BBTag/Yang Xiao Long/Combos

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 Yang Xiao Long
Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List

  • For certain combos, routes will differ when Yang's Semblance is active. They will be indicated with [] brackets. This also applies to combo damage.
  • Advanced Combo Spreadsheet by Aegis and Sibiq

Midscreen

# Combo Position Damage Difficulty Notes Video
1 5AAA > 5B > 2C > 214A~A Any 5292 [6576] [1] Very Easy The most basic combo. Link
2 5AAA > 5B [5BB] > 2B > jc > j.ABC [j.BBC] ▷ 214A~A Any 5642 [7378] [1] Very Easy Safest-to-bursts midscreen route. Link
3 5AAA > 5BB > jc > j.AB [j.BB] > jc > j.ABC [j.BBC] ▷ 214A~A Any 5827 [7567] [1] Very Easy Easiest ground-to-air combo. Your main BnB when playing this character. Link
4 5AAA > 5BB > jc > j.AB/BA [j.BB] > j.236C ▷ 6BB > hjc > j.BAA [j.BB] > jc > j.BBC ▷ 214A~A Any 6212 [7930] [2] Easy A basic combo that utilizes EX Bottle Rocket extensions. For certain characters you may have to switch between j.AB and j.BA for all hits from EXBR to connect (excluding the Semblance version). Link
5.A 5AAA > 5BB > jc > j.AB [j.BB] > jc > j.ABC [j.BBC] ▷ 214A~B, 5AAA [5A] > 2B~C ▷ 214A~A Midscreen to corner 6265 [7999] [2] Easy When you're close enough to the corner, so you can continue the combo. Also optimal as a corner combo in Semblance. Link
5.B 5AAA > 5BB > jc > j.AB [j.BB] > jc > j.ABC [j.BBC] ▷ 214A~C, 2B~C/2C ▷ 214A~A Midscreen to corner 6495/6430 [8520/8389] [2] Easy Almost the same thing, but we confirm corner with Raging Inferno. Use 2C when you can't reach with 2B. Link
6.A B+C > 5AAA > jc > j.AB [j.BB] > jc > j.ABC [j.BBC] ▷ 214A~A Any 4797 [5640] [1] Very Easy The most basic grab starter combo. Link
6.B B+C > 5BB > hjc > j.BAA [j.BBA] > jc > j.BBC ▷ 214A~A Any 4882 [5883] [2] Easy More optimal grab starter combo, stricter timing. Link
7 2B > dl.jc > j.ABC [j.BBC] ▷ 214A~A Any 5150 [6742] [1] Very Easy Standard anti-air route. Link
8 (CH) 2B, 5AAA > jc > j.BAA [j.BBA] > jc > j.BBC ▷ 214A~A Any 5656 [7270] [2] Easy Counter hit anti-air route. In Semblance, 2B has to hit them at max vertical range. Link
9 214B, 5BB > hjc > j.BBA > jc > j.BBC ▷ 214A~A Any [6763] [1] Very Easy Cold Shoulder combo, Semblance only. Doing 6B will allow for side switch. Link


Corner

# Combo Position Damage Difficulty Notes Video
1 5AAA > 2C > 214A~B, 5A > 2C > 214A~B, 5AAA > 2B~C ▷ 214A~A Corner 6655 [7716] [2] Easy The most basic corner loop. Use when you don't have Semblance. If the opponent ground techs forward, they will not move past you unless you move forward or crouch after 214A~A. Link
2 5AAA > 5BB > jc > j.AB [j.BB] > jc > j.ABC [j.BBC] ▷ 214A~B, 5AAA [5A] > 2B~C ▷ 214A~A Midscreen to corner 6265 [7999] [2] Easy With Semblance active and while closer to the corner, doing j.BB j.BC allows you to get full 5AAA after Too Hot to Handle for more overall damage. Link
3 2C > 214A~B, 5A > 2C > 214A~B, 5AAA > jc > j.AB > jc > j.BC ▷ 214A~A Corner 7158 [2] Easy 2C starter in corner - without Semblance. Generally speaking, don't use 2C starter in Semblance if you're not willing to spend at least one bar. Link
4.A 2C > 214C, 2C > 214A~B, 5AAA > 2B > jc > j.BBC [j.BC] ▷ 214A~A Corner 8412 [9405] [2] Easy 2C starter. Corner combo using 1 bar - without Semblance. Link
4.B 2C > 214A~C, 5B > 2B~C ▷ 214A~B, 5AAA > 2B~C ▷ 214A~A Corner 8046 [9949] [2] Easy 2C starter. Corner combo using 1 bar - Semblance. -
5 2C > 214A~C, {2C > 214C,}x4 > 214B+C Corner 12481 [14317] [4] Hard Resonance Blaze 214B+C ender only. Without Semblance, do {2C > 214C,}x5 > 214B+C for a better output. Link
6.A B+C > 214A~B, 5A > 2C > 214A~B, 5AAA > 2B~C ▷ 214A~A Corner 5337 [5719] [2] Easy The most basic corner loop from B+C starter. Link
6.B B+C > 214A~B, 2B > jc > j.BC ▷ 214A~B, 5AAA [5A] > 2B~C ▷ 214A~A Corner 5459 [5982] [2] Easy B+C starter - without Semblance. Link
6.C B+C > 5BB > hjc > j.ABC [j.BBC] ▷ 214A~B, 5AAA > 2B~C ▷ 214A~A Corner 5222 [6234] [2] Easy B+C starter - Semblance. Link
8 214B, 5BB > hjc > j.BB > jc > j.BBC ▷ 214A~B, 5A > 2B~C ▷ 214A~A Corner [7172] [2] Easy Back-to-corner type of combo. Command grab, Semblance only. 6B outside of corner will allow for side switch and Too Hot to Handle extender. Link


Combo Theory

j.C and 2C are cancelable into both distortions and Astral.

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Ending your combo with 2C > 214A~A allows you to safejump (IAD > [j.1A] or [j.1B]) 7F moves, while j.C > 214A~A allows for safejump on 9F moves.

_________________________

j.236C combo extension isn't that good most of the time, so don't burn all your meter for it.

_________________________

When ending your combo with a super, use:

- 214B+C for more damage, let your partner regen health on the back for longer, waste opponent's Resonance or if opponent has no partner on the back;

- 236B+C for a bit better corner carry, opponent has 2nd character on the back who's regenerating health.

Video Examples

Yang Basic Combos By Meno - Up-to-date for 2.0


Yang Fuzzy j.C+Assist Idea by surewin/@Magoichii https://twitter.com/Magoichii/status/1010220010499760128

Solo Grab Combos+DP routes that work off of stray/assist hits https://twitter.com/KhaosMuffins/status/1011049590127284224

External Documents and References

Yang Character Doc by Sibiq

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