GGXRD-R2/Kum Haehyun: Difference between revisions

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{{#lsth:GGXRD-R2/Kum Haehyun/Data|623[K]~1/4/7 Red}}
{{#lsth:GGXRD-R2/Kum Haehyun/Data|623[K]~4 Red}}
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{{Description|7|'''623[K]~1/4/7'''
{{Description|7|'''623[K]~1/4/7'''

Revision as of 08:33, 12 February 2019

Kum Haehyun
GGXRD-R Kum Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Run Type Dash, Forward Crawl
Play-style
Balanced

Overview

Kum Haehyun is the descendant of a family of Tuners, who are known to have great knowledge of Ki energy. She controls a robot with the form of an imposing eldery master known as Kum Jonryoku.

Strengths/Weaknesses

Strengths Weaknesses
  • Intuitive neutral pokes
  • Very high damage potential
  • Consistent 50/50 mixups on knockdown using Tuning Ball
  • Strong, easy to use pressure and frame trap tools
  • Can manipulate her projectiles, air momentum, and even her opponent's position.
  • Large hurtbox means she can be easily harassed by zoners, is vunerable to more damaging combos etc.
  • Lackluster defensive options. Her DP is not full body invulnerable
  • Linear, somewhat slow movement options


Normal Moves

5P
5P
GGXRD-R Haehyun 5P.png
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
5P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16 Mid 5 4 9 -2 1 6 7 SJ YRP 264
GGXRD-R Haehyun 5P.png
Unenlightened single palm strike
GGXRD-R Haehyun 5P hitbox.png
Special untech time on air hit (Normal: 12F, CH: 28F)
Can whiff cancel into 5P, 5K, 2P, 2K, 6P from 13th frame


{{{text}}}

5K
5K
GGXRD-R Haehyun 5K.png
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
5K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22 Mid 7 5 11 -2 2 10 7 SJ YRP 264 Initial: 90%
GGXRD-R Haehyun 5K.png
GGXRD-R Haehyun 5K hitbox.png


{{{text}}}

c.S
c.S
GGXRD-R Haehyun cS.png
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
c.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Mid 6 5 9 +3 3 10 6 SJ YRP 384
GGXRD-R Haehyun cS.png
GGXRD-R Haehyun cS hitbox.png


{{{text}}}

f.S
f.S
GGXRD-R Haehyun fS.png
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
f.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
32 Mid 9 3 22 -8 3 10 6 S YRP 384 Initial: 90%
GGXRD-R Haehyun fS.png
GGXRD-R Haehyun fS hitbox.png


{{{text}}}

5H
5H
GGXRD-R Haehyun 5H.png
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
5H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28×2 Mid, High 9 5 (3) 5 14 0 4 14 6 SJ, - YRP 384 Initial: 100%, 90%
GGXRD-R Haehyun 5H.png
Less reactable the longer it takes to hit you. Yes, really.
GGXRD-R Haehyun 5H hitbox1.pngGGXRD-R Haehyun 5H hitbox2.pngGGXRD-R Haehyun 5H hitbox3.pngGGXRD-R Haehyun 5H hitbox4.png


{{{text}}}

5D
5D
GGXRD-R Haehyun 5D.png
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
5D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
33 High 26 5 12 +2 4 20 20 SJ, - YRP 384 Initial: 80%
GGXRD-R2 Haehyun 5D.pngGGXRD-R2 Haehyun 5D2.png
太極(Tai Ji/Tai Kyoku)

Haehyun essentially yells YIN YANG at her opponent. Thematic!

GGXRD-R Haehyun 5D hitbox1.pngGGXRD-R Haehyun 5D hitbox2.png
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


{{{text}}}

2P
2P
GGXRD-R Haehyun 2P.png
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
2P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 Mid 4 3 6 +1 0 3 8 CS YRP 144 Initial: 80%
GGXRD-R Haehyun 2P.png
Your frame trap? MY frame trap.
GGXRD-R Haehyun 2P hitbox.png
Can whiff cancel into 5P from 10th frame


{{{text}}}

2K
2K
GGXRD-R Haehyun 2K.png
2K2HS
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
2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18 Low 6 3 6 +1 0 3 8 S YRP 144 Initial: 80%
GGXRD-R Haehyun 2K.png
2K2H
GGXRD-R Haehyun 2K hitbox.png


{{{text}}}

2S
2S
GGXRD-R Haehyun 2S.png
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
2S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Low 8 3 12 -1 2 10 7 S YRP 264 Initial: 90%
GGXRD-R Haehyun 2S.png
GGXRD-R Haehyun 2S hitbox.png


{{{text}}}

2H
2H
GGXRD-R Haehyun 2H.png
Donkey's Party Starter
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
2H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
26×2 Mid 8 2, 5 18 -4 4 14 6 SJ YRP 384 Initial: 90%
GGXRD-R Haehyun 2H.png
Donkey's Party Starter
GGXRD-R Haehyun 2H hitbox1.pngGGXRD-R Haehyun 2H hitbox2.pngGGXRD-R Haehyun 2H hitbox3.png
2nd hit launches on ground hit (Normal: 28F, CH: knockdown)
2nd hit launches on air hit (Normal: 18F, CH: 36F)


{{{text}}}

2D
2D
GGXRD-R Haehyun 2D.png
It's good that this is a robot suit, or he would never have kids
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
2D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
34 Low 7 6 15 -7 2 10 7 S YRP 264 Initial: 90%
GGXRD-R Haehyun 2D.png
GGXRD-R Haehyun 2D hitbox.png
Knocks down on ground hit


{{{text}}}

j.P
j.P
GGXRD-R Haehyun jP.png
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
j.P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16 High/Air 6 5 6 1 6 7 CS YRP 264
GGXRD-R Haehyun jP.png
GGXRD-R Haehyun jP hitbox.png


{{{text}}}

j.K
j.K
GGXRD-R Haehyun jK.png
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
j.K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20 High/Air 7 11 9 1 6 7 SJ YRP 264
GGXRD-R Haehyun jK.png
Literal air footsies
GGXRD-R Haehyun jK hitbox1.pngGGXRD-R Haehyun jK hitbox2.png


{{{text}}}

j.S
j.S
GGXRD-R Haehyun jS.png
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
j.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 High/Air 9 4 22 2 10 7 S YRP 264 Initial: 90%
GGXRD-R Haehyun jS.png
Does she have any attacks that AREN'T kicks?
GGXRD-R Haehyun jS hitbox1.pngGGXRD-R Haehyun jS hitbox2.png


{{{text}}}

j.H
j.H
GGXRD-R Haehyun jH.png
Welcome to Earth
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
j.H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 High/Air 8 8 28 3 14 6 S YRP 384
GGXRD-R Haehyun jH.png
Welcome to Earth
GGXRD-R Haehyun jH hitbox1.pngGGXRD-R Haehyun jH hitbox2.png
Knocks downwards on air hit (Normal: 11F, CH: knockdown


{{{text}}}

j.D
j.D
GGXRD-R Haehyun jD.png
Taco
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
j.D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
32 High/Air 12 4 15/4 after landing 3 14 6 S YRP 384 Initial: 80%
GGXRD-R Haehyun jD.png
Taco?
GGXRD-R Haehyun jD hitbox.png


{{{text}}}

6P
6P
GGXRD-R Haehyun 6P.png
Why yes Terry, I am 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
6P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Mid 13 6 15 -4 3 14 6 S YRP 264 Initial: 85% 1~6F Upper Body
7~18F Above Knees
GGXRD-R Haehyun 6P.png
Anti air that's immune to crossups(?)
GGXRD-R Haehyun 6P hitbox.png
Launches on ground hit (Normal: ?? CH: knockdown)
Launches on hit (Normal: 14F, CH: 28F)


{{{text}}}

6K
6K
GGXRD-R Haehyun 6K.png
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
6K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
38 Low 14 5 12 +2 4 10 6 S YRP 384 Initial: 85%
GGXRD-R Haehyun 6K.png
A low that looks like an overhead. A low-verhead.
GGXRD-R Haehyun 6K hitbox.png
Staggers on ground hit
(Slowest: Normal: 44F, CH: 44F / Lvl1: Normal: 35F, CH: 32F / Lvl2: Normal: 32F, CH: 29F / Lvl3: Normal: 26F, CH: 23F / Fastest: Normal: 21F, CH: 21F)


{{{text}}}

6H
6H
GGXRD-R Haehyun 6H.png
A read Joseph Joestar would be proud of.
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
6H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
45 Mid 7 6 36 -23 4 20 6 YRP 384 Initial: 70%
GGXRD-R Haehyun 6H.png
Hits like a freight train, and just as linear
GGXRD-R Haehyun 6H hitbox.png
Special hitstop (Normal: 20F, CH: 32F)
Knocks back on ground and air hit (48F)
Knocks back + wallsticks on ground and air CH (knockdown)
On tumble (untech time: ??f, until contact with ground + 50f tumble + knockdown)


{{{text}}}

j.2K
j.2K
GGXRD-R Haehyun j2K.png
Goomba Stomp
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
j.2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 High/Air 5 5 10 -1 2 10 7 S YRP 264 Initial: 80%
GGXRD-R Haehyun j2K.png
GGXRD-R Haehyun j2K hitbox.png
Special hitstop (Normal: 6F, CH: 7F)
Only can be used once per jump


{{{text}}}

Universal Mechanics

Ground Throw
Ground Throw
GGXRD-R Haehyun GroundThrow.png
Nice Topspin
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
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,68 Ground Throw: 88750 1 +59 NA 6, 0 R 0,264 Forced: 65%
GGXRD-R Haehyun GroundThrow.png
Nice topspin


{{{text}}}

Air Throw
Air Throw
GGXRD-R Haehyun AirThrow.png
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
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,68 Air Throw: 192500 1 NA 6, 0 R 0,264 Forced: 65%
GGXRD-R Haehyun AirThrow.png
Nice backspin


{{{text}}}

Dead Angle Attack
Dead Angle Attack
GGXRD-R Haehyun 5K.png
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
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 All 12 11 15 -12 2 10 7 -5000/264 Initial: 50% 1~22F Full
GGXRD-R Haehyun 5K.png
GGXRD-R Haehyun 5K hitbox.png
Cannot combo after. Knocks back + wall bounces on ground hit (Normal: 28F, CH: knockdown)
Knocks back + wall bounces on air hit (Normal: 14f, CH: 28f)
Special wake up time on CH (Normal wake up - 11f)


{{{text}}}

Blitz Attack
Blitz Attack
GGXRD-R Haehyun BlitzAttack.png
Why shine with just one finger?
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
Uncharged


Blitz
Blitz Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid (15-48)+13 3 20 -2 1 R Initial: 55% 1~Button release: Blitz
GGXRD-R Haehyun BlitzAttack.png
GGXRD-R Haehyun BlitzAttack hitbox.png
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)
Max Charge


[Blitz]
Blitz Attack Max Charge
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 50+13 3 20 +5 4 R 1~50F: Blitz
GGXRD-R Haehyun BlitzAttack.png
GGXRD-R Haehyun BlitzAttack hitbox.png
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

{{{text}}}


Special Moves

Tuning Ball
Tuning Ball
236S/H
GGXRD-R Haehyun TuningBall.png
Can move ball with Template:4 and Template:6
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
S


236S
S Tuning Ball
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 All 12 147 Total: 48 -16 2 2 7 YRP 120/200 Initial: 85%
GGXRD-R Haehyun TuningBall.png
GGXRD-R Haehyun TuningBall hitbox1.png
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.
H


236H
H Tuning Ball
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
26×3 All 38 140 Total: 69 +22 4 2 6 YRP 120/225 Initial: 85%
GGXRD-R Haehyun TuningBall.png
One hell of a deep breathing exercise
GGXRD-R Haehyun TuningBall hitbox2.png
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.

{{{text}}}

Four Tigers Sword
Four Tigers Sword
623K
GGXRD-R Haehyun FourTigersSword.png
Anti Air
GGXRD-R Haehyun FourTigersSwordCharged.png
Hold button to slide on the ground before jump kicking
Version Damage 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
Normal


623K
Four Tigers Sword
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
44 Mid 8 14 20 + 8 landing -23 4 20 6 YR 480/225 Initial: 85% 1~4F Upper Body
5~7F Above Knees
8~15F All
GGXRD-R Haehyun FourTigersSword.png
Dragon kick
GGXRD-R Haehyun FourTigersSword hitbox1.pngGGXRD-R Haehyun FourTigersSword hitbox2.png
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
Charged


623[K]
Four Tigers Sword (Charged)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
9 × (1-4), 44 Low × (1-3), Mid 15 2 (6) 2 (6) 2 (6) 2 (5) 15 19 + 8 Landing -23 2 × (1-4), 4 10×n,+20 1×n,6 YRP* 120×n, 720/225 Initial: 80%* 1~4F Upper Body
5~42F Above Knees
45~57F All
GGXRD-R Haehyun FourTigersSwordCharged.pngGGXRD-R Haehyun FourTigersSword.png
Grandpa Viper
GGXRD-R Haehyun FourTigersSwordCharged hitbox.pngGGXRD-R Haehyun FourTigersSword hitbox1.pngGGXRD-R Haehyun FourTigersSword hitbox2.png
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
Max


623[K] Max
Four Tigers Sword (Max)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
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 2×(4-6), 4×4 10×n,20×4 1×n,6×4 YRP* 20×n, 360×4/225 Initial: 80%* 1~4F Upper Body
5~60 Above Knees
61~66F All
GGXRD-R Haehyun FourTigersSwordCharged.pngGGXRD-R Haehyun FourTigersSword.png
Grandpa Viper
GGXRD-R Haehyun FourTigersSwordCharged hitbox.pngGGXRD-R Haehyun FourTigersSword hitbox1.pngGGXRD-R Haehyun FourTigersSword hitbox2.png
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

{{{text}}}

Four Tigers Sword (Reverse)
Four Tigers Sword (Reverse)
623[K]~1/4/7
GGXRD-R Haehyun FourTigersSwordReverse.png
Galactic Punt ver.β
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
Normal


623[K]~4
Four Tigers Sword (Reverse Blue)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
45 Mid 12-24 6 24 -11 4 20 6 YRP 720/225 Forced: 70% 1~4F Upper Body
5~11F Above Knees
12~17F All
GGXRD-R Haehyun FourTigersSwordReverse.png
GGXRD-R Haehyun FourTigersSwordReverse hitbox1.pngGGXRD-R Haehyun FourTigersSwordReverse hitbox2.png
Above Knees invul can extend til 29F with button hold
Knocks back + wall bounces on hit (Normal: 48F, CH: knockdown)
Charged


623[K]~4 Red
Four Tigers Sword (Reverse Red)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
60 Mid 25-61 6 24 -11 4 20 6 YRP 720/225 Initial: 70% 1~4F Upper Body
5~60F Above Knees
61~66F All
GGXRD-R Haehyun FourTigersSwordReverse.png
Shinken
GGXRD-R Haehyun FourTigersSwordReverse hitbox1.pngGGXRD-R Haehyun FourTigersSwordReverse hitbox2.png
Above Knees invul can extend til 66F with button hold
Knocks back + wall bounces on hit (Normal: 57F, CH: knockdown)

{{{text}}}

Falcon Dive
Falcon Dive
214K
GGXRD-R Haehyun FalconDive.png
Hayabusa
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
Normal


214[K]
Falcon Dive (Blue)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
44 Mid 13-41 6 18 -5 4 10 6 YRP 720/225 Initial: 80%
GGXRD-R Haehyun FalconDive.png
GGXRD-R Haehyun FalconDive hitbox1.pngGGXRD-R Haehyun FalconDive hitbox2.png
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
Charged


214[K] Red
Falcon Dive (Red)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
44 Mid 40-71 5 11 +3 4 20 6 YRP 720/225 Initial: 80%
GGXRD-R Haehyun FalconDive.png
Hayabusa
GGXRD-R Haehyun FalconDive hitbox1.pngGGXRD-R Haehyun FalconDive hitbox2.png
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

{{{text}}}

Falcon Dive (Reverse)
Falcon Dive (Reverse)
214[K]~1/4/7
GGXRD-R Haehyun FalconDiveReverse.png
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
Normal


214[4K]
Falcon Dive (Reverse Blue)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
60, 50 High, All 30-80 1 (9) 6 20 +5 4, 3 20,14 6×2 YRP 720/225 Initial: 70%, 100%
GGXRD-R Haehyun FalconDiveReverse.png
Your life ends in 81 frames, bucko
GGXRD-R Haehyun FalconDiveReverse hitbox1.pngGGXRD-R Haehyun FalconDiveReverse hitbox2.png
1st hit: knock back + wall bounce on hit (Normal: 54F, CH: knockdown)
2nd hit: ground bounce + knockdown


214[4K] Red
Falcon Dive (Reverse Red)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
70, 50 High, All 81-154 1 (9) 6 20 +5 4, 3 20,14 6×2 YRP 720/225 Initial: 70%, 100%
GGXRD-R Haehyun FalconDiveReverse.png
Your life ends in 81 frames, bucko
GGXRD-R Haehyun FalconDiveReverse hitbox1.pngGGXRD-R Haehyun FalconDiveReverse hitbox2.png
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

{{{text}}}

Air Falcon Dive
Air Falcon Dive
j.214K
GGXRD-R Haehyun AirFalconDive.png
Axe Kick; Can guide trajectory with Template:4 and Template:6
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
j.214K
Air Falcon Dive
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 All 21 Until Landing 10 Landing +1 3 14 10 YRP 720/225 Initial: 90%
GGXRD-R Haehyun AirFalconDive.png
GGXRD-R Haehyun AirFalconDive hitbox1.pngGGXRD-R Haehyun AirFalconDive hitbox2.pngGGXRD-R Haehyun AirFalconDive hitbox3.png
Lowest possible height startup is 25F
Knocks downwards + ground bounces on hit (Normal: 20f, CH: 50f)
Can be steered left/right with joystick
Frame advantage is when done at lowest height


{{{text}}}

Overdrives

Enlightened 3000 Palm Strike
Enlightened 3000 Palm Strike
236236H
[236236D]
GGXRD-R Haehyun Enlightened3000PalmStrike.png
Many palms, one strike.
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
236236H
Enlightened 3000 Palm Strike
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0, 100
[0,125]
Mid 6+1-151 2 41 -24 0, 4 20 1, 6 YRP -5000/0 1st hit Forced: 60%
2nd hit Initial: 60%
1~8F All
GGXRD-R Haehyun Enlightened3000PalmStrike.png
Many palms, one strike.
GGXRD-R Haehyun Enlightened3000PalmStrike hitbox.png
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%]


{{{text}}}

Celestial Tuning Ball
Celestial Tuning Ball
236236S
GGXRD-R Haehyun CelestialTuningBall.png
Can move the ball with Template:8Template:2Template:4Template:6
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
236236S
Celestial Tuning Ball
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24×5 All 20+5 231 Total: 20+21 +59 3 2 6 YR -5000/0 Initial 85% 20F Full
GGXRD-R Haehyun CelestialTuningBall.png
Go forth, my son, and hold down the neutral
GGXRD-R Haehyun CelestialTuningBall hitbox.png
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%


{{{text}}}

Instant Kill

Sundering Chord
In IK Mode: 236236H
GGXRD-R Haehyun SunderingChord.png
GGXRD-R Haehyun SunderingChord2.png
GGXRD-R Haehyun SunderingChord3.png
GGXRD-R Haehyun SunderingChord4.png
Damage 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

{{{text}}}


Navigation


Template:Navbar-GGXRD-R2

To edit frame data, edit values in GGXRD-R2/Kum Haehyun/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.