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{{#lsth:BBTag/Yang Xiao Long/Data|5A}} | {{#lsth:BBTag/Yang Xiao Long/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Jump-Cancelable | {{Description|7|text=* Values in [] are during Semblance | ||
* Jump-Cancelable | |||
* While in Semblance, gains an extra gunshot hitbox, greatly increasing its range. | * While in Semblance, gains an extra gunshot hitbox, greatly increasing its range. | ||
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{{#lsth:BBTag/Yang Xiao Long/Data|5AA}} | {{#lsth:BBTag/Yang Xiao Long/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Jump-cancelable | {{Description|7|text=* Values in [] are during Semblance | ||
* Jump-cancelable | |||
* While in Semblance, gains an extra gunshot hitbox, ensuring it combos properly from a max range 5A. | * While in Semblance, gains an extra gunshot hitbox, ensuring it combos properly from a max range 5A. | ||
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{{#lsth:BBTag/Yang Xiao Long/Data|5B}} | {{#lsth:BBTag/Yang Xiao Long/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=*Has armor against body-attribute attacks during during frames 4-12. | {{Description|7|text=* Values in [] are during Semblance | ||
*Has armor against body-attribute attacks during during frames 4-12. | |||
*Jump-cancelable. | *Jump-cancelable. | ||
*While in Semblance, gains an extra gunshot hitbox, making it Yang's longest ranged normal poke. Reaching even further than her 2C. | *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. | 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. | ||
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{{#lsth:BBTag/Yang Xiao Long/Data|5BB}} | {{#lsth:BBTag/Yang Xiao Long/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=*Has armor against body attribute attacks during the middle portion of the move | {{Description|7|text=*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. | *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. | ||
*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. | 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. | ||
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{{#lsth:BBTag/Yang Xiao Long/Data|2B}} | {{#lsth:BBTag/Yang Xiao Long/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=*Invincible to head-attribute attacks. | {{Description|6|text=*Values in [] are during Semblance | ||
*Invincible to head-attribute attacks. | |||
*Can be double jump-canceled. | *Can be double jump-canceled. | ||
*Mediocre horizontal, good vertical reach. | *Mediocre horizontal, good vertical reach. | ||
*Fairly fast. | *Fairly fast. | ||
*While in Semblance, gains an additional hit. | *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. | 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. | ||
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{{#lsth:BBTag/Yang Xiao Long/Data|j.AA}} | {{#lsth:BBTag/Yang Xiao Long/Data|j.AA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* While in Semblance, gains an additional hit. | {{Description|7|text=*Values in [] are during Semblance | ||
* While in Semblance, gains an additional hit. | |||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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====== <font style="visibility:hidden" size="0">j.A</font> ====== | ====== <font style="visibility:hidden" size="0">j.A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yang_jB.png |caption= Shinku's favorite air normal | |image=BBTag_Yang_jB.png |caption= Shinku's favorite air normal. | ||
|image2=BBTag_Yang_jAA.png |caption2= Reaching out to add icing on the cake. | |image2=BBTag_Yang_jAA.png |caption2= Reaching out to add icing on the cake. | ||
|name=j.B | |name=j.B | ||
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{{#lsth:BBTag/Yang Xiao Long/Data|j.B}} | {{#lsth:BBTag/Yang Xiao Long/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=*Decent horizontal, decent downwards vertical hitbox. | {{Description|7|text=*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. | *While in Semblance, gains an extra gunshot hitbox, increasing its vertical and horizontal range. | ||
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{{#lsth:BBTag/Yang Xiao Long/Data|j.BB}} | {{#lsth:BBTag/Yang Xiao Long/Data|j.BB}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=*Short horizontal and vertical hitbox. | {{Description|7|text=*Values in [] are during Semblance | ||
*Short horizontal and vertical hitbox. | |||
*While in Semblance, gains an additional hit. | *While in Semblance, gains an additional hit. | ||
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{{#lsth:BBTag/Yang Xiao Long/Data|j.C}} | {{#lsth:BBTag/Yang Xiao Long/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=*Propels Yang slightly forward before slamming into the ground. | {{Description|6|text=*Values in [] are during Semblance | ||
*Propels Yang slightly forward before slamming into the ground. | |||
*Has a hitbox behind her, allowing for potential crossups. | *Has a hitbox behind her, allowing for potential crossups. | ||
*While in Semblance, does an additional hit upon landing. | *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. | * Cancellable on hit. | ||
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{{#lsth:BBTag/Yang Xiao Long/Data|BC}} | {{#lsth:BBTag/Yang Xiao Long/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* Can combo by linking a 5A or 5B juggle. | {{Description|6|text=* Can combo by linking a 5A or 5B juggle. | ||
*100% minimum damage | |||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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{{Description|7|text=* While in Semblance, gains an additional hit | {{Description|7|text=* While in Semblance, gains an additional hit | ||
* Go-to antiair for most situations as 2B is fairly weak | * Go-to antiair for most situations as 2B is fairly weak | ||
*Grounded version 1~22 All invul | |||
*Air version 1~12 All invul | |||
}} | }} | ||
}} | }} | ||
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{{Description|7|text=*Relatively short range and arc | {{Description|7|text=*Relatively short range and arc | ||
*Explodes upon hitting the ground, leaving a lingering hitbox. | *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. | 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. | ||
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{{Description|7|text=*Relatively long range and arc | {{Description|7|text=*Relatively long range and arc | ||
*Explodes upon hitting the ground, leaving a lingering hitbox. | *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. | 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. | ||
}} | }} | ||
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*Travels 1/2 to near fullscreen | *Travels 1/2 to near fullscreen | ||
*Explodes upon hitting the ground, leaving a lingering hitbox. | *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. | Great zoning tool that singlehandedly provides Yang some good fullscreen presence as the projectiles come out fast and can cover space quickly. | ||
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*Travels 2/3 to over fullscreen | *Travels 2/3 to over fullscreen | ||
*Explodes upon hitting the ground, leaving a lingering hitbox. | *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. | Great zoning tool that singlehandedly provides Yang some good fullscreen presence as the projectiles come out fast and can cover space quickly. | ||
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* Has armor against body attribute attacks. | * Has armor against body attribute attacks. | ||
* +6 on Counter Hit. Can link into 5A in these situations. | * +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. | 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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{{#lsth:BBTag/Yang Xiao Long/Data|214A > A}} | {{#lsth:BBTag/Yang Xiao Long/Data|214A > A}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* While Semblance is active, this can be used to extend combos in the corner | {{Description|6|text=*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 | * 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 | ||
}} | }} | ||
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{{Description|6|text=*Good for extending combos in the corner. | {{Description|6|text=*Good for extending combos in the corner. | ||
*Relatively slow, unrewarding overhead without using an assist. | *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. | 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. | ||
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{{#lsth:BBTag/Yang Xiao Long/Data|214B}} | {{#lsth:BBTag/Yang Xiao Long/Data|214B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* Command Grab | {{Description|6|text=*Values in [] are during Semblance | ||
* Command Grab | |||
* Launches opponent higher while Semblance is active, allowing for fairly damaging combos | * Launches opponent higher while Semblance is active, allowing for fairly damaging combos | ||
* Deals an additional 32% damage while in Semblance | * Deals an additional 32% damage while in Semblance | ||
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{{#lsth:BBTag/Yang Xiao Long/Data|236C}} | {{#lsth:BBTag/Yang Xiao Long/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text=*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. | *Neutral on block, giving Yang an ok option to reset pressure in some situations. | ||
}} | }} | ||
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{{#lsth:BBTag/Yang Xiao Long/Data|j.236C}} | {{#lsth:BBTag/Yang Xiao Long/Data|j.236C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text=* 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 | * 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. | 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. | ||
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{{#lsth:BBTag/Yang Xiao Long/Data|214A > C}} | {{#lsth:BBTag/Yang Xiao Long/Data|214A > C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=*Can convert into Burning Gold midscreen. Can convert into combos by using assist or corner | {{Description|6|text=*Values in [] are during Semblance | ||
*Can convert into Burning Gold midscreen. Can convert into combos by using assist or corner | |||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Perfect Bombshell</font> ====== | ====== <font style="visibility:hidden" size="0">Perfect Bombshell</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yang_PerfectBombshell.png |caption= | |image=BBTag_Yang_PerfectBombshell.png |caption= '''G O T C H A''' | ||
|input=214C | |input=214C | ||
|name=Perfect Bombshell | |name=Perfect Bombshell | ||
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{{#lsth:BBTag/Yang Xiao Long/Data|214C}} | {{#lsth:BBTag/Yang Xiao Long/Data|214C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=*Command grab that whiffs on crouching opponents | {{Description|6|text=*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 | *Great for extending combos in the corner at the cost of Skill Gauge | ||
*Groundslides opponent on release | *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. | 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. | ||
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{{Description|6|text=*Good horizontal, short vertical reach | {{Description|6|text=*Good horizontal, short vertical reach | ||
*On hit, does a followup attack | *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. | 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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{{#lsth:BBTag/Yang Xiao Long/Data|6P}} | {{#lsth:BBTag/Yang Xiao Long/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=*Travels almost fullscreen | {{Description|6|text=* Values in [] are during Semblance | ||
*Travels almost fullscreen | |||
*Limited vertical reach | *Limited vertical reach | ||
*Higher startup than other assists | *Higher startup than other assists | ||
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{{#lsth:BBTag/Yang Xiao Long/Data|4P}} | {{#lsth:BBTag/Yang Xiao Long/Data|4P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=*Short horizontal, good vertical reach | {{Description|6|text=* 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. | 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. | ||
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{{#lsth:BBTag/Yang Xiao Long/Data|Enhanced 236BC}} | {{#lsth:BBTag/Yang Xiao Long/Data|Enhanced 236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=*Invulnerable along its path until after the first hit, which means it eats projectiles and trumps most active attacks. | {{Description|7|text=*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 | *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. | ||
*1~14 All invul | |||
*Enhanced 1~40 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. | 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. | ||
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{{#lsth:BBTag/Yang Xiao Long/Data|Enhanced 214BC}} | {{#lsth:BBTag/Yang Xiao Long/Data|Enhanced 214BC}} | ||
{{!}}- | {{!}}- | ||
{{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. | ||
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{{#lsth:BBTag/Yang Xiao Long/Data|Distortion Skill Duo}} | {{#lsth:BBTag/Yang Xiao Long/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text=*Values in [] for Enhanced version | ||
*Minimum damage 100% (2000) [2500] | |||
*Enhanced version first hit has 30 additional hitstop for opponent; Only performs second hit on contact | |||
*1~4 All invul | |||
*Enhanced version 1~30 All invul | |||
}} | }} | ||
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{{#lsth:BBTag/Yang Xiao Long/Data|222BC}} | {{#lsth:BBTag/Yang Xiao Long/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text=*1~15 All invul | ||
}} | }} | ||
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<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Navigation== | ==Navigation== | ||
{{#lsth:BBTag/Yang Xiao Long/Data|Links}} | {{#lsth:BBTag/Yang Xiao Long/Data|Links}} |
Revision as of 07:10, 7 July 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
- 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 |
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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
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5B
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5C
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Detailed description of the usefulness of the move go here |
2A
2A |
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Considering Yang's other normal options, this and 5B are likely to be her go-to normals when trying to approach. Due to 5A's lacking horizontal range, 2A should be given priority if a relatively fast, decently ranged normal is desired. Canceling into 5B when not point-blank is generally a good idea since 5A is stubby and 2C leaves little room to continue pressure. This is particularly strong against opponents that disrespect 2A's range or cannot react with appropriate lows. If within range, 2A can be canceled into 5AA, which allows her to cancel back into 2A and then another 5A cancel, allowing her to greatly extend her normally relatively short pressure. While making her pressure less predictable, this does require being within range for 5A in the first place, so being mindful of ranges is necessary when not in Semblance. |
2B
2B |
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A fairly good antiair that propels Yang into the air, requiring either a double jump or j.236X to cancel out of it. If blocked and able to react well, pressure can continue after the double jump with her various air options. Can be used in pressure, though as it has limited horizontal range, Yang has to be careful that it does not whiff as she is then unable to cancel out of its long recovery. |
2C
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j.A
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j.A
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j.C
j.C |
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Mostly used as a combo ender. Can also be used as surprise yolo instant overhead or a crossup. If used at the end of combos, your opponent is usually able to freely forward roll past Yang. Thus, careful movement needs to be used to ensure you don't let your opponent escape the corner for free. If desired for pressure, an assist is recommended as this normal is very unsafe on block. Since she can simply continue pressure off other falling aerials without committing assist bar however, this may not be an efficient option to go for if the setup from the assist is not seriously desired. If done immediately after a jump, j.C is notably Yang's fastest overhead. Similar to pressure situations, calling an assist will allow Yang to combo after a successful hit, and keep her safe in case the j.C is blocked. On defense, the normal is also decent enough to Fuzzy j.C with (17BC1) to steal your turn, granted you get a good read on when there's a gap in your opponent's pressure/your opponent will try to grab you. |
Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Detailed description of the usefulness of the move go here |
Strawberry Sunrise
Strawberry Sunrise 5A+D (air ok) |
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Skills
Firecracker
Firecracker 236A/B |
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Bottle Rocket
Bottle Rocket j.236A/B |
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Burst of Embers
Burst Of Embers 214A |
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Burst of Embers is useful neutral and pressure tool. Yang gains armor against body attribute attacks once she gets moving, giving her a valuable tool to approach her opponent in certain situations, especially when covered by an assist call. If cancelled into from a blocked normal, Burst of Embers can function as a simple frame trap that also helps counter predictable Reject Guards. On counter hit, Burst of Embers is +6, allowing you to convert into a combo by linking into 5A. Burst of Embers is -1 on regular hit and -4 on block, so you give up any further pressure in most cases unless you perform one of its followups or you're covered by an assist call. Since Burst of Embers does not have armor against foot or head attribute attacks, it should also not be thrown out haphazardly or during situations where you could easily be hit during the startup. |
Rising Fire
Rising Fire A during Burst of Embers |
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Too Hot to Handle
Too Hot to Handle B during Burst of Embers |
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A somewhat useful option if the opponent is trained to block due to staggered Rising Fire (214AA) but if not the opponent is likely to just mash Yang out of it if not backed with assists. Yet, if an assist is used to make it gapless, the assist will not be available to continue the combo after. As Yang does not have a low followup from Burst of Embers (214A), outside of resetting into 2A or 2C, a wise opponent will simply autopilot into high block. Since 214A is minus, even if the low reset is desired, an opponent that is not specifically trained to avoid mashing has a good bit of time to challenge the reset, making the high/low mixup from this point fairly underwhelming. In the corner, it can be comboed off of if the opponent is hovering at around the top of 214A's vertical hitbox (eg: Throw > 5AAA > 214AB > 5A...). |
Cold Shoulder
Cold Shoulder 214B |
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Can combo from it without Semblance but requires calling a Partner Skill into Active Change and then following up after Yang completes her animation. While a strong option to justify going for command grab against overly defensive opponents, if the opponent commits to an offensive option Yang and her partner are likely to eat a hefty chunk of damage. |
Extra Skills
Firecracker
Firecracker 236C |
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Bottle Rocket
Bottle Rocket j.236C |
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The nice thing about this EX version of the move is that if used after a 2B > jump cancel > AA combo, Yang has enough time to land and catch with 5A and continue the combo. |
Raging Inferno
Raging Inferno C During Burst of Embers |
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Perfect Bombshell
Perfect Bombshell 214C |
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A fairly important tool for obtaining good solo damage. While it is a command grab, it whiffs on crouching opponents so it is questionable to use it as one unless confirming a standing opponent, or training them to stand with her various high options. Can be used to grab airborne opponents in combos, though this requires both a relatively high amount of hitstun as well as low air height. This is generally preceded by 5BB or 2C, but can also occur from a variety of assists. In the corner, 5BB/2C > 214C can be looped into itself multiple times depending on proration, allowing for very damaging solo routes. As proration becomes higher, special-canceling from 2C becomes preferable to 5BB for the purposes of looping. Assuming meter is available, following Perfect Bombshell with Burning Gold is a great way to tack on damage regardless of Yang's positioning. |
Partner Skills
5P
5P Burst of Embers |
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A solid standard Partner Skill that uses the animation of Burst of Embers (214A), but goes into the animation of Rising Fire (214AA) on hit, causing a wall bounce. As it is much faster than 6P and has better horizontal reach than 4P, it is a safe, simple option for pressure and combos. |
6P
6P Raging Inferno |
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While it travels fairly far horizontally and can put the opponent into a high amount of block or hitstun, its lack of vertical reach and relatively high startup can make it hard for it to connect on opponents. If able to cover Yang with projectiles, long-reaching normals, Distortion Skills, etc. that can punish opponents challenging 6P's startup, then it can be a useful tool to help contest neutral. If used for pressure and able to cover its hefty startup, because of its high blockstun it becomes a great tool for mixup, especially when side-switching with Active Change and Cross Combo. |
4P
4P Rising Fire |
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While its limited horizontal reach makes 4P difficult to utilize on the ground, as Yang's other Partner Skills lack vertical reach 4P is her go-to Partner Skill when needing to catch aerial opponents, acting somewhat as a quick vertical wall. As 4P is also her fastest Partner Skill, it can be a more reliable option for combo purposes so long as the opponent stays within its range. With its fast startup and limited horizontal movement, it serves as a decent way to build up Resonance Level if scared to commit to 5P or 6P, since the opponent may have difficulty punishing it if Yang's partner is waiting patiently and since 4P's vertical hitbox can deal effectively with jump-ins. |
Distortion Skills
Burning Gold
Burning Gold 236B+C |
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Unrelenting Fire
Unrelenting Fire 214B+C |
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Distortion Skill Duo
Burning Gold P during Main Character's Distortion Skill |
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Astral Heat
Yellow Dragon 222B+C |
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