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==Special Moves== | ==Special Moves== | ||
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{{#lsth:GGXRD-R2/Kum Haehyun/Data|Links}} | {{#lsth:GGXRD-R2/Kum Haehyun/Data|Links}} |
Revision as of 01:22, 29 May 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.