BBTag/Yang Xiao Long/Frame Data

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 Yang Xiao Long

Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
T throw cancellable
J jump cancellable
P can call Partner during this attack
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.


Attack Level Values
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +11 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
Damage 1000 1000 1500 1700 2000
P1 100 100 100 100 100 100
P2 70 75 80 85 90
  • Blockstun (Air) = Ground Blockstun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The Fall animation is 24F.
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Air hitstun is the same as ground hitstun by default.
For more values, see BBTag/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Yang Xiao Long 18,000 4F 24F (1~7F Inv All)
Semblance
  • When Yang goes below 35% Health and returns to a neutral state, she automatically activates her Semblance. Semblance activation has startup 1+0 and recovery 1?. Semblance lasts the rest of the match.
  • Yang's Semblance gives many of her attacks gain extra damage and other effects. See values in [] for exact effects.
Armor
  • When Yang takes damage while using attacks with Armor, the attack automatically becomes the Semblance version of the attack.

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 1200
[1200, 600]
All 6 3 15 -4 B 100 75 CSTJP 2 13 14 14 18 26 10 +0 +1
5AA 1500
[1500, 750]
All 8 3 18 -4 B 100 80 CSTJP 3 16 17 17 22 31 11 +0 +2
5AAA 1700 All 10 3 21 -5 B 100 85 CS(J)P 4 18 19 22 24 37 12 +0 +5
5AAAA 2500 All 11 3 30 -12 B 100 90 P 5 20 Launch 35 Launch 51 13 +0 +8
2A 1200 Low 7 3 12 -4 F 90 75 CSTP 2 13 14 14 18 26 10 +0 +1
5B 1500
[1500, 750]
All 10 3 25 -11 B 4~12 Guard BP 90 80 CSJP 3 16 17 17 22 31 11 +0 +2
5BB 1700
[1700, 850]
All 16 3 23 -7 B 1~18 Guard BP 90 75 CS(J)P 4 18 Launch 24 Launch 39 12 +0 +5
2B 1700
[1700, 850]
All 9 8 23+6L -18 B 7~16 Guard HP 90 75 SJP 4 18 Launch 27 Launch 42 12 +0 +5
5C 800+ High 26 3 18 -4 H 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 2000 Low 13 3 23 -7 F 90 85 SP 4 18 Launch 30 Launch 45 12 +0 +5
j.A 1700 High 11 5 15 H 80 80 SJP 3 16 17 17 22 31 11 +0 +2
j.AA 1500
[1500, 750]
High 7 3 12 H 80 80 SJP 3 16 17 17 22 31 11 +0 +2
j.B 1700
[1700, 850]
High 13 5 25 H 7~17 Guard HP 80 80 SJP 3 16 17 17 22 31 11 +0 +2
j.BB 1500
[1500, 750]
High 7 3 12 H 80 80 SJP 3 16 17 17 22 31 11 +0 +2
j.C 2000
[2000, 1000]
High [High, All] 14 Until L
[Until L, 3]
33L [30L] -17 at best [-12] H 80 80 (S)P 5 20 Launch 24 + Down 28 Launch 40 + Down 28 13 +0 +8

Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0, 500×2, 1000 Throw 7-30 3 23 T 100 50 S 0, 3×2, 4 Crumple×2, Launch 60 0, 6×2, 12
AD Strawberry Sunrise 2200
[2200, 1100]
Air Unblockable 13 10 [3, 7] 27+12L -30 B 1~22 All 80 60 4 18 Launch 60 Launch 75 12 +0 +5
j.AD Air Strawberry Sunrise 2200
[2200, 1100]
All 7 6 [3,3] 12L H 1~12 All 80 60 4 18 Launch 60 Launch 75 12 +0 +5

Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Firecracker 1500
[1700]
All 13 [Until L+5] Until Hit [12] Total 45 -5 P1 80 80 [85] P 3 [4] 16 [18] Launch 27 [35] Launch 41 [50] 0/+11 [0/+4] +11 [+4] +13 [+9]
236B B Firecracker 1500
[1700]
All 16 [Until L+5] Until Hit [12] Total 48 -5 P1 80 80 [85] P 3 [4] 16 [18] Launch 27 [35] Launch 41 [50] 0/+11 [0/+4] +11 [+4] +13 [+9]
j.236A A Bottle Rocket 1500
[1700]
All 11 [Until L+5] Until Hit [12] Until L+12L P1 80 80 [85] P 3 [4] 16 [18] Launch 27 [35] Launch 41 [50] 0/+11 [0/+4] +11 [+4] +13 [+9]
j.236B B Bottle Rocket 1500
[1700]
All 11 [Until L+5] Until Hit [12] Until L+12L P1 80 80 [85] P 3 [4] 16 [18] Launch 27 [35] Launch 41 [50] 0/+11 [0/+4] +11 [+4] +13 [+9]
214A Burst of Embers 1500 All 18 6 25 [20] -4 B 7~23 Guard BP 80 80 P 3 18 19 24 24 38 11 +0 +2
214A > A Rising Fire 1700×2 [1700, 850×2, 1700] All 10 3(15)3 [1×3(15)3] 15 +1* B, H [B×3, H] 80 85 P 4 18 Launch 30 Launch 45 12 [12, 6×2, 12] +0 +5
214A > B Too Hot to Handle 2000 High 24 3 24 -8 H 6~26 F 80 85 P 4 18 Launch 60 + GBounce Launch 75 + GBounce 12 +0 +5
214B Cold Shoulder 0, 3000 [0, 3600] Throw 30 3 36 T 100 100, 50 P 0, 4 Launch 60 0, 12

Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C EX Firecracker 1500, 1700 All 19 Until hit/L(4)12 Total 45 0 P1 80 80, 85 P 3, 4 16, 18 Launch 27, 35 Launch 41, 50 0/+11, 0/+4 +11, +4 +13, +9
j.236C EX Bottle Rocket 1500, 1700 All 13 Until hit/L(4)12 Total Until L+12L P1 80 80, 85 P 3, 4 16, 18 Launch 27, 35 Launch 41, 50 0/+11, 0/+4 +11, +4 +13, +9
214A > C Raging Inferno 500×6, 1500 [750×6, 2250] All 12 2[(2)2]×5(20)3 27 -4 B 100 85 P 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
214C Perfect Bombshell 0, 1000×4, 2000 [0, 1200×4, 2400] Throw* 18~40 3 26 T (11F before Active)~(End of Active) H 80 100, 70 P 0, 2×4, 5 Launch 60 [+ Wallbounce 40 + Slide + Down 10] 0, 6×4, 15

Partner Skills

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P Burst of Embers 1000
[1000×2, 1500]
All (18+)16 9 [9(10)3(12)3] 20 [30] -5 [-14] B 70 80 3 [3, 4×2] 16 [16, 18×2] 17, 19, 30 Wallbounce 40 30×2, 30 Wallbounce 40 11 [11, 12, 6] +0
6P Raging Inferno 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 85 4 18 19×2 [×5], Launch 25×2 [×5], 60 3×2, 6
[3×5, 6]
+0
4P Strawberry Sunrise 1800
[1800, 900]
All (18+)13 10 21+9L -23 B 70 80 3 16 Launch 60 11 +0 +2

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge
    • Skill Gauge Cooldown 180F (starts at beginning of superflash)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Burning Gold 5500
[6545]
All 1+(53 Flash)+11 3 46 -28 B 1~14 All 80 60 5 20 Launch 60 Launch 76 20 +0 +8
Enhanced 236BC Enhanced Burning Gold 5400, 2900
[5940, 3190]
All 1+(53 Flash)+11 3(24)2 47 -28 B 1~40 All 80 60 5 20 Launch 60 Launch 75 13/+30, 20 +30, +0 +30, +8
214BC Unrelenting Fire 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 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
Enhanced 214BC Enhanced Unrelenting Fire 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 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
Distortion Skill Duo Burning Gold 2000 [2000, 500] All 1+(77 Flash)+1 3 [(24)2] 46 [47] -28 B 1~4 All [1~30 All] 100 100 5 20 Launch 60 Launch 75 13/+30, 20 +30, +0 +30, +8

Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Yellow Dragon 0, 1500, 1700x8, 1000, 28500 All 1+(83 Flash)+9 3 42 -26 B 1~15 All 100 100 4 18 12

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5ABBTag Yang 5A.pngGuardAllStartup6Recovery15Advantage-4 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AABBTag Yang 5AA.pngGuardAllStartup8Recovery18Advantage-4 5AAA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAABBTag Yang 5AAA.pngGuardAllStartup10Recovery21Advantage-5 5AAAA 5B, 2B 5C, 2C Jump[-], Special, Super
5AAAABBTag Yang 5AAAA.pngGuardAllStartup11Recovery30Advantage-12 - - - -
2ABBTag Yang 2A.pngGuardLowStartup7Recovery12Advantage-4[2] 5A 5B, 2B 5C, 2C Throw, Special, Super
5BBBTag Yang 5B.pngGuardAllStartup10Recovery25Advantage-11 - 5BB, 2B 5C, 2C Jump, Special, Super
5BBBBTag Yang 5BB.pngGuardAllStartup16Recovery23Advantage-7 - 2B 5C, 2C Jump[-], Special, Super
2BBBTag Yang 2B.pngGuardAllStartup9Recovery23+6LAdvantage-18 - - j.C Jump, Special, Super
5CBBTag Yang 5C.pngGuardHighStartup26Recovery18Advantage-4 - - - -
2CBBTag Yang 2C.pngGuardLowStartup13Recovery23Advantage-7 - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Yang jA.pngGuardHighStartup11Recovery15Advantage- j.AA j.B j.C Jump, Special, Super
j.BBBTag Yang jB.pngGuardHighStartup13Recovery25Advantage- j.A j.BB j.C Jump, Special, Super
j.AA and j.BBBBTag Yang jAA.pngGuardHighStartup7Recovery12Advantage- j.A j.B j.C Jump, Special, Super
j.CBBTag Yang jC.pngGuardHigh [High, All]Startup14Recovery33L [30L]Advantage-17 at best [-12] - - - Special, Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string

Sources

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To edit frame data, edit values in BBTag/Yang Xiao Long/Data.
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