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[[File:BBTag_Yang_Portrait.png|350x500px|center]] | [[File:BBTag_Yang_Portrait.png|350x500px|center]] | ||
|- | |- | ||
||{{ | ||{{#lsth:BBTag/Yang Xiao Long/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
* Double Jump, 1 Airdash, Dash Type: Run | * Double Jump, 1 Airdash, Dash Type: Run | ||
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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. | 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/> | |||
{{#lst:BBTag/Yang Xiao Long/Data|Links}} | |||
<br clear=all/> | <br clear=all/> | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=5A | |version=5A | ||
|damage= | |damage=1200<br/>[1200, 600] |guard=All | ||
|startup=6 |active= |recovery= |frameAdv=-4 | |startup=6 |active= |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=5AA | |version=5AA | ||
|damage=1500, 750 | |damage=1500<br/>[1500, 750] |guard=All | ||
|startup=8 |active= |recovery= |frameAdv=-4 | |startup=8 |active= |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Yang_5B.png |caption=The YOLO button | |image=BBTag_Yang_5B.png |caption=The YOLO button | ||
|image2=BBTag_Yang_5BB.png |caption2= | |image2=BBTag_Yang_5BB.png |caption2= | ||
|name=5B | |name=5B | ||
|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=5B | |version=5B | ||
|damage=1500, 750 | |damage=1500<br/>[1500, 750] |guard=All | ||
|startup=10 |active= |recovery= |frameAdv=-11 | |startup=10 |active= |recovery= |frameAdv=-11 | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=5BB | |version=5BB | ||
|damage=1700, 850 | |damage=1700<br/>[1700, 850] |guard=All | ||
|startup=11 |active= |recovery= |frameAdv=-11 | |startup=11 |active= |recovery= |frameAdv=-11 | ||
|description= | |description= | ||
*Has armor against body attribute attacks during the middle portion of the move | *Has armor against body attribute attacks during the middle portion of the move | ||
*Launches opponents, allowing you to transition into an air combo. | *Launches opponents, allowing you to transition into an air combo. Can also go to 2B and then an air combo. | ||
*Less horizontal range than 5B, so will whiff when chained from a max range 5B. | *Less horizontal range than 5B, so will whiff when chained from a max range 5B. | ||
*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. | |||
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= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage=1700, 850 | |damage=1700<br/>[1700, 850] |guard=All | ||
|startup=9 |active= |recovery= |frameAdv=-18 | |startup=9 |active= |recovery= |frameAdv=-18 | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=j.AA | |version=j.AA | ||
|damage=1500, 750 | |damage=1500<br/>[1500,750] |guard=High | ||
|startup=7 |active= |recovery= |frameAdv= | |startup=7 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=j.B | |version=j.B | ||
|damage=1700, 850 | |damage= 1700<br/>[1700,850] |guard=High | ||
|startup=13 |active= |recovery= |frameAdv= | |startup=13 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=j.BB | |version=j.BB | ||
|damage=1500, 750 | |damage=1500<br/>[1500,750] |guard=High | ||
|startup=7 |active= |recovery= |frameAdv= | |startup=7 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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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= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage=2000, 1000 | |damage=2000<br/>[2000,1000] |guard=High | ||
|startup=14 |active= |recovery= |frameAdv=-9 (vs standing) | |startup=14 |active= |recovery= |frameAdv=-9 (vs standing) | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= | |damage=0, 500*2, 1000 |guard=Throw | ||
|startup=7|active= |recovery= |frameAdv= | |startup=7 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Can combo by linking a 5A or 5B juggle. | * Can combo by linking a 5A or 5B juggle. | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage=2200, 1100 | |version=Ground | ||
|startup=13 | |damage=2200<br/>[2200, 1100] |guard=All | ||
|startup=13 |active= |recovery= |frameAdv=-30 | |||
}} | |||
{{AttackData-BBTag | |||
|version=Air |header=no | |||
|damage=2200<br/>[2200, 1100] |guard=All | |||
|startup=7 |active= |recovery= |frameAdv= | |||
|description= | |description= | ||
* While in Semblance, gains an additional hit | * While in Semblance, gains an additional hit | ||
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====== <font style="visibility:hidden" size="0">Firecracker</font> ====== | ====== <font style="visibility:hidden" size="0">Firecracker</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yang_Firecracker.png |caption= | |image=BBTag_Yang_Firecracker.png |caption=First rule of RWBY: (Insert Item Here) is also a gun. | ||
|input=236A/B | |input=236A/B | ||
|name=Firecracker | |name=Firecracker | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=A | |version=A | ||
|damage=1500 | |damage=1500, 1700 |guard=All | ||
|startup=13 |active= |recovery= |frameAdv=-5 | |startup=13 |active= |recovery= |frameAdv=-5 | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=B | |version=B | ||
|damage=1500 | |damage=1500, 1700 |guard=All | ||
|startup=16 |active= |recovery= |frameAdv=-6 | |startup=16 |active= |recovery= |frameAdv=-6 | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=A | |version=A | ||
|damage=1500 | |damage=1500, 1700 |guard=All | ||
|startup=11 |active= |recovery= |frameAdv= | |startup=11 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=B | |version=B | ||
|damage=1500 | |damage=1500, 1700 |guard=All | ||
|startup=11 |active= |recovery= |frameAdv= | |startup=11 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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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 | 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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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage=1700, | |damage=1700*2<br/>[1700, 850*2, 1700] |guard=All | ||
|startup=10 |active= |recovery= |frameAdv=+1 (vs standing) | |startup=10 |active= |recovery= |frameAdv=+1 (vs standing) | ||
|description= | |description= | ||
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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 | 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 | 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= | |damage=0, 3000<br/>[0, 3600] |guard=Throw | ||
|startup=30 |active= |recovery= |frameAdv= | |startup=30 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Command Grab | * Command Grab | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage=1500 | |damage=1500, 1700 |guard=All | ||
|startup=19 |active= |recovery= |frameAdv=±0 | |startup=19 |active= |recovery= |frameAdv=±0 | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage=1500 | |damage=1500, 1700 |guard=All | ||
|startup=13 |active= |recovery= |frameAdv= | |startup=13 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= | |damage=500x6, 1500<br/>[750*5, 2250] |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= | |damage=0, 1000*4, 2000<br/>[0, 1200*4, 2400] |guard=Throw | ||
|startup=18 |active= |recovery= |frameAdv= | |startup=18 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
*Command grab that whiffs on crouching opponents | *Command grab that whiffs on crouching opponents | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage==1000*2, 1500 |guard=All | ||
|startup=34 |active=N/A |recovery=N/A |frameAdv=+27 | |startup=34 |active=N/A |recovery=N/A |frameAdv=+27 | ||
|description= | |description= | ||
* | *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. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=1200*3<br/>[(1200, 600)*3] |guard=All | ||
|startup=57 |active=N/A |recovery=N/A |frameAdv=+51 | |startup=57 |active=N/A |recovery=N/A |frameAdv=+51 | ||
|description= | |description= | ||
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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 | 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<br/>[1800, 900] |guard=All | ||
|startup=31 |active=N/A |recovery=N/A |frameAdv=+27 | |startup=31 |active=N/A |recovery=N/A |frameAdv=+27 | ||
|description= | |description= | ||
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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. | 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 | 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=''" | |image=BBTag_Yang_BurningGold.png |caption=''"Bionic Armmmmmmm"'' | ||
|input=236B+C | |input=236B+C | ||
|name=Burning Gold | |name=Burning Gold | ||
|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage=5400 | |version=Normal | ||
|damage=5400 [5940] |guard=All | |||
|startup=1+11 |active= |recovery= |frameAdv=-28 | |||
}} | |||
{{AttackData-BBTag | |||
|version=Enhanced |header=no | |||
|damage=5400, 2700<br/>[5940, 2970] |guard=All | |||
|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 | 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 | 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 | ||
|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage=1350, | |version=Normal | ||
|damage=1350*7, 2500<br/>[1485*7, 2750] |guard=All | |||
|startup=1+14 |active= |recovery= |frameAdv=-15 | |||
}} | |||
{{AttackData-BBTag | |||
|version=Enhanced |header=no | |||
|damage=600*13, 900*6, 3000<br/>[660*13, 990*6, 3300] |guard=All | |||
|startup=1+14 |active= |recovery= |frameAdv=-15 | |startup=1+14 |active= |recovery= |frameAdv=-15 | ||
|description= | |description= | ||
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}} | }} | ||
<br clear=all/> | |||
==Distortion Skill Duo== | |||
{{MoveData | |||
|image=BBTag_Yang_BurningGold.png |caption= | |||
|input=P during Main Character's Distortion Skill | |||
|name=Burning Gold | |||
|data= | |||
{{AttackData-BBTag | |||
|damage=2000 [2500] |guard=All | |||
|startup= |active= |recovery= |frameAdv= | |||
|description= | |||
* Important points go here | |||
Detailed description of the usefulness of the move go here | |||
}} | |||
}} | |||
<br clear=all/> | <br clear=all/> | ||
==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= | ||
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<br clear=all/> | <br clear=all/> | ||
---- | ---- | ||
{{ | {{#lsth:BBTag/Yang Xiao Long/Data|Links}} | ||
{{Navbar-BBTag}} | {{Navbar-BBTag}} | ||
[[Category:BlazBlue Cross Tag Battle]] | [[Category:BlazBlue Cross Tag Battle]] | ||
[[Category:Yang Xiao Long]] | [[Category:Yang Xiao Long]] |
Revision as of 05:06, 15 February 2019
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
Playstyle
Strengths/Weaknesses
Strengths | Weaknesses |
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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 |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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j.A
j.A |
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j.A
j.B |
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j.C
j.C |
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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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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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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Cold Shoulder
Cold Shoulder 214B |
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Extra Skills
Firecracker
Firecracker 236C |
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Bottle Rocket
Bottle Rocket j.236C |
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Raging Inferno
Raging Inferno C During Burst of Embers |
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Perfect Bombshell
Perfect Bombshell 214C |
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Partner Skills
5P
Burst of Embers 5P |
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6P
Raging Inferno 6P |
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4P
Rising Fire 4P |
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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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- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •