BBTag/Yang Xiao Long: Difference between revisions

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*Opponent experiences an extra 5 [4] frames hitstop on hit/block and an extra 7 [9] frames on counterhit
*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.
*in resonance blaze, can cancelled into 236bc as a risky damage confirm  
*In Resonance can be cancelled into Burning Gold as a risky confirm.
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Revision as of 09:11, 14 April 2021

Overview

Template:CharaOverview

Normal Moves

5A

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.
5A
5AA
5AAA
5AAAA

  • 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(and low commitment antiair) to use alongside 5B.


  • Values in [] are during Semblance
  • Jump-cancelable
  • While in Semblance, gains an extra gunshot hitbox, ensuring it combos properly from a max range 5A.

5AA 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.


  • Safe on block
  • Combo filler/Pressure tool
  • Unaffected by Semblance

  • Launches the opponent away from Yang on hit.

Like most if not all Smart Combo enders it's non special cancellable. vulnerable to pushblock, unsafe, and generally not very useful. you'll only really want to use this in situations where cross raid can confirm a kill faster than a regular combo would.

5B

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.
5B
5BB

  • Values in [] are during Semblance
  • Has armor against body-attribute attacks during during frames 4-12. While armoring, this move gains Semblance property of extra damage and additional hit. In Semblance, armor is converted into guard point.
  • 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.


  • Values in [] are during Semblance
  • Has armor against body attribute attacks during the middle portion of the move. While armoring, this move gains Semblance property of extra damage and additional hit. In Semblance, armor is converted into guard point.
  • 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

5BB is 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

2A

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.

  • 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

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.

  • 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 and armor turns into guard point.
  • 7~16 H Armor. While armoring, this move gains Semblance property of extra damage and additional hit.

A fairly good antiair that propels Yang into the air, requiring either a double jump or airdash 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

j.A

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.
j.A
j.AA

  • 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.B

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.
j.B
j.BB

  • Values in [] are during Semblance
  • Gains H Armor F7~19. While armoring, this move gains Semblance property of extra damage and additional hit.
  • Decent horizontal, decent downwards vertical hitbox.
  • While in Semblance, gains an extra gunshot hitbox, increasing its vertical and horizontal range. Armor also turns into guard point.

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!


  • Values in [] are during Semblance
  • Short horizontal and vertical hitbox.
  • While in Semblance, gains an additional hit.

While j.BB's 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

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.

  • 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
  • Special 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

5B+C

Strawberry Sunrise

5A+D (Air OK)


Skills

Firecracker

236A/B

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.
A
B

  • 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.


  • 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.

  • In Resonance can be cancelled into Burning Gold as a risky confirm.

Bottle Rocket

j.236A/B

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.
A
B

  • 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.


  • 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

214A

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.

  • Used for closing the gap in neutral, keeping up pressure against Reject Guards, and in combos.
  • Has armor against body attribute attacks. In Semblance, armor is converted into guard point.
  • +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

Burst of Embers -> A

Too Hot to Handle

Burst of Embers -> B

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.

  • Good for extending combos in the corner.
  • Relatively slow, unrewarding overhead without using an assist.
  • 6~26 F invul
  • This is not Chesto. Do not mistake this for Chesto. Thank you for listening.

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: 2C > 214A~B, 5A).

Cold Shoulder

214B

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.

  • 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

236C

Bottle Rocket

j.236C

Raging Inferno

Burst of Embers -> C

Perfect Bombshell

214C

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.

  • Values in [] are during Semblance
  • Command grab that catches standing and jumping opponents, but 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. However, it is able to catch aerial opponents, which can somewhat create a mixup if they are conditioned to jump in response to Yang's regular command grab.

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. however, this move is still very much outshined by 214ac in yang's combos, seeing limited use in solo routes, and more common use in actual resets thanks to its air unblockable status.

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

Burst of Embers

6P

Raging Inferno

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.

  • 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

Rising Fire

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.

  • 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

236B+C

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.
Normal
Enhanced

  • 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
  • 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.

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

214B+C

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.
Normal
Enhanced

  • Values in [] are during Semblance
  • Has a ridiculous amount of armor during the startup. In Semblance, armor is converted to guard point.
  • Please don't use this raw.
  • 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. Missing Unrelenting fire also means that Yang goes through all the punches before stopping, so miss, and you'll get punished by whatever the opponent can throw at you.


Distortion Skill Duo

Burning Gold

P during Partner's Distortion Skill


Astral Heat

Yellow Dragon

222B+C


External References

Navigation

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