BBTag/Yang Xiao Long/Frame Data

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System Data[edit]

Health

18,000

Prejump

4F

Backdash

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[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5A 1200
[1200, 600]
CSTJP 100 75 (Once) B All 6 3 15 -4 2 13 14 14 18 26 10 +0 +1 - -
  • Values in [] are during Semblance
5AA 1500
[1500, 750]
CSTJP 100 80 (Once) B All 8 3 18 -4 3 16 17 17 22 31 11 +0 +2 - -
  • Values in [] are during Semblance
5AAA 1700 CS(J)P 100 85 B All 10 3 21 -5 4 18 19 22 24 37 12 +0 +5 - -
5AAAA 2500 P 100 90 B All 11 3 30 -12 5 20 Launch 35 Launch 51 13 +0 +8 - -
2A 1000 CSTP 90 75 F Low 7 3 12 -1 2 13 14 14 18 26 10 +0 +1 - -
5B 1500
[1500, 750]
CSJP 90 80 (Once) B All 10 3 25 -11 3 16 17 17 22 31 11 +0 +2 4~12 Guard BP -
  • Values in [] are during Semblance
  • On Guard Point, hitstop for Yang is 14F. Opponent hitstop is unchanged
  • On Guard Point, Yang takes 50% [0%] damage
5BB 1700
[1700, 850]
CS(J)P 90 75 (Once) B All 16 3 23 -7 4 18 Launch 24 Launch 39 12 +0 +5 1~18 Guard BP -
  • Values in [] are during Semblance
  • On Guard Point, hitstop for Yang is 14F. Opponent hitstop is unchanged
  • On Guard Point, Yang takes 50% [0%] damage
2B 1700
[1700, 850]
SJP 90 75 (Once) B All 9 8 23+6L -18 4 18 Launch 27 Launch 42 12 +0 +5 7~16 Guard HP -
  • Values in [] are during Semblance
  • On Guard Point, hitstop for Yang is 14F. Opponent hitstop is unchanged
  • On Guard Point, Yang takes 50% [0%] damage
5C 800+ - 100 100 H High 26 3 18 -4 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 2000 SP 90 85 F Low 13 3 23 -7 4 18 Launch 30 Launch 45 12 +0 +5 - -
j.A 1700 SJP 80 80 H High 11 5 15 - 3 16 17 17 22 31 11 +0 +2 - -
j.AA
j.BB
1500
[1500, 750]
SJP 80 80 (Once) H High 7 3 12 - 3 16 17 17 22 31 11 +0 +2 - -
  • Values in [] are during Semblance
  • On Guard Point, Yang takes 50% [0%] damage
j.B 1700
[1700, 850]
SJP 80 80 (Once) H High 13 5 25 - 3 16 17 17 22 31 11 +0 +2 7~17 Guard HP -
  • Values in [] are during Semblance
  • On Guard Point, hitstop for Yang is 14F. Opponent hitstop is unchanged
  • On Guard Point, Yang takes 50% [0%] damage
j.C 2000
[2000, 1000]
(S)P 80 80 (Once) H High [High, All] 14 Until L
[Until L, 3]
33L [30L] -18 5 20 Launch 24 + Down 28 Launch 40 + Down 28 13 +0 +8 - -
  • Values in [] are during Semblance
  • Advantage based on immediate j.C on standing opponent
  • Second hit from Semblance can only connect if first hit hits

Universal Mechanics[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Ground Throw 0, 500*2, 1000 S 100 50 (Once) T Throw 7-30 3 23 - 0, 3*2, 4 - Crumple 31*2, Launch 17*2, 60 - - - 0, 6*2, 12 - - -
  • Minimum Damage 100% (2000)
Strawberry Sunrise
Reversal Action
2200
[2200, 1100]
- 80 60 (Once) B Air Unblockable 13 10 [3, 7] 27+12L -30 4 18 Launch 60 Launch 75 12 +0 +5 1~22 All -
  • Values in [] are during Semblance
Air Strawberry Sunrise
Air Reversal Action
2200
[2200, 1100]
- 80 60 (Once) H All 7 6 [3,3] 12L - 4 18 Launch 60 Launch 75 12 +0 +5 1~12 All -
  • Values in [] are during Semblance

Skills[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
A Firecracker
236A
1500
[1700]
P 80 80 [85] P1 All 13 Until Hit [Until L(4)12] Total 45 -5 3 [4] 16 [18] Launch 27 [35] Launch 41 [50] 0/+11 [0/+4] +11 [+4] +13 [+9] - -
  • Values in [] are for if fireball explodes on the ground
B Firecracker
236B
1500
[1700]
P 80 80 [85] P1 All 16 Until Hit [Until L(4)12] Total 48 -5 3 [4] 16 [18] Launch 27 [35] Launch 41 [50] 0/+11 [0/+4] +11 [+4] +13 [+9] - -
  • Values in [] are for if fireball explodes on the ground
A Bottle Rocket
j.236A
1500
[1700]
P 80 80 [85] P1 All 11 Until Hit [Until L(4)12] Until L+12L - 3 [4] 16 [18] Launch 27 [35] Launch 41 [50] 0/+11 [0/+4] +11 [+4] +13 [+9] - -
  • Values in [] are for if fireball explodes on the ground
B Bottle Rocket
j.236B
1500
[1700]
P 80 80 [85] P1 All 11 Until Hit [Until L(4)12] Until L+12L - 3 [4] 16 [18] Launch 27 [35] Launch 41 [50] 0/+11 [0/+4] +11 [+4] +13 [+9] - -
  • Values in [] are for if fireball explodes on the ground
Burst of Embers
214A
1500 P 80 80 B All 18 6 25 [20] -4 3 18 19 24 24 38 11 +0 +2 7~23 Guard BP -
  • 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
  • On Guard Point, hitstop for Yang is 14F. Opponent hitstop is unchanged
  • On Guard Point, Yang takes 50% [0%] damage
Rising Fire
Burst of Embers > A
1700*2 [1700, 850*2, 1700] P 80 85 (Once) B, H [B*3, H] All 10 3(15)3 [1*3(15)3] 15 +1* 4 18 Launch 30 Launch 45 12 [12, 6*2, 12] +0 +5 - -
  • 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
2000 P 80 85 H High 24 3 24 -8 4 18 Launch 60 + GBounce Launch 75 + GBounce 12 +0 +5 6~26 F -
Cold Shoulder
214B
0, 3000 [0, 3600] P 100 100, 50 T Throw 30 3 36 - 0, 4 - Launch 60 - - - 0, 12 - - -
  • Values in [] are during Semblance

Extra Skills[edit]

  • 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 CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
EX Firecracker
236C
1500, 1700 P 80 80, 85 P1 All 19 Until hit/L(4)12 Total 45 0 3, 4 16, 18 Launch 27, 35 Launch 41, 50 0/+11, 0/+4 +11, +4 +13, +9 - -
  • Fireball explodes on contact with either opponent or the ground
  • Opponent experiences an extra 7 [9] frames on counterhit
EX Bottle Rocket
j.236C
1500, 1700 P 80 80, 85 P1 All 13 Until hit/L(4)12 Total Until L+12L - 3, 4 16, 18 Launch 27, 35 Launch 41, 50 0/+11, 0/+4 +11, +4 +13, +9 - -
  • Fireball explodes on contact with either opponent or the ground
Raging Inferno
Burst of Embers > C
500*6, 1500 [750*6, 2250] P 100 85 (Once) B All 12 2[(2)2]*5(20)3 27 -4 3*6, 4 16*6, 25 17*5, Crumple 23, Launch 40*6, 40 Slide 5 22*5, Crumple 46, Launch 54*6, 55 + Slide 5 1*6, 12 - +2*6, +5 - -
  • Values in [] are during Semblance
Perfect Bombshell
214C
0, 1000*4, 2000 [0, 1200*4, 2400] P 80 100, 70*5 (Once) T Throw* 18~40 3 26 - 0, 2*4, 5 - Launch 60 [+ Wallbounce 40 + Slide 1] - - - 0, 6*4, 15 - (11F before Active)~(End of Active) H -
  • Values in [] are during Semblance
  • Gains head invulnerability when Yang reaches the opponent and attempts the attack.
  • Catches standing and jumping opponents, but whiffs on crouching opponents

Partner Skills[edit]

  • 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.
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5P
Burst of Embers
1000
[1000*2, 1500]
- 70 80 (Once) B All (18+)16 9 [9(10)3(12)3] 20 [30] -5 [-14] 3 [3, 4*2] 16 [16, 18*2] 17, 19, 30 Wallbounce 40 30*2, 30 Wallbounce 40 - - 11 [11, 12, 6] +0 - - -
  • Values in [] are for followup
  • Only performs followup on hit; Goes into followup or recovery on contact
6P
Raging Inferno
1200*3
[(1200, 600)*3]
- 70 85 (Once) B All (18+)39 3(6)3(6)3
[3(2)3(6)3(2)3(6)3(2)3]
27 -11 4 18 19*2 [*5], Launch 25*2 [*5], 60 - - 3*2, 6
[3*5, 6]
+0 - - -
  • Values in [] are during Semblance
4P
Strawberry Sunrise
1800
[1800, 900]
- 70 80 (Once) B All (18+)13 10 21+9L -23 3 16 Launch 60 - - 11 +0 +2 - -
  • Values in [] are during Semblance

Distortion Skills[edit]

  • 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 CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Burning Gold
236B+C
5500
[6545]
- 80 60 B All 1+(53 Flash)+11 3 46 -28 5 20 Launch 60 Launch 76 20 +0 +8 1~14 All -
  • Values in [] are during Semblance
  • Minimum damage 1760 [2094]
Enhanced Burning Gold
236B+C
5400, 2900
[5940, 3190]
- 80 60 (Once) B All 1+(53 Flash)+11 3(24)2 47 -28 5 20 Launch 60 Launch 75 13/+30, 20 +30, +0 +30, +8 1~40 All -
  • Values in [] are during Semblance
  • On Guard Point, Yang takes 50% [0%] damage
  • On Guard Point, hitstop for Yang is 8F. Opponent hitstop is 7F
  • Minimum damage 1350, 725 (2075) [1485, 797 (2282)]
  • Only performs second hit on contact
Unrelenting Fire
214B+C
1450*7, 2700
[1740*7, 2970]
- 80 60 (Once) B All 1+(82 Flash)+14 5(10)5(9)4(8)4(7)3(6)3(6)2
{(23)3}
32 -15 3*6, 4, 5 16*6, 18, 20 17*6, Crumple 30, Launch Stand*7, 60 22*6, Crumple 60, Launch Stand*7, 76 11*2, 9*2, 6*2, 11 11*2, 9*2, 6*2, 11, 13 +2*6, +5, +8 1~19 Guard All -
  • Values in [] are during Semblance
  • Gains full invulnerability for duration on hitting point character
  • On Guard Point, Yang takes 50% [0%] damage
  • On Guard Point, hitstop for Yang is 8F. Opponent hitstop is 7F
  • Minimum damage 203*7, 540 (1961) [226*7, 594 (2176)]
Enhanced Unrelenting Fire
214B+C
600*13, 900*6, 3600
[660*13, 990*6, 3960]
- 80 60 (Once) B 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 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 - 1~18 Guard All -
  • Values in [] are during Semblance
  • Gains full invulnerability for duration on hitting point character
  • On Guard Point, hitstop for Yang is 8F. Opponent hitstop is 7F
  • Minimum damage 90*19, 396 (2106) [99*19, 356 (2237)]
Burning Gold
Distortion Skill Duo
2000 [2000, 500] - 100 100 B All 1+(77 Flash)+1 3[(24)2] 46 [47] -28 5 20 Launch 60 Launch 75 13/+30, 20 +30, +0 +30, +8 1~4 All [1~30 All] -
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]
  • Enhanced version only performs second hit on contact

Astral Heat[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Yellow Dragon
222B+C
DESTROY - 100 100 B All 1+(83 Flash)+9 3 42 - 4 18 - - - - 12 - - 1~15 All -

Revolver Action Table[edit]

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[edit]

Navigation[edit]


Ambox notice.png 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.
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