBTag Yang 4P.png
1800 All 31 N/A N/A - - -


Distortion Skills

Burning Gold
Burning Gold
236B+C
BBTag Yang BurningGold.png
"Bionic Armmmmmmm"
5400 (5400,1036 during Resonance Blaze.) All 1+11 - - -
Unrelenting Fire
Unrelenting Fire
214B+C
BBTag Yang UnrelentingFire.png
"Can you handle this? Well!?"
1350,518x6,960 (600,230x12,345x6,1152 during Resonance Blaze) All 1+14 - - -


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.
DESTROY (44600) All 1+9 - - -



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