< GGXRD-R
m (→j.S) |
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|description= | |description= | ||
j.S has the most downward striking hitbox of Haehyun's air normals, making it ideal for starting IAD approaches and trying to hit crouchers | j.S has the most downward striking hitbox of Haehyun's air normals, making it ideal for starting IAD approaches and trying to hit crouchers from the air. | ||
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|image=GGXRD-R_Haehyun_TuningBall.png | |image=GGXRD-R_Haehyun_TuningBall.png | ||
|input=236S/H | |input=236S/H | ||
|caption= | |caption=Can move ball with {{4}} and {{6}} | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|description= | |description= | ||
* | '''236S''' | ||
* | *Active for 147 Frames. | ||
*Getting hit or blocking makes the projectile dissipate. | |||
Classic midrange space control with a twist: MORE control! The ability to move Tuning Balls means safer approaches versus characters without projectiles, and the ability to make unsafe moves like 214K and 623[K] more palatable to use in neutral. Still, this projectile has lengthy startup, and the initial projectile hitbox is a bit in front of Haehyun, meaning an opponent can often jump over the fireball and cleanly hit Haehyun during startup. Additionally, it is incredibly unsafe in blockstrings and the like, meaning that close range use of S tuning Ball needs to be supplemented with YRC. | |||
'''236H''' | |||
*Active for 140 Frames, 3 Hits. | |||
*Getting hit or blocking makes the projectile dissipate. | |||
The linchpin of Haehyun's okizeme, H Tuning Ball allows her to force her opponent to block the projectile for one hit, and then have the fireball float behind the opponent with two additional hits to supplement Haehyun's pressure. Safe pressure, combos from normal throw, and multiple 50/50 high low mixups can be inflicted upon the opponent from a single knockdown with proper conditioning and control of 236H. | |||
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* | '''623K''' | ||
* | *1-4 Upper Body invulnerability, 5-7 Above Knees invulnerability, 8-18 Full invulnerability. | ||
A Dragon Kick with upper body invulnerability. As a reversal this move will lose to any meaty attack, even mids. As an anti-air however, this move is quite competent; it can deal with normally difficult to anti air moves like Elphelt's Air Bridal Express. You can RC on hit into 214[K]>623[K]~4 combos. | |||
'''623[K]''' | |||
*1-4 Upper Body invulnerability, 5~Kick startup Above Knee invulnerability. | |||
High risk low reward low profile slide reminiscent of Grand Viper. Do keep in mind that this move’s hitbox is not quite as low as Grand Viper so it will clash with some mid hitting attacks instead of cleanly beating them.If they reach the corner you can combo with RC>214[K] into 623[K]~4 combos. | |||
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|image=GGXRD-R_Haehyun_FourTigersSwordReverse.png | |image=GGXRD-R_Haehyun_FourTigersSwordReverse.png | ||
|input=623[K]~1/4/7 | |input=623[K]~1/4/7 | ||
|caption= | |caption=Galatic Punt ver.β | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|description= | |description= | ||
* | '''623[K]~1/4/7''' | ||
* | *1~4 Upper Body invulnerability, 5~17 Above Knee invulnerability extended up to 29 on button hold | ||
*Wall bounces on hit | |||
For certain confirms, usually from 2D, where you want a combo more damaging than stuff>2D but cannot get a 2H starter. | |||
'''Charged 623[K]~1/4/7''' | |||
*1~4 Upper Body invulnerability, 5~30 Above Knee invulnerability extended up to 66 on button hold | |||
*Wall bounces on hit(longer untech than the uncharged version) | |||
What makes Haehyun such a damaging character. 2H into 3 of these will do a sizeable chunk of damage and lead into a knockdown that can yield yet another combo into Charged Reverse Four Tiger's Sword | |||
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|image=GGXRD-R_Haehyun_FalconDive.png | |image=GGXRD-R_Haehyun_FalconDive.png | ||
|input=214K | |input=214K | ||
|caption= | |caption=Hayabusa | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|description= | |description= | ||
* | '''214K''' | ||
* | *Haehyun’s hurtbox alters when she lifts up her leg before the kick, so this move can go over low attacks if timed properly. | ||
* Can inflict varying knockdown momentum on air opponents depending on which portion of Falcon Kick's hitbox you strike them with. | |||
One of Haehyun's primary neutral and movement tools because it can hit airborne opponents and go over lows; it is a tool you should use enough that it is always on your opponents mind, but not obviously enough that they consistently expect and punish it. | |||
Gains range and frame advantage when charged. Punishable on instant block, and since the primary move you string into 214K is f.S, which is not jump cancelable, varying your options in neutral instead of relying on 214K is important. Can have varying knockdown momentum on air opponents depending on which portion of Falcon Kick's hitbox you strike them with. | |||
'''214[K]''' | |||
*Wall bounces on hit | |||
Combo staple and a way to force yourself into on timid opponents unwilling to contest you charging Falcon kick. | |||
Additionally, charging 214K is one way to throw off your opponent's instant block timing, which is key in preventing your opponent from neutralizing Falcon Kick's strengths in neutral | |||
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* | '''214[K]~1/4/7''' | ||
*First hit wall bounces | |||
Keeps Haehyun’s leg up longer so she can evade lows with large amounts of active frames I.E. Ky 2D, but this move's slow startup ensures you won't be punishing them. All versions are overhead(on the first hit) and advantageous on block. | |||
'''Charged 214[K]~1/4/7''' | |||
*First hit guard breaks blocking opponents | |||
Can setup unblockables from Corner 5D combos | |||
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|image=GGXRD-R_Haehyun_AirFalconDive.png | |image=GGXRD-R_Haehyun_AirFalconDive.png | ||
|input=j.214K | |input=j.214K | ||
|caption= | |caption=Axe Kick; Can guide trajectory with {{4}} and {{6}} | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|description= | |description= | ||
* | *Additional untech time on counterhit | ||
An axe kick you can guide mid descent; It helps supplement Haehyun limited, linear movement in the air and make your opponent think twice about anti-airing. Still, if you want to cleanly beat an opponent's anti-air rather than dodging it, j.2K is probably a better option, but you should be using Aerial Falcon Kick as a mobility tool quite often. | |||
You can combo on both normal and counter hit, but CH allows for dashing confirms and is less situational. | |||
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Revision as of 05:11, 19 July 2016
Kum Haehyun |
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Defense Modifier: x0.97 Guts Rating: 2 Stun Resistance: 65 Jump Startup: 3 Backdash Time 16F / Invul: 1-9F
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Overview
Strengths
- Intuitive neutral pokes
- Very high damage potential
- Consistent 50/50 mixups on knockdown using Tuning Ball
- Strong, easy to use pressure and frame trap tools
- Can manipulate her projectiles, air momentum, and even her opponent's position.
Weaknesses
- Large hurtbox means she can be easily harassed by zoners, is vunerable to more damaging combos etc.
- Lackluster defensive options. Her DP is not full body invulnerable
- Linear, somewhat slow movement options
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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5D
5D |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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6P
6P |
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6K
6K |
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6H
6H |
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j.2K
j.2K |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Attack
Blitz Attack |
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Special Moves
Tuning Ball
Tuning Ball 236S/H |
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Four Tigers Sword
Four Tigers Sword 623K |
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Four Tigers Sword (Reverse)
Four Tigers Sword (Reverse) 623[K]~1/4/7 |
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Falcon Dive
Falcon Dive 214K |
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Falcon Dive (Reverse)
Falcon Dive (Reverse) 214[K]~1/4/7 |
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Air Falcon Dive
Air Falcon Dive j.214K |
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Overdrives
Enlightened 3000 Palm Strike
Enlightened 3000 Palm Strike 236236H [236236D] |
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Celestial Tuning Ball
Celestial Tuning Ball 236236S |
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Instant Kill
Sundering Chord In IK Mode: 236236H |
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