Difference between revisions of "GGXRD-R2/Kum Haehyun"

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(Falcon Dive (Reverse))
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Line 44: Line 44:
 
|image=GGXRD-R_Haehyun_5P.png |caption=
 
|image=GGXRD-R_Haehyun_5P.png |caption=
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=16 |tension= |risc= |prorate= |level=1 |guard=Mid
+
{{!}}-
|cancel=SJ |roman=YRP |startup=5 |active=4 |recovery=9 |frameAdv=-2 |inv=
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{{#lsth:GGXRD-R2/Kum Haehyun/Data|5P}}
|description=Useful as a quick anti-air/neutral check.  Work with this move in situations where c.S won’t activate and Haehyun’s other anti-airs are too slow. Not chainable, so for abare you’ll want to look elsewhere (2P).
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{{!}}-
 +
{{Description|6|Useful as a quick anti-air/neutral check.  Work with this move in situations where c.S won’t activate and Haehyun’s other anti-airs are too slow. Not chainable, so for abare you’ll want to look elsewhere (2P).
 
*On air hit you can link into a 5K/c.S/6H depending on range and height; On CH you can cancel into 623[K]~4 and get the red kick.
 
*On air hit you can link into a 5K/c.S/6H depending on range and height; On CH you can cancel into 623[K]~4 and get the red kick.
 
*Can stuff moves like Johnny 6K
 
*Can stuff moves like Johnny 6K
Line 59: Line 60:
 
|image=GGXRD-R_Haehyun_5K.png |caption=
 
|image=GGXRD-R_Haehyun_5K.png |caption=
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=22 |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Mid
+
{{!}}-
|cancel=SJ |roman=YRP |startup=7 |active=5 |recovery=11 |frameAdv=-2 |inv=
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{{#lsth:GGXRD-R2/Kum Haehyun/Data|5K}}
|description=Essentially a mini f.S; A good move to use when approaching with 236S YRC that can also function as a circumstantial anti-air. Also take note that this move possesses the most active frames of any of Haehyun's grounded pokes.
+
{{!}}-
 +
{{Description|6|Essentially a mini f.S; A good move to use when approaching with 236S YRC that can also function as a circumstantial anti-air. Also take note that this move possesses the most active frames of any of Haehyun's grounded pokes.
 
*Links on hit into most grounded buttons, including f.S; can combo into 623[K]~4 Red on air CH
 
*Links on hit into most grounded buttons, including f.S; can combo into 623[K]~4 Red on air CH
 
  }}
 
  }}
Line 72: Line 74:
 
|image=GGXRD-R_Haehyun_cS.png |caption=
 
|image=GGXRD-R_Haehyun_cS.png |caption=
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=30 |tension= |risc= |prorate= |level=3 |guard=Mid
+
{{!}}-
|cancel=SJ |roman=YRP |startup=6 |active=5 |recovery=9 |frameAdv=+3 |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|c.S}}
|description=Haehyun's go to pressure normal/Throw OS due to it being decently fast and +3 on block, in addition to being a staple for continuing 236H okizeme. Links into itself for easy knockdown combos into 2D. While it can function as an anti-air, if the opponent is at a range where f.S could activate instead of this move, you should likely favor a different anti-air button.
+
{{!}}-
 +
{{Description|6|Haehyun's go to pressure normal/Throw OS due to it being decently fast and +3 on block, in addition to being a staple for continuing 236H okizeme. Links into itself for easy knockdown combos into 2D. While it can function as an anti-air, if the opponent is at a range where f.S could activate instead of this move, you should likely favor a different anti-air button.
 
*Links into 2H and 6P on CH
 
*Links into 2H and 6P on CH
 
  }}
 
  }}
Line 85: Line 88:
 
|image=GGXRD-R_Haehyun_fS.png |caption=
 
|image=GGXRD-R_Haehyun_fS.png |caption=
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=32 |tension= |risc= |prorate=Initial: 90% |level=3 |guard=Mid
+
{{!}}-
|cancel=S |roman=YRP |startup=9 |active=3 |recovery=22 |frameAdv=-8 |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|f.S}}
|description=Haehyun's longest range normal footsie tool. It intuitively confirms into 214K; your main goal is to not get this move whiff punished by the opponent!
+
{{!}}-
 +
{{Description|6|Haehyun's longest range normal footsie tool. It intuitively confirms into 214K; your main goal is to not get this move whiff punished by the opponent!
 
  }}
 
  }}
 
}}
 
}}
Line 97: Line 101:
 
|image=GGXRD-R_Haehyun_5H.png |caption=
 
|image=GGXRD-R_Haehyun_5H.png |caption=
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=28 x 2 |tension= |risc= |prorate= |level=4 |guard=Mid, High
+
{{!}}-
|cancel=SJ, - |roman=YRP |startup=9 |active=5 (3) 5 |recovery=14 |frameAdv=0 |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|5H}}
|description=*Hits overhead on the second hit
+
{{!}}-
 +
{{Description|6|*Hits overhead on the second hit
 
The high hitting twin of 6K. Is 0 on block instead of advantageous like 6K. Depending on character hitboxes some characters block the first hit standing, or even crouching, so generally you do a normal with frame advantage during 236H oki (c.S) to push them into a range where 5H(1) will whiff, and then 5H or 6K.  
 
The high hitting twin of 6K. Is 0 on block instead of advantageous like 6K. Depending on character hitboxes some characters block the first hit standing, or even crouching, so generally you do a normal with frame advantage during 236H oki (c.S) to push them into a range where 5H(1) will whiff, and then 5H or 6K.  
  
Line 112: Line 117:
 
|image=GGXRD-R_Haehyun_5D.png |caption=
 
|image=GGXRD-R_Haehyun_5D.png |caption=
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=33 |tension= |risc= |prorate=Initial: 80% |level=4 |guard=High
+
{{!}}-
|cancel=SJ, - |roman=YRP |startup=26 |active=5 |recovery=12 |frameAdv=+2 |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|5D}}
|description=*Can negate 1 projectile hit during the startup frames where the Red Kanji is present
+
{{!}}-
 +
{{Description|6|*Can negate 1 projectile hit during the startup frames where the Red Kanji is present
 
Heavily telegraphed and slow dust; mediocre followups midscreen, but great conversions in the corner, including meterless unblockables with 214[K]~4 and meaty 5H overhead setups. You should look to convert corner 214K hits into RC>dashing 5D for optimal combos.
 
Heavily telegraphed and slow dust; mediocre followups midscreen, but great conversions in the corner, including meterless unblockables with 214[K]~4 and meaty 5H overhead setups. You should look to convert corner 214K hits into RC>dashing 5D for optimal combos.
  
Line 127: Line 133:
 
|image=GGXRD-R_Haehyun_2P.png |caption=
 
|image=GGXRD-R_Haehyun_2P.png |caption=
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=12 |tension= |risc= |prorate=Initial: 80% |level=0 |guard=Mid
+
{{!}}-
|cancel=CS |roman=YRP |startup=4 |active=3 |recovery=6 |frameAdv=+1 |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|2P}}
|description=Haehyun’s fastest normal, and her only chainable button, making it useful for the usual: Instant Block punishes, Abare, and the like. In combos you generally only use it for easier 2D confirms and continuing air combos from the ground(IAD combo confirms, corner 6H CH).
+
{{!}}-
 +
{{Description|6|Haehyun’s fastest normal, and her only chainable button, making it useful for the usual: Instant Block punishes, Abare, and the like. In combos you generally only use it for easier 2D confirms and continuing air combos from the ground(IAD combo confirms, corner 6H CH).
 
  }}
 
  }}
 
}}
 
}}
Line 139: Line 146:
 
|image=GGXRD-R_Haehyun_2K.png |caption=2K2HS
 
|image=GGXRD-R_Haehyun_2K.png |caption=2K2HS
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=18 |tension= |risc= |prorate=Initial: 80% |level=0 |guard=Low
+
{{!}}-
|cancel=S |roman=YRP |startup=6 |active=3 |recovery=6 |frameAdv=+1 |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|2K}}
|description=6 Frame chainable low. Purposeful as a low confirm into 2D and a low pushback option for 236H okizeme. 2K now combos into 2HS which allows for kick loops off a 6 frame low.
+
{{!}}-
 +
{{Description|6|6 Frame chainable low. Purposeful as a low confirm into 2D and a low pushback option for 236H okizeme. 2K now combos into 2HS which allows for kick loops off a 6 frame low.
 
  }}
 
  }}
 
}}
 
}}
Line 151: Line 159:
 
|image=GGXRD-R_Haehyun_2S.png |caption=
 
|image=GGXRD-R_Haehyun_2S.png |caption=
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=28 |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Low
+
{{!}}-
|cancel=S |roman=YRP |startup=8 |active=3 |recovery=12 |frameAdv=-1 |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|2S}}
|description=Useful move for pressuring opponents on okizeme and in blockstrings, in addition to being a decent low poke. It only combos into 214K from close range or on CH, but can link into 2D or f.S.
+
{{!}}-
 +
{{Description|6|Useful move for pressuring opponents on okizeme and in blockstrings, in addition to being a decent low poke. It only combos into 214K from close range or on CH, but can link into 2D or f.S.
 
  }}
 
  }}
 
}}
 
}}
Line 163: Line 172:
 
|image=GGXRD-R_Haehyun_2H.png |caption=Donkey's Party Starter
 
|image=GGXRD-R_Haehyun_2H.png |caption=Donkey's Party Starter
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=26 x 2 |tension= |risc= |prorate=Initial: 90% |level=4 |guard=Mid
+
{{!}}-
|cancel=SJ |roman=YRP |startup=8 |active=2, 5 |recovery=18 |frameAdv=-4 |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|2H}}
|description=Combo starter that leads into Haehyun’s BnB. Both hits can combo at a decent range and the move starts up in 9 frames so it has value as a rewarding raw punish and a 214K RC confirm midscreen. Additionally, it has uses as an anti air specifically versus moves beating c.S and 5P by hitting directly on Haehyun's 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.
+
{{!}}-
 +
{{Description|6|Combo starter that leads into Haehyun’s BnB. Both hits can combo at a decent range and the move starts up in 9 frames so it has value as a rewarding raw punish and a 214K RC confirm midscreen. Additionally, it has uses as an anti air specifically versus moves beating c.S and 5P by hitting directly on Haehyun's 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.
 
*First hit floats on CH, allowing for anti-air confirms into 214[K]>623[K]~4 loops.
 
  }}
 
  }}
Line 176: Line 186:
 
|image=GGXRD-R_Haehyun_2D.png |caption=It's good that this is a robot suit, or he would never have kids
 
|image=GGXRD-R_Haehyun_2D.png |caption=It's good that this is a robot suit, or he would never have kids
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=34 |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Low
+
{{!}}-
|cancel=S |roman=YRP |startup=7 |active=6 |recovery=15 |frameAdv=-7 |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|2D}}
|description=Midscreen knockdown tool primarily, along with granting combos via 2D>623[K]~4 (Blue). You'll want to get used to confirming into it and canceling into 236H for okizeme. As a footsie tool it is rather lackluster, and on block it is rather unsafe, with subpar special cancels that are also unsafe. It does serve as a competent punish for moves like Stun Dipper and Greed Sever at ranges where the only rewarding alternative would be 5S>214K with 50 meter.
+
{{!}}-
 +
{{Description|6|Midscreen knockdown tool primarily, along with granting combos via 2D>623[K]~4 (Blue). You'll want to get used to confirming into it and canceling into 236H for okizeme. As a footsie tool it is rather lackluster, and on block it is rather unsafe, with subpar special cancels that are also unsafe. It does serve as a competent punish for moves like Stun Dipper and Greed Sever at ranges where the only rewarding alternative would be 5S>214K with 50 meter.
  
 
Another unique quality of 2D is that it is special cancelable throughout its recovery frames, to ensure you can confirm into 236H okizeme. An avenue this quirk opens up is the ability to delay cancel 2D into 236S YRC, rather than PRC, giving you some repressure opportunities.
 
Another unique quality of 2D is that it is special cancelable throughout its recovery frames, to ensure you can confirm into 236H okizeme. An avenue this quirk opens up is the ability to delay cancel 2D into 236S YRC, rather than PRC, giving you some repressure opportunities.
Line 192: Line 203:
 
|image=GGXRD-R_Haehyun_jP.png |caption=
 
|image=GGXRD-R_Haehyun_jP.png |caption=
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=16 |tension= |risc= |prorate= |level=1 |guard=High/Air
+
{{!}}-
|cancel=CS |roman=YRP |startup=6 |active=5 |recovery=6 |frameAdv= |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|j.P}}
|description=Haehyun's 2nd fastest and only chainable jump normal. Aside from jump canceling j.K, chaining j.P will be your primary way of extending air combos, usually in the form of j.PPK and/or j.PPSH depending on height and Haehyun's position relative to the airborne opponent
+
{{!}}-
 +
{{Description|6|Haehyun's 2nd fastest and only chainable jump normal. Aside from jump canceling j.K, chaining j.P will be your primary way of extending air combos, usually in the form of j.PPK and/or j.PPSH depending on height and Haehyun's position relative to the airborne opponent
 
  }}
 
  }}
 
}}
 
}}
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|image=GGXRD-R_Haehyun_jK.png |caption=
 
|image=GGXRD-R_Haehyun_jK.png |caption=
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=20 |tension= |risc= |prorate= |level=1 |guard=High/Air
+
{{!}}-
|cancel=SJ |roman=YRP |startup=7 |active=11 |recovery=9 |frameAdv= |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|j.K}}
|description=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.
+
{{!}}-
 +
{{Description|6|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.
 
  }}
 
  }}
 
}}
 
}}
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|image=GGXRD-R_Haehyun_jS.png |caption=
 
|image=GGXRD-R_Haehyun_jS.png |caption=
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=30 |tension= |risc= |prorate=Initial: 90% |level=2 |guard=High/Air
+
{{!}}-
|cancel=S |roman=YRP |startup=9 |active=4 |recovery=22 |frameAdv= |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|j.S}}
|description=j.S has the most downward striking hitbox of Haehyun's air normals, making it ideal for starting IAD approaches and trying to hit crouchers from the air. It's dangerous to whiff though since its' got short active frames and a long recovery.
+
{{!}}-
 +
{{Description|6|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.
 
  }}
 
  }}
 
}}
 
}}
Line 228: Line 242:
 
|image=GGXRD-R_Haehyun_jH.png |caption=Welcome to Earth
 
|image=GGXRD-R_Haehyun_jH.png |caption=Welcome to Earth
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=50 |tension= |risc= |prorate= |level=3 |guard=High/Air
+
{{!}}-
|cancel=S |roman=YRP |startup=8 |active=8 |recovery=28 |frameAdv= |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|j.H}}
|description=*Provides a knockdown for air combos from any height
+
{{!}}-
 +
{{Description|6|*Provides a knockdown for air combos from any height
 
Haehyun's air blockstring and air combo ender. The hitbox is pretty solid so it can actually stuff some 6Ps, but Haehyun's linear air mobility and large hurtbox sort of tarnish j.H's chances as a primary approach tool. You'll want to optimize your air combos to ensure ending them with j.H grants competent okizeme (236H meaties).
 
Haehyun's air blockstring and air combo ender. The hitbox is pretty solid so it can actually stuff some 6Ps, but Haehyun's linear air mobility and large hurtbox sort of tarnish j.H's chances as a primary approach tool. You'll want to optimize your air combos to ensure ending them with j.H grants competent okizeme (236H meaties).
  
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|image=GGXRD-R_Haehyun_jD.png |caption=Taco
 
|image=GGXRD-R_Haehyun_jD.png |caption=Taco
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=32 |tension= |risc= |prorate=Initial: 80% |level=3 |guard=High/Air
+
{{!}}-
|cancel=S |roman=YRP |startup=12 |active=4 |recovery=15+4 Landing |frameAdv= |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|j.D}}
|description=Reminiscent of Iori's command crossup from the King of Fighters series. Unlike Iori's Taco, however, it can actually hit from the front. This move's hitbox can actually lead to it beating some 6Ps, and it has use for IAD crossups and dashing j.2K gimmicks in conjunction with j.214K. Unlike many other j.Ds it does not seem to have extra landing recovery frames.
+
{{!}}-
 +
{{Description|6|Reminiscent of Iori's command crossup from the King of Fighters series. Unlike Iori's Taco, however, it can actually hit from the front. This move's hitbox can actually lead to it beating some 6Ps, and it has use for IAD crossups and dashing j.2K gimmicks in conjunction with j.214K. Unlike many other j.Ds it does not seem to have extra landing recovery frames.
 
  }}
 
  }}
 
}}
 
}}
Line 254: Line 270:
 
|image=GGXRD-R_Haehyun_6P.png |caption=Why yes Terry, I am ok...
 
|image=GGXRD-R_Haehyun_6P.png |caption=Why yes Terry, I am ok...
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=30 |tension= |risc= |prorate=Initial: 85% |level=3 |guard=Mid
+
{{!}}-
|cancel=S |roman=YRP |startup=13 |active=6 |recovery=15 |frameAdv=-4 |inv=1-6F Upper Body<br/>7-18F Above Knees
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|6P}}
|description=*1-6 Upper body invul 7-18 Above Knee Invul
+
{{!}}-
 +
{{Description|6|*1-6 Upper body invul 7-18 Above Knee Invul
 
*Has a hit box on both sides, which can be of use against roll type moves that can crossup (Elphelt, Millia) and destroying Jack-O houses that are behind Haehyun.
 
*Has a hit box on both sides, which can be of use against roll type moves that can crossup (Elphelt, Millia) and destroying Jack-O houses that are behind Haehyun.
 
Low profile anti-air. Because Haehyun crouches during startup it can beat moves like Beak Driver, Faust f.S and Scapel Grab, and evade some projectiles.  
 
Low profile anti-air. Because Haehyun crouches during startup it can beat moves like Beak Driver, Faust f.S and Scapel Grab, and evade some projectiles.  
Line 269: Line 286:
 
|image=GGXRD-R_Haehyun_6K.png |caption=
 
|image=GGXRD-R_Haehyun_6K.png |caption=
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=38 |tension= |risc= |prorate=Initial: 85% |level=4 |guard=Low
+
{{!}}-
|cancel=S |roman=YRP |startup=14 |active=5 |recovery=12 |frameAdv=+2 |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|6K}}
|description=*Staggers on normal hit
+
{{!}}-
 +
{{Description|6|*Staggers on normal hit
 
Low hitting move with a similar startup animation to 5H. Possesses frame advantage, but its slow startup speed indicates it was clearly designed to be used in conjunction with 5H's second hit for an ambiguous 50/50 high/low mixup. Do note that this move has a shorter range than 5H(2), so that depending on the opposing character's crouching hurtbox, and whether they Faultless Defend, this move can whiff in situations where 5H(2) would hit.
 
Low hitting move with a similar startup animation to 5H. Possesses frame advantage, but its slow startup speed indicates it was clearly designed to be used in conjunction with 5H's second hit for an ambiguous 50/50 high/low mixup. Do note that this move has a shorter range than 5H(2), so that depending on the opposing character's crouching hurtbox, and whether they Faultless Defend, this move can whiff in situations where 5H(2) would hit.
 
  }}
 
  }}
Line 282: Line 300:
 
|image=GGXRD-R_Haehyun_6H.png |caption=A read Joseph Joestar would be proud of.
 
|image=GGXRD-R_Haehyun_6H.png |caption=A read Joseph Joestar would be proud of.
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=45 |tension= |risc= |prorate=Initial: 70% |level=4 |guard=Mid
+
{{!}}-
|cancel= |roman=YRP |startup=7 |active=7 |recovery=35 |frameAdv=-23 |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|6H}}
|description=*Groundslides opponent on CH midscreen
+
{{!}}-
 +
{{Description|6|*Groundslides opponent on CH midscreen
 
*Wall bounces opponent in corner
 
*Wall bounces opponent in corner
 
A low reward high risk callout move; think of Slayer’s Pilebunker. Clocking in at 7 frames, this move can punish greedy decisions(Ky's Split Ciel in neutral/blockstrings) and projectiles on (instant) block. One problematic element of this move is that is sends your opponent reeling fullscreen, eliminating 236H okizeme, which can be vexing versus characters that are good in “neutral reset” situations (Jack-O). On CH you can usually pick up with 623[K] versus most characters midscreen(not Sin) and 2P in the corner.
 
A low reward high risk callout move; think of Slayer’s Pilebunker. Clocking in at 7 frames, this move can punish greedy decisions(Ky's Split Ciel in neutral/blockstrings) and projectiles on (instant) block. One problematic element of this move is that is sends your opponent reeling fullscreen, eliminating 236H okizeme, which can be vexing versus characters that are good in “neutral reset” situations (Jack-O). On CH you can usually pick up with 623[K] versus most characters midscreen(not Sin) and 2P in the corner.
Line 296: Line 315:
 
|image=GGXRD-R_Haehyun_j2K.png |caption=Goomba Stomp
 
|image=GGXRD-R_Haehyun_j2K.png |caption=Goomba Stomp
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=28 |tension= |risc= |prorate=Initial: 80% |level=2 |guard=High/Air
+
{{!}}-
|cancel=S |roman=YRP |startup=5 |active=5 |recovery=10 |frameAdv=-1 |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|j.2K}}
|description=*Pops Haehyun into the air on Hit/Block
+
{{!}}-
 +
{{Description|6|*Pops Haehyun into the air on Hit/Block
 
An intresting move that seemingly has no use on a grounded opponent, unless you use it from a jump cancel 2HS into j.2k, followed by 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.
 
An intresting move that seemingly has no use on a grounded opponent, unless you use it from a jump cancel 2HS into j.2k, followed by 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  }}
 
*As of 2.10, When it makes contact with the opponent, Kum can choose which way to move with forward and backwards inputs  }}
Line 310: Line 330:
 
|image=GGXRD-R_Haehyun_GroundThrow.png |caption=Nice Topspin
 
|image=GGXRD-R_Haehyun_GroundThrow.png |caption=Nice Topspin
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=68 |tension= ||risc=
+
{{!}}-
|prorate=Forced: 65% |level= |guard=Ground Throw:
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|Ground Throw}}
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+66 |inv=
+
{{!}}-
|description=*65% Forced Proration
+
{{Description|6|*65% Forced Proration
 
As of patch 1.03, Throw grants Haehyun universal 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.
 
As of patch 1.03, Throw grants Haehyun universal 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.
  
Line 328: Line 348:
 
|image=GGXRD-R_Haehyun_AirThrow.png |caption=
 
|image=GGXRD-R_Haehyun_AirThrow.png |caption=
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage= |tension= ||risc=
+
{{!}}-
|prorate=Forced: 65% |level= |guard=Air Throw:
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|Air Throw}}
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=
+
{{!}}-
|description=*65% Forced Proration
+
{{Description|6|*65% Forced Proration
 
As of patch 1.03, Airthrow grants Haehyun universal 236H okizeme midscreen.
 
As of patch 1.03, Airthrow grants Haehyun universal 236H okizeme midscreen.
  
Line 344: Line 364:
 
|image=GGXRD-R_Haehyun_5K.png |caption=
 
|image=GGXRD-R_Haehyun_5K.png |caption=
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=25 |tension=-5000/264 |risc= |prorate=Initial: 50% |level=2 |guard=All
+
{{!}}-
|cancel= |roman= |startup=12 |active=11 |recovery=15 |frameAdv=-12 |inv=1-12F Full
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|DAA}}
|description=*Fully invulnerable from frames 1-22
+
{{!}}-
 +
{{Description|6|*Fully invulnerable from frames 1-22
  
 
Uses Haehyun's 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.
 
Uses Haehyun's 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.
Line 358: Line 379:
 
|image=GGXRD-R_Haehyun_BlitzAttack.png |caption=Why shine with just one finger?
 
|image=GGXRD-R_Haehyun_BlitzAttack.png |caption=Why shine with just one finger?
 
|data=
 
|data=
{{AttackData-GGXRD-R2
+
{{AttackDataHeader-GGXRD-R2|version=yes}}
|version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid
+
{{!}}-
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv= }}
+
{{AttackVersion|name=Uncharged }}
{{AttackData-GGXRD-R2
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|Blitz Attack }}
|header=no
+
{{!}}-
|version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid
+
{{AttackVersion|name=Max Charge}}
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=?
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|Blitz Attack Max Charge }}
|description=*Partial charge version causes horizontal blowback on hit, wall sticks in corner.
+
{{!}}-
 +
{{Description|7|*Partial charge version causes horizontal blowback on hit, wall sticks in corner.
 
*Max charge version (and partial charge on Counter Hit) 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.
Line 380: Line 402:
 
|input=236S/H |caption=Can move ball with {{4}} and {{6}}
 
|input=236S/H |caption=Can move ball with {{4}} and {{6}}
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2|version=yes}}
|version=S |damage=30 |tension= |risc= |prorate=Initial: 85% |level=2 |guard=All
+
{{!}}-
  |cancel= |roman=YRP |startup=12 |active=147 |recovery=Total: 48 |frameAdv=-16 |inv= }}
+
  {{AttackVersion|name=S}}
{{AttackData-GGXRD-R2
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|236S}}
  |header=no
+
{{!}}-
|version=H |damage=22 x 3 |tension= |risc= |prorate=Initial: 85% |level=4 |guard=All
+
  {{AttackVersion|name=H}}
|cancel= |roman=YRP |startup=38 |active=140 |recovery=Total: 69 |frameAdv=+22 |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|236H}}
|description='''236S'''
+
{{!}}-
 +
{{!}}-
 +
{{Description|7|'''236S'''
 
*Active for 147 Frames.
 
*Active for 147 Frames.
 
*Getting hit or blocking makes the projectile dissipate.
 
*Getting hit or blocking makes the projectile dissipate.
Line 407: Line 431:
 
|input=623K
 
|input=623K
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2|version=yes}}
|version=Normal |damage=44 |tension= |risc= |prorate=Initial: 85% |level=4 |guard=Mid
+
{{!}}-
|cancel= |roman=YR |startup=8 |active=14 |recovery=20 + 8 landing |frameAdv=-23 |inv=1-4F Upper Body<br/>5-7F Above Knees<br/>8-15F All }}
+
{{AttackVersion|name=Normal }}
{{AttackData-GGXRD-R2
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|623K }}
|header=no
+
{{!}}-
|version=Charged |damage=9 x (1-3), 44 |tension= |risc= |prorate=Initial: 80%* |level=2 |guard=Low x (1-3), Mid
+
{{AttackVersion|name=Charged}}
|cancel= |roman=YRP* |startup=15 |active=2 (6) 2 (6) 2 (5) 15 |recovery=19 + 8 Landing |frameAdv=-23 |inv=1-4F Upper Body<br/>5- Up Kick start Above Knees}}
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|623[K] }}
{{AttackData-GGXRD-R2
+
{{!}}-
|header=no
+
{{AttackVersion|name=Max}}
|version=Max |damage=9 x (4-6), 15 x 3, 30 |tension= |risc= |prorate=Initial: 80%* |level=2 x (4-6), 5 x 4 |guard=Low x (4-6), Mid x 4
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|623[K] Max }}
|cancel= |roman=YRP* |startup=14 |active=2 (6) 2 (6) 2 (6) 2 (6) 2 (6) 2 (5) 6 (6) 3 (9) 3 (6) 3 |recovery=32 + 8 Landing |frameAdv=-57 |inv=1-4F Upper Body<br/>5- Up Kick start Above Knees
+
{{!}}-
|description='''623K'''
+
{{Description|7|'''623K'''
 
*1-4 Upper Body invulnerability, 5-7 Above Knees invulnerability, 8-18 Full invulnerability.
 
*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.
 
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.
Line 436: Line 460:
  
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2|version=yes}}
|version=Normal |damage=45 |tension= |risc= |prorate=Forced: 70% |level=4 |guard=Mid
+
{{!}}-
|cancel= |roman=YRP |startup=12-24 |active=6 |recovery=24 |frameAdv=-11 |inv=1-4F Upper Body<br/>5-17F Above Knees }}
+
{{AttackVersion|name=Normal }}
{{AttackData-GGXRD-R2
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|623[K]~4}}
|header=no
+
{{!}}-
|version=Charged |damage=45 |tension= |risc= |prorate=Forced: 70% |level=4 |guard=Mid
+
{{AttackVersion|name=Charged}}
|cancel= |roman=YRP |startup=25-61 |active=6 |recovery=24 |frameAdv=-11 |inv=1-4F Upper Body<br/>5-30F Above Knees
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|623[K]~4 Red}}
|description='''623[K]~1/4/7'''
+
{{!}}-
 +
{{Description|7|'''623[K]~1/4/7'''
 
*1~4 Upper Body invulnerability, 5~17 Above Knee invulnerability extended up to 29 on button hold
 
*1~4 Upper Body invulnerability, 5~17 Above Knee invulnerability extended up to 29 on button hold
 
*Wall bounces on hit
 
*Wall bounces on hit
Line 461: Line 486:
 
|input=214K |caption=Hayabusa
 
|input=214K |caption=Hayabusa
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2|version=yes}}
|version=Normal |damage=44 |tension= |risc= |prorate=Initial: 80% |level=4 |guard=Mid
+
{{!}}-
|cancel= |roman=YRP |startup=13-41 |active=5 |recovery=19 |frameAdv=-5 |inv= }}
+
{{AttackVersion|name=Normal }}
{{AttackData-GGXRD-R2
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|214[K] }}
|header=no
+
{{!}}-
|version=Charged |subtitle=214[K] |damage=44 |tension= |risc= |prorate=Initial: 80% |level=4 |guard=Mid
+
{{AttackVersion|name=Charged}}
|cancel= |roman=YRP |startup=40-71 |active=5 |recovery=11 |frameAdv=+3 |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|214[K] Red}}
|description='''214K'''
+
{{!}}-
 +
{{Description|7|'''214K'''
 
*Haehyun’s hurtbox alters when she lifts up her leg before the kick, so this move can go over low attacks if timed properly.
 
*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 air opponents depending on which portion of Falcon Kick's hitbox you strike them with.
Line 489: Line 515:
 
|input=214[K]~1/4/7 |caption=
 
|input=214[K]~1/4/7 |caption=
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2|version=yes}}
|version=Normal |damage=60, 50 |tension= |risc= |prorate=Initial: 70%, 90% |level=4, 3 |guard=High, Mid
+
{{!}}-
|cancel= |roman=YRP |startup=30-80 |active=1 (9) 6 |recovery=20 |frameAdv=+5 |inv= }}
+
{{AttackVersion|name=Normal }}
{{AttackData-GGXRD-R2
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|214[4K] }}
|header=no
+
{{!}}-
|version=Charged |damage=70, 50 |tension= |risc= |prorate=Initial: 70%, 90% |level=4, 3 |guard=High, Mid
+
{{AttackVersion|name=Charged}}
|cancel= |roman=YRP |startup=81-154 |active=1 (9) 6 |recovery=20 |frameAdv=+5 |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|214[4K] Red }}
|description='''214[K]~1/4/7'''
+
{{!}}-
 +
{{Description|7|'''214[K]~1/4/7'''
 
*First hit wall bounces
 
*First hit wall bounces
 
Keeps Haehyun’s leg up longer so she can evade lows with large amounts of active frames I.E. Ky 2D, but this move's slow startup ensures you won't be punishing them. All versions are overhead(on the first hit) and advantageous on block.
 
Keeps Haehyun’s leg up longer so she can evade lows with large amounts of active frames I.E. Ky 2D, but this move's slow startup ensures you won't be punishing them. All versions are overhead(on the first hit) and advantageous on block.
Line 506: Line 533:
 
  }}
 
  }}
 
}}
 
}}
 +
 
======<font style="visibility:hidden" size="0">Air Falcon Dive</font>======
 
======<font style="visibility:hidden" size="0">Air Falcon Dive</font>======
 
{{MoveData
 
{{MoveData
Line 512: Line 540:
 
|input=j.214K |caption=Axe Kick; Can guide trajectory with {{4}} and {{6}}
 
|input=j.214K |caption=Axe Kick; Can guide trajectory with {{4}} and {{6}}
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=40 |tension= |risc= |prorate=Initial: 90% |level=3 |guard=All
+
{{!}}-
|cancel= |roman=YRP |startup=21 |active=Until Landing |recovery=10 Landing |frameAdv=0 |inv=
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|j.214K }}
|description=*Additional untech time on counterhit
+
{{!}}-
 +
{{Description|6|*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.
 
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.
 
You can combo on both normal and counter hit, but CH allows for dashing confirms and is less situational.
Line 528: Line 557:
 
|input=236236H<br/>[236236D] |caption=Many palms, one strike.
 
|input=236236H<br/>[236236D] |caption=Many palms, one strike.
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=0, 100<br/>[0,125] |tension=-5000 ||risc=
+
{{!}}-
|prorate=1st hit Forced: 60%<br/>2nd hit Initial: 60% |level=0, 4 |guard=Mid
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|236236H}}
|cancel= |roman=YRP |startup=6+1 – 151 |active=2 |recovery= |frameAdv=-24 |inv=1-6F All<br/>1-2F After cinematic All
+
{{!}}-
|description=
+
{{Description|6|
 
*Fully invulnerable frames 1-8
 
*Fully invulnerable frames 1-8
 
*Haehyun has Hyper Armor while holding down H, but is throwable and vulnerable to supers.
 
*Haehyun has Hyper Armor while holding down H, but is throwable and vulnerable to supers.
Line 552: Line 581:
 
|input=236236S |caption=Can move the ball with {{8}}{{2}}{{4}}{{6}}
 
|input=236236S |caption=Can move the ball with {{8}}{{2}}{{4}}{{6}}
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=24x5 |tension=-5000 ||risc=
+
{{!}}-
|prorate=Initial 85% |level= |guard=All
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|236236S}}
|cancel= |roman=YR |startup=20+5 |active=171 |recovery=Total: 20+21 |frameAdv=+59 |inv=
+
{{!}}-
|description=*Fully invulnerable frames 1-8
+
{{Description|6|*Fully invulnerable frames 1-8
 
*Projectile lasts 240 frames
 
*Projectile lasts 240 frames
 
*Drastically decreased tension gain while the projectile is active
 
*Drastically decreased tension gain while the projectile is active
Line 575: Line 604:
 
|input=In IK Mode: 236236H
 
|input=In IK Mode: 236236H
 
|data=
 
|data=
  {{AttackData-GGXRD-R2
+
  {{AttackDataHeader-GGXRD-R2}}
|damage=DESTROY |tension= ||risc=
+
{{!}}-
|prorate= |level=3 |guard=All
+
{{#lsth:GGXRD-R2/Kum Haehyun/Data|IK}}
|cancel= |roman= |startup=9+12<br/>[5+10] |active=4 |recovery=32 |frameAdv=-19 |inv=9-25F All<br/>[5-18F All]
+
{{!}}-
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
+
{{Description|6|*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
 
*IK Mode Activation: 84F [5F+5F]
 
*IK Mode Activation: 84F [5F+5F]
 
*Uses the animation of her 5D, but without the kanji.
 
*Uses the animation of her 5D, but without the kanji.

Revision as of 08:34, 12 February 2019

Kum Haehyun
GGXRD-R Kum Portrait.png

Defense Modifier: x0.97

Guts Rating: 2

Weight: [94] Super Heavy

Stun Resistance: 70

Jump Startup: 3

Backdash Time 16F / Invul: 1-9F

Wakeup (Face Up/Down): 25F / 27F

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 Guard Startup Active Recovery Frame Adv.
16 Mid 5 4 9 -2

{{{text}}}


5K
5K
GGXRD-R Haehyun 5K.png
Damage Guard Startup Active Recovery Frame Adv.
22 Mid 7 5 11 -2

{{{text}}}


c.S
c.S
GGXRD-R Haehyun cS.png
Damage Guard Startup Active Recovery Frame Adv.
30 Mid 6 5 9 +3

{{{text}}}


f.S
f.S
GGXRD-R Haehyun fS.png
Damage Guard Startup Active Recovery Frame Adv.
32 Mid 9 3 22 -8

{{{text}}}


5H
5H
GGXRD-R Haehyun 5H.png
Damage Guard Startup Active Recovery Frame Adv.
28 x 2 Mid, High 9 5 (3) 5 14 0

{{{text}}}


5D
5D
GGXRD-R Haehyun 5D.png
Damage Guard Startup Active Recovery Frame Adv.
33 High 26 5 12 +2

{{{text}}}


2P
2P
GGXRD-R Haehyun 2P.png
Damage Guard Startup Active Recovery Frame Adv.
12 Mid 4 3 6 +1

{{{text}}}


2K
2K
GGXRD-R Haehyun 2K.png
2K2HS
Damage Guard Startup Active Recovery Frame Adv.
18 Low 6 3 6 +1

{{{text}}}


2S
2S
GGXRD-R Haehyun 2S.png
Damage Guard Startup Active Recovery Frame Adv.
28 Low 8 3 12 -1

{{{text}}}


2H
2H
GGXRD-R Haehyun 2H.png
Donkey's Party Starter
Damage Guard Startup Active Recovery Frame Adv.
26 x 2 Mid 8 2, 5 18 -4

{{{text}}}


2D
2D
GGXRD-R Haehyun 2D.png
It's good that this is a robot suit, or he would never have kids
Damage Guard Startup Active Recovery Frame Adv.
34 Low 7 6 15 -7

{{{text}}}


j.P
j.P
GGXRD-R Haehyun jP.png
Damage Guard Startup Active Recovery Frame Adv.
16 High/Air 6 5 6 -

{{{text}}}


j.K
j.K
GGXRD-R Haehyun jK.png
Damage Guard Startup Active Recovery Frame Adv.
20 High/Air 7 11 9 -

{{{text}}}


j.S
j.S
GGXRD-R Haehyun jS.png
Damage Guard Startup Active Recovery Frame Adv.
30 High/Air 9 4 22 -

{{{text}}}


j.H
j.H
GGXRD-R Haehyun jH.png
Welcome to Earth
Damage Guard Startup Active Recovery Frame Adv.
50 High/Air 8 8 28 -

{{{text}}}


j.D
j.D
GGXRD-R Haehyun jD.png
Taco
Damage Guard Startup Active Recovery Frame Adv.
32 High/Air 12 4 15/4 after landing -

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6P
6P
GGXRD-R Haehyun 6P.png
Why yes Terry, I am ok...
Damage Guard Startup Active Recovery Frame Adv.
30 Mid 13 6 15 -4

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6K
6K
GGXRD-R Haehyun 6K.png
Damage Guard Startup Active Recovery Frame Adv.
38 Low 14 5 12 +2

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6H
6H
GGXRD-R Haehyun 6H.png
A read Joseph Joestar would be proud of.
Damage Guard Startup Active Recovery Frame Adv.
45 Mid 7 6 36 -23

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j.2K
j.2K
GGXRD-R Haehyun j2K.png
Goomba Stomp
Damage Guard Startup Active Recovery Frame Adv.
28 High/Air 5 5 10 -1

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Universal Mechanics

Ground Throw
Ground Throw
GGXRD-R Haehyun GroundThrow.png
Nice Topspin
Damage Guard Startup Active Recovery Frame Adv.
0,68 Ground Throw: 88750 1 - - +59

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Air Throw
Air Throw
GGXRD-R Haehyun AirThrow.png
Damage Guard Startup Active Recovery Frame Adv.
0,68 Air Throw: 192500 1 - - -

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Dead Angle Attack
Dead Angle Attack
GGXRD-R Haehyun 5K.png
Damage Guard Startup Active Recovery Frame Adv.
25 All 12 11 15 -12

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Blitz Attack
Blitz Attack
GGXRD-R Haehyun BlitzAttack.png
Why shine with just one finger?
Version Damage Guard Startup Active Recovery Frame Adv.
Uncharged 50 Mid (15-48)+13 3 20 -2
Max Charge 50 Mid 50+13 3 20 +5

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Special Moves

Tuning Ball
Tuning Ball
236S/H
GGXRD-R Haehyun TuningBall.png
Can move ball with 4.gif and 6.gif
Version Damage Guard Startup Active Recovery Frame Adv.
S 30 All 12 147 Total: 48 -16
H 26 x 3 All 38 140 Total: 69 +22

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Four Tigers Sword
Four Tigers Sword
623K
GGXRD-R Haehyun FourTigersSword.png
Anti Air
GGXRD-R Haehyun FourTigersSwordCharged.png
Hold button to slide on the ground before jump kicking
Version Damage Guard Startup Active Recovery Frame Adv.
Normal 44 Mid 8 14 20 + 8 landing -23
Charged 9 x (1-4), 44 Low x (1-3), Mid 15 2 (6) 2 (6) 2 (6) 2 (5) 15 19 + 8 Landing -23
Max 9 x (5-6), 15 x 3, 30 Low x (4-6), Mid x 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

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Four Tigers Sword (Reverse)
Four Tigers Sword (Reverse)
623[K]~1/4/7
GGXRD-R Haehyun FourTigersSwordReverse.png
Galactic Punt ver.β
Version Damage Guard Startup Active Recovery Frame Adv.
Normal 45 Mid 12-24 6 24 -11
Charged 60 Mid 25-61 6 24 -11

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Falcon Dive
Falcon Dive
214K
GGXRD-R Haehyun FalconDive.png
Hayabusa
Version Damage Guard Startup Active Recovery Frame Adv.
Normal 44 Mid 13-41 6 18 -5
Charged 44 Mid 40-71 5 11 +3

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Falcon Dive (Reverse)
Falcon Dive (Reverse)
214[K]~1/4/7
GGXRD-R Haehyun FalconDiveReverse.png
Version Damage Guard Startup Active Recovery Frame Adv.
Normal 60, 50 High, All 30-80 1 (9) 6 20 +5
Charged 70, 50 High, All 81-154 1 (9) 6 20 +5

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Air Falcon Dive
Air Falcon Dive
j.214K
GGXRD-R Haehyun AirFalconDive.png
Axe Kick; Can guide trajectory with 4.gif and 6.gif
Damage Guard Startup Active Recovery Frame Adv.
40 All 21 Until Landing 10 Landing +1

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Overdrives

Enlightened 3000 Palm Strike
Enlightened 3000 Palm Strike
236236H
[236236D]
GGXRD-R Haehyun Enlightened3000PalmStrike.png
Many palms, one strike.
Damage Guard Startup Active Recovery Frame Adv.
0, 100
[0,125]
Mid 6+1-151 2 41 -24

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Celestial Tuning Ball
Celestial Tuning Ball
236236S
GGXRD-R Haehyun CelestialTuningBall.png
Can move the ball with 8.gif2.gif4.gif6.gif
Damage Guard Startup Active Recovery Frame Adv.
24*5 All 20+5 231 Total: 20+21 +59

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Instant Kill

Sundering Chord
In IK Mode: 236236H
GGXRD-R Haehyun SunderingChord.png
GGXRD-R Haehyun SunderingChord2.png
GGXRD-R Haehyun SunderingChord3.png
GGXRD-R Haehyun SunderingChord4.png
Damage Guard Startup Active Recovery Frame Adv.
DESTROY All 9+13
[5+10]
4 32 -19

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Navigation


Guilty Gear Xrd REV 2e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc

Ambox notice.png 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.