BBTag/Yang Xiao Long: Difference between revisions

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{{#lsth:BBTag/Yang Xiao Long/Data|Enhanced 214BC}}
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{{!}}-
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{{Description|7|text=*Has a ridiculous amount of armor during the startup.
{{Description|7|text=*Values in [] are during Semblance
*Has a ridiculous amount of armor during the startup.
*Gains full invulnerability for duration on hitting point character
*Minimum damage 203*7, 540 (1961) [226*7, 594 (2176)]
*Enhanced version minimum damage 90*19, 396 (2106) [99*19, 356 (2237)]
*Deals roughly 10% more damage while in Semblance.
*Deals roughly 10% more damage while in Semblance.
*1~19 GP All
*Enhanced 1~18 GP All


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.
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.

Revision as of 07:06, 7 July 2019

Yang Xiao Long
BBTag Yang Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Aggressive, Short-range, Explosive
Team role
Technically is an Anchor. But, acts more of a point.

Overview

"I'm a thrill-seeker. I want to travel around the world and get wrapped up in as many crazy adventures as I can. And if I help people along the way, then that's even better. It's a win-win, y'know?"

Backstory

  • Yang Xiao Long is a former student at Beacon Academy and one of the main protagonists of RWBY. Her weapons of choice are a pair of Dual Ranged Shot Gauntlets, Ember Celica.

She made her first appearance in the "Yellow" Trailer, searching for clues regarding the whereabouts of her mother, Raven Branwen, who left her when she was very young. At Beacon, Yang becomes a member of Team RWBY alongside her younger half-sister Ruby Rose, Weiss Schnee and Blake Belladonna.

Playstyle

Strengths/Weaknesses

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.
  • Due to these weaknesses, She ends up more as a point than an actual anchor depending who you pair her with (Gordeau, etc).


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
The first move you'll do
after I, B U R N
BBTag Yang 5AA.png
Classic backhander.
BBTag Yang 5AAA.png
BBTag Yang 5AAAA.png
Boot to the face.
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200
[1200, 600]
All 6 3 15 -4 B - CSTJP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
Values in [] are during Semblance
BBTag Yang 5A.png
Stagger pressure 101
BBTag Yang 5A Hitbox.pngBBTag Yang 5A Semblance Hitbox.png
5A • 5A - Semblance
  • Values in [] are during Semblance
  • 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


5AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500
[1500, 750]
All 8 3 18 -4 B - CSTJP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
Values in [] are during Semblance
BBTag Yang 5AA.png
BBTag Yang 5AA Hitbox.pngBBTag Yang 5AA Semblance Hitbox.png
5AA • 5AA - Semblance
  • Values in [] are during Semblance
  • 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


5AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 10 3 21 -5 B - CS(J)P 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 22 24 37 12 +0 +5
BBTag Yang 5AAA.png
BBTag Yang 5AAA Hitbox.png
5AAA
  • Important points go here

Detailed description of the usefulness of the move go here

5AAAA


5AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2500 All 11 3 30 -12 B - P 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 35 Launch 51 13 +0 +8
BBTag Yang 5AAAA.png
BBTag Yang 5AAAA Hitbox.png
5AAAA
  • Launches the opponent away from Yang on hit.


Detailed description of the usefulness of the move go here

5B
5B
BBTag Yang 5B.png
The YOLO button
BBTag Yang 5BB.png
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500
[1500, 750]
All 10 3 25 -11 B 4~12 Guard BP CSJP 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
Values in [] are during Semblance
On Guard Point, hitstop for Yang is 14F. Opponent hitstop is unchanged
On Guard Point, Yang takes 100% [0%] damage
BBTag Yang 5B.png
The YOLO button
BBTag Yang 5B Hitbox.pngBBTag Yang 5B Semblance Hitbox.png
5B • 5B - Semblance
  • Values in [] are during Semblance
  • 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.
  • 4~12 BP Armor

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


5BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700
[1700, 850]
All 16 3 23 -7 B 1~18 Guard BP CS(J)P 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 24 Launch 39 12 +0 +5
Values in [] are during Semblance
On Guard Point, hitstop for Yang is 14F. Opponent hitstop is unchanged
On Guard Point, Yang takes 100% [0%] damage
BBTag Yang 5BB.png
BBTag Yang 5BB Hitbox.pngBBTag Yang 5BB Semblance Hitbox.png
5BB • 5BB - Semblance
  • Values in [] are during Semblance
  • Has armor against body attribute attacks during the middle portion of the move
  • 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.
  • 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.
  • 1~18 BP Armor

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
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800+ High 26 3 18 -4 H - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBTag Yang 5C.png
Up and DOWN
BBTag Yang 5C Hitbox.png
  • Can be anti-aired
  • Important points go here

Detailed description of the usefulness of the move go here

2A
2A
BBTag Yang 2A.png
She's very eager to kick people's toes.
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200 Low 7 3 12 -4 F - CSTP 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
BBTag Yang 2A.png
BBTag Yang 2A Hitbox.png


  • 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!
Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700
[1700, 850]
All 9 8 23+6L -18 B 7~16 Guard HP SJP 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 27 Launch 42 12 +0 +5
Values in [] are during Semblance
On Guard Point, hitstop for Yang is 14F. Opponent hitstop is unchanged
On Guard Point, Yang takes 100% [0%] damage
BBTag Yang 2B.png
Don't whiff this
BBTag Yang 2B Hitbox.pngBBTag Yang 2B Semblance Hitbox.png
2B • 2B - Semblance


  • Values in [] are during Semblance
  • Invincible to head-attribute attacks.
  • Can be double jump-canceled.
  • Mediocre horizontal, good vertical reach.
  • Fairly fast.
  • While in Semblance, gains an additional hit.
  • 7~16 H invul

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
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 Low 13 3 23 -7 F - SP 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 30 Launch 45 12 +0 +5
BBTag Yang 2C.png
BBTag Yang 2C Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 11 5 15 - H - SJP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Yang jA.png
BBTag Yang jA Hitbox.png
j.A
  • 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


j.AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500
[1500, 750]
High 7 3 12 - H - SJP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
Values in [] are during Semblance
BBTag Yang jAA.png
BBTag Yang jAA jBB Hitbox.pngBBTag Yang jAA jBB Semblance Hitbox.png
j.AA • j.AA - Semblance
  • Values in [] are during Semblance
  • 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
Shinku's favorite air normal.
BBTag Yang jAA.png
Reaching out to add icing on the cake.
Template:AttackDataHeader-BBTag
j.B


j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700
[1700, 850]
High 13 5 25 - H 7~17 Guard HP SJP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
Values in [] are during Semblance
On Guard Point, hitstop for Yang is 14F. Opponent hitstop is unchanged
On Guard Point, Yang takes 100% [0%] damage
BBTag Yang jB.png
BBTag Yang jB Hitbox.pngBBTag Yang jB Semblance Hitbox.png
j.B • j.B - Semblance
  • Values in [] are during Semblance
  • 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


j.BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500
[1500, 750]
High 7 3 12 - H - SJP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
Values in [] are during Semblance
BBTag Yang jAA.png
BBTag Yang jAA jBB Hitbox.pngBBTag Yang jAA jBB Semblance Hitbox.png
j.BB • j.BB - Semblance
  • Values in [] are during Semblance
  • 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!
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000
[2000, 1000]
High [High, All] 14 Until L
[Until L, 3]
33L [30L] -17 at best [-12] H - (S)P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 5 20 Launch 24 + Down 28 Launch 40 + Down 28 13 +0 +8
Values in [] are during Semblance
Second hit from Semblance can only connect if first hit hits
BBTag Yang jC.png
BBTag Yang jC Hitbox.pngBBTag Yang 5C Hitbox.png
j.C • j.C(2) - Semblance only


  • Values in [] are during Semblance
  • Propels Yang slightly forward before slamming into the ground.
  • Has a hitbox behind her, allowing for potential crossups.
  • While in Semblance, does an additional hit upon landing.
  • Advantage based on immediate j.C on standing opponent
  • Second hit from Semblance can only connect if first hit hit
  • Cancellable on hit.

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
Template:AttackDataHeader-BBTag
BC
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 500×2, 1000 Throw 7-30 3 23 - T - S 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0, 3×2, 4 - Crumple×2, Launch 60 - - - - 0, 6×2, 12 -
Minimum damage 2000
Crumple Duration 31F, Crumple Fall 59F
BBTag Yang GroundThrow.png
BBTag Yang Throw Hitbox.png


  • Can combo by linking a 5A or 5B juggle.
  • 100% minimum damage

Detailed description of the usefulness of the move go here

Strawberry Sunrise
Strawberry Sunrise
5A+D (air ok)
BBTag Yang StrawberrySunrise.png
VOLCANIC VIPER!!!
Template:AttackDataHeader-BBTag
Ground


AD
Strawberry Sunrise
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200
[2200, 1100]
Air Unblockable 13 10 [3, 7] 27+12L -30 B 1~22 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 60 Launch 75 12 +0 +5
Values in [] are during Semblance
Minimum Damage 110 [110, 55 (165)]
BBTag Yang StrawberrySunrise.png
BBTag Yang RA Hitbox.pngBBTag Yang RA Semblance Hitbox.png
5A+D • 5A+D - Semblance
Air


j.AD
Air Strawberry Sunrise
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200
[2200, 1100]
All 7 6 [3,3] 12L - H 1~12 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 60 Launch 75 12 +0 +5
Values in [] are during Semblance
Minimum Damage 110 [110, 55 (165)]
BBTag Yang StrawberrySunrise.png
BBTag Yang RA Hitbox.pngBBTag Yang RA Semblance Hitbox.png
j.A+D • j.A+D - Semblance
  • While in Semblance, gains an additional hit
  • Go-to antiair for most situations as 2B is fairly weak
  • Grounded version 1~22 All invul
  • Air version 1~12 All invul


Skills

Firecracker
Firecracker
236A/B
BBTag Yang Firecracker.png
First rule of RWBY: (Insert Item Here) is also a gun.
Template:AttackDataHeader-BBTag
A


236A
A Firecracker
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500
[1700]
All 13 [Until L+5] Until Hit [12] Total 45 -5 P1 - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 [85] 3 [4] 16 [18] Launch 27 [35] Launch 41 [50] 0/+11 [0/+4] +11 [+4] +13 [+9]
Values in [] are for explosion on the ground
Minimum Damage 75 [85]
BBTag Yang Firecracker.png
BBTag Yang Firecracker Hitbox.pngBBTag Yang FirecrackerGroundExplosion Hitbox.png
236X • Ground Explosion
  • Relatively short range and arc
  • Explodes upon hitting the ground, leaving a lingering hitbox.
  • Values in [] are for if fireball explodes on the ground
  • Opponent experiences an extra 5 [4] frames hitstop on hit/block and an extra 7 [9] frames on counterhit

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


236B
B Firecracker
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500
[1700]
All 16 [Until L+5] Until Hit [12] Total 48 -5 P1 - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 [85] 3 [4] 16 [18] Launch 27 [35] Launch 41 [50] 0/+11 [0/+4] +11 [+4] +13 [+9]
Values in [] are for explosion on the ground
Minimum Damage 75 [85]
BBTag Yang Firecracker.png
BBTag Yang Firecracker Hitbox.pngBBTag Yang FirecrackerGroundExplosion Hitbox.png
236X • Ground Explosion
  • Relatively long range and arc
  • Explodes upon hitting the ground, leaving a lingering hitbox.
  • Values in [] are for if fireball explodes on the ground
  • Opponent experiences an extra 5 [4] frames hitstop on hit/block and an extra 7 [9] frames on counterhit

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
Template:AttackDataHeader-BBTag
A


j.236A
A Bottle Rocket
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500
[1700]
All 11 [Until L+5] Until Hit [12] Until L+12L - P1 - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 [85] 3 [4] 16 [18] Launch 27 [35] Launch 41 [50] 0/+11 [0/+4] +11 [+4] +13 [+9]
Values in [] are for explosion on the ground
Minimum Damage 75 [85]
BBTag Yang BottleRocket.png
BBTag Yang BottleRocket Hitbox.pngBBTag Yang FirecrackerGroundExplosion Hitbox.png
j.236X • Ground Explosion
  • 45 degree angle projectile
  • Travels 1/2 to near fullscreen
  • Explodes upon hitting the ground, leaving a lingering hitbox.
  • Values in [] are for if fireball explodes on the ground
  • Opponent experiences an extra 5 [4] frames hitstop on hit/block and an extra 7 [9] frames on counterhit

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


j.236B
B Bottle Rocket
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500
[1700]
All 11 [Until L+5] Until Hit [12] Until L+12L - P1 - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 [85] 3 [4] 16 [18] Launch 27 [35] Launch 41 [50] 0/+11 [0/+4] +11 [+4] +13 [+9]
Values in [] are for explosion on the ground
Minimum Damage 75 [85]
BBTag Yang BottleRocket.png
BBTag Yang BottleRocket Hitbox.pngBBTag Yang FirecrackerGroundExplosion Hitbox.png
j.236X • Ground Explosion
  • 66 degree angle projectile
  • Travels 2/3 to over fullscreen
  • Explodes upon hitting the ground, leaving a lingering hitbox.
  • Values in [] are for if fireball explodes on the ground
  • Opponent experiences an extra 5 [4] frames hitstop on hit/block and an extra 7 [9] frames on counterhit

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
Template:AttackDataHeader-BBTag
214A
Burst of Embers
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 18 6 25 [20] -4 B 7~23 Guard BP P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 18 19 24 24 38 11 +0 +2
Enters 20 recovery on block 2 frames after attack connects
Can be canceled on hit/block to any followup until 8 frames before recovery ends
On Guard Point, hitstop for Yang is 14F. Opponent hitstop is unchanged
On Guard Point, Yang takes 50% [0%] damage
BBTag Yang BurstOfEmbers.png
BBTag Yang BurstOfEmbers Hitbox.png
  • 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.
  • 7~23 BP Armor
  • Enters 20 recovery on block 2 frames after attack connects
  • Can be canceled on hit/block to any followup until 8 frames before recovery ends

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
Template:AttackDataHeader-BBTag
214A > A
Rising Fire
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700×2 [1700, 850×2, 1700] All 10 3(15)3 [1×3(15)3] 15 +1* B, H [B×3, H] - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 30 Launch 45 12 [12, 6×2, 12] +0 +5
Values in [] are during Semblance
Performs three consecutive hits instead of one during Semblance on hit only
Frame advantage is from blocking second strike. Crouching under the second strike to make it whiff causes the attack to be -17
Minimum Damage 85×2 (170) [85, 42×2, 85 (254)]
BBTag Yang RisingFire.png
Just duck
BBTag Yang RisingFire1 Hitbox.pngBBTag Yang RisingFire1 Semblance Hitbox.pngBBTag Yang RisingFire2 Hitbox.png
214A~A(1) • 214A~A(1) - Semblance • 214A~A(2)
  • Values in [] are during Semblance
  • Performs three consecutive hits instead of one during Semblance on hit only
  • 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
  • Crouching under second hit and causing it to whiff results in attack being -17
Too Hot to Handle
Too Hot to Handle
B during Burst of Embers
BBTag Yang TooHotToHandle.png
"BANISHING FANG!"
Template:AttackDataHeader-BBTag
214A > B
Too Hot to Handle
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 High 24 3 24 -8 H 6~26 F P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 + GBounce Launch 75 + GBounce 12 +0 +5
Minimum Damage 100
BBTag Yang TooHotToHandle.png
BBTag Yang TooHotToHandle Hitbox.png
  • Good for extending combos in the corner.
  • Relatively slow, unrewarding overhead without using an assist.
  • 6~26 F invul

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
Template:AttackDataHeader-BBTag
214B
Cold Shoulder
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 3000 [0, 3600] Throw 30 3 36 - T - P 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100, 50 0, 4 - Launch 60 - - - 0, 12 -
Values in [] are during Semblance
Minimum Damage 150 [180]
BBTag Yang ColdShoulder.pngBBTag Yang ColdShoulder Hit.png
BBTag Yang ColdShoulder Hitbox.png


  • Values in [] are during Semblance
  • 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
Template:AttackDataHeader-BBTag
236C
EX Firecracker
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500, 1700 All 19 Until hit/L(4)12 Total 45 0 P1 - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80, 85 3, 4 16, 18 Launch 27, 35 Launch 41, 50 0/+11, 0/+4 +11, +4 +13, +9
Fireball explodes on contact with either opponent or the ground
Minimum Damage 150, 170 (320)
BBTag Yang Firecracker.png
BBTag Yang Firecracker Hitbox.pngBBTag Yang FirecrackerGroundExplosion Hitbox.png
236X • Ground Explosion/Explosion On Contact
  • Fireball explodes on contact with either opponent or the ground, leaving a lingering hitbox
  • Opponent experiences an extra 5/4 frames hitstop on hit/block and an extra 7/9 frames on counterhit
  • Neutral on block, giving Yang an ok option to reset pressure in some situations.
Bottle Rocket
Bottle Rocket
j.236C
BBTag Yang BottleRocket.png
Template:AttackDataHeader-BBTag
j.236C
EX Bottle Rocket
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500, 1700 All 13 Until hit/L(4)12 Total Until L+12L - P1 - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80, 85 3, 4 16, 18 Launch 27, 35 Launch 41, 50 0/+11, 0/+4 +11, +4 +13, +9
Fireball explodes on contact with either opponent or the ground
Minimum Damage 150, 170 (320)
BBTag Yang BottleRocket.png
BBTag Yang BottleRocket Hitbox.pngBBTag Yang FirecrackerGroundExplosion Hitbox.png
j.236X • Ground Explosion/Explosion On Contact
  • Fireball explodes on contact with either opponent or the ground, leaving a lingering hitbox.
  • Opponent experiences an extra 5/4 frames hitstop on hit/block and an extra 7/9 frames on counterhit
  • 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
Template:AttackDataHeader-BBTag
214A > C
Raging Inferno
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500×6, 1500 [750×6, 2250] All 12 2[(2)2]×5(20)3 27 -4 B - P 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 3×6, 4 16×6, 25 17×5, Crumple, Launch 40×6, 40 Slide 22×5, Crumple, Launch 54×6, 55 + Slide 1×6, 12 - +2×6, +5
Values in [] are during Semblance
Minimum Damage 50×6, 150 (450) [75×6, 225 (675)]
Crumple Duration 23F, Crumple Fall 51F
Maximum Slide duration 5F
BBTag Yang RagingInferno.png
Stop mashing
BBTag Yang RagingInferno1 Hitbox.pngBBTag Yang RagingInferno1 Semblance Hitbox.pngBBTag Yang RagingInferno2 Hitbox.pngBBTag Yang RagingInferno2 Semblance Hitbox.png
214A~C(1) • 214A~C(1) - Semblance • 214A~C(2) • 214A~C(2) - Semblance
  • Values in [] are during Semblance
  • Can convert into Burning Gold midscreen. Can convert into combos by using assist or corner
Perfect Bombshell
Perfect Bombshell
214C
BBTag Yang PerfectBombshell.png
G O T C H A
Template:AttackDataHeader-BBTag
214C
Perfect Bombshell
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 1000×4, 2000 [0, 1200×4, 2400] Throw* 18~40 3 26 - T (11F before Active)~(End of Active) H P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100, 70 0, 2×4, 5 - Launch 60 [+ Wallbounce 40 + Slide + Down 10] - - - 0, 6×4, 15 -
Values in [] are during Semblance
Gains head invulnerability when Yang reaches the opponent and attempts the attack
Catches standing and jumping opponents, but whiffs on crouching opponents
The punches are considered a separate attack with P2: 70%
Minimum Damage 600 [720]
Maximum Slide duration 1F
BBTag Yang PerfectBombshell.png
G O T C H A
BBTag Yang PerfectBombshell Hitbox.png


  • Values in [] are during Semblance
  • Command grab that whiffs on crouching opponents
  • Great for extending combos in the corner at the cost of Skill Gauge
  • Groundslides opponent on release
  • (11 before active)~Active H invul

A fairly important tool for obtaining good solo damage. While it is a command grab, it whiffs on crouching opponents so it is questionable to use it as one unless confirming a standing opponent, or training them to stand with her various high options.

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

In the corner, 5BB/2C > 214C can be looped into itself multiple times depending on proration, allowing for very damaging solo routes. As proration becomes higher, special-canceling from 2C becomes preferable to 5BB for the purposes of looping.

Assuming meter is available, following Perfect Bombshell with Burning Gold is a great way to tack on damage regardless of Yang's positioning.


Partner Skills

5P
5P
Burst of Embers
BBTag Yang BurstOfEmbers.png
Template:AttackDataHeader-BBTag
5P
Burst of Embers
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000
[1000×2, 1500]
All (18+)16 9 [9(10)3(12)3] 20 [30] -5 [-14] B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 [3, 4×2] 16 [16, 18×2] 17, 19, 30 Wallbounce 40 30×2, 30 Wallbounce 40 - - 11 [11, 12, 6] +0 -
Values in [] are for followup
Only performs followup on hit
Goes into followup or recovery on contact
Minimum Damage 50×2, 75 (175)
BBTag Yang BurstOfEmbers.png
BBTag Yang BurstOfEmbers Hitbox.pngBBTag Yang 5AAA Hitbox.pngBBTag Yang 5AAAA Hitbox.png
5P(1) • 5P(2) • 5P(3)
  • Good horizontal, short vertical reach
  • On hit, does a followup attack
  • Values in [] are for followup
  • Goes into followup or recovery on contact

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

6P
6P
Raging Inferno
BBTag Yang RagingInferno.png
Template:AttackDataHeader-BBTag
6P
Raging Inferno
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200×3
[(1200, 600)×3]
All (18+)39 3(6)3(6)3
[3(2)3(6)3(2)3(6)3(2)3]
27 -11 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19×2 [×5], Launch 25×2 [×5], 60 - - 3×2, 6
[3×5, 6]
+0 -
Values in [] are during Semblance
Minimum Damage 60×3 (180) [{60, 30}×3 (270)]
BBTag Yang RagingInferno.png
BBTag Yang RagingInferno2 Hitbox.pngBBTag Yang RagingInferno2 Semblance Hitbox.pngBBTag Yang 5B Hitbox.pngBBTag Yang 5B Semblance Hitbox.pngBBTag Yang 5BB Hitbox.pngBBTag Yang 5BB Semblance Hitbox.png
6P(1) • 6P(1) - Semblance • 6P(2) • 6P(2) - Semblance • 6P(3) • 6P(3) - Semblance
  • Values in [] are during Semblance
  • 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
4P
Rising Fire
BBTag Yang 4P.png
Template:AttackDataHeader-BBTag
4P
Strawberry Sunrise
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1800
[1800, 900]
All (18+)13 10 21+9L -23 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 60 - - 11 +0 +2
Values in [] are during Semblance
Minimum Damage 90 [90, 45 (135)]
BBTag Yang 4P.png
BBTag Yang 4P Hitbox.pngBBTag Yang 4P Semblance Hitbox.png
4P • 4P - Semblance


  • Values in [] are during Semblance
  • 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"
Template:AttackDataHeader-BBTag
Normal


236BC
Burning Gold
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
5500
[6545]
All 1+(53 Flash)+11 3 46 -28 B 1~14 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 5 20 Launch 60 Launch 76 20 +0 +8
Values in [] are during Semblance
Minimum damage 1760 [2094]
BBTag Yang BurningGold.png
BBTag Yang BurningGold1 Hitbox.pngBBTag Yang BurningGold1 Semblance Hitbox.png
236B+C • 236B+C - Semblance
Enhanced


Enhanced 236BC
Enhanced Burning Gold
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
5400, 2900
[5940, 3190]
All 1+(53 Flash)+11 3(24)2 47 -28 B 1~40 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 5 20 Launch 60 Launch 75 13/+30, 20 +30, +0 +30, +8
Values in [] are during Semblance
On Guard Point, Yang takes 50% [0%] damage
On Guard Point, hitstop for Yang is 8F. Opponent hitstop is 7F
Minimum damage 1350, 725 (2075) [1485, 797 (2282)]
Only performs second hit on contact
BBTag Yang BurningGold.png
BBTag Yang BurningGold2 Hitbox.pngBBTag Yang BurningGold1 Hitbox.pngBBTag Yang BurningGold1 Semblance Hitbox.png
236B+C(1) - Enhanced only • 236B+C(2) • 236B+C(2) - Semblance
  • Values in [] are during Semblance
  • Minimum damage 32% (1760 [2094])
  • Enchanced version minimum damage 1350, 667 (2017) [1485, 638 (2123)]
  • Enhanced version first hit has 30 additional hitstop for opponent; Only performs second hit on contact
  • 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.
  • 1~14 All invul

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!?"
Template:AttackDataHeader-BBTag
Normal


214BC
Unrelenting Fire
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1450×7, 2700
[1740×7, 2970]
All 1+(82 Flash)+14 5(10)5(9)4(8)4(7)3(6)3(6)2 32 -15 B 1~19 Guard All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 3×6, 4, 5 16×6, 18, 20 17×6, Crumple, Launch Stand×7, 60 22×6, Crumple, Launch Stand×7, 76 11×2, 9×2, 6×2, 11 11×2, 9×2, 6×2, 11, 13 +2×6, +5, +8
Values in [] are during Semblance
Gains full invulnerability for duration on hitting point character
On Guard Point, Yang takes 50% [0%] damage
On Guard Point, hitstop for Yang is 8F. Opponent hitstop is 7F
Minimum damage 203×7, 540 (1961) [226×7, 594 (2176)]
Crumple Duration 30F, Crumple Fall 63F
BBTag Yang UnrelentingFire.png
BBTag Yang UnrelentingFire1 Hitbox.pngBBTag Yang UnrelentingFire1 Semblance Hitbox.pngBBTag Yang UnrelentingFire3 Hitbox.pngBBTag Yang UnrelentingFire3 Semblance Hitbox.png
214B+C(1) • 214B+C(1) - Semblance • 214B+C(2) • 214B+C(2) - Semblance
Enhanced


Enhanced 214BC
Enhanced Unrelenting Fire
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
600×13, 900×6, 3600
[660×13, 990×6, 3960]
All 1+(82 Flash)+14 4(8)4(7)3(6)3(5)2(4)2(4)2(4)2(3)1(2)1(2)1(2)1(2)1
{(17)3×6(40)3}
33 -15 B 1~18 Guard All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 3×12, 4×7, 5 16×12, 18×7, 20 17×12, Launch×8 Restand×12, 60×8 - - 11×2, 9×2, 6×2, 3×2, 2×2, 1×2, 11 11×2, 9×2, 6×2, 3×2, 2×2, 1×2, 11, 12, 2×5, 13 -
Values in [] are during Semblance
Gains full invulnerability for duration on hitting point character
On Guard Point, hitstop for Yang is 8F. Opponent hitstop is 7F
Minimum damage 90×19, 396 (2106) [99×19, 356 (2237)]
BBTag Yang UnrelentingFire.png
BBTag Yang UnrelentingFire1 Hitbox.pngBBTag Yang UnrelentingFire1 Semblance Hitbox.pngBBTag Yang UnrelentingFire2 Hitbox.pngBBTag Yang UnrelentingFire2 Semblance Hitbox.pngBBTag Yang UnrelentingFire3 Hitbox.pngBBTag Yang UnrelentingFire3 Semblance Hitbox.png
214B+C(1) • 214B+C(1) - Semblance • 214B+C(2) - Enhanced only • 214B+C(2) - Semblance, Enhanced only • 214B+C(3) • 214B+C(3) - Semblance
  • Values in [] are during Semblance
  • Has a ridiculous amount of armor during the startup.
  • Gains full invulnerability for duration on hitting point character
  • Minimum damage 203*7, 540 (1961) [226*7, 594 (2176)]
  • Enhanced version minimum damage 90*19, 396 (2106) [99*19, 356 (2237)]
  • Deals roughly 10% more damage while in Semblance.
  • 1~19 GP All
  • Enhanced 1~18 GP All

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.


Distortion Skill Duo

Burning Gold
P during Main Character's Distortion Skill
BBTag Yang BurningGold.png
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Burning Gold
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 [2000, 500] All 1+(77 Flash)+1 3 [(24)2] 46 [47] -28 B 1~4 All [1~30 All] - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 5 20 Launch 60 Launch 75 13/+30, 20 +30, +0 +30, +8
Values in [] are for Enhanced version
Minimum Damage 2000 [2500]
Enhanced version only performs second hit on contact
BBTag Yang BurningGold.png
BBTag Yang BurningGold2 Hitbox.pngBBTag Yang BurningGold1 Hitbox.png
1st hit - Enhanced only • Normal version and 2nd hit of Enhanced version


  • Important points go here

Detailed description of the usefulness of the move go here


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.
Template:AttackDataHeader-BBTag
222BC
Yellow Dragon
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 1500, 1700x8, 1000, 28500 All 1+(83 Flash)+9 3 42 -26 B 1~15 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 4 18 - - - - 12 - -
Minimum Damage 44600
BBTag Yang YellowDragon.pngBBTag Yang YellowDragon2.png
I BURN!Can't hold me now, You got nothing that can stop me.
BBTag Yang YellowDragon Hitbox.png


  • Important points go here

Detailed description of the usefulness of the move go here


Navigation

To edit frame data, edit values in BBTag/Yang Xiao Long/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.