BBTag/Yang Xiao Long/Frame Data

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System Data

Health:
Prejump:
Backdash Time / Invul:

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

Version 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.
1200
[1200, 600]
All 6 - - -4 B
[B,P*]
- 1500
[1500, 750]
All 8 - - -4 B
[B,P*]
- 1700 All 10 - - -5 B - 2500 All 11 - - -12 B - 1200 Low 7 - - -4 F - 1500
[1500, 750]
All 10 - - -11 B
[P*]
- 1700
[1700, 850]
All - - - - B
[B,P*]
- 1700
[1700, 850]
All 9 - - -18 B
[B,P*]
- 800 High 26 - - -4 H - 2000 Low 13 - - -7 F - 1700 High 11 - - - H - 1500
[1500,750]
High 7 - - - H
[H,P*]
- 1700
[1700,850]
High 13 - - - H
[H,P*]
- 2000
[2000,1000]
High 14 - - -9* H
[H,P*]
-

Universal Mechanics

Version 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.
0, 500*2, 1000 Throw - - - - T - 2200
[2200, 1100]
Air Unblockable 13 - - -30 B
[B, P*]
- 2200
[2200, 1100]
All 7 - - - B
[B, P*]
- - All - - - - H -

Skills

Version 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.
1500, 1700 All 13 - - -5 P* - 1500, 1700 All 16 - - -5 P* - 1500, 1700 All 11 - - - P* - 1500, 1700 All 11 - - - P* - 1500 All 18 - - -4 B - 1700*2
[1700, 850*2, 1700]
All 10 - - +1* B
[B, P*2, B]
- 2000 High 24 - - -8 H - 0, 3000
[0, 3600]
Throw 30 - - - T -

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)
Version 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.
1500, 1700 All 19 - - 0 P* - 1500, 1700 All 13 - - - P* - 500x6, 1500
[750*5, 2250]
- 12 - - -11 - - 0, 1000*4, 2000
[0, 1200*4, 2400]
Unblockable* 18 - - - T -

Partner Skills

Version 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.
1000*2, 1500 - 34 - - - - - 1200*3
[(1200, 600)*3]
- 57 - - - - - 1800
[1800, 900]
- 31 - - - - -

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)
Version 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.
5400 [5940] All 1+11 - - -28 B - 5400, 2700
[5940, 2970]
All 1+11 - - -28 B - 1350*7, 2500
[1485*7, 2750]
All 1+14 - - -15 B - 600*13, 900*6, 3000
[660*13, 990*6, 3300]
All 1+14 - - -15 B - 2000 [2500] All - - - - - -

Astral Heat

Version 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.
- - 1+9 - - -26 - -

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


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