GGXRD-R2/Kum Haehyun: Difference between revisions

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{{MFlag|cleanup}} <!-- Needs to be moved the new character overview template (the one where pros/cons are green and red). -->
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{{InvisibleHeader}}{{NavTabs|game=GGXRD-R2|chara=Kum Haehyun|forums=http://www.dustloop.com/forums/index.php?/forums/forum/365-Kum-Haehyun/|videos={{HoribunaXRDLink|KU}}}}
==Overview==
{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"
{{GGXRD-R2/CharacterLinks}}
|-
<div id="home-content" class="home-grid">
!Kum Haehyun
{{card|width=4|height=1
|-
|header=Overview
||
|content= Haehyun is a character of extremes.  Her damage output is extremely high because she has {{MMC|input=623[K]~4|label=Shinken}} ({{clr|2|623K~1/4/7}} aka Four Tigers Sword (Reverse)), a high damage, normal hit launcher that loops into itself. {{clr|4|2H}} and {{clr|1|6P}} will both combo into shinken - {{clr|4|2H}} in particular is very useful since Haehyun can gatling from {{clr|2|2K}} into {{clr|4|2H}}, which means she can connect her biggest combo tool from her fastest low.
[[File:GGXRD-R_Kum_Portrait.png|300x500px|center]]
 
|-
After shinken loops, Haehyun can use her 3-hit {{clr|4|H}} {{MMC|input=236S|label=Tuning Ball}} to set up oppressive okizeme. Tuning Balls can be controlled simultaneously with Haehyun once they're active, and proper ball control can let Haehyun combo off her throw, her fast {{clr|4|5H}}(2) overhead, or various frame traps.
||{{#lst:GGXRD-R2/Kum Haehyun/Data|SystemData}}
 
;Movement Options
If Haehyun ever needs to block, she can rely on her extremely good {{clr|1|2P}} to mash out of pressure, or use her {{MMC|input=236236H|label=Enlightened 3000 Palm Strike}} ({{clr|4|236236H}}) reversal super.
:Double Jump, 1 Airdash, Dash Type: Run, Forward Crawl
 
|}
However, Haehyun's neutral and movement are extremely linear compared to most other characters.  Her walk and run speed are slow, and her big hurtbox means she has trouble backdashing and trouble evading projectiles/pokes. {{clr|2|j.2K}} and air hayabusa ({{clr|2|j.214K}}) can change her air momentum, but they won't let her shortcut neutral entirely.
<div style="float:left; margin-right:25px;">
 
{{TOC limit|2}}
Haehyun's ground pokes - {{clr|3|f.S}}, {{clr|2|5K}}, {{MMC|input=214[K]|label=Hayabusa}} ({{clr|2|214K}} aka Falcon Dive) - have decent range and size, but she has few options into or out of them.  She struggles to make her neutral ambiguous and is often at the mercy of her opponent making a mistake.  Her high effective health at least allows her to be patient and wait for a good opening.
 
Haehyun is slow and straightforward almost to a fault, but she has some solid defensive options that her opponents must respect - if they don't, she can easily turn the tide of a round in a single monstrous combo that sets up equally monstrous okizeme.
}}
{{GGXRD-R2/Infobox
| fastestAttack = [[#2P|2P]] (4F)
| reversal = [[#Enlightened 3000 Palm Strike|236236H]] (6+1~F)
}}
{{ProsAndCons
|intro= is a slow, balanced character with access to powerful okizeme and straightforward special moves. Kum isn't a neutral monster, but her sheer damage output and loopable setplay can turn any opening into a round win.
|pros=
* '''Simple Neutral:''' {{clr|2|5K}} and {{clr|3|f.S}} are straightforward pokes. If your opponent gives you space, set up a Tuning Ball. This is all you really need to play Kum in neutral.
* '''Fantastic Knockdown Game:''' Kum's Okizeme revolves around {{MiniMoveCard|input=236H|label=Tuning Ball}}, a controllable fireball. Kum can pull it back towards the opponent after a knockdown, setting up a savage 50/50 game with multiple mixup points.
* '''Kick of the Gods:''' {{MiniMoveCard|input=623[K]~4 Red|label=Shinken}} is an incredibly strong move with high base damage and excellent return. Routing into a Shinken loop combo deals huge damage and gets great Oki, potentially allowing Kum to get it started all over again.
* '''Scrapper:''' Kum has many great pressure options when close to the opponent, such as a lightning fast {{clr|1|2P}} and +3 {{clr|3|c.S}}. Her high health and huge stun resistance allow her to take hits and stand strong.
* '''Unblockables:''' Kum has multiple unblockables that can be guaranteed with the proper setup and ball control.
* '''Weird Air Hurtbox:''' Kum has a strange air hurtbox. Along with her super heavy weight, some characters struggle to combo her with bnbs.
|cons=
* '''Large Body, Meh Defense:''' Large hurtbox means she can be easily harassed by zoners, is vulnerable to more damaging combos, and cannot backdash well. She's also pretty slow. {{MiniMoveCard|input=623K|label= Her meterless reversal}} is also mediocre, as it only shrinks her hitbox instead of making it disappear.
* '''Poor Ranged Options:''' Haehyun's longest normals ({{clr|3|f.S}}, {{clr|5|2D}}, {{clr|4|6H}}) have poor follow-up options or are outright unsafe.
* '''Enemy Option Selects:''' Kum's red ball okizeme relies on a high/low mixup that is vulnerable to {{keyword|fuzzy guard}}ing. Opening someone up who understands how to negate Kum's {{clr|4|5H}} is challenging.
}}
</div>
</div>
======<span style="visibility:hidden;font-size:0">overview</span>======
===Unique Mechanics===
{{FlexContainer}}
{{card|width=4
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
|header=Delayed Gatlings
{{FP Box
|content=Kum's gatlings are timed differently from other characters': instead of inputting the second attack just as the first is hitting, you should slightly delay the second button until after the first makes contact and begins to recover.  The timing is slightly more precise than other characters' traditional gatlings, but using them is not difficult at all.  Kum's aerial normals have normal gatling windows.
|header=Overview
 
|content=
|header2=Puppet Projectiles
|content2=Kum's Tuning Ball projectiles ({{clr|3|236S}}/{{clr|4|H}}) and Celestial Tuning Ball super ({{clr|3|236236S}}) can be controlled independently of her body after they become active.  The regular balls can be controlled left and right, while the super ball can be controlled up and down as well.  The balls have momentum and are controlled using the stick, which also controls Kum, so proper ball control is needed for advanced okizeme and unblockable setups.
}}
{{FrameChartKey}}
 
==Normal Moves==
===<big>{{clr|1|5P}}</big>===
{{GGXRD-R2 Move Card
|input=5P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 4
|recovery = 9
}}
Useful as a quick anti-air/neutral check.  Works in situations where {{clr|3|c.S}} won’t activate and Haehyun’s other anti-airs are too slow. Can't gatling to itself, so for abare you’ll want to look elsewhere ({{clr|1|2P}}).  Situational, but good.
*On air hit, Haehyun can gatling into a {{clr|2|5K}}/{{clr|3|c.S}}/{{clr|4|5H}}/{{clr|4|6H}} depending on range and height.
*On air counter hit, Haehyun can combo into red shinken.
*Can stuff moves like Johnny {{clr|2|6K}}.


In Guilty Gear XRD, Kum Haehyun is a balanced character with access to powerful oki tools, and intuitive specials. Where Kum is unique is in her link based combos. Unlike the normal gatlings, which the rest of the XRD cast uses, Kum must link her normals together by pressing the next button within a set period of time after the end of the previous button. Kum is capable of striking fear into the enemy's heart with her oki, and surprising them with her overdrives: Celestial Tuning Ball and Enlightened 3000 Palm Strike.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}


{{Bio
===<big>{{clr|2|5K}}</big>===
| name = Kum Haehyun
{{GGXRD-R2 Move Card
| game = GGXRD-R2
|input=5K
| voice = Hideaki Tezuka / ???
|description=
| quote =  
{{#invoke:FrameChart|drawFrameData
| lore = Kum Haehyun is the descendant of a family of Tuners, who are known to have great knowledge of Ki energy.
|startup  = 7
Haehyun visualizes Ki energy as the strings of musical instruments. As an old friend of Faust's she assisted with diagnosing and treating the Japanese Colony when its people all fell ill with a mysterious illness. Because her family does not allow women to hold positions of power, she controls a robot with the form of an imposing eldery master known as Kum Jonryoku. Very few people know her true identity.
|active  = 5
|recovery = 11
}}
}}
=== Strengths and Weaknesses ===
Essentially a mini {{clr|3|f.S}}: slightly less range, but faster startup and more active frames.  A good move to use when approaching with {{clr|3|236S}} YRC that can also function as a niche anti-air. {{clr|2|5K}} has the most active frames of any of Haehyun's grounded pokes.
*On air counter hit, can combo into red shinken.


{{StrengthsAndWeaknesses
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}} (Won't combo on normal hit), {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
| intro = {{Character Label|GGXRD-R2|Kum Haehyun|24px}}
}}


| pros =
===<big>{{clr|3|c.S}}</big>===
* Intuitive neutral pokes.
{{GGXRD-R2 Move Card
* Very high damage potential.
|input=c.S
* Consistent 50/50 mixups on knockdown using Tuning Ball.
|description=
* Strong, easy to use pressure and frame trap tools.
{{#invoke:FrameChart|drawFrameData
* Can manipulate her projectiles, air momentum, and even her opponent's position.
|startup  = 6
* Very high effective health.
|active  = 5
| cons =
|recovery = 9
* 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.
}}
}}
|subheader1=Delayed Gatlings
{{clr|3|c.S}} is Haehyun's go to pressure normal/Throw OS due to its fast startup and frame advantage.  It is also a staple tool for continuing {{clr|4|236H}} okizeme.  Gatlings into itself or {{clr|5|2D}} for easy ground combos or knockdowns.
|content2=
 
Kum's gatlings are timed differently from other characters: instead of inputting the second attack just as the first is hitting, you should slightly delay the second button until after the first makes contact and begins to recover.  It's easier than it sounds, and although the timing is slightly more precise than other characters' traditional gatlings, using them is not difficult at all. Kum's aerial normals have traditional gatling timings.
{{clr|3|c.S}} can function as an anti-air, but its short proximity range makes it unreliable unless your opponent is point blank. {{clr|1|5P}} and {{clr|1|6P}} are generally more reliable options.
{{clear}}
*On counter hit, {{clr|3|c.S}} will link into {{clr|4|2H}} and gatling combo into {{clr|1|6P}}.
*{{clr|1|6P}} gatling combos on crouching opponents leading to Red Shinken loops.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
{{Closediv}}<!--END TOP SECTION-->
 
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
===<big>{{clr|3|f.S}}</big>===
{{FP TOC|game=GGXRD-R2}}
{{GGXRD-R2 Move Card
{{FP Box
|input=f.S
| padding=no
|description=
| content={{CharaInfo
{{#invoke:FrameChart|drawFrameData
| game=GGXRD-R2
|startup  = 9
| fullname=
|active  = 3
| defense = {{#lst:GGXRD-R2/Kum Haehyun/Data|defense}}
|recovery = 22
| guts = {{#lst:GGXRD-R2/Kum Haehyun/Data|guts}}
| weight = {{#lst:GGXRD-R2/Kum Haehyun/Data|weight}}
| stunres = {{#lst:GGXRD-R2/Kum Haehyun/Data|stunres}}
| prejump = {{#lst:GGXRD-R2/Kum Haehyun/Data|prejump}}
| backdash = {{#lst:GGXRD-R2/Kum Haehyun/Data|backdash}}
| wakeup = {{#lst:GGXRD-R2/Kum Haehyun/Data|wakeup}}
| movement = {{#lst:GGXRD-R2/Kum Haehyun/Data|movement}}
}}
}}
Haehyun's longest range normal footsie tool, although its lack of useful gatling options is a bummer.  Generally canceled into {{clr|2|214K}} for safety, a combo, or a miniature frame trap. Take care when using this move as its long recovery is prone to being whiff punished.
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}
}}
}}
{{Closediv}}<!--END FLEX SECTION-->
{{Closediv}}


==Normal Moves==
===<big>{{clr|4|5H}}</big>===
======<span style="visibility:hidden;font-size:0">5P</span>======
{{GGXRD-R2 Move Card
{{MoveData
|input=5H
|name={{clr|1|5P}}
|description=
|image=GGXRD-R_Haehyun_5P.png |caption=
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 9
{{AttackDataHeader-GGXRD-R2}}
|active  = 5
{{!}}-
|inactive2 = 3
{{#lst:GGXRD-R2/Kum Haehyun/Data|5P}}
|active3 = 5
{{!}}-
|recovery = 14
{{Description|6|text=Useful as a quick anti-air/neutral checkWork with this move in situations where {{clr|3|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 ({{clr|1|2P}}).
}}
*On air hit you can link into a {{clr|2|5K}}/{{clr|3|c.S}}/{{clr|4|6H}} depending on range and height; On CH you can cancel into 623[K]~4 and get the red kick.
The overhead twin of {{clr|2|6K}} and one of Haehyun's signature okizeme tools.  The first hit has a ton of hitstop and a very distinct animation, so keen opponents will be able to stand up and block the second hit if they block the first. 
*Can stuff moves like Johnny {{clr|2|6K}}
 
To get the most out of {{clr|4|5H}} as a mixup tool, use another normal to push your opponent out of the first hit's range, then try to connect with only the second hitThis is usually done during {{clr|4|H}} Tuning Ball oki, which both limits your opponent's counterattacks and enables combos from {{clr|4|5H}}(2) into full Shinken loops.
 
If your opponent is '''really''' aware of Haehyun's oki, you can try cancelling {{clr|4|5H}}(1) into the low {{clr|2|623[K]}} for a moderate combo, but use this only as a last resort.
 
{{clr|4|5H}}(1) has some use for air combos from {{clr|1|6P}} since it is jump cancelable.  Can technically anti air, but Haehyun's other options are much better.
*Only the first hit is cancellable.
}}


}}
===<big>{{clr|5|5D}}</big>===
{{GGXRD-R2 Move Card
|input=5D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 26
|active  = 5
|recovery = 12
}}
}}
<nowiki/>
Universal standing overhead that can also negate projectiles while the red 太 is present.
======<span style="visibility:hidden;font-size:0">5K</span>======
 
{{MoveData
One of the few {{clr|5|5D}}s to be plus on block, though heavily telegraphed due to its very distinct animation. Provides mediocre combos midscreen but great combos in the corner, including meterless unblockables with {{clr|4|H}} Tuning Ball and {{MMC|input=214[4K] Red|hitboxMode=true|label={{clr|2|214[K]4}}}} or meaty {{clr|4|5H}} overhead setups. Against cornered opponents, {{MMC|input=214[K]|label=hayabusa}} RRC > dash {{clr|5|5D6}} is a very scary threat that helps Haehyun convert minuscule damage and mediocre frame advantage to massive damage and oki.
|name={{clr|2|5K}}
 
|image=GGXRD-R_Haehyun_5K.png |caption=
{{clr|5|5D}} can also be YRC'd and turned into a mid-hitting projectile at the very end of its startup.  This can create visual noise and enable shenanigans such as pressing {{clr|5|5D}} again.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
{{clr|5|5D}}'s projectile negation sounds pretty neat since despite the much slower startup compared to {{clr|3|S}} Tuning Ball, {{clr|5|5D}}'s projectile deletion becomes active 1 frame faster, recovers more quickly, and the attack itself won't get negated.
{{!}}-
 
{{#lst:GGXRD-R2/Kum Haehyun/Data|5K}}
But in practice, this ain't no Venom {{MMC|chara=venom|input=41236P/K/S/H|label=QV}}: it won't negate more than 2 hits, it won't beat anything that is persistent or fullscreen (such as Ky's {{MMC|chara=ky kiske|input=236S Grinder|hitboxMode=true|label=Fortified Stun Edge}}), and you aren't likely to net anything from the exchange unless your opponent immediately gets hit by {{clr|5|5D}}. The best response to most projectiles will be {{keyword|IB}}'ing them to build meter or just being evasive.
{{!}}-
 
{{Description|6|text=Essentially a mini {{clr|3|f.S}}; A good move to use when approaching with {{clr|3|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 {{clr|3|f.S}}; can combo into 623[K]~4 Red on air CH
  }}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">c.S</span>======
===<big>{{clr|1|6P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|3|c.S}}
|input=6P
|image=GGXRD-R_Haehyun_cS.png |caption=
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 13
{{!}}-
|active  = 6
{{#lst:GGXRD-R2/Kum Haehyun/Data|c.S}}
|recovery = 15
{{!}}-
{{Description|6|text=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 {{clr|4|236H}} okizeme. Links into itself for easy knockdown combos into {{clr|5|2D}}. While it can function as an anti-air, if the opponent is at a range where {{clr|3|f.S}} could activate instead of this move, you should likely favor a different anti-air button.
*Links into {{clr|4|2H}} and {{clr|1|6P}} on CH
}}
}}
}}
<nowiki/>
An anti-air move with an odd mix of upper body invuln and a few frames of high profile, since Haehyun lifts herself off the ground briefly during startup. She can actually evade extremely low moves by doing this, such as Potemkin's {{MMC|input=236S|chara=Potemkin|label=Slidehead|hitboxMode=true|imageNumber=2}} (this is usually impractical despite how cool it is).
======<span style="visibility:hidden;font-size:0">f.S</span>======
 
{{MoveData
Because Haehyun crouches during the move's startup, {{clr|1|6P}} can beat moves like {{MMC|chara=Sin Kiske|input=236H|label=Beak Driver}}, Faust {{clr|3|f.S}} and Scalpel Pull, and evade some projectiles.  Naturally, this is pretty risky, but it's an option.
|name={{clr|3|f.S}}
 
|image=GGXRD-R_Haehyun_fS.png |caption=
{{clr|1|6P}} is also a launcher that combos into red shinken or {{clr|4|5H}} on normal hit. Since it launches higher than {{clr|4|2H}}, using {{clr|1|6P}} instead of {{clr|4|2H}} to launch the opponent into shinken loops has the benefit of being burst safe.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
*Has a hitbox on both sides, which can be useful against moves that can cross up (Elphelt and Millia's rolls) and destroying Jack-O houses that are behind Haehyun.
{{!}}-
{{#lst:GGXRD-R2/Kum Haehyun/Data|f.S}}
{{!}}-
{{Description|6|text=Haehyun's longest range normal footsie tool. It intuitively confirms into {{clr|2|214K}}; your main goal is to not get this move whiff punished by the opponent!
}}
}}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">5H</span>======
{{MoveData
|name={{clr|4|5H}}
|image=GGXRD-R_Haehyun_5H.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Kum Haehyun/Data|5H}}
{{!}}-
{{Description|6|text=*Hits overhead on the second hit
The high hitting twin of {{clr|2|6K}}. Is 0 on block instead of advantageous like {{clr|2|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 {{clr|4|236H}} oki ({{clr|3|c.S}}) to push them into a range where {{clr|4|5H}}(1) will whiff, and then {{clr|4|5H}} or {{clr|2|6K}}.


The first hit is useful for air confirms from {{clr|1|6P}} given it is jump cancelable; it can also anti-air, but generally Haehyun's other options are better suited to the task
===<big>{{clr|2|6K}}</big>===
}}
{{GGXRD-R2 Move Card
|input=6K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|active  = 5
|recovery = 12
}}
A slow, low-hitting move with a similar startup animation to {{clr|4|5H}}.  Plus on block, but its primary use is as a mixup option that supplements {{clr|4|5H}}(2).  Note that this attack has shorter range than {{clr|4|5H}}(2), so depending on your opponent's hurtbox and position, it may whiff in situations where {{clr|4|5H}}(2) would hit.
*Staggers on normal hit
}}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">5D</span>======
{{MoveData
|name={{clr|5|5D}}
|image=GGXRD-R_Haehyun_5D.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Kum Haehyun/Data|5D}}
{{!}}-
{{Description|6|text=*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 {{clr|4|5H}} overhead setups. You should look to convert corner {{clr|2|214K}} hits into RC>dashing {{clr|5|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 {{clr|5|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 {{clr|3|236S}} YRC or simply block.
===<big>{{clr|4|6H}}</big>===
  }}
{{GGXRD-R2 Move Card
|input=6H
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 7
|active  = 6
|recovery = 36
}}
}}
<nowiki/>
{{clr|4|6H}} is a high risk, moderate reward move.  At a blistering 7f startup, it can punish many things outside the range of Haehyun's other normals, especially after using FD to force your opponent to whiff something during a blockstringSadly, punishing this way will send your opponent nearly fullscreen, which can be troublesome against characters who dominate Haehyun in neutral (Sin, Ky) or who want to run away (Millia, Jack-O').
======<span style="visibility:hidden;font-size:0">2P</span>======
 
{{MoveData
Counter hitting with {{clr|4|6H}} will allow Haehyun to combo, but she has much safer ways to fish for counter hits.  Not useless, but extremely situational due its complete lack of cancel options making it extremely unsafe on block.
|name={{clr|1|2P}}
 
|image=GGXRD-R_Haehyun_2P.png |caption=
Can be used as a gimmicky movement option when YRC'd.
|data=
*Knocks down and away on normal hit.
  {{AttackDataHeader-GGXRD-R2}}
*Tumbles opponent on midscreen counter hit and wallbounces on corner counter hit.
{{!}}-
*Midscreen counter hit can combo to {{clr|2|623[K]}}.
{{#lst:GGXRD-R2/Kum Haehyun/Data|2P}}
*Corner counter hit can combo to {{clr|1|2P}}.
{{!}}-
{{Description|6|text=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 {{clr|5|2D}} confirms and continuing air combos from the ground(IAD combo confirms, corner {{clr|4|6H}} CH).
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">2K</span>======
===<big>{{clr|1|2P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|2|2K}}
|input=2P
|image=GGXRD-R_Haehyun_2K.png |caption={{clr|2|2K}}{{clr|4|2H}}
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 4
{{!}}-
|active  = 3
{{#lst:GGXRD-R2/Kum Haehyun/Data|2K}}
|recovery = 6
{{!}}-
{{Description|6|text=6 Frame chainable low. Purposeful as a low confirm into {{clr|5|2D}} and a low pushback option for {{clr|4|236H}} okizeme. {{clr|2|2K}} now combos into {{clr|4|2H}} which allows for kick loops off a 6 frame low.
}}
}}
}}
<nowiki/>
Haehyun’s fastest normal, and her only ground normal that gatlings into itself.  One of the best normals in the game for mashing due to its speed and range.  Also good for block punishing, especially after an IB.
======<span style="visibility:hidden;font-size:0">2S</span>======
 
{{MoveData
In combos, {{clr|1|2P}} is used for easier {{clr|5|2D}} confirms and continuing air combos on the ground (IAD combos, corner counter hit {{clr|4|6H}}, etc.).
|name={{clr|3|2S}}
 
|image=GGXRD-R_Haehyun_2S.png |caption=
*Kum's only true self-gatling that doesn't use the delay gatling system.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{!}}-
{{#lst:GGXRD-R2/Kum Haehyun/Data|2S}}
{{!}}-
{{Description|6|text=Useful move for pressuring opponents on okizeme and in blockstrings, in addition to being a decent low poke. It only combos into {{clr|2|214K}} from close range or on CH, but can link into {{clr|5|2D}} or {{clr|3|f.S}}.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">2H</span>======
===<big>{{clr|2|2K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|4|2H}}
|input=2K
|image=GGXRD-R_Haehyun_2H.png |caption=Donkey's Party Starter
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 6
{{!}}-
|active  = 3
{{#lst:GGXRD-R2/Kum Haehyun/Data|2H}}
|recovery = 6
{{!}}-
{{Description|6|text=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 {{clr|2|214K}} RC confirm midscreen. Additionally, it has uses as an anti air specifically versus moves beating {{clr|3|c.S}} and {{clr|1|5P}} by hitting directly on Haehyun's shoulders. 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.
}}
}}
}}
<nowiki/>
As a 6f low that can gatling into {{clr|4|2H}} to start shinken loops, {{clr|2|2K}} is a fearsome mixup tool tempered by short range and initial scaling of 80%.  Also used to combo into {{clr|5|2D}} and as a low pushback option for {{clr|4|H}} Tuning Ball okizeme. Being plus on block is also useful for frame trapping or conditioning your opponent into blocking.
======<span style="visibility:hidden;font-size:0">2D</span>======
{{MoveData
|name={{clr|5|2D}}
|image=GGXRD-R_Haehyun_2D.png |caption=It's good that this is a robot suit, or he would never have kids
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Kum Haehyun/Data|2D}}
{{!}}-
{{Description|6|text=Midscreen knockdown tool primarily, along with granting combos via {{clr|5|2D}}>623[K]~4 (Blue). You'll want to get used to confirming into it and canceling into {{clr|4|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 {{clr|3|5S}}>{{clr|2|214K}} with 50 meter.


Another unique quality of {{clr|5|2D}} is that it is special cancelable throughout its recovery frames, to ensure you can confirm into {{clr|4|236H}} okizeme. An avenue this quirk opens up is the ability to delay cancel {{clr|5|2D}} into {{clr|3|236S}} YRC, rather than PRC, giving you some repressure opportunities.
{{clr|2|2K}} also has a very subtle animation and very little hitstop, so it's too fast for your opponent to react to if used in a blockstring.


Make sure to practice hit confirming this move from pressure strings, otherwise you will give your opponent needless punishes/turns.  
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">j.P</span>======
===<big>{{clr|3|2S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|1|j.P}}
|input=2S
|image=GGXRD-R_Haehyun_jP.png |caption=
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 8
{{!}}-
|active  = 3
{{#lst:GGXRD-R2/Kum Haehyun/Data|j.P}}
|recovery = 12
{{!}}-
{{Description|6|text=Haehyun's 2nd fastest and only chainable jump normal. Aside from jump canceling {{clr|2|j.K}}, chaining {{clr|1|j.P}} will be your primary way of extending air combos, usually in the form of {{clr|1|j.P}}PK and/or {{clr|1|j.P}}PSH depending on height and Haehyun's position relative to the airborne opponent
}}
}}
}}
<nowiki/>
Useful move for pressuring opponents on okizeme and in blockstrings, in addition to being a decent low poke. It only combos into {{clr|2|214K}} from close range or on counter hit, but can gatling into {{clr|5|2D}} or {{clr|3|f.S}}.
======<span style="visibility:hidden;font-size:0">j.K</span>======
 
{{MoveData
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|5|2D}}
|name={{clr|2|j.K}}
|image=GGXRD-R_Haehyun_jK.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Kum Haehyun/Data|j.K}}
{{!}}-
{{Description|6|text=Has a decent hit box but doesn't chain into any other aerial normal, relegating its use to mostly combo fodder as it is Haehyun's only jump cancelable air normal. However it has a good horizontal hitbox so it can be used to air-to-air quite effectively, and on counter hit it can be comboed into j.214k, netting you a combo.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">j.S</span>======
===<big>{{clr|4|2H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|3|j.S}}
|input=2H
|image=GGXRD-R_Haehyun_jS.png |caption=
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 8
{{!}}-
|active  = 2
{{#lst:GGXRD-R2/Kum Haehyun/Data|j.S}}
|active2  = 5
{{!}}-
|recovery = 18
{{Description|6|text={{clr|3|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. It's dangerous to whiff though since its' got short active frames and a long recovery.
}}
}}
}}
<nowiki/>
{{clr|4|2H}} is a meterless launcher and one of Haehyun's best combo starters because it reliably leads into shinken loops. Both hits combo easily, even from {{clr|2|2K}}, and the attack's fast startup makes it useful as a raw punish tool. It can even be powerful when thrown out during a blockstring every once in a while since you can jump cancel or special cancel either hit for safety or a combo and builds a good amount of RISC.
======<span style="visibility:hidden;font-size:0">j.H</span>======
{{MoveData
|name={{clr|4|j.H}}
|image=GGXRD-R_Haehyun_jH.png |caption=Welcome to Earth
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Kum Haehyun/Data|j.H}}
{{!}}-
{{Description|6|text=*Provides a knockdown for air combos from very high up.
Haehyun's air blockstring and air combo ender. The hitbox is pretty solid so it can actually stuff some {{clr|1|6P}}s, but Haehyun's linear air mobility and large hurtbox sort of tarnish {{clr|4|j.H}}'s chances as a primary approach tool. You'll want to optimize your air combos to ensure ending them with {{clr|4|j.H}} grants competent okizeme ({{clr|4|236H}} meaties).


}}
Haehyun's hurtbox lowers slightly during the startup of {{clr|4|2H}}, and the second hit is an untechable knockdown on counter hit, which gives it some utility as an anti air. It's a huge risk to use {{clr|4|2H}} this way without meter or a Tuning Ball to cover yourself, though.
*Combos to red shinken on normal hit.
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">j.D</span>======
===<big>{{clr|5|2D}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|5|j.D}}
|input=2D
|image=GGXRD-R_Haehyun_jD.png |caption=Taco
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 7
{{!}}-
|active  = 6
{{#lst:GGXRD-R2/Kum Haehyun/Data|j.D}}
|recovery = 15
{{!}}-
{{Description|6|text=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 {{clr|1|6P}}s, and it has use for IAD crossups and dashing {{clr|2|j.2K}} gimmicks in conjunction with {{clr|2|j.214K}}. Unlike many other {{clr|5|j.D}}s it does not seem to have extra landing recovery frames.
}}
}}
}}
<nowiki/>
One of Haehyun's longest range ground normals, although her only options out of it are mediocre special cancels (hayabusa) or outright unsafe.  {{clr|5|2D}} is useful for securing knockdowns midscreen and in the corner and can be gatlinged into from {{clr|1|2P}}, so it's not all bad news - just don't go using it as a poke. At certain ranges, it might be Haehyun's only meterless punish option for faraway moves like Ky's Stun Dipper or Greed Sever.
======<span style="visibility:hidden;font-size:0">6P</span>======
 
{{MoveData
Special canceling during recovery is useful for two reasons, both of which are for Tuning Balls: delay cancel into {{clr|3|S}} ball YRC on block for a pressure re-buy, or into {{clr|4|H}} ball on hit for Haehyun's signature okizeme.
|name={{clr|1|6P}}
*Special cancelable during recovery.
|image=GGXRD-R_Haehyun_6P.png |caption=Why yes Terry, I am ok...
*Moves Haehyun forward slightly.
|data=
*Pops up opponents enough to allow combos into blue shinken if Haehyun is close enough, or even red shishinken if done with dash momentum.
{{AttackDataHeader-GGXRD-R2}}
}}
{{!}}-
 
{{#lst:GGXRD-R2/Kum Haehyun/Data|6P}}
===<big>{{clr|1|j.P}}</big>===
{{!}}-
{{GGXRD-R2 Move Card
{{Description|6|text=*1-6 Upper body invul 7-18 Above Knee Invul
|input=j.P
*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.
|description=
Low profile anti-air. Because Haehyun crouches during startup it can beat moves like Beak Driver, Faust {{clr|3|f.S}} and Scapel Grab, and evade some projectiles.
{{#invoke:FrameChart|drawFrameData
As of patch 1.03 you can link into Red {{clr|2|623K}}~4 on normal hit along with normals such as {{clr|4|5H}} for an air combo. Since it launches higher than {{clr|4|2H}} using {{clr|1|6P}} instead of 2h to launch the opponent into kickloops has the benefit of being burst safe.
|startup  = 6
}}
|active  = 5
|recovery = 6
}}
}}
<nowiki/>
Haehyun's fastest and only self-gatling jump normal.  Her prime way to extend air combos, either into {{clr|2|j.K}} for a jump cancel or {{clr|4|j.H}} for a knockdown.
======<span style="visibility:hidden;font-size:0">6K</span>======
 
{{MoveData
Solid air-to-air because of its speed, upwards hitbox, and self-gatling option, but don't expect a lot of damage.
|name={{clr|2|6K}}
 
|image=GGXRD-R_Haehyun_6K.png |caption=
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Kum Haehyun/Data|6K}}
{{!}}-
{{Description|6|text=*Staggers on normal hit
Low hitting move with a similar startup animation to {{clr|4|5H}}. Possesses frame advantage, but its slow startup speed indicates it was clearly designed to be used in conjunction with {{clr|4|5H}}'s second hit for an ambiguous 50/50 high/low mixup. Do note that this move has a shorter range than {{clr|4|5H}}(2), so that depending on the opposing character's crouching hurtbox, and whether they Faultless Defend, this move can whiff in situations where {{clr|4|5H}}(2) would hit.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">6H</span>======
===<big>{{clr|2|j.K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|4|6H}}
|input=j.K
|image=GGXRD-R_Haehyun_6H.png |caption=A read Joseph Joestar would be proud of.
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 7
{{!}}-
|active  = 11
{{#lst:GGXRD-R2/Kum Haehyun/Data|6H}}
|recovery = 9
{{!}}-
{{Description|6|text=*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 {{clr|4|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 {{clr|1|2P}} in the corner.
}}
}}
}}
<nowiki/>
A longer hitbox than {{clr|1|j.P}}, but with no gatling options.  Haehyun's only jump cancelable air normal, which helps when using it in combos.  Combos to Falcon Dive ({{clr|2|j.214K}}) on counter hit, which is nice as it gets a knockdown, just enough for Kum to setup {{clr|S|S}} Turning Orb oki.
======<span style="visibility:hidden;font-size:0">j.2K</span>======
}}
{{MoveData
 
|name={{clr|2|j.2K}}
===<big>{{clr|2|j.2K}}</big>===
|image=GGXRD-R_Haehyun_j2K.png |caption=Goomba Stomp
{{GGXRD-R2 Move Card
|data=
|input=j.2K
{{AttackDataHeader-GGXRD-R2}}
|description=
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{#lst:GGXRD-R2/Kum Haehyun/Data|j.2K}}
|startup  = 5
{{!}}-
|active  = 5
{{Description|6|text=*Pops Haehyun into the air on Hit/Block
|recovery = 10
An intresting move that seemingly has no use on a grounded opponent, unless you use it from a jump cancel {{clr|4|2H}} into j.2k, followed by {{clr|5|j.D}} for cross up. However where this move shines is on an airborne opponent. If you jump right on top them, say after a red kick, and they choose to air recover you get a throw. Can only use once before returning to the ground.
}}
*As of 2.10, When it makes contact with the opponent, Kum can choose which way to move with forward and backwards inputs  }}
An unusual move that seemingly has no use on a grounded opponent, unless you do something like {{clr|4|2H}} > {{clr|2|j.2K}} > crossup {{clr|5|j.D}}.  
 
It's a different story against an airborne opponent. If you jump right on top of them - say, after a red shinken - and they choose to tech immediately, Haehyun is perfectly positioned to throw the tech.  Not particularly useful in most situations, but it's there if you're feeling saucy.
*Pops Haehyun into the air on hit or block.
*After making contact, Haehyun can steer herself forward and backward similar to Falcon Dive/Air hayabusa ({{clr|2|j.214K}}).
*Can only be used once before returning to the ground.
}}
 
===<big>{{clr|3|j.S}}</big>===
{{GGXRD-R2 Move Card
|input=j.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 4
|recovery = 22
}}
{{clr|3|j.S}} has the most downward hitbox of Haehyun's air normals, making it good for jump-ins or {{keyword|IAD}}s, especially against crouching opponents.  The short active frames and long recovery make it dangerous to whiff, though.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|j.H}}
}}
 
===<big>{{clr|4|j.H}}</big>===
{{GGXRD-R2 Move Card
|input=j.H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 8
|recovery = 28
}}
Haehyun's air blockstring and combo ender. The hitbox is pretty large and reaches downward, so it can actually stuff some {{clr|1|6P}}s, but Haehyun's linear air mobility and large hurtbox sort of tarnish {{clr|4|j.H}}'s use as an approach tool.
 
When comboed into properly (around max normal jump height, as Haehyun is descending), {{clr|4|j.H}} will enable meaty {{clr|4|H}} Tuning Ball okizeme.
*Knocks down from around the max height of a normal jump.
}}
 
===<big>{{clr|5|j.D}}</big>===
{{GGXRD-R2 Move Card
|input=j.D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 4
|recovery = 15
|specialRecovery = 4
}}
Looks like a crossup and can hit as one, but can also hit from the front.  The wide hitbox can help {{clr|5|j.D}} beat some {{clr|1|6P}}s.  Furthermore, this attack has some use in {{keyword|IAD}} crossups, or when used with {{clr|2|j.2K}} and/or {{MMC|input=j.214K|label=air hayabusa}}.
 
Reminiscent of Iori's command crossup from the King of Fighters series, hence the image caption.
}}
}}


==Universal Mechanics==
==Universal Mechanics==
======<span style="visibility:hidden;font-size:0">Ground Throw</span>======
===<big>Ground Throw</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Ground Throw
|input=Ground Throw
|image=GGXRD-R_Haehyun_GroundThrow.png |caption=Nice Topspin
|description=
|data=
Throw grants Haehyun universal {{clr|4|H}} Tuning Ball okizeme midscreen. Haehyun can still control Tuning Balls during the throw animation, which enables her to combo off of throw if she has one active.  This makes throws extremely rewarding both for starting and continuing offense.
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Kum Haehyun/Data|Ground Throw}}
{{!}}-
{{Description|6|text=*65% Forced Proration
As of patch 1.03, Throw grants Haehyun universal {{clr|4|236H}} okizeme midscreen. Because Haehyun can combo off of her throw from fireball okizeme (you still control the fireball during the throw animation), this makes throws extremely rewarding both for starting offense, continuing offense in addition to Throw's universal role as a defensive option.


For a combo you can RC into 623[K]~4 Redx4>{{clr|4|5H}}>{{clr|1|j.P}}PSH
If RRC'd after throwing them away from the nearest corner, she is given enough time to charge and land red hayabusa, converting into easier, non-corner specific damage. See combo #8 for reference.


As Haehyun's {{clr|4|6H}} is '''extremely punishable''' on whiff/block it is '''even more important''' than for other characters that you option select Haehyun's throw({{clr|3|6S}}+HS).
As Haehyun's {{clr|4|6H}} is '''extremely punishable''' on whiff/block, it is '''extremely important''' that you option select Haehyun's throw with {{clr|3|c.S}}.
}}
}}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">Air Throw</span>======
{{MoveData
|name=Air Throw
|image=GGXRD-R_Haehyun_AirThrow.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Kum Haehyun/Data|Air Throw}}
{{!}}-
{{Description|6|text=*65% Forced Proration
As of patch 1.03, Airthrow grants Haehyun universal {{clr|4|236H}} okizeme midscreen.


Although airthrows are a universal anti-air option in Guilty Gear, Haehyun's large aerial hurtbox,low aerial mobility, and difficulty converting from abare {{clr|1|j.P}} mean she takes a bit more risk than the average character when going for an airthrow. Additionally, since her CH anti-air confirms are more damaging you might want to consider a grounded anti air unless absolutely necessary (Bandit Bringer and the like).
===<big>Air Throw</big>===
}}
{{GGXRD-R2 Move Card
|input=Air Throw
|description=
Air throw grants Haehyun universal {{clr|4|H}} Tuning Ball okizeme midscreen
 
Although air throws are a universal anti-air option in Guilty Gear, Haehyun's large aerial hurtbox, low aerial mobility, and lacklustre combos from {{clr|1|j.P}} mean she takes a bit more risk than the average character when going for an airthrow. Additionally, since her CH anti-air confirms are more damaging you might want to consider a grounded anti air unless absolutely necessary (such as against {{MMC|input=236[K]|chara=Sol Badguy|label=Bandit Bringer}} and other disjointed, downward-reaching attacks).
}}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">Dead Angle Attack</span>======
{{MoveData
|name=Dead Angle Attack
|image=GGXRD-R_Haehyun_5K.png |caption=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Kum Haehyun/Data|DAA}}
{{!}}-
{{Description|6|text=*Fully invulnerable from frames 1-22


Uses Haehyun's {{clr|2|5K}} animation. Slow and and punishable, but one of the more invincible Dead Angle Attacks, making it a more viable consideration for escaping say, unblockable attacks.
===<big>Dead Angle Attack</big>===
  }}
{{GGXRD-R2 Move Card
|input=DAA
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 12
|active  = 11
|recovery = 15
}}
}}
<nowiki/>
Uses Haehyun's {{clr|2|5K}} animation. Slow and and punishable, but one of the more invincible Dead Angle Attacks, making it a viable defensive option.
======<span style="visibility:hidden;font-size:0">Blitz Attack</span>======
}}
{{MoveData
 
|name=Blitz Attack
===<big>Blitz Attack</big>===
|image=GGXRD-R_Haehyun_BlitzAttack.png |caption=Why shine with just one finger?
{{GGXRD-R2 Move Card
|data=
|input=Blitz,[Blitz]
{{AttackDataHeader-GGXRD-R2|version=yes}}
|versioned=name
{{!}}-
|description=
{{AttackVersion|name=Uncharged }}
{{#invoke:FrameChart|drawFrameData
{{#lst:GGXRD-R2/Kum Haehyun/Data|Blitz Attack }}
|startup  = 28
{{!}}-
|active  = 3
{{AttackVersion|name=Max Charge}}
|recovery = 20
{{#lst:GGXRD-R2/Kum Haehyun/Data|Blitz Attack Max Charge }}
}}
{{!}}-
*Partial charge version causes horizontal blowback on hit, wallsplats in corner.
{{Description|7|text=*Partial charge version causes horizontal blowback on hit, wall sticks in corner.
*Max charge version (and counter hit partial charge) crumples on ground hit, floats and wall sticks in corner on air hit.
*Max charge version (and partial charge on Counter Hit) crumples on ground hit, floats and wall sticks in corner on air hit.
*Steals a small amount of burst gauge on hit.
*Steals a small amount of Burst Gauge on hit.
*Proration: 55% (partial charge only)
*Proration: 55% (partial charge only)
}}
Haehyun generally doesn't need to gamble with blitz since she has {{clr|1|2P}} and a reversal super, but a crumple will enable red shinken loops, which are tempting enough to be worth considering blitz occasionally.
|tablewidth=69
}}
}}


==Special Moves==
==Special Moves==
======<span style="visibility:hidden;font-size:0">Tuning Ball</span>======
===<big>Tuning Ball</big>===
{{MoveData
{{InputBadge|{{clr|3|236S}}/{{clr|4|H}}}}
|name=Tuning Ball
{{GGXRD-R2 Move Card
|image=GGXRD-R_Haehyun_TuningBall.png
|input=236S,236H|versioned=input
|input={{clr|3|236S}}/H |caption=Can move ball with {{Ni|4}} and {{Ni|6}}
|description=
|data=
*Disappears if Haehyun blocks or is hit.
{{AttackDataHeader-GGXRD-R2|version=yes}}
*Can be steered left and right with directional inputs after the ball leaves Haehyun's hand.
{{!}}-
----
{{AttackVersion|name=S}}
;{{clr|3|236S}}
{{#lst:GGXRD-R2/Kum Haehyun/Data|236S}}
Classic midrange space control projectile with a twist: MORE control! Steerable Tuning Balls mean safer approaches versus characters without projectiles, and sometimes making unsafe moves like {{clr|4|6H}} or {{clr|2|623[K]}} more palatable to use in neutral. Still, this projectile has long startup, and the initial hitbox is a bit in front of Haehyun, meaning an opponent can often jump over the fireball and cleanly hit her. Furthermore, it is very unsafe in blockstrings and general stagger pressure unless YRC'd.
{{!}}-
{{AttackVersion|name=H}}
{{#lst:GGXRD-R2/Kum Haehyun/Data|236H}}
{{!}}-
{{!}}-
{{Description|7|text='''{{clr|3|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 {{clr|2|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.


'''{{clr|4|236H}}'''
Sometimes used for okizeme in situations where the {{clr|4|H}} version would take too long to start up.
*Active for 140 Frames, 3 Hits.
----
*Getting hit or blocking makes the projectile dissipate.
;{{clr|4|236H}}
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 {{clr|4|236H}}.  
The linchpin of Haehyun's okizeme.  {{clr|4|H}} Tuning Ball forces an opponent to block the projectile for one hit, and then have the fireball float behind them with two additional hits to strengthen Haehyun's pressure. Safe pressure, combos from normal throw, and multiple 50/50 high low mixups can be inflicted from a single knockdown with proper conditioning and ball control.


  }}
However, Haehyun won't always be able to prepare the {{clr|4|H}} version after a knockdown. In those cases, she must choose between considerably weaker {{clr|3|S}} ball okizeme or YRC'ing an {{clr|4|H}} ball.
}}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">Four Tigers Sword</span>======
{{MoveData
|name=Four Tigers Sword
|image=GGXRD-R_Haehyun_FourTigersSword.png |caption=Anti Air
|image2=GGXRD-R_Haehyun_FourTigersSwordCharged.png |caption2=Hold button to slide on the ground before jump kicking
|input={{clr|2|623K}}
|data=
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=Normal }}
{{#lst:GGXRD-R2/Kum Haehyun/Data|623K }}
{{!}}-
{{AttackVersion|name=Charged}}
{{#lst:GGXRD-R2/Kum Haehyun/Data|623[K] }}
{{!}}-
{{AttackVersion|name=Max}}
{{#lst:GGXRD-R2/Kum Haehyun/Data|623[K] Max }}
{{!}}-
{{Description|7|text='''{{clr|2|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]'''
===<big>Four Tigers Sword</big>===
*1-4 Upper Body invulnerability, 5~Kick startup Above Knee invulnerability.
{{InputBadge|{{clr|2|623K}} (Hold OK)}}
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.
{{GGXRD-R2 Move Card
|input=623K,623[K],623[K] Max|versioned=input
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 14
|recovery = 20
|specialRecovery = 8
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|active    = 2
|inactive2 = 6
|active3  = 2
|inactive4 = 6
|active5  = 2
|inactive6 = 6
|active7  = 2
|inactive8 = 5
|active9  = 15
|recovery  = 20
|specialRecovery = 8
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|active    = 2
|inactive2  = 6
|active3    = 2
|inactive4  = 6
|active5    = 2
|inactive6  = 6
|active7    = 2
|inactive8  = 6
|active9    = 2
|inactive10 = 6
|active11  = 2
|inactive12 = 5
|active13  = 6
|inactive14 = 6
|active15  = 3
|inactive16 = 9
|active17  = 3
|inactive18 = 6
|active19  = 3
|recovery  = 32
|specialRecovery = 8
}}
;{{clr|2|623K}}
A kick uppercut with upper body invulnerability. Not a true invincible reversal since it only shrinks Haehyun's hurtbox instead of removing it (until the active frames).  As an anti-air, however, this move is quite solid due to its long active frames and high reach - it'll even work against dive kick moves like Elphelt's {{MMC|input=j.214K|chara=Elphelt Valentine|label=Air Bridal Express}}.
 
On hit, you can RRC > {{clr|2|214[K]}} > red shinken loops.
----
;{{clr|2|623[K]}}
High risk, low reward low profile slide reminiscent of Grand Viper. Do keep in mind that this move’s hurtbox is not quite as low as Grand Viper so it will clash with some mid hitting attacks instead of cleanly evading them. If you carry your opponent to the corner, you can combo with RC > {{clr|2|214[K]}}> red shinken loops.
}}


}}
===<big>Four Tigers Sword (Reverse)</big>===
{{InputBadge|{{clr|2|623[K]}}~1/4/7}}
{{GGXRD-R2 Move Card
|input=623[K]~4,623[K]~4 Red|versioned=input
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 6
|recovery = 24
}}
}}
<nowiki/>
{{#invoke:FrameChart|drawFrameData
======<span style="visibility:hidden;font-size:0">Four Tigers Sword (Reverse)</span>======
|startup  = 25
{{MoveData
|active  = 6
|name=Four Tigers Sword (Reverse)
|recovery = 24
|image=GGXRD-R_Haehyun_FourTigersSwordReverse.png
}}
|input=623[K]~1/4/7 |caption=Galactic Punt ver.β
Colloquially referred to as "Shinken".  Normal version is blue, and charged is red. Attack connects 5f after {{clr|2|K}} is released.


|data=
The reason you play Haehyun. A high damage, normal hit launcher that links into itself and can be comboed into from Haehyun's primary mixup options and which also lets Haehyun combo into a knockdown with {{clr|4|j.H}} to set up more okizeme and do it all over again. Haehyun can usually get 2-3 red shinkens from a simple {{clr|2|2K}} > {{clr|4|2H}} starter. Both versions wallbounce, but the red version has much more hitstun and can link into itself.  
  {{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=Normal }}
{{#lst:GGXRD-R2/Kum Haehyun/Data|623[K]~4}}
{{!}}-
{{AttackVersion|name=Charged}}
{{#lst:GGXRD-R2/Kum Haehyun/Data|623[K]~4 Red}}
{{!}}-
{{Description|7|text='''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 {{clr|5|2D}}, where you want a combo more damaging than stuff>{{clr|5|2D}} but cannot get a {{clr|4|2H}} starter.


'''Charged 623[K]~1/4/7'''
Aside from being a monstrous combo tool, shinken has some other uses: it can function as a slow but powerful anti-air due to inheriting the startup upper body invuln from {{clr|2|623[K]}}, and can be used as a high risk counterpoke (usually with 25 meter to YRC it if your opponent doesn't bite).  The blue version is usually done from a red shinken or from {{clr|5|2D}}, where it will enable a short air combo into {{clr|4|j.H}} to set up {{clr|4|H}} Tuning Ball okizeme.
*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. {{clr|4|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
 
}}
;{{clr|2|Shi-shinken}}
 
The transition from {{clr|2|623[K]}} to {{clr|2|623[K]4}} is lenient, allowing for this <s>bug</s> technique to exist, in which the first few active frames of "Grandpa Viper" cancels into Shinken. This unlocks new corner conversions, mid-screen combo stabilization, and unique loops on some of the cast, namely Potemkin and Haehyun herself.<br>(View Haehyun's [https://www.dustloop.com/w/GGXRD-R2/Kum_Haehyun/Combos#Advanced_Combos Advanced Combos] for practical application.)
 
It is performed by holding down {{clr|2|623[K]}} for a couple of frames, releasing {{clr|2|K}}, then tapping/holding {{clr|2|4K}} once more.<br>
If the tap/hold is done too quickly after the release, however, {{clr|2|623[K]}}'s startup will be cancelled before the active frames kick in, causing the first hit to seemingly whiff.
 
Though not wholly practical, a comical usage for Shi-shinken is to do it either during pressure or oki, as the Shinken itself can become a frame trap, be YRC'd for safety, or even combo'd into if the initial hit catches a wakeup option, allowing Haehyun some invulnerable [https://www.youtube.com/watch?v=zM2J0ih18Kg shenanigans].
 
----
 
*Above Knees invuln lasts for as long as {{clr|2|K}} is held.
*Changes to red version on frame 25.
*Cannot be held longer than 56F total.
*Can YRC at any point during startup or while {{clr|2|K}} is held.
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Falcon Dive</span>======
===<big>Falcon Dive</big>===
{{MoveData
{{InputBadge|{{clr|2|214K}} (Hold OK)}}
|name=Falcon Dive
{{GGXRD-R2 Move Card
|image=GGXRD-R_Haehyun_FalconDive.png
|input=214[K],214[K] Red|versioned=input
|input={{clr|2|214K}} |caption=From Downtown!
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2|version=yes}}
|startup  = 13
{{!}}-
|active  = 6
{{AttackVersion|name=Normal }}
|recovery = 18
{{#lst:GGXRD-R2/Kum Haehyun/Data|214[K] }}
}}
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{AttackVersion|name=Charged}}
|startup  = 40
{{#lst:GGXRD-R2/Kum Haehyun/Data|214[K] Red}}
|active  = 5
{{!}}-
|recovery = 11
{{Description|7|text='''{{clr|2|214K}}'''
}}
Colloquially referred to as "hayabusa." Normal version is blue, charged is red. Blue version connects 6f after release and red version connects 4f after.
 
One of Haehyun's primary neutral tools because it can hit airborne opponents and go over lows; use it enough that your opponent is worried about it, but don't be predictable.  Haehyun generally cancels into this from {{clr|3|f.S}}, which doesn't have any gatling options and isn't jump cancelable, so you'll need to use other pokes to make your neutral ambiguous.
 
Hayabusa is mostly safe on block due to pushback, but a well-timed IB can ruin that.  Fortunately, slightly delaying hayabusa can throw off IB timing.  The red version is plus on block, and a good way to re-buy pressure against an opponent who's just sitting still.
 
The blue version doesn't do much on normal hit, but on counter hit it will link into {{clr|5|2D}}, which generally sets up decent okizeme. The red version will wallbounce on air hit, which can lead to red shinken loops or any of Haehyun's air combo options.
*Haehyun’s hurtbox alters when she lifts up her leg before the kick, so this move can go over low attacks if timed properly.
*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.
*Can inflict varying knockdown momentum on airborne opponents depending on which hitbox connects.
*-2 on normal block when spaced properly.
}}
 
===<big>Falcon Dive (Reverse)</big>===
{{InputBadge|{{clr|2|214[K]}}~1/4/7}}
{{GGXRD-R2 Move Card
|input=214[4K],214[4K] Red|versioned=input
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 30
|active    = 1
|inactive2 = 9
|active3  = 6
|recovery  = 20
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 81
|active    = 1
|inactive2 = 9
|active3  = 6
|recovery  = 20
}}
Normal version is blue, charged is red. Both versions connect quite a while after releasing {{clr|2|K}}.


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.
Big overhead with big startup and big damage. One of Haehyun's least useful moves outside of starting combos against someone stunned or crumpled.
Gains range and frame advantage when charged. Punishable on instant block, and since the primary move you string into {{clr|2|214K}} is {{clr|3|f.S}}, which is not jump cancelable, varying your options in neutral instead of relying on {{clr|2|214K}} is important. Can have varying knockdown momentum on air opponents depending on which portion of Falcon Kick's hitbox you strike them with.


The red version is mostly a gimmick, forcing the opponent into a stagger if blocked standing.


'''214[K]'''
Unlike Leo or Johnny's forced staggers, however, the weak second hit will proceed to knock them down, preventing a free conversion.
*Wall bounces on air hit
 
Combo staple and a way to force yourself into on timid opponents unwilling to contest you charging Falcon kick.
Haehyun can use her Celestial Tuning Ball super after a {{clr|5|5D}}6 corner combo to make her opponent sit still AND convert from the 2nd hit's small bounce.
Additionally, charging {{clr|2|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
 
}}
*Both versions send the opponent at a sharp 40° curve upwards and wallbounce on hit.
*Haehyun's hurtbox shrinks as she lifts her leg and stays shrunk as long as you hold {{clr|2|K}}.
}}
}}
<nowiki/>


======<span style="visibility:hidden;font-size:0">Falcon Dive (Reverse)</span>======
===<big>Air Falcon Dive</big>===
{{MoveData
{{InputBadge|{{clr|2|j.214K}}}}
|name=Falcon Dive (Reverse)
{{GGXRD-R2 Move Card
|image=GGXRD-R_Haehyun_FalconDiveReverse.png
|input=j.214K
|input=214[K]~1/4/7 |caption=
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2|version=yes}}
|startup  = 21
{{!}}-
|specialRecovery  = 10
{{AttackVersion|name=Normal }}
}}
{{#lst:GGXRD-R2/Kum Haehyun/Data|214[4K] }}
Colloquially referred to as "air hayabusa."
{{!}}-
{{AttackVersion|name=Charged}}
{{#lst:GGXRD-R2/Kum Haehyun/Data|214[4K] Red }}
{{!}}-
{{Description|7|text='''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 {{clr|5|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.


A steerable dive kick that supplements Haehyun's otherwise limited movement.  Can be used to bait anti-airs like any dive kick, but will often outright lose if your opponent doesn't take the bait.  Despite its shortcomings, air hayabusa is one of Haehyun's only ways to maneuver while airborne, so don't be afraid to use it.


'''Charged 214[K]~1/4/7'''
Can be comboed from on normal and counter hit; the latter is generally easier and can allow for a microdash into a ground combo or red shinken loops.
*First hit guard breaks blocking opponents
 
Can setup unblockables from Corner {{clr|5|5D}} combos
*Spikes and groundbounces on hit, and even more on counter hit.
}}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">Air Falcon Dive</span>======
{{MoveData
|name=Air Falcon Dive
|image=GGXRD-R_Haehyun_AirFalconDive.png
|input={{clr|2|j.214K}} |caption=Axe Kick; Can guide trajectory with {{Ni|4}} and {{Ni|6}}
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Kum Haehyun/Data|j.214K }}
{{!}}-
{{Description|6|text=*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, you will sometimes lose to an anti air rather than cleanly it. You should be using Aerial Falcon Kick as  both a mobility tool and an anti-anti-air quite often.
You can combo on both normal and counter hit, but CH allows for dashing confirms and is less situational.
}}
}}
}}


==Overdrives==
==Overdrives==
======<span style="visibility:hidden;font-size:0">Enlightened 3000 Palm Strike</span>======
===<big>Enlightened 3000 Palm Strike</big>===
{{MoveData
{{InputBadge|{{clr|4|236236H}} (Hold OK)\{{clr|5|236236D}} (Hold OK)}}
|name=Enlightened 3000 Palm Strike
{{GGXRD-R2 Move Card
|image=GGXRD-R_Haehyun_Enlightened3000PalmStrike.png
|input=236236H |type=super
|input={{clr|4|236236H}}<br/>({{clr|5|236236D}}) |caption=Many palms, one strike.
|description=
|data=
7f reversal super and combo tool. Not quite as unsafe as it looks, since you can play a gimmicky game of chicken with your opponent by moving them around, but still very unsafe.
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Kum Haehyun/Data|236236H}}
{{!}}-
{{Description|6|text=
*Fully invulnerable frames 1-8
*Haehyun has Hyper Armor while holding down H, but is throwable and vulnerable to supers.
*You can move your opponent around the screen omnidirectionally as you hold H; if your opponent is in hitstun when you active the super they are put into a capture state
*After charging for 151 frames this move is UNBLOCKABLE
* Hits slightly behind Haehyun as well.


7 Frame Reversal Super.  
A large circle appears around Haehyun as long as you hold down {{clr|4|H}}/{{clr|D|D}}: while your opponent is in this circle, you can move them around by using the directional inputs. If done in a combo, your opponent is put into a capture state and you can move them around freely.  Tumbles on hit, which can lead to combos in the corner or if you hit behind Haehyun's back, since your opponent will be sent tumbling into her.
 
Unblockable setups can be started from corner {{clr|5|5D}}6 combos.
*Haehyun has hyper armor while holding down {{clr|4|H}}, but is throwable and vulnerable to supers.
*Unblockable after charging for 151 frames.
*Can hit slightly behind Haehyun.
}}


Generally, you push them away if they are blocking to avoid getting punished and move them behind you if they are in hitstun so the clap hits them behind you, granting a combo extension midscreen. In the corner, if you put them in a capture state you want to float them slightly higher, so they take longer to tumble to the ground and make it easier to Dash {{clr|4|2H}} after the clap.
===<big>Celestial Tuning Ball</big>===
{{InputBadge|{{clr|3|236236S}}}}
{{GGXRD-R2 Move Card
|input=236236S
|description=
What's better than 3-hit Tuning Ball?  A 5-hit Tuning Ball you can control up and down!  A great okizeme tool for all the same reasons as {{clr|4|H}} Tuning Ball, with more damage and hits. The projectile is so large and obnoxious it can help obscure what Haehyun is doing, especially something otherwise very telegraphed like {{clr|5|5D}}.


Unblockable setups for this super can be intiated from corner {{clr|5|5D}}.
Slow to start up and pretty slow to maneuver, but the ball builds up decent speed once it gets movingA great way of steamrolling through neutral if you have the meter and breathing room to set it up. An {{clr|4|H}} ball and one of these will show any zoner you are not to be trifled with.
  }}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">Celestial Tuning Ball</span>======
{{MoveData
|name=Celestial Tuning Ball
|image=GGXRD-R_Haehyun_CelestialTuningBall.png
|input={{clr|3|236236S}} |caption=Can move the ball with {{Ni|8}}{{Ni|2}}{{Ni|4}}{{Ni|6}}
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Kum Haehyun/Data|236236S}}
{{!}}-
{{Description|6|text=*Fully invulnerable frames 1-8
*Projectile lasts 240 frames
*Drastically decreased tension gain while the projectile is active
Fully controllable projectile. Generally not the best move to randomly throw out in a neutral situation, especially since the projectile is slow enough that once you commit to moving the projectile into the air or along the ground if your opponent guessed correctly it can be hard to drag the projectile towards them.


Shines more as a okizeme tool to bridge to unblockables or mixups obscured by the projectile.
Because Celestial Tuning Ball is a super, your opponent can't burst out of it, which can be useful at the end of a round if you want to tack on more damage.


}}
*Drastically reduced tension gain while the ball is active.
*Stays onscreen even if Haehyun is hit. Cannot be controlled if you're in hit OR blockstun.
*Can be controlled up, down, left, and right by using directional inputs once the ball is active.
*Player 1 ball is blue, and player 2 ball is orange/red.
}}
}}


==Instant Kill==
==Instant Kill==
{{MoveData
===<big>Sundering Chord</big>===
|name=Sundering Chord
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
|image=GGXRD-R_Haehyun_SunderingChord.png |caption=
{{GGXRD-R2 Move Card
|image2=GGXRD-R_Haehyun_SunderingChord2.png
|input=236236H |type=instantkill
|image3=GGXRD-R_Haehyun_SunderingChord3.png
|description=
|image4=GGXRD-R_Haehyun_SunderingChord4.png
Yep, it's an instant kill.
|input=In IK Mode: {{clr|4|236236H}}
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Kum Haehyun/Data|IK}}
{{!}}-
{{Description|6|text=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
*IK Mode Activation: 84F [5F+5F]
*Uses the animation of her {{clr|5|5D}}, but without the kanji.
}}
|tablewidth=69
}}


Haehyun generally has good ways to spend meter, especially given how combo-friendly her supers are.  Her enormous damage output also means she doesn't really benefit from stockpiling meter and fishing for IK combos to end rounds.


*Uses the animation and hitbox of her {{clr|5|5D}}, but without the added effects.
}}


==Navigation==
==Navigation==
{{#lst:GGXRD-R2/Kum Haehyun/Data|Links}}
<center>{{Character Label|GGXRD-R2|Kum Haehyun|size=42px}}</center>
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[[Category:Guilty Gear|Kum Haehyun]]

Latest revision as of 18:10, 29 March 2024

Overview

Overview

Haehyun is a character of extremes. Her damage output is extremely high because she has ShinkenGGXRD-R Haehyun FourTigersSwordReverse.pngGuardMidStartup12-24Recovery24Advantage-11 (623K~1/4/7 aka Four Tigers Sword (Reverse)), a high damage, normal hit launcher that loops into itself. 2H and 6P will both combo into shinken - 2H in particular is very useful since Haehyun can gatling from 2K into 2H, which means she can connect her biggest combo tool from her fastest low.

After shinken loops, Haehyun can use her 3-hit H Tuning BallGGXRD-R Haehyun TuningBall.pngGuardAllStartup12RecoveryTotal: 48Advantage-16 to set up oppressive okizeme. Tuning Balls can be controlled simultaneously with Haehyun once they're active, and proper ball control can let Haehyun combo off her throw, her fast 5H(2) overhead, or various frame traps.

If Haehyun ever needs to block, she can rely on her extremely good 2P to mash out of pressure, or use her Enlightened 3000 Palm StrikeGGXRD-R Haehyun Enlightened3000PalmStrike.pngGuardMidStartup6+1-151Recovery41Advantage-24 (236236H) reversal super.

However, Haehyun's neutral and movement are extremely linear compared to most other characters. Her walk and run speed are slow, and her big hurtbox means she has trouble backdashing and trouble evading projectiles/pokes. j.2K and air hayabusa (j.214K) can change her air momentum, but they won't let her shortcut neutral entirely.

Haehyun's ground pokes - f.S, 5K, HayabusaGGXRD-R Haehyun FalconDive.pngGuardMidStartup13-41Recovery18Advantage-5 (214K aka Falcon Dive) - have decent range and size, but she has few options into or out of them. She struggles to make her neutral ambiguous and is often at the mercy of her opponent making a mistake. Her high effective health at least allows her to be patient and wait for a good opening.

Haehyun is slow and straightforward almost to a fault, but she has some solid defensive options that her opponents must respect - if they don't, she can easily turn the tide of a round in a single monstrous combo that sets up equally monstrous okizeme.
Kum Haehyun
GGXRD-R Kum Portrait.png
Defense
x0.97
Guts Rating
2
Weight
[94] Super Heavy
Stun Resistance
70
Prejump
3F
Backdash
16F (1~9F invuln)
Wakeup Timing
22F (Face Up)/ 27F (Face Down)
Fastest Attack
2P (4F)
Reversals
236236H (6+1~F)

 Kum Haehyun is a slow, balanced character with access to powerful okizeme and straightforward special moves. Kum isn't a neutral monster, but her sheer damage output and loopable setplay can turn any opening into a round win.

Pros
Cons
  • Simple Neutral: 5K and f.S are straightforward pokes. If your opponent gives you space, set up a Tuning Ball. This is all you really need to play Kum in neutral.
  • Fantastic Knockdown Game: Kum's Okizeme revolves around Tuning BallGGXRD-R Haehyun TuningBall.pngGuardAllStartup38RecoveryTotal: 69Advantage+22, a controllable fireball. Kum can pull it back towards the opponent after a knockdown, setting up a savage 50/50 game with multiple mixup points.
  • Kick of the Gods: ShinkenGGXRD-R Haehyun FourTigersSwordReverse.pngGuardMidStartup25-61Recovery24Advantage-11 is an incredibly strong move with high base damage and excellent return. Routing into a Shinken loop combo deals huge damage and gets great Oki, potentially allowing Kum to get it started all over again.
  • Scrapper: Kum has many great pressure options when close to the opponent, such as a lightning fast 2P and +3 c.S. Her high health and huge stun resistance allow her to take hits and stand strong.
  • Unblockables: Kum has multiple unblockables that can be guaranteed with the proper setup and ball control.
  • Weird Air Hurtbox: Kum has a strange air hurtbox. Along with her super heavy weight, some characters struggle to combo her with bnbs.
  • Large Body, Meh Defense: Large hurtbox means she can be easily harassed by zoners, is vulnerable to more damaging combos, and cannot backdash well. She's also pretty slow. Her meterless reversalGGXRD-R Haehyun FourTigersSword.pngGuardMidStartup8Recovery20 + 8 landingAdvantage-23 is also mediocre, as it only shrinks her hitbox instead of making it disappear.
  • Poor Ranged Options: Haehyun's longest normals (f.S, 2D, 6H) have poor follow-up options or are outright unsafe.
  • Enemy Option Selects: Kum's red ball okizeme relies on a high/low mixup that is vulnerable to fuzzy guard A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right.ing. Opening someone up who understands how to negate Kum's 5H is challenging.

Unique Mechanics

Delayed Gatlings
Kum's gatlings are timed differently from other characters': instead of inputting the second attack just as the first is hitting, you should slightly delay the second button until after the first makes contact and begins to recover. The timing is slightly more precise than other characters' traditional gatlings, but using them is not difficult at all. Kum's aerial normals have normal gatling windows.
Puppet Projectiles
Kum's Tuning Ball projectiles (236S/H) and Celestial Tuning Ball super (236236S) can be controlled independently of her body after they become active. The regular balls can be controlled left and right, while the super ball can be controlled up and down as well. The balls have momentum and are controlled using the stick, which also controls Kum, so proper ball control is needed for advanced okizeme and unblockable setups.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
16 Mid 5 4 9 -2
Total: 17

Useful as a quick anti-air/neutral check. Works in situations where c.S won’t activate and Haehyun’s other anti-airs are too slow. Can't gatling to itself, so for abare you’ll want to look elsewhere (2P). Situational, but good.

  • On air hit, Haehyun can gatling into a 5K/c.S/5H/6H depending on range and height.
  • On air counter hit, Haehyun can combo into red shinken.
  • Can stuff moves like Johnny 6K.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 6H, 5D, 2D

5K

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
30 Mid 6 5 9 +3
Total: 19

c.S is Haehyun's go to pressure normal/Throw OS due to its fast startup and frame advantage. It is also a staple tool for continuing 236H okizeme. Gatlings into itself or 2D for easy ground combos or knockdowns.

c.S can function as an anti-air, but its short proximity range makes it unreliable unless your opponent is point blank. 5P and 6P are generally more reliable options.

  • On counter hit, c.S will link into 2H and gatling combo into 6P.
  • 6P gatling combos on crouching opponents leading to Red Shinken loops.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 5D, 2D

f.S

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
28×2 Mid, High 9 5 (3) 5 14 0
Total: 35

The overhead twin of 6K and one of Haehyun's signature okizeme tools. The first hit has a ton of hitstop and a very distinct animation, so keen opponents will be able to stand up and block the second hit if they block the first.

To get the most out of 5H as a mixup tool, use another normal to push your opponent out of the first hit's range, then try to connect with only the second hit. This is usually done during H Tuning Ball oki, which both limits your opponent's counterattacks and enables combos from 5H(2) into full Shinken loops.

If your opponent is really aware of Haehyun's oki, you can try cancelling 5H(1) into the low 623[K] for a moderate combo, but use this only as a last resort.

5H(1) has some use for air combos from 6P since it is jump cancelable. Can technically anti air, but Haehyun's other options are much better.

  • Only the first hit is cancellable.

5D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
33 High 26 5 12 +2
Total: 42

Universal standing overhead that can also negate projectiles while the red 太 is present.

One of the few 5Ds to be plus on block, though heavily telegraphed due to its very distinct animation. Provides mediocre combos midscreen but great combos in the corner, including meterless unblockables with H Tuning Ball and 214[K]4GGXRD-R Haehyun FalconDiveReverse hitbox1.pngGuardHigh, AllStartup81-154Recovery20Advantage+5 or meaty 5H overhead setups. Against cornered opponents, hayabusaGGXRD-R Haehyun FalconDive.pngGuardMidStartup13-41Recovery18Advantage-5 RRC > dash 5D6 is a very scary threat that helps Haehyun convert minuscule damage and mediocre frame advantage to massive damage and oki.

5D can also be YRC'd and turned into a mid-hitting projectile at the very end of its startup. This can create visual noise and enable shenanigans such as pressing 5D again.

5D's projectile negation sounds pretty neat since despite the much slower startup compared to S Tuning Ball, 5D's projectile deletion becomes active 1 frame faster, recovers more quickly, and the attack itself won't get negated.

But in practice, this ain't no Venom QVGgxrd venom qv.pngGuardMidStartup20~83RecoveryTotal 38~101Advantage-4 [-1, +1, +5]: it won't negate more than 2 hits, it won't beat anything that is persistent or fullscreen (such as Ky's Fortified Stun EdgeGGXRD Ky StunEdge2 hitbox.pngGuardAllStartup~+9RecoveryAdvantage+8), and you aren't likely to net anything from the exchange unless your opponent immediately gets hit by 5D. The best response to most projectiles will be IB Instant BlockA special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both.'ing them to build meter or just being evasive.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Initial: 80% 4 20 20
  • Cancels projectiles from 10-24f.
  • Special hitstop on ground hit (Normal: 20f, CH: 20F).
  • Knocks opponent away horizontally when no followup is done (Normal: 20f, CH: knockdown).
  • Special untech time on Homing Jump followup (Normal: 66f, CH: 66f) + 46f special recovery (20f to attack).
  • Homing Dash followup has a tumble + wallstick effect (Normal: 60f, CH: knockdown) + special 70% proration during the tumble period only.
  • When YRCd, the attack becomes a projectile that can be blocked Mid

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
30 Mid 13 6 15 -4 1~6F Upper Body
7~18F Above Knees
Total: 33

An anti-air move with an odd mix of upper body invuln and a few frames of high profile, since Haehyun lifts herself off the ground briefly during startup. She can actually evade extremely low moves by doing this, such as Potemkin's SlideheadGGXRD Potemkin SlideHead hitbox2.pngGuardLow[Unblockable]Startup25[29]RecoveryTotal 54Advantage-11 (this is usually impractical despite how cool it is).

Because Haehyun crouches during the move's startup, 6P can beat moves like Beak DriverGGXRD Sin BeakDriver.pngGuardMidStartup11-33
[34-251]
Recovery29
[19]
Advantage-16
[+4]
, Faust f.S and Scalpel Pull, and evade some projectiles. Naturally, this is pretty risky, but it's an option.

6P is also a launcher that combos into red shinken or 5H on normal hit. Since it launches higher than 2H, using 6P instead of 2H to launch the opponent into shinken loops has the benefit of being burst safe.

  • Has a hitbox on both sides, which can be useful against moves that can cross up (Elphelt and Millia's rolls) and destroying Jack-O houses that are behind Haehyun.

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
38 Low 14 5 12 +2
Total: 30

A slow, low-hitting move with a similar startup animation to 5H. Plus on block, but its primary use is as a mixup option that supplements 5H(2). Note that this attack has shorter range than 5H(2), so depending on your opponent's hurtbox and position, it may whiff in situations where 5H(2) would hit.

  • Staggers on normal hit

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
45 Mid 7 6 36 -23
Total: 48

6H is a high risk, moderate reward move. At a blistering 7f startup, it can punish many things outside the range of Haehyun's other normals, especially after using FD to force your opponent to whiff something during a blockstring. Sadly, punishing this way will send your opponent nearly fullscreen, which can be troublesome against characters who dominate Haehyun in neutral (Sin, Ky) or who want to run away (Millia, Jack-O').

Counter hitting with 6H will allow Haehyun to combo, but she has much safer ways to fish for counter hits. Not useless, but extremely situational due its complete lack of cancel options making it extremely unsafe on block.

Can be used as a gimmicky movement option when YRC'd.

  • Knocks down and away on normal hit.
  • Tumbles opponent on midscreen counter hit and wallbounces on corner counter hit.
  • Midscreen counter hit can combo to 623[K].
  • Corner counter hit can combo to 2P.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
12 Mid 4 3 6 +1
Total: 12

Haehyun’s fastest normal, and her only ground normal that gatlings into itself. One of the best normals in the game for mashing due to its speed and range. Also good for block punishing, especially after an IB.

In combos, 2P is used for easier 2D confirms and continuing air combos on the ground (IAD combos, corner counter hit 6H, etc.).

  • Kum's only true self-gatling that doesn't use the delay gatling system.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 5H, 5D, 2D

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
18 Low 6 3 6 +1
Total: 14

As a 6f low that can gatling into 2H to start shinken loops, 2K is a fearsome mixup tool tempered by short range and initial scaling of 80%. Also used to combo into 2D and as a low pushback option for H Tuning Ball okizeme. Being plus on block is also useful for frame trapping or conditioning your opponent into blocking.

2K also has a very subtle animation and very little hitstop, so it's too fast for your opponent to react to if used in a blockstring.

Gatling Options: 5P, 2P, 6P, 5K, 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

2S

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
26×2 Mid 8 2, 5 18 -4
Total: 32

2H is a meterless launcher and one of Haehyun's best combo starters because it reliably leads into shinken loops. Both hits combo easily, even from 2K, and the attack's fast startup makes it useful as a raw punish tool. It can even be powerful when thrown out during a blockstring every once in a while since you can jump cancel or special cancel either hit for safety or a combo and builds a good amount of RISC.

Haehyun's hurtbox lowers slightly during the startup of 2H, and the second hit is an untechable knockdown on counter hit, which gives it some utility as an anti air. It's a huge risk to use 2H this way without meter or a Tuning Ball to cover yourself, though.

  • Combos to red shinken on normal hit.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
34 Low 7 6 15 -7
Total: 27

One of Haehyun's longest range ground normals, although her only options out of it are mediocre special cancels (hayabusa) or outright unsafe. 2D is useful for securing knockdowns midscreen and in the corner and can be gatlinged into from 2P, so it's not all bad news - just don't go using it as a poke. At certain ranges, it might be Haehyun's only meterless punish option for faraway moves like Ky's Stun Dipper or Greed Sever.

Special canceling during recovery is useful for two reasons, both of which are for Tuning Balls: delay cancel into S ball YRC on block for a pressure re-buy, or into H ball on hit for Haehyun's signature okizeme.

  • Special cancelable during recovery.
  • Moves Haehyun forward slightly.
  • Pops up opponents enough to allow combos into blue shinken if Haehyun is close enough, or even red shishinken if done with dash momentum.

j.P

j.K

j.2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
28 High/Air 5 5 10 -1
Total: 19

An unusual move that seemingly has no use on a grounded opponent, unless you do something like 2H > j.2K > crossup j.D.

It's a different story against an airborne opponent. If you jump right on top of them - say, after a red shinken - and they choose to tech immediately, Haehyun is perfectly positioned to throw the tech. Not particularly useful in most situations, but it's there if you're feeling saucy.

  • Pops Haehyun into the air on hit or block.
  • After making contact, Haehyun can steer herself forward and backward similar to Falcon Dive/Air hayabusa (j.214K).
  • Can only be used once before returning to the ground.

j.S

j.H

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
32 High/Air 12 4 15/4 after landing
Total: 34

Looks like a crossup and can hit as one, but can also hit from the front. The wide hitbox can help j.D beat some 6Ps. Furthermore, this attack has some use in IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. crossups, or when used with j.2K and/or air hayabusaGGXRD-R Haehyun AirFalconDive.pngGuardAllStartup21Recovery10 LandingAdvantage+1.

Reminiscent of Iori's command crossup from the King of Fighters series, hence the image caption.

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
0,68 Ground Throw: 88750 1 +59

Throw grants Haehyun universal H Tuning Ball okizeme midscreen. Haehyun can still control Tuning Balls during the throw animation, which enables her to combo off of throw if she has one active. This makes throws extremely rewarding both for starting and continuing offense.

If RRC'd after throwing them away from the nearest corner, she is given enough time to charge and land red hayabusa, converting into easier, non-corner specific damage. See combo #8 for reference.

As Haehyun's 6H is extremely punishable on whiff/block, it is extremely important that you option select Haehyun's throw with c.S.

Air Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
0,68 Air Throw: 192500 1

Air throw grants Haehyun universal H Tuning Ball okizeme midscreen

Although air throws are a universal anti-air option in Guilty Gear, Haehyun's large aerial hurtbox, low aerial mobility, and lacklustre combos from j.P mean she takes a bit more risk than the average character when going for an airthrow. Additionally, since her CH anti-air confirms are more damaging you might want to consider a grounded anti air unless absolutely necessary (such as against Bandit BringerGGXRD Sol BanditBringer1.pngGuardHigh/AirStartup32Recovery9+4 after landingAdvantage±0 and other disjointed, downward-reaching attacks).

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50F: Blitz
Total: 50
  • Partial charge version causes horizontal blowback on hit, wallsplats in corner.
  • Max charge version (and counter hit partial charge) crumples on ground hit, floats and wall sticks in corner on air hit.
  • Steals a small amount of burst gauge on hit.
  • Proration: 55% (partial charge only)

Haehyun generally doesn't need to gamble with blitz since she has 2P and a reversal super, but a crumple will enable red shinken loops, which are tempting enough to be worth considering blitz occasionally.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Tuning Ball

236S/H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
236S 30 All 12 147 Total: 48 -16
236H 26×3 All 38 140 Total: 69 +22
  • Disappears if Haehyun blocks or is hit.
  • Can be steered left and right with directional inputs after the ball leaves Haehyun's hand.

236S

Classic midrange space control projectile with a twist: MORE control! Steerable Tuning Balls mean safer approaches versus characters without projectiles, and sometimes making unsafe moves like 6H or 623[K] more palatable to use in neutral. Still, this projectile has long startup, and the initial hitbox is a bit in front of Haehyun, meaning an opponent can often jump over the fireball and cleanly hit her. Furthermore, it is very unsafe in blockstrings and general stagger pressure unless YRC'd.

Sometimes used for okizeme in situations where the H version would take too long to start up.


236H

The linchpin of Haehyun's okizeme. H Tuning Ball forces an opponent to block the projectile for one hit, and then have the fireball float behind them with two additional hits to strengthen Haehyun's pressure. Safe pressure, combos from normal throw, and multiple 50/50 high low mixups can be inflicted from a single knockdown with proper conditioning and ball control.

However, Haehyun won't always be able to prepare the H version after a knockdown. In those cases, she must choose between considerably weaker S ball okizeme or YRC'ing an H ball.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
236S Initial: 85% 2 2 7
236H Initial: 85% 4 2 6

236S:

  • Special hitstop (Normal: 6F, CH: 8F)
  • If it hits from behind, the knock back is reversed
  • Projectile can be controlled left/right with joystick
  • Frame advantage is when done at point blank.

236H:

  • Special hitstop (Normal: 6F, CH: 8F)
  • If it hits from behind, the knock back is reversed
  • Projectile can be controlled left/right with joystick
  • 6F gap between hits
  • Frame advantage is when done at point blank.

Four Tigers Sword

623K (Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
623K 44 Mid 8 14 20 + 8 landing -23 1~4F Upper Body
5~7F Above Knees
8~15F All
623[K] 9 × (1-4), 44 Low × (1-3), Mid 15 2 (6) 2 (6) 2 (6) 2 (5) 15 19 + 8 Landing -23 1~4F Upper Body
5~42F Above Knees
45~57F All
623[K] Max 9×(5-6), 15×3, 30 Low×(4-6), Mid×4 14 2 (6) 2 (6) 2 (6) 2 (6) 2 (6) 2 (5) 6 (6) 3 (9) 3 (6) 3 32 + 8 Landing -45 1~4F Upper Body
5~60 Above Knees
61~66F All
Total: 49
Total: 88
Total: 136
623K

A kick uppercut with upper body invulnerability. Not a true invincible reversal since it only shrinks Haehyun's hurtbox instead of removing it (until the active frames). As an anti-air, however, this move is quite solid due to its long active frames and high reach - it'll even work against dive kick moves like Elphelt's Air Bridal ExpressGGXRD-R Elphelt AirBridalExpress.pngGuardAllStartup26Recovery7 after landingAdvantage+6.

On hit, you can RRC > 214[K] > red shinken loops.


623[K]

High risk, low reward low profile slide reminiscent of Grand Viper. Do keep in mind that this move’s hurtbox is not quite as low as Grand Viper so it will clash with some mid hitting attacks instead of cleanly evading them. If you carry your opponent to the corner, you can combo with RC > 214[K]> red shinken loops.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
623K Initial: 85% 4 20 6
623[K] Initial: 80%* 2 × (1-4), 4 10×n,+20 1×n,6
623[K] Max Initial: 80%* 2×(4-6), 4×4 10×n,20×4 1×n,6×4

623K:

  • Launches and knocks down on ground hit
  • Launches on air hit (Normal: 47f, CH: knockdown)
  • Can transition into different variants of the move starting on the 7th frame

623[K]:

  • Spinning 1~3 hits: 80% inital proration
  • Special hitstop during spin (Normal: 4F, CH: 8F)
  • Up kick starts 4f after button is released
  • Up kick knocks back + wall bounces (Normal: 47F, CH: knockdown)
  • The spinning part can be Y/R/P RC'ed, but the up kick can only be RRC'ed
  • 46F onwards Airborne

623[K] Max:

  • Spinning 4-6 hits: 80% initial proration
  • Special hitstop for all hits other than last (Normal: 4F, CH: 8F)
  • Special hitstop for last hit (Normal: 20F, CH 20F)
  • Up kick starts 4f after button is released
  • Special hitstop for up kick (Normal: 28F, CH: 56F)
  • Last hit knocks upwards + wall bounces (Normal: 50F, CH: knockdown)
  • The spinning part can be Y/R/P RC'ed, but the up kick can only be RRC'ed

Four Tigers Sword (Reverse)

623[K]~1/4/7

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
623[K]~4 45 Mid 12-24 6 24 -11 1~4F Upper Body
5~11F Above Knees
12~17F All
623[K]~4 Red 60 Mid 25-61 6 24 -11 1~4F Upper Body
5~60F Above Knees
61~66F All
Total: 41
Total: 54

Colloquially referred to as "Shinken". Normal version is blue, and charged is red. Attack connects 5f after K is released.

The reason you play Haehyun. A high damage, normal hit launcher that links into itself and can be comboed into from Haehyun's primary mixup options and which also lets Haehyun combo into a knockdown with j.H to set up more okizeme and do it all over again. Haehyun can usually get 2-3 red shinkens from a simple 2K > 2H starter. Both versions wallbounce, but the red version has much more hitstun and can link into itself.

Aside from being a monstrous combo tool, shinken has some other uses: it can function as a slow but powerful anti-air due to inheriting the startup upper body invuln from 623[K], and can be used as a high risk counterpoke (usually with 25 meter to YRC it if your opponent doesn't bite). The blue version is usually done from a red shinken or from 2D, where it will enable a short air combo into j.H to set up H Tuning Ball okizeme.


Shi-shinken

The transition from 623[K] to 623[K]4 is lenient, allowing for this bug technique to exist, in which the first few active frames of "Grandpa Viper" cancels into Shinken. This unlocks new corner conversions, mid-screen combo stabilization, and unique loops on some of the cast, namely Potemkin and Haehyun herself.
(View Haehyun's Advanced Combos for practical application.)

It is performed by holding down 623[K] for a couple of frames, releasing K, then tapping/holding 4K once more.
If the tap/hold is done too quickly after the release, however, 623[K]'s startup will be cancelled before the active frames kick in, causing the first hit to seemingly whiff.

Though not wholly practical, a comical usage for Shi-shinken is to do it either during pressure or oki, as the Shinken itself can become a frame trap, be YRC'd for safety, or even combo'd into if the initial hit catches a wakeup option, allowing Haehyun some invulnerable shenanigans.


  • Above Knees invuln lasts for as long as K is held.
  • Changes to red version on frame 25.
  • Cannot be held longer than 56F total.
  • Can YRC at any point during startup or while K is held.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
623[K]~4 Forced: 70% 4 20 6
623[K]~4 Red Initial: 70% 4 20 6

623[K]~4:

  • Above Knees invul can extend til 29F with button hold
  • Knocks back + wall bounces on hit (Normal: 48F, CH: knockdown)

623[K]~4 Red:

  • Above Knees invul can extend til 66F with button hold
  • Knocks back + wall bounces on hit (Normal: 57F, CH: knockdown)

Falcon Dive

214K (Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
214[K] 44 Mid 13-41 6 18 -5
214[K] Red 44 Mid 40-71 5 11 +3
Total: 36
Total: 55

Colloquially referred to as "hayabusa." Normal version is blue, charged is red. Blue version connects 6f after release and red version connects 4f after.

One of Haehyun's primary neutral tools because it can hit airborne opponents and go over lows; use it enough that your opponent is worried about it, but don't be predictable. Haehyun generally cancels into this from f.S, which doesn't have any gatling options and isn't jump cancelable, so you'll need to use other pokes to make your neutral ambiguous.

Hayabusa is mostly safe on block due to pushback, but a well-timed IB can ruin that. Fortunately, slightly delaying hayabusa can throw off IB timing. The red version is plus on block, and a good way to re-buy pressure against an opponent who's just sitting still.

The blue version doesn't do much on normal hit, but on counter hit it will link into 2D, which generally sets up decent okizeme. The red version will wallbounce on air hit, which can lead to red shinken loops or any of Haehyun's air combo options.

  • 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 airborne opponents depending on which hitbox connects.
  • -2 on normal block when spaced properly.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
214[K] Initial: 80% 4 10 6
214[K] Red Initial: 80% 4 20 6

214[K]:

  • No charge: knocks back on air hit (Normal: 23f, CH: knockdown)
  • Charge: knocks back + wallsticks on air hit (Normal: 18f, CH: knockdown)
  • The trajectory of the opponent gets more horizontal the longer the charge
  • Attack starts 6f after button is released

214[K] Red:

  • Knock back + wall bounce + knockdown on ground CH
  • Knock back + wall bounce on air hit (Normal: 60f, CH: knockdown)
  • Attack starts 4f after button is released

Falcon Dive (Reverse)

214[K]~1/4/7

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
214[4K] 60, 50 High, All 30-80 1 (9) 6 20 +5
214[4K] Red 70, 50 High, All 81-154 1 (9) 6 20 +5
Total: 65
Total: 116

Normal version is blue, charged is red. Both versions connect quite a while after releasing K.

Big overhead with big startup and big damage. One of Haehyun's least useful moves outside of starting combos against someone stunned or crumpled.

The red version is mostly a gimmick, forcing the opponent into a stagger if blocked standing.

Unlike Leo or Johnny's forced staggers, however, the weak second hit will proceed to knock them down, preventing a free conversion.

Haehyun can use her Celestial Tuning Ball super after a 5D6 corner combo to make her opponent sit still AND convert from the 2nd hit's small bounce.

  • Both versions send the opponent at a sharp 40° curve upwards and wallbounce on hit.
  • Haehyun's hurtbox shrinks as she lifts her leg and stays shrunk as long as you hold K.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
214[4K] Initial: 70%, 100% 4, 3 20,14 6×2
214[4K] Red Initial: 70%, 100% 4, 3 20,14 6×2

214[4K]:

  • 1st hit: knock back + wall bounce on hit (Normal: 54F, CH: knockdown)
  • 2nd hit: ground bounce + knockdown

214[4K] Red:

  • 1st hit: knock back + wall bounce on hit (Normal: 54F, CH: knockdown)
  • staggers on stand block (Slowest: 65f / Lvl1: 32f / Lvl2: 32f / Lvl3: 32f / Fastest: 32f)
  • 2nd hit: ground bounce + knockdown

Air Falcon Dive

j.214K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
40 All 21 Until Landing 10 Landing +1
Total: 30

Colloquially referred to as "air hayabusa."

A steerable dive kick that supplements Haehyun's otherwise limited movement. Can be used to bait anti-airs like any dive kick, but will often outright lose if your opponent doesn't take the bait. Despite its shortcomings, air hayabusa is one of Haehyun's only ways to maneuver while airborne, so don't be afraid to use it.

Can be comboed from on normal and counter hit; the latter is generally easier and can allow for a microdash into a ground combo or red shinken loops.

  • Spikes and groundbounces on hit, and even more on counter hit.

Overdrives

Enlightened 3000 Palm Strike

236236H (Hold OK) or 236236D (Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
0, 100
[0,125]
Mid 6+1-151 2 41 -24 1~8F All

7f reversal super and combo tool. Not quite as unsafe as it looks, since you can play a gimmicky game of chicken with your opponent by moving them around, but still very unsafe.

A large circle appears around Haehyun as long as you hold down H/D: while your opponent is in this circle, you can move them around by using the directional inputs. If done in a combo, your opponent is put into a capture state and you can move them around freely. Tumbles on hit, which can lead to combos in the corner or if you hit behind Haehyun's back, since your opponent will be sent tumbling into her.

Unblockable setups can be started from corner 5D6 combos.

  • Haehyun has hyper armor while holding down H, but is throwable and vulnerable to supers.
  • Unblockable after charging for 151 frames.
  • Can hit slightly behind Haehyun.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
1st hit Forced: 60%
2nd hit Initial: 60%
0, 4 20 1, 6
  • Special hitstop (Normal: 30F, CH: 42F)
  • Values in [ ] are when using Burst version
  • Attack comes out 2F after button release
  • Tumble + knockdown on hit
  • Hits opponent towards the direction Kum is facing
  • Can control the opponent left/right with lever from 1F after cinematic to button release (Max: 149f)
  • Armor from 1F after cinematic to 3F after button release (Max: 152F)
  • Can control the opponent up/down/left/right only if they are in hitstun (Max: 149f)
  • If the opponent is in hitstun, there is a hitbox 2f after the cinematic (floats on hit + untechable until outside magic circle)
  • Unblockable if fully charged
  • Minimum damage: 20% [70%]

Celestial Tuning Ball

236236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
24×5 All 20+5 231 Total: 20+21 +59 20F Full

What's better than 3-hit Tuning Ball? A 5-hit Tuning Ball you can control up and down! A great okizeme tool for all the same reasons as H Tuning Ball, with more damage and hits. The projectile is so large and obnoxious it can help obscure what Haehyun is doing, especially something otherwise very telegraphed like 5D.

Slow to start up and pretty slow to maneuver, but the ball builds up decent speed once it gets moving. A great way of steamrolling through neutral if you have the meter and breathing room to set it up. An H ball and one of these will show any zoner you are not to be trifled with.

Because Celestial Tuning Ball is a super, your opponent can't burst out of it, which can be useful at the end of a round if you want to tack on more damage.

  • Drastically reduced tension gain while the ball is active.
  • Stays onscreen even if Haehyun is hit. Cannot be controlled if you're in hit OR blockstun.
  • Can be controlled up, down, left, and right by using directional inputs once the ball is active.
  • Player 1 ball is blue, and player 2 ball is orange/red.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Initial 85% 3 2 6
  • Special hitstop (Normal: 7f, CH: 11F)
  • Special untech time on air hit (Normal: 20F, CH: 40F)
  • If it hits from behind, knockback is reversed
  • Projectile can be controlled up/down/left/right with lever
  • Frame advantage is when done at point blank
  • Minimum damage: 20%

Instant Kill

Sundering Chord

During IK Mode: 236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
DESTROY All 9+13
[5+10]
4 32 -19 9~25F All
[5~18F All]

Yep, it's an instant kill.

Haehyun generally has good ways to spend meter, especially given how combo-friendly her supers are. Her enormous damage output also means she doesn't really benefit from stockpiling meter and fishing for IK combos to end rounds.

  • Uses the animation and hitbox of her 5D, but without the added effects.

Navigation

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