GGXRD-R/Kum Haehyun

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Kum Haehyun
GGXRD-R Kum Portrait.png

Defense Modifier: x0.97

Guts Rating: 2

Weight:

Stun Resistance: 65

Jump Startup: 3

Backdash Time 16F / Invul: 1-9F

Movement Options
  • Double Jump, 1 Airdash, Run Type Dash, Forward Crawl
  

Overview

Strengths

  • Good neutral pokes
  • Very high damage potential
  • Consistent 50/50 mixups on knockdown using Tuner Ball
  • Strong, easy to use pressure and frame trap tools

Weaknesses

  • Large hitbox means she can be easily harassed by zoners
  • Lackluster defensive options. Her DP is not full body invulnerable
  • Fairly basic movement options


Normal Moves

5P
5P
GGXRD-R Haehyun 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -

Useful as a quick anti-air/neutral check. Work with this move in situations where c.S won’t activate and Haehyun’s other anti-airs are too slow. Not chainable, so for abare you’ll want to look elsewhere (2P).

  • On air hit you can link into a 5K/c.S/6H depending on range and height; On CH you can cancel into 623[K]~4 and get the red kick.
  • Can stuff moves like Johnny 6K
5K
5K
GGXRD-R Haehyun 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -

Essentially a mini f.S; A good move to use when approaching with 236S YRC that can also function as a circumstantial anti-air. Also take note that this move possesses the most active frames of any of Haehyun's grounded pokes.

  • Links on hit into most grounded buttons, including f.S; can combo into 623[K]~4 Red on air CH
c.S
c.S
GGXRD-R Haehyun cS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -

Haehyun's go to pressure normal/Throw OS due to it being decently fast and +3 on block, in addition to being a staple for continuing 236H okizeme. Links into itself for easy knockdown combos into 2D. While it can function as an anti-air, if the opponent is at a range where f.S could activate instead of this move, you should likely favor a different anti-air button.

  • Links into 2H and 6P on CH
f.S
f.S
GGXRD-R Haehyun fS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -

Haehyun's longest range normal footise tool. It intuitively confirms into 214K; your main goal is to not get this move whiff punished by the opponent!

5H
5H
GGXRD-R Haehyun 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Hits overhead on the second hit

The high hitting twin of 6K. Is 0 on block instead of advantageous like 6K. Depending on character hitboxes some characters block the first hit standing, or even crouching, so generally you do a normal with frame advantage during 236H oki (c.S) to push them into a range where 5H(1) will whiff, and then 5H or 6K.

The first hit is useful for air confirms from 6P given it is jump cancelable; it can also anti-air, but generally Haehyun's other options are better suited to the task

5D
5D
GGXRD-R Haehyun 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Can negate 1 projectile hit during the startup frames where the Red Kanji is present

Heavily telegraphed and slow dust; mediocre followups midscreen, but great conversions in the corner, including meterless unblockables with 214[K]~4 and meaty 5H overhead setups. You should look to convert corner 214K hits into RC>dashing 5D for optimal combos.

As for this move's projectile negation properties, it is functional but loses to multi hit projectiles and empowered projectiles such as Grinder Stun Edge. Has significantly more(>2x) startup than S Tuning Ball, but 1/4th its recovery. Therefore, it is best used against projectiles that are far away from the opponent, so that you have enough time to safely get 5D active and quickly return to neutral. If the opponent has YRC'd the projectile/is following their projectile in it is probably better to 236S YRC or simply block.

2P
2P
GGXRD-R Haehyun 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -

Haehyun’s fastest normal, and her only chainable button, making it useful for the usual: Instant Block punishes, Abare, and the like. In combos you generally only use it for easier 2D confirms and continuing air combos from the ground(IAD combo confirms, corner 6H CH).

2K
2K
GGXRD-R Haehyun 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -

6 Frame nonchainable low. Purposeful as a low confirm into 2D and a low pushback option for 236H okizeme

2S
2S
GGXRD-R Haehyun 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -

Useful move for pressuring opponents on okizeme and in blockstrings, in addition to being a decent low poke. It only combos into 214K from close range or on CH, but can link into 2D or f.S.

2H
2H
GGXRD-R Haehyun 2H.png
Donkey's Party Starter
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -

Combo starter that leads into Haehyun’s BnB. Both hits can combo at a decent range and the move starts up in 9 frames so it has value as a rewarding raw punish and a 214K RC confirm midscreen. Additionally, it has uses as an anti air specifically versus moves beating c.S and 5P by hitting directly on Haehyun's head. Haehyun ducks a bit on startup, meaning it is useful for low profiling the aforementioned situations, an example being anti-airing Chipp's air teleports.

  • First hit floats on CH, allowing for anti-air confirms into 214[K]>623[K]~4 loops.
2D
2D
GGXRD-R Haehyun 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -

Midscreen knockdown tool primarily, along with granting combos via 2D>623[K]~4 (Blue). You'll want to get used to confirming into it and canceling into 236H for okizeme. As a footsie tool it is rather lackluster, and on block it is rather unsafe, with subpar special cancels that are also unsafe. It does serve as a competent punish for moves like Stun Dipper and Greed Sever at ranges where the only rewarding alternative would be 5S>214K with 50 meter.

Make sure to practice hit confirming this move from pressure strings, otherwise you will give your opponent needless punishes/turns.

j.P
j.P
GGXRD-R Haehyun jP.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -

Haehyun's fastest and only chainable jump normal. Aside from jump canceling 5K, chaining j.P will be your primary way of extending air combos, usually in the form of j.PPK and/or j.PPSH depending on height and Haehyun's position relative to the airborne opponent

j.K
j.K
GGXRD-R Haehyun jK.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -

Has a decent hit box but doesn't chain into any other aerial normal, relegating its use to combo fodder and the occasional air to air. It is, however, Haehyun's only jump cancelable air normal.

j.S
j.S
GGXRD-R Haehyun jS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -

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 approaches from the air.

j.H
j.H
GGXRD-R Haehyun jH.png
Welcome to Earth
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Provides a knockdown for air combos from any height

Haehyun's air blockstring and air combo ender. The hitbox is pretty solid so it can actually stuff some 6Ps, but Haehyun's linear air mobility and large hurtbox sort of tarnish j.H's chances as a primary approach tool. You'll want to optimize your air combos to ensure ending them with j.H grants competent okizeme (236H meaties).

j.D
j.D
GGXRD-R Haehyun jD.png
Taco
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -

Reminiscent of Iori's command crossup from the King of Fighters series. Unlike Iori's Taco, however, it can actually hit from the front. This move's hitbox can actually lead to it beating some 6Ps, and it has use for IAD crossups and dashing j.2K gimmicks in conjunction with j.214K. Unlike many other j.Ds it does not seem to have extra landing recovery frames.

6P
6P
GGXRD-R Haehyun 6P.png
Why yes Terry, I am ok...
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • 1-6 Upper body invul 7-18 Above Knee Invul
  • Has a hit box on both sides, which can be of use against roll type moves that can crossup (Elphelt, Millia) and destroying Jack-O houses that are behind Haehyun.

Low profile anti-air. Because Haehyun crouches during startup it can beat moves like Beak Driver, Faust f.S and Scapel Grab, and evade some projectiles. As of patch 1.03 you can link into Red 623K~4 on normal hit along with normals such as 5H for an air combo.

6K
6K
GGXRD-R Haehyun 6K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Staggers on normal hit

Low hitting move with a similar startup animation to 5H. Possesses frame advantage, but its slow startup speed indicates clearly designed to be used in conjuction with 5H's second hit for an ambigious 50/50 high/low mixup. Do note that this move has a shorter range than 5H(2), so that depending on the opposing character's crouching hurtbox, and whether they faultless defend, this move can whiff in situations where 5H would hit.

6H
6H
GGXRD-R Haehyun 6H.png
A read Joseph Joestar would be proud of.
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Groundslides opponent on CH midscreen
  • Wall bounces opponent in corner

A low reward high risk callout move; think of Slayer’s Pilebunker. Clocking in at 7 frames, this move can punish greedy decisions(Ky's Split Ciel in neutral/blockstrings) and projectiles on (instant) block. One problematic element of this move is that is sends your opponent reeling fullscreen, eliminating 236H okizeme, which can be vexing versus characters that are good in “neutral reset” situations (Jack-O). On CH you can usually pick up with 623[K] versus most characters midscreen(not Sin) and 2P in the corner.

j.2K
j.2K
GGXRD-R Haehyun j2K.png
Goomba Stomp
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Pops Haehyun into the air on Hit/BLock

Fairly mediocre jump normal. It only grants a combo on RC, and you have RC as soon as possible or else the upwards momentum will make it difficult to combo. It can consistently beat anti-air attempts (for no reward damage wise), but mostly it seems as a gimmicky move to use with dash momentum to grant j.D crossups/j.214K fake crossups.

Universal Mechanics

Ground Throw
Ground Throw
GGXRD-R Haehyun GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Air Throw
Air Throw
GGXRD-R Haehyun AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Dead Angle Attack
Dead Angle Attack
GGXRD-R Haehyun 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Blitz Attack
Blitz Attack
GGXRD-R Haehyun BlitzAttack.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Uncharged 50 Mid - R (15-48)+13 3 Hit: 11
Whiff: 20
-2
Max Charge 50 Mid - R 50+13 3 Hit: 11
Whiff: 20
-+5
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Special Moves

Tuning Ball
Tuning Ball
236S/H
GGXRD-R Haehyun TuningBall.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S - - - - - - - -
H - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Four Tigers Sword
Four Tigers Sword
623K
GGXRD-R Haehyun FourTigersSword.png
Anti Air
GGXRD-R Haehyun FourTigersSwordCharged.png
Hold button to slide on the ground before jump kicking
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
Charged - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Four Tigers Sword (Reverse)
Four Tigers Sword (Reverse)
623[K]~1/4/7
GGXRD-R Haehyun FourTigersSwordReverse.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
Charged - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Falcon Dive
Falcon Dive
214K
GGXRD-R Haehyun FalconDive.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
Charged - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Falcon Dive (Reverse)
Falcon Dive (Reverse)
214[K]~1/4/7
GGXRD-R Haehyun FalconDiveReverse.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
Charged - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Air Falcon Dive
Air Falcon Dive
j.214K
GGXRD-R Haehyun AirFalconDive.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Overdrives

Enlightened 3000 Palm Strike
Enlightened 3000 Palm Strike
236236H
[236236D]
GGXRD-R Haehyun Enlightened3000PalmStrike.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Celestial Tuning Ball
Celestial Tuning Ball
236236S
GGXRD-R Haehyun CelestialTuningBall.png
Can move the ball with Template:8Template:2Template:4Template:6
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Instant Kill

Sundering Chord
In IK Mode: 236236H
GGXRD-R Haehyun SunderingChord.png
GGXRD-R Haehyun SunderingChord2.png
GGXRD-R Haehyun SunderingChord3.png
GGXRD-R Haehyun SunderingChord4.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines



Guilty Gear Xrd -REVELATOR-e
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