GGXRD-R2/Slayer/Matchups/Kum Haehyun

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GGXRD-R2 Slayer Portrait.pngGGXRD-R Kum Portrait.png

Matchup Overview

Haehyun tends to struggle against characters that have good long range tools and force her to approach. Slayer is not one of those characters. On top of this, while Slayer usually outdamages other characters, Haehyun is also a high damage character that doesn't mind taking big risks.


GGXRD-R Haehyun TuningBall.png


  • Tuning Ball (236S/H) greatly restricts Slayer's options. Against normal fireballs, Slayer can try to forward dash through them or IB them for meter. However, since Haehyun can control Tuning Ball's movements, these options aren't always available.
  • Oki with H Tuning Ball is very difficult to BDC out of, and it is similarly restrictive if Haehyun is allowed to put it out in neutral. Since Slayer has a shorter air dash and doesn't have a normal running dash, it can be hard to interrupt H Tuning Ball on reaction.
  • If you're looking too hard to punish H Tuning Ball, you might get hit by...


GGXRD-R Haehyun FourTigersSwordReverse.pngGGXRD-R Haehyun FalconDive.png


  • Reverse Four Tiger Swords (623[K]~1/4/7, aka Shiinken) is an obnoxious move that can be difficult for Slayer to punish reliably due to its upper body invul, which also makes it a constant threat against many of Slayer's pokes like 6H, IAD, and Mappa.
  • Ground Falcon Dive (214K, aka Hayabusa) is similar to Mappa but also hits high enough to catch IAD and often bypasses Slayer's lows, even 2H.
  • Both of these moves have a blue version that is performed normally, and an enhanced red version that is performed if charged long enough. Charging delays their startup, which makes timing counter options more difficult.


GGXRD-R Haehyun 2P.pngGGXRD-R Haehyun 2H.pngGGXRD-R Haehyun 6H.pngGGXRD-R Haehyun Enlightened3000PalmStrike.png


  • On offense, Slayer has to play around Haehyun's 4f 2P, which is an absurdly good abare tool against Slayer's frame traps and tick throws. Most of Slayer's favorite CH tools like Pilebunker and 6P don't even punish this 2P reliably.
  • If your pressure is too predictable, Haehyun can opt to 2H for a high reward launch combo.
  • If you're outside 2P and 2H range, Haehyun 7f 6H reaches fairly far and even hits low enough to catch Slayer's 6P.
  • If Haehyun really wants to shut down all and any aggression, Enlightened 3000 Palm Strike (236236H/D, aka Clap) beats almost anything besides blocking. Haehyun also has many moves that hit on both sides, which makes it harder for Slayer to get away with crossup dashes.


GGXRD Slayer ItsLate.png


  • Because of Haehyun's hurtbox, Slayer loses some reward from 6K (no meterless confirm on crouch hit without CH) and It's Late (cannot link into cS or 5P on crouch hit), which devalues Slayer's high/low mixups.
  • Despite this, Slayer's oki is still very strong against Haehyun.


GGXRD Slayer Pilebunker.pngGGXRD Slayer 6P.png


  • P Dandy Pilebunker outranges Shiinken, which is also CH state through recovery, as well as anything that isn't Hayabusa. Haehyun's hurtbox allows some nice CH P Pilebunker combos, such as 5H K Mappa > cS/5P > jS.
  • If they try to catch Dandy Step with Hayabusa, using 6P instead at the same timing will get you a CH. Likewise, most moves that beat 6P will lose to a spaced Pilebunker.

Key Points

  • Slow down your approach to play around Shiinken and Hayabusa.
  • Limit your use of IAD.
  • If they are mashing 2P, play outside 2P range.
  • Block H Tuning Ball (red) oki.


Details

  • Shiinken and Hayabusa are very good at catching Slayer's movement. In particular, charged Shiinken can beat anything that's not a spaced Pilebunker and can even clash with Pilebunker or 6P. Hayabusa is a bit less dominant but CH Hayabusa can combo into 2H (into kick loops), 2D (Tuning Ball oki), or Palm super (also kick loops), so you may not want to gamble too hard on interrupting Hayabusa.
    • Try not to forward dash too much outside of crossup range. Forward dashing into uncharged Hayabusa or S Tuning Ball puts you at advantage, but you really don't want to run into Shiinken, 2P, etc.


  • IAD can be punished very hard in this matchup. Shiinken and Hayabusa have good option coverage, so sometimes IAD will get countered unintentionally. Haehyun's 5P, 6P, and 2H are also strong against Slayer's IAD.
    • Even though IAD is often the only way to punish Tuning Ball, it is also possible for Tuning Ball to interrupt your IAD. If your IAD gets CH by S Tuning Ball, Haehyun can get a combo. If you are looking to IAD on Tuning Ball, jD or jS are probably the best option.
    • IAD is effective when Haehyun tries to poke with 2S or 2D. You can also IAD jH to get in on a whiffed 2P.


  • Haehyun's 2P is generally hard to punish but it's not unbeatable, especially if they whiff multiple 2Ps. Slayer's 5K, Pilebunker, and Under Pressure can easily outspace 2P.
    • Rule of thumb for spacing: Slayer 5K loses if you can crouch block 2P. Further outside this range, you can also use 2H.
    • If you're spaced out far enough, you can get a lot of favorable trades: 6P, 6H, 5H. You can even try to P Mappa.


  • Unfortunately, H Tuning Ball oki is very hard for Slayer to disrespect with BDC and is generally safe against Burst DOT.
    • From a midscreen knockdown, K Dandy Step can put you behind the ball, which forces Haehyun to run in for a punish. K Dandy YRC can escape it completely depending on the spacing.

move

Overview
General info about how move is used in matchup and any notable properties such as damage, hitbox, frame data, etc.

Details
Bullet points on move. Most important info first, more specific/niche info last

Counterplay
How to counter move: punishes, counterpoke options, spacing, strategy, etc. May want to explore the RPS in certain interactions.

Combos

Character specific routes, also note routes that are not possible or are harder on this character

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