GGXRD-R2/Kum Haehyun: Difference between revisions

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[[File:GGXRD-R_Kum_Portrait.png|350x500px|center]]
[[File:GGXRD-R_Kum_Portrait.png|350x500px|center]]
|-
|-
||{{CharData-GGXRD-R2|Kum}}
||{{#lsth:GGXRD-R2/Kum Haehyun/Data|SystemData}}
;Movement Options
;Movement Options
* Double Jump, 1 Airdash, Run Type Dash, Forward Crawl
* Double Jump, 1 Airdash, Run Type Dash, Forward Crawl
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</div>
</div>
==Overview==
==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.
:Kum Haehyun is the descendant of a family of Tuners, who are known to have great knowledge of Ki energy.
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.


===Strengths/Weaknesses===
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.
 
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">
=== Strengths and Weaknesses ===
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{|  
{|  
|-style="text-align:left;"
|-style="text-align:left;"
! Strengths !! Weaknesses
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
| style="width: 50%;"|
* Intuitive neutral pokes
* Intuitive neutral pokes.
* Very high damage potential
* Very high damage potential.
* Consistent 50/50 mixups on knockdown using Tuning Ball
* Consistent 50/50 mixups on knockdown using Tuning Ball.
* Strong, easy to use pressure and frame trap tools
* Strong, easy to use pressure and frame trap tools.
* Can manipulate her projectiles, air momentum, and even her opponent's position.
* Can manipulate her projectiles, air momentum, and even her opponent's position.
| style="width: 50%;"|
| style="width: 50%;"|
* Large hurtbox means she can be easily harassed by zoners, is vunerable to more damaging combos etc.
* 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
* Lackluster defensive options. Her DP is not full body invulnerable.
* Linear, somewhat slow movement options
* Linear, somewhat slow movement options.
|-
|-
|}
|}
{{CharLinks-GGXRD-R2|Kum}}
</div>
<br clear=all/>
 
=== Unique Mechanics ===
----
==== Link instead of Gatlings ====
:Kum is unique among Guilty Gear Xrd's characters in that she relies upon links instead of gatlings to connect her grounded normal attacks.
While these links are not terribly difficult, they do require more precise timing than standard gatlings, and getting used to them (especially if you don't have experience with link-based fighting games such as Street Fighter or King of Fighters) may make the character feel odd.  Don't let this discourage you, though: many of Kum's more powerful attacks provide ample time to follow up with whatever attack you choose, and her aerial normals have more traditional gatlings.
{{#lst:GGXRD-R2/Kum Haehyun/Data|Links}}


==Normal Moves==
==Normal Moves==
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|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=
{{#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).
{{!}}-
{{Description|6|text=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
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|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=
{{#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|text=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
  }}
  }}
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|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|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 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
  }}
  }}
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|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|text=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!
  }}
  }}
}}
}}
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|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|text=*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.  


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|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|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 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.


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|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|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 2D confirms and continuing air combos from the ground(IAD combo confirms, corner 6H CH).
  }}
  }}
}}
}}
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|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|text=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.
  }}
  }}
}}
}}
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|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|text=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.
  }}
  }}
}}
}}
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|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|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 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.
  }}
  }}
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|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|text=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.
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|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|text=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|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.
  }}
  }}
}}
}}
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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|text=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.
  }}
  }}
}}
}}
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|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|text=*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|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 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.
  }}
  }}
}}
}}
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|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|text=*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.  
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|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|text=*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 311:
|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|text=*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 326:
|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|text=*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 341:
|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|text=*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.


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|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|text=*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 375:
|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|text=*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.
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|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|text=*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.
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|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|text='''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 442:
|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|text='''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 471:


|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|text='''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 497:
|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|text='''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 526:
|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|text='''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 544:
  }}
  }}
}}
}}
======<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 551:
|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|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.
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 568:
|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|text=
*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 592:
|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|text=*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 615:
|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|text=*[ ] 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.
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}}
}}
<br clear=all/>
<br clear=all/>
----
==Navigation==
{{CharLinks-GGXRD-R2|Kum}}
{{#lsth:GGXRD-R2/Kum Haehyun/Data|Links}}
{{notice|To edit frame data, edit values in [[GGXRD-R2/Kum Haehyun/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-GGXRD-R2}}
{{Navbar-GGXRD-R2}}
[[Category: Guilty Gear Xrd REV 2]]
[[Category: Guilty Gear Xrd REV 2]]
[[Category:Kum Haehyun]]
[[Category:Kum Haehyun]]

Revision as of 19:16, 15 April 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.

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.

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.

Strengths and 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.

Unique Mechanics


Link instead of Gatlings

Kum is unique among Guilty Gear Xrd's characters in that she relies upon links instead of gatlings to connect her grounded normal attacks.

While these links are not terribly difficult, they do require more precise timing than standard gatlings, and getting used to them (especially if you don't have experience with link-based fighting games such as Street Fighter or King of Fighters) may make the character feel odd. Don't let this discourage you, though: many of Kum's more powerful attacks provide ample time to follow up with whatever attack you choose, and her aerial normals have more traditional gatlings.


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


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

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


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

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


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

  • Links into 2H and 6P on CH
f.S
f.S
GGXRD-R Haehyun fS.png
Damage 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


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!

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


  • Hits overhead on the second hit

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

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

5D
5D
GGXRD-R Haehyun 5D.png
Damage 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


  • Can negate 1 projectile hit during the startup frames where the Red Kanji is present

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

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

2P
2P
GGXRD-R Haehyun 2P.png
Damage 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


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

2K
2K
GGXRD-R Haehyun 2K.png
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


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.

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


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

2H
2H
GGXRD-R Haehyun 2H.png
Donkey's Party Starter
Damage 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)


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.
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


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.

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

j.P
j.P
GGXRD-R Haehyun jP.png
Damage 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


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

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


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.

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


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.

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


  • Provides a knockdown for air combos from any height

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

j.D
j.D
GGXRD-R Haehyun jD.png
Taco
Damage 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


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

6P
6P
GGXRD-R Haehyun 6P.png
Why yes Terry, I am ok...
Damage 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)


  • 1-6 Upper body invul 7-18 Above Knee Invul
  • Has a hit box on both sides, which can be of use against roll type moves that can crossup (Elphelt, Millia) and destroying Jack-O houses that are behind Haehyun.

Low profile anti-air. Because Haehyun crouches during startup it can beat moves like Beak Driver, Faust f.S and Scapel Grab, and evade some projectiles. As of patch 1.03 you can link into Red 623K~4 on normal hit along with normals such as 5H for an air combo. Since it launches higher than 2H using 6P instead of 2h to launch the opponent into kickloops has the benefit of being burst safe.

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)


  • 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.

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)


  • Groundslides opponent on CH midscreen
  • Wall bounces opponent in corner

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

j.2K
j.2K
GGXRD-R Haehyun j2K.png
Goomba Stomp
Damage 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


  • 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.

  • As of 2.10, When it makes contact with the opponent, Kum can choose which way to move with forward and backwards inputs

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


  • 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.

For a combo you can RC into 623[K]~4 Redx4>5H>j.PPSH

As Haehyun's 6H is extremely punishable on whiff/block it is even more important than for other characters that you option select Haehyun's throw(6S+HS).

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


  • 65% Forced Proration

As of patch 1.03, Airthrow grants Haehyun universal 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 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).

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)


  • 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.

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
  • 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.
  • Steals a small amount of Burst Gauge on hit.
  • Proration: 55% (partial charge only)


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.

236S

  • Active for 147 Frames.
  • Getting hit or blocking makes the projectile dissipate.

Classic midrange space control with a twist: MORE control! The ability to move Tuning Balls means safer approaches versus characters without projectiles, and the ability to make unsafe moves like 214K and 623[K] more palatable to use in neutral. Still, this projectile has lengthy startup, and the initial projectile hitbox is a bit in front of Haehyun, meaning an opponent can often jump over the fireball and cleanly hit Haehyun during startup. Additionally, it is incredibly unsafe in blockstrings and the like, meaning that close range use of S Tuning Ball needs to be supplemented with YRC.

236H

  • Active for 140 Frames, 3 Hits.
  • Getting hit or blocking makes the projectile dissipate.

The linchpin of Haehyun's okizeme, H Tuning Ball allows her to force her opponent to block the projectile for one hit, and then have the fireball float behind the opponent with two additional hits to supplement Haehyun's pressure. Safe pressure, combos from normal throw, and multiple 50/50 high low mixups can be inflicted upon the opponent from a single knockdown with proper conditioning and control of 236H.

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

623K

  • 1-4 Upper Body invulnerability, 5-7 Above Knees invulnerability, 8-18 Full invulnerability.

A Dragon Kick with upper body invulnerability. As a reversal this move will lose to any meaty attack, even mids. As an anti-air however, this move is quite competent; it can deal with normally difficult to anti air moves like Elphelt's Air Bridal Express. You can RC on hit into 214[K]>623[K]~4 combos.

623[K]

  • 1-4 Upper Body invulnerability, 5~Kick startup Above Knee invulnerability.

High risk low reward low profile slide reminiscent of Grand Viper. Do keep in mind that this move’s hitbox is not quite as low as Grand Viper so it will clash with some mid hitting attacks instead of cleanly beating them.If they reach the corner you can combo with RC>214[K] into 623[K]~4 combos.

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)

623[K]~1/4/7

  • 1~4 Upper Body invulnerability, 5~17 Above Knee invulnerability extended up to 29 on button hold
  • Wall bounces on hit

For certain confirms, usually from 2D, where you want a combo more damaging than stuff>2D but cannot get a 2H starter.

Charged 623[K]~1/4/7

  • 1~4 Upper Body invulnerability, 5~30 Above Knee invulnerability extended up to 66 on button hold
  • Wall bounces on hit(longer untech than the uncharged version)

What makes Haehyun such a damaging character. 2H into 3 of these will do a sizeable chunk of damage and lead into a knockdown that can yield yet another combo into Charged Reverse Four Tiger's Sword

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

214K

  • Haehyun’s hurtbox alters when she lifts up her leg before the kick, so this move can go over low attacks if timed properly.
  • Can inflict varying knockdown momentum on air opponents depending on which portion of Falcon Kick's hitbox you strike them with.

One of Haehyun's primary neutral and movement tools because it can hit airborne opponents and go over lows; it is a tool you should use enough that it is always on your opponents mind, but not obviously enough that they consistently expect and punish it. Gains range and frame advantage when charged. Punishable on instant block, and since the primary move you string into 214K is f.S, which is not jump cancelable, varying your options in neutral instead of relying on 214K is important. Can have varying knockdown momentum on air opponents depending on which portion of Falcon Kick's hitbox you strike them with.


214[K]

  • Wall bounces on air hit

Combo staple and a way to force yourself into on timid opponents unwilling to contest you charging Falcon kick. Additionally, charging 214K is one way to throw off your opponent's instant block timing, which is key in preventing your opponent from neutralizing Falcon Kick's strengths in neutral

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
Charged


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

214[K]~1/4/7

  • First hit wall bounces

Keeps Haehyun’s leg up longer so she can evade lows with large amounts of active frames I.E. Ky 2D, but this move's slow startup ensures you won't be punishing them. All versions are overhead(on the first hit) and advantageous on block.


Charged 214[K]~1/4/7

  • First hit guard breaks blocking opponents

Can setup unblockables from Corner 5D combos

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


  • 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

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%]


  • 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

7 Frame Reversal Super.

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 2H after the clap.

Unblockable setups for this super can be intiated from corner 5D.

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%


  • 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.

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
  • [ ] 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 5D, but without the kanji.


Navigation


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.

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