BBTag/Yang Xiao Long/Frame Data: Difference between revisions

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*Values in [] are during Semblance
*Values in [] are during Semblance
*Minimum damage 1350, 667 (2017) [1485, 638 (2123)]
*Minimum damage 25% (2075 [2282])
*Only performs second hit on contact
*Only performs second hit on contact
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*Values in [] are during Semblance
*Values in [] are during Semblance
*Gains full invulnerability for duration on hitting point character
*Gains full invulnerability for duration on hitting point character
*Minimum damage 203*7, 540 (1961) [226*7, 594 (2176)]
*Minimum damage 14%*7, 20% [13%*7, 20%] (1961 [2176])
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*Values in [] are during Semblance
*Values in [] are during Semblance
*Gains full invulnerability for duration on hitting point character
*Gains full invulnerability for duration on hitting point character
*Minimum damage 90*19, 396 (2106) [99*19, 356 (2237)]
*Minimum damage 15%*13, 10%*6, 11% [15%*13, 10%*6, 9%] (2106 [2237])
 
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Revision as of 20:05, 14 October 2019

System Data

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.


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A
  • Values in [] are during Semblance
5AA
  • Values in [] are during Semblance
5AAA
5AAAA
2A
5B
  • Values in [] are during Semblance
5BB
  • Values in [] are during Semblance
2B
  • Values in [] are during Semblance
5C
2C
j.A
j.AA
j.BB
  • Values in [] are during Semblance
j.B
  • Values in [] are during Semblance
j.C
  • Values in [] are during Semblance
  • Advantage based on immediate j.C on standing opponent
  • Second hit from Semblance can only connect if first hit hit

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground Throw
  • Minimum Damage 100% (2000)
Strawberry Sunrise
Reversal Action
  • Values in [] are during Semblance
Air Strawberry Sunrise
Air Reversal Action
  • Values in [] are during Semblance
Cross Burst Attack

Skills

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A Firecracker
236A
  • Values in [] are for if fireball explodes on the ground
B Firecracker
236B
  • Values in [] are for if fireball explodes on the ground
A Bottle Rocket
j.236A
  • Values in [] are for if fireball explodes on the ground
B Bottle Rocket
j.236B
  • Values in [] are for if fireball explodes on the ground
Burst of Embers
214A
  • 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
Rising Fire
Burst of Embers > A
  • 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.
Too Hot to Handle
Burst of Embers > B
Cold Shoulder
214B
  • Values in [] are during Semblance

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)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
EX Firecracker
236C
  • Fireball explodes on contact with either opponent or the ground
  • Opponent experiences an extra 7 [9] frames on counterhit
EX Bottle Rocket
j.236C
  • Fireball explodes on contact with either opponent or the ground
Raging Inferno
Burst of Embers > C
  • Values in [] are during Semblance
Perfect Bombshell
214C
  • Values in [] are during Semblance
  • Gains head invulnerability when Yang reaches the opponent and attempts the attack.
  • Whiffs on crouching opponents

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.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5P
Burst of Embers
  • Values in [] are for followup
  • Only performs followup on hit; Goes into followup or recovery on contact
6P
Raging Inferno
  • Values in [] are during Semblance
4P
Strawberry Sunrise
  • Values in [] are during Semblance

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)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Burning Gold
236B+C
  • Values in [] are during Semblance
  • Minimum damage 32% (1760 [2094])
Enhanced Burning Gold
236B+C
  • Values in [] are during Semblance
  • Minimum damage 25% (2075 [2282])
  • Only performs second hit on contact
Unrelenting Fire
214B+C
  • Values in [] are during Semblance
  • Gains full invulnerability for duration on hitting point character
  • Minimum damage 14%*7, 20% [13%*7, 20%] (1961 [2176])
Enhanced Unrelenting Fire
214B+C
  • Values in [] are during Semblance
  • Gains full invulnerability for duration on hitting point character
  • Minimum damage 15%*13, 10%*6, 11% [15%*13, 10%*6, 9%] (2106 [2237])
Burning Gold
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage 100% (2000 [2500])
  • Only performs second hit on contact

Astral Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Yellow Dragon
222B+C

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5A 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Jump[-], Special, Super
5AAAA - - - -
2A[2] 5A 5B, 2B 5C, 2C Throw, Special, Super
5B - 5BB, 2B 5C, 2C Jump, Special, Super
5BB - 2B 5C, 2C Jump[-], Special, Super
2B - - j.C Jump, Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump, Special, Super
j.B j.A j.BB j.C Jump, Special, Super
j.AA and j.BB j.A j.B j.C Jump, Special, Super
j.C - - - Special, Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string

Sources

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.