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[[File:GGXRD-R_Kum_Portrait.png| | [[File:GGXRD-R_Kum_Portrait.png|350x500px|center]] | ||
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||{{ | ||{{#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 | ||
;Play-style | |||
:Balanced | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</div> | </div> | ||
==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. | |||
Kum Haehyun is the | |||
===Strengths=== | <div class="center" style="width:auto; margin-left:auto; margin-right:auto;"> | ||
* Intuitive neutral pokes | === Strengths and Weaknesses === | ||
* Very high damage potential | ---- | ||
* Consistent 50/50 mixups on knockdown using Tuning Ball | {| | ||
* Strong, easy to use pressure and frame trap tools | |-style="text-align:left;" | ||
! Strengths !! Weaknesses | |||
|- style="vertical-align:top;text-align:left" | |||
| style="width: 50%;"| | |||
* 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. | * Can manipulate her projectiles, air momentum, and even her opponent's position. | ||
| 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. | ||
|- | |||
|} | |||
</div> | |||
=== 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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{{MoveData | {{MoveData | ||
|name=5P | |name=5P | ||
|image=GGXRD-R_Haehyun_5P.png | |image=GGXRD-R_Haehyun_5P.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|5P}} | |||
{{!}}- | |||
{{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). | |||
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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{{MoveData | {{MoveData | ||
|name=5K | |name=5K | ||
|image=GGXRD-R_Haehyun_5K.png | |image=GGXRD-R_Haehyun_5K.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|5K}} | |||
{{!}}- | |||
{{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. | |||
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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{{MoveData | {{MoveData | ||
|name=c.S | |name=c.S | ||
|image=GGXRD-R_Haehyun_cS.png | |image=GGXRD-R_Haehyun_cS.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|c.S}} | |||
{{!}}- | |||
{{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. | |||
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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{{MoveData | {{MoveData | ||
|name=f.S | |name=f.S | ||
|image=GGXRD-R_Haehyun_fS.png | |image=GGXRD-R_Haehyun_fS.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|f.S}} | |||
{{!}}- | |||
{{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! | |||
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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{{MoveData | {{MoveData | ||
|name=5H | |name=5H | ||
|image=GGXRD-R_Haehyun_5H.png | |image=GGXRD-R_Haehyun_5H.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|5H}} | |||
{{!}}- | |||
{{Description|6|text=*Hits overhead on the second hit | |||
*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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{{MoveData | {{MoveData | ||
|name=5D | |name=5D | ||
|image=GGXRD-R_Haehyun_5D.png | |image=GGXRD-R_Haehyun_5D.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|5D}} | |||
{{!}}- | |||
{{Description|6|text=*Can negate 1 projectile hit during the startup frames where the Red Kanji is present | |||
*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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{{MoveData | {{MoveData | ||
|name=2P | |name=2P | ||
|image=GGXRD-R_Haehyun_2P.png | |image=GGXRD-R_Haehyun_2P.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|2P}} | |||
{{!}}- | |||
{{Description|6|text=Haehyun’s fastest normal, and her only chainable button, making it useful for the usual: Instant Block punishes, Abare, and the like. In combos you generally only use it for easier 2D confirms and continuing air combos from the ground(IAD combo confirms, corner 6H CH). | |||
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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{{MoveData | {{MoveData | ||
|name=2K | |name=2K | ||
|image=GGXRD-R_Haehyun_2K.png | |image=GGXRD-R_Haehyun_2K.png |caption=2K2HS | ||
|caption= | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|2K}} | |||
{{!}}- | |||
{{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. | |||
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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{{MoveData | {{MoveData | ||
|name=2S | |name=2S | ||
|image=GGXRD-R_Haehyun_2S.png | |image=GGXRD-R_Haehyun_2S.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|2S}} | |||
{{!}}- | |||
{{Description|6|text=Useful move for pressuring opponents on okizeme and in blockstrings, in addition to being a decent low poke. It only combos into 214K from close range or on CH, but can link into 2D or f.S. | |||
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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{{MoveData | {{MoveData | ||
|name=2H | |name=2H | ||
|image=GGXRD-R_Haehyun_2H.png | |image=GGXRD-R_Haehyun_2H.png |caption=Donkey's Party Starter | ||
|caption=Donkey's Party Starter | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|2H}} | |||
{{!}}- | |||
{{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. | |||
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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{{MoveData | {{MoveData | ||
|name=2D | |name=2D | ||
|image=GGXRD-R_Haehyun_2D.png | |image=GGXRD-R_Haehyun_2D.png |caption=It's good that this is a robot suit, or he would never have kids | ||
|caption= | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|2D}} | |||
{{!}}- | |||
{{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. | |||
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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{{MoveData | {{MoveData | ||
|name=j.P | |name=j.P | ||
|image=GGXRD-R_Haehyun_jP.png | |image=GGXRD-R_Haehyun_jP.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|j.P}} | |||
{{!}}- | |||
{{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 | |||
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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{{MoveData | {{MoveData | ||
|name=j.K | |name=j.K | ||
|image=GGXRD-R_Haehyun_jK.png | |image=GGXRD-R_Haehyun_jK.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|j.K}} | |||
{{!}}- | |||
{{Description|6|text=Has a decent hit box but doesn't chain into any other aerial normal, relegating its use to mostly combo fodder as it is Haehyun's only jump cancelable air normal. However it has a good horizontal hitbox so it can be used to air-to-air quite effectively, and on counter hit it can be comboed into j.214k, netting you a combo. | |||
Has a decent hit box but doesn't chain into any other aerial normal, relegating its use to combo fodder | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=j.S | |name=j.S | ||
|image=GGXRD-R_Haehyun_jS.png | |image=GGXRD-R_Haehyun_jS.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|j.S}} | |||
{{!}}- | |||
{{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. | |||
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. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=j.H | |name=j.H | ||
|image=GGXRD-R_Haehyun_jH.png | |image=GGXRD-R_Haehyun_jH.png |caption=Welcome to Earth | ||
|caption=Welcome to Earth | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|j.H}} | |||
{{!}}- | |||
{{Description|6|text=*Provides a knockdown for air combos from any height | |||
*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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{{MoveData | {{MoveData | ||
|name=j.D | |name=j.D | ||
|image=GGXRD-R_Haehyun_jD.png | |image=GGXRD-R_Haehyun_jD.png |caption=Taco | ||
|caption=Taco | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|j.D}} | |||
{{!}}- | |||
{{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. | |||
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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{{MoveData | {{MoveData | ||
|name=6P | |name=6P | ||
|image=GGXRD-R_Haehyun_6P.png | |image=GGXRD-R_Haehyun_6P.png |caption=Why yes Terry, I am ok... | ||
|caption=Why yes Terry, I am ok... | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|6P}} | |||
{{!}}- | |||
{{Description|6|text=*1-6 Upper body invul 7-18 Above Knee Invul | |||
*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. | ||
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. | 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. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=6K | |name=6K | ||
|image=GGXRD-R_Haehyun_6K.png | |image=GGXRD-R_Haehyun_6K.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|6K}} | |||
{{!}}- | |||
{{Description|6|text=*Staggers on normal hit | |||
*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. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=6H | |name=6H | ||
|image=GGXRD-R_Haehyun_6H.png | |image=GGXRD-R_Haehyun_6H.png |caption=A read Joseph Joestar would be proud of. | ||
|caption=A read Joseph Joestar would be proud of. | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|6H}} | |||
{{!}}- | |||
{{Description|6|text=*Groundslides opponent on CH midscreen | |||
*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. | ||
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{{MoveData | {{MoveData | ||
|name=j.2K | |name=j.2K | ||
|image=GGXRD-R_Haehyun_j2K.png | |image=GGXRD-R_Haehyun_j2K.png |caption=Goomba Stomp | ||
|caption=Goomba Stomp | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|j.2K}} | |||
{{!}}- | |||
{{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. | |||
*As of 2.10, When it makes contact with the opponent, Kum can choose which way to move with forward and backwards inputs }} | |||
*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. }} | |||
}} | }} | ||
Line 577: | Line 339: | ||
{{MoveData | {{MoveData | ||
|name=Ground Throw | |name=Ground Throw | ||
|image=GGXRD-R_Haehyun_GroundThrow.png | |image=GGXRD-R_Haehyun_GroundThrow.png |caption=Nice Topspin | ||
|caption=Nice Topspin | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|Ground Throw}} | |||
{{!}}- | |||
{{Description|6|text=*65% Forced Proration | |||
*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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{{MoveData | {{MoveData | ||
|name=Air Throw | |name=Air Throw | ||
|image=GGXRD-R_Haehyun_AirThrow.png | |image=GGXRD-R_Haehyun_AirThrow.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|Air Throw}} | |||
{{!}}- | |||
{{Description|6|text=*65% Forced Proration | |||
*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 635: | Line 373: | ||
{{MoveData | {{MoveData | ||
|name=Dead Angle Attack | |name=Dead Angle Attack | ||
|image=GGXRD-R_Haehyun_5K.png | |image=GGXRD-R_Haehyun_5K.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|DAA}} | |||
{{!}}- | |||
{{Description|6|text=*Fully invulnerable from frames 1-22 | |||
*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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{{MoveData | {{MoveData | ||
|name=Blitz Attack | |name=Blitz Attack | ||
|image=GGXRD-R_Haehyun_BlitzAttack.png | |image=GGXRD-R_Haehyun_BlitzAttack.png |caption=Why shine with just one finger? | ||
|caption=Why shine with just one finger? | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Uncharged }} | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|Blitz Attack }} | |||
{{!}}- | |||
{{AttackVersion|name=Max Charge}} | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|Blitz Attack Max Charge }} | |||
{{!}}- | |||
{{Description|7|text=*Partial charge version causes horizontal blowback on hit, wall sticks in corner. | |||
{{ | |||
*Partial charge version causes horizontal blowback on hit, wall sticks in corner. | |||
*Max charge version (and partial charge on Counter Hit) crumples on ground hit, floats and wall sticks in corner on air hit. | *Max charge version (and partial charge on Counter Hit) crumples on ground hit, floats and wall sticks in corner on air hit. | ||
*Steals a small amount of Burst Gauge on hit. | *Steals a small amount of Burst Gauge on hit. | ||
Line 711: | Line 411: | ||
|name=Tuning Ball | |name=Tuning Ball | ||
|image=GGXRD-R_Haehyun_TuningBall.png | |image=GGXRD-R_Haehyun_TuningBall.png | ||
|input=236S/H | |input=236S/H |caption=Can move ball with {{4}} and {{6}} | ||
|caption=Can move ball with {{4}} and {{6}} | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=S}} | |||
| | {{#lsth:GGXRD-R2/Kum Haehyun/Data|236S}} | ||
{{!}}- | |||
{{AttackVersion|name=H}} | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|236H}} | |||
{{!}}- | |||
{{!}}- | |||
{{Description|7|text='''236S''' | |||
| | |||
'''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 763: | Line 438: | ||
{{MoveData | {{MoveData | ||
|name=Four Tigers Sword | |name=Four Tigers Sword | ||
|image=GGXRD-R_Haehyun_FourTigersSword.png | |image=GGXRD-R_Haehyun_FourTigersSword.png |caption=Anti Air | ||
|caption=Anti Air | |image2=GGXRD-R_Haehyun_FourTigersSwordCharged.png |caption2=Hold button to slide on the ground before jump kicking | ||
|image2=GGXRD-R_Haehyun_FourTigersSwordCharged.png | |||
|caption2=Hold button to slide on the ground before jump kicking | |||
|input=623K | |input=623K | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Normal }} | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|623K }} | |||
{{!}}- | |||
{{AttackVersion|name=Charged}} | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|623[K] }} | |||
{{!}}- | |||
{{AttackVersion|name=Max}} | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|623[K] Max }} | |||
{{!}}- | |||
{{Description|7|text='''623K''' | |||
}} | |||
'''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 834: | Line 468: | ||
|name=Four Tigers Sword (Reverse) | |name=Four Tigers Sword (Reverse) | ||
|image=GGXRD-R_Haehyun_FourTigersSwordReverse.png | |image=GGXRD-R_Haehyun_FourTigersSwordReverse.png | ||
|input=623[K]~1/4/7 | |input=623[K]~1/4/7 |caption=Galactic Punt ver.β | ||
|caption=Galactic Punt ver.β | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Normal }} | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|623[K]~4}} | |||
{{!}}- | |||
{{AttackVersion|name=Charged}} | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|623[K]~4 Red}} | |||
{{!}}- | |||
{{Description|7|text='''623[K]~1/4/7''' | |||
'''623[K]~1/4/7''' | |||
*1~4 Upper Body invulnerability, 5~17 Above Knee invulnerability extended up to 29 on button hold | *1~4 Upper Body invulnerability, 5~17 Above Knee invulnerability extended up to 29 on button hold | ||
*Wall bounces on hit | *Wall bounces on hit | ||
Line 887: | Line 495: | ||
|name=Falcon Dive | |name=Falcon Dive | ||
|image=GGXRD-R_Haehyun_FalconDive.png | |image=GGXRD-R_Haehyun_FalconDive.png | ||
|input=214K | |input=214K |caption=Hayabusa | ||
|caption=Hayabusa | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Normal }} | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|214[K] }} | |||
{{!}}- | |||
{{AttackVersion|name=Charged}} | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|214[K] Red}} | |||
{{!}}- | |||
{{Description|7|text='''214K''' | |||
'''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 943: | Line 524: | ||
|name=Falcon Dive (Reverse) | |name=Falcon Dive (Reverse) | ||
|image=GGXRD-R_Haehyun_FalconDiveReverse.png | |image=GGXRD-R_Haehyun_FalconDiveReverse.png | ||
|input=214[K]~1/4/7 | |input=214[K]~1/4/7 |caption= | ||
|caption= | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Normal }} | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|214[4K] }} | |||
{{!}}- | |||
{{AttackVersion|name=Charged}} | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|214[4K] Red }} | |||
{{!}}- | |||
{{Description|7|text='''214[K]~1/4/7''' | |||
'''214[K]~1/4/7''' | |||
*First hit wall bounces | *First hit wall bounces | ||
Keeps Haehyun’s leg up longer so she can evade lows with large amounts of active frames I.E. Ky 2D, but this move's slow startup ensures you won't be punishing them. All versions are overhead(on the first hit) and advantageous on block. | Keeps Haehyun’s leg up longer so she can evade lows with large amounts of active frames I.E. Ky 2D, but this move's slow startup ensures you won't be punishing them. All versions are overhead(on the first hit) and advantageous on block. | ||
Line 989: | Line 544: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Air Falcon Dive</font>====== | ======<font style="visibility:hidden" size="0">Air Falcon Dive</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Air Falcon Dive | |name=Air Falcon Dive | ||
|image=GGXRD-R_Haehyun_AirFalconDive.png | |image=GGXRD-R_Haehyun_AirFalconDive.png | ||
|input=j.214K | |input=j.214K |caption=Axe Kick; Can guide trajectory with {{4}} and {{6}} | ||
|caption=Axe Kick; Can guide trajectory with {{4}} and {{6}} | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|j.214K }} | |||
{{!}}- | |||
{{Description|6|text=*Additional untech time on counterhit | |||
*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 1,022: | Line 566: | ||
|name=Enlightened 3000 Palm Strike | |name=Enlightened 3000 Palm Strike | ||
|image=GGXRD-R_Haehyun_Enlightened3000PalmStrike.png | |image=GGXRD-R_Haehyun_Enlightened3000PalmStrike.png | ||
|input=236236H<br/>[236236D] | |input=236236H<br/>[236236D] |caption=Many palms, one strike. | ||
|caption=Many palms, one strike. | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|236236H}} | |||
{{!}}- | |||
{{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 1,058: | Line 590: | ||
|name=Celestial Tuning Ball | |name=Celestial Tuning Ball | ||
|image=GGXRD-R_Haehyun_CelestialTuningBall.png | |image=GGXRD-R_Haehyun_CelestialTuningBall.png | ||
|input=236236S | |input=236236S |caption=Can move the ball with {{8}}{{2}}{{4}}{{6}} | ||
|caption=Can move the ball with {{8}}{{2}}{{4}}{{6}} | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|236236S}} | |||
{{!}}- | |||
{{Description|6|text=*Fully invulnerable frames 1-8 | |||
*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 1,089: | Line 609: | ||
{{MoveData | {{MoveData | ||
|name=Sundering Chord | |name=Sundering Chord | ||
|image=GGXRD-R_Haehyun_SunderingChord.png | |image=GGXRD-R_Haehyun_SunderingChord.png |caption= | ||
|caption= | |||
|image2=GGXRD-R_Haehyun_SunderingChord2.png | |image2=GGXRD-R_Haehyun_SunderingChord2.png | ||
|image3=GGXRD-R_Haehyun_SunderingChord3.png | |image3=GGXRD-R_Haehyun_SunderingChord3.png | ||
|image4=GGXRD-R_Haehyun_SunderingChord4.png | |image4=GGXRD-R_Haehyun_SunderingChord4.png | ||
|input=In IK Mode: 236236H | |input=In IK Mode: 236236H | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|IK}} | |||
{{!}}- | |||
{{Description|6|text=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | |||
*IK Mode Activation: 84F [5F+5F] | *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== | |||
{{ | {{#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]] | [[Category: Guilty Gear Xrd REV 2]] | ||
[[Category: | [[Category:Kum Haehyun]] |
Revision as of 19:16, 15 April 2019
Kum Haehyun |
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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 |
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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
5K
5K |
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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.
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c.S
c.S |
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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.
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f.S
f.S |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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.
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2D
2D |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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.
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Universal Mechanics
Ground Throw
Ground Throw |
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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 |
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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 |
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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 |
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Special Moves
Tuning Ball
Tuning Ball 236S/H |
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Four Tigers Sword
Four Tigers Sword 623K |
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Four Tigers Sword (Reverse)
Four Tigers Sword (Reverse) 623[K]~1/4/7 |
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Falcon Dive
Falcon Dive 214K |
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Falcon Dive (Reverse)
Falcon Dive (Reverse) 214[K]~1/4/7 |
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Air Falcon Dive
Air Falcon Dive j.214K |
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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] |
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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 |
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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 |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.