GGXRD-R2/Kum Haehyun/Combos

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 Kum Haehyun


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

Beginner Combos

Basic Knockdown into Set PlayGetting to the win condition
Very Easy

2P > 2P > 2D > 236H set play
Combo out of mash into okizeme. Cancel the 2D into red Tuning BallGGXRD-R Haehyun TuningBall.pngGuardAllStartup38RecoveryTotal: 69Advantage+22. Kum can mash 2P up to four times if very close to the opponent. Adding 2Ps to this combo makes it easier to visually confirm if your 2P mash worked, as ending a block string with 2D can be problematic and make your follow-ups predictable. If you know your first 2P is going to punish the opponent, you don't need to add more 2Ps and you can go directly into 2D.

Red Tuning Ball oki can get pretty advanced but as a start just focus on steering the tuning ball to hit behind the opponent so they get pushed back towards Kum.


Basic PokePoke turned lethal with RC
Very Easy

f.S > 214K
Basic mid-range combo off a poke. Not rewarding unless you have meter. If you do, you can RC the Hayabusa (214K)GGXRD-R Haehyun FalconDive.pngGuardMidStartup13-41Recovery18Advantage-5, run up and do kick loops. 2S also works as a starter here on CH and is generally a safer poke in footsies, though it has less range. You can cancel f.S into blue Tuning BallGGXRD-R Haehyun TuningBall.pngGuardAllStartup12RecoveryTotal: 48Advantage-16 instead of Hayabusa to mix-up an opponent who blocks your far slashes and waits to block a Hayabusa.


Basic Air ComboFundamental Combo Ender
Very Easy

2H > jc, j.P > j.P > j.S > j.H > land 236H set play
A simple air combo, but variations of the same route are used as enders in more advanced combos. The main goal behind this route is to get a knockdown with j.H and setup a red Tuning BallGGXRD-R Haehyun TuningBall.pngGuardAllStartup38RecoveryTotal: 69Advantage+22. j.H only guarantees a knockdown if the opponent is relatively low to the ground so longer combos like j.PPPK j.PPSH are not preferred.


Basic Corner ComboKeeping the Corner
Easy

2H > 623[K], 5P > jc, j.P > j.S > j.H > land 236S set play
A simple corner combo that routes into the air combo ender. Only charge 623[K] very slightly. Enough to get the wall bounce but not too much that the opponent flies out of the corner. It's usually not safe to go for a red Tuning BallGGXRD-R Haehyun TuningBall.pngGuardAllStartup38RecoveryTotal: 69Advantage+22 in this route so it ends with a blue Tuning Ball instead to give enough time to walk out of throw range.

Core Combos

Kick LoopTHE combo
Hard

2H > (623[K]~4 Red)x3 > j.P > j.S > j.H
Fundamental damage combo featuring Red ShinkenGGXRD-R Haehyun FourTigersSwordReverse.pngGuardMidStartup12-24Recovery24Advantage-11. Kum goes into 2H after mixing the opponent up by confirming a mixup option (usually 5H or 6K) into a red Tuning Ball. It's also possible to go into 2H off of something like 214K RC. Shinken does high damage, generates a lot of meter, and loops back into another knockdown after the air combo. The "kick loop" is nearly universal and key to Kum's gameplan.

Aside from things that can route straight into a grounded 2H which will generally always convert as long as it's not too far into a combo, there are many other starters that can route directly into a kick loop:

  • 6P (grounded or CH anti-air)
  • CH 2H[2] anti-air (trade or not)
  • red hayabusa CH
  • red hayabusa against air opponent
  • overhead hayabusa
  • CH blue shinken


2D Blue ShinkenDamage vs setplay
Hard

2P > 2P > 2D > 623[K]~4, j.P > j.S > j.H
This can be a better option than 2P > 2P > 2D directly into red Tuning Ball against characters that have weak reversal options, or if you value more damage. There are more complex routes, but the basic theory of blue kick after 2D instead of setting up your oki is trading more damage for worse setplay.

Advanced Combos

Shi-ShinkenThe best kind of bug
Very Hard

c.S > 2D > 623[K] (slight charge) > ]K[~4[K], j.P > j.S > j.H
A glitch allows Kum to cancel the first few frames of the charge 623[K] (grandpa viper) into charged Shinken. This technique, called Shi-Shinken, is key to Kum's higher damaging combos.

Midscreen, this can be used to similar effect as the 2D Blue Shinken combo weakening Kum's okizeme further for even more damage.

Shi-ShinkenThe best kind of bug
Very Hard

c.S > 2D > 623[K] (slight charge) > ]K[~4[K] Red, j.P > j.S > j.H
A glitch allows Kum to cancel the first few frames of 623[K] (grandpa viper) into 623[K]~4 (Shinken). This technique, called Shi-Shinken, is key to Kum's higher damaging combos.

Kum can use Shi-Shinkens to route into a Red Shinken in the corner when it would otherwise not be possible. Although this won't convert to a full kick loop, it deals reasonably high damage and sets up workable Tuning Ball oki with the opponent midscreen, setting up for a full kick loop at the next opportunity. If the opponent's health is lower it'll usually be better to use a different combo that keeps them in the corner where Kum's pressure game is stronger and the full damage from a kick loop won't be necessary to KO the opponent.

Shi-ShinkenThe best kind of bug
Very Hard

2H > 623[K]~4 Red > 623[K]~4 Red > microdash > 623[K] (slight charge) > ]K[~4[K] Red, j.P > j.S > j.H
A glitch allows Kum to cancel the first few frames of the charge 623[K] (grandpa viper) into charged Shinken. This technique, called Shi-Shinken, is key to Kum's higher damaging combos.

Shi-Shinkens add damage potential to every kick loop against normal and heavy weight characters by adding a Shi-Shinken to the last red kick. By microdashing into position where 623[K] connects with the opponent from behind it will knock the opponent up and over Kum keeping them in range for a Red Shinken.

It is also incredibly potent against Potemkin, as it allows you to get multiple extra high-damage kicks every rep of the kick loop. You can omit a microdash if you get near corner and already have the position where the 623[K] connects just behind Kum. Check the Kum Haehyun Tech Grimoire link below for more info on this combo and how to do it.


Shi-Shinken WhiffCorner optimization tool
Very Hard

Dash momentum c.S > c.S > 2D > 623[K] (slight charge) > ]K[~4[K] Whiff, 2H > jc > j.P > j.P > j.S > j.H
A more advanced use of the Shi-Shinken. Cancelling into a whiffed Shinken Reverse effectively shortens the recovery of a slight charge regular Shinken (623[K]), opening up new combo routes in the corner. These routes are very character specific being hugely reliant on precise spacing. A Shi-Shinken whiff can be setup with grounded 2D or 2H, as well as from most normals on air hit.

These routes are a big part of Haehyun's optimal corner combo theory due to its versatility in allowing big damage while still keeping the opponent cornered and juggled low enough so that the air combo ender can still setup reasonable red ball oki.

The example route works against most of the cast unmodified, but the grounded 2D route in general does not work against Zato, Potemkin, and Johnny.

Combo List

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
___ starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 2P > 2P > 2D Anywhere ? ~10 ? Very Easy Combo out of mash into okizeme. Cancel the 2D into red ball. Kum can mash 2P up to four times if very close to the opponent. Adding 2Ps to this combo makes it easier to visually confirm if your 2P mash worked, as ending a blockstring with 2D can be problematic and make your follow-ups predictable. If you know your first 2P is going to punish the opponent, you don't need to add more 2Ps and you can go directly into 2D.
2 f.S > blue hayabusa Anywhere ? ~10 ? Very Easy Basic mid-range combo off a poke. Not rewarding unless you have meter. If you do, you can RC the hayabusa, run up and do 2HS kickloops. 2S also works as a starter here on CH and is generally a safer poke in footsies, though it has less range. You can cancel f.S into blue ball instead of hayabusa to mix-up an opponent who blocks your far slashes and waits to block a hayabusa.
3 2HS > red shinken x3 > j.P > j.S > j.H Mid-Screen ? ~50 ? Hard Fundamental damage combo. Kum goes into 2HS after mixing the opponent up by confirming a mixup option (usually 5HS or 6K) into a redball. It's also possible to go into 2HS off of something like hayabusa RC. Shinken does high damage, generates a lot of meter, and loops back into another knockdown after the air combo. The "kick loop" is nearly universal and key to Kum's gameplan.
4 CH blue hayabusa > 2HS > red shinken > red shinken > red shinken > j.P > j.S > j.H Mid-Screen ? ~50 ? Hard Both counterhit and 50 meter to RC turn hayabusa from a not-so-threatening neutral option, to incredibly scary. This combo forces the opponent to respect the blue version, which makes it easier to charge hayabusa all the way to red and get plus frames if they block, or a massive payout if they get hit or counterhit. This combo is spacing dependent and the 2HS is likely to whiff if you hit the hayabusa at max range. It is more likely to whiff on some light characters with small hurtboxes, like Jam and Elphelt.
5 5D6 > 6HS x3 > c.S > run up while opponent slides down > c.S > 2S > 2D Corner ? ~20 ? Easy Corner dust combo. Kum is one of the few characters in all of fighting games that does significantly worse damage in the corner than at mid-screen. If you get an RC from hayabusa or if you open the opponent up during your okizeme, it's simple to go into 5D. There are more complicated combos that do better damage than this which can be very character specific. You can find some examples in the Resource Dump.
6 2P > 2P > 2D > blue shinken > j.P > j.S > j.H Mid-Screen ? ~25 ? Hard This can be a better option than 2P2P2D directly into red ball against characters that have weak reversal options, or if you value more damage. There are more complex routes, but the basic theory of blue kick after 2D instead of setting up your oki is trading more damage for worse setplay.
7 2HS red shinken > microdash > 623[K] (slight charge) > red shinken > microdash > 623[K] (slight charge) > red shinken > j.P > j.S > j.H Mid-Screen & Near Corner 280 ~65 Potemkin Very Hard A glitch allows Kum Haehyun to cancel the first few frames of the charge 623[K] (grandpa viper) into charged shinken. This combo, called shishinken, adds damage potential to every kick loop against normal and heavy weight characters by adding a shishinken to the last red kick. It is also incredibly potent against Potemkin, as it allows you to get two or three extra high-damage kicks. You can omit a microdash if you get near corner and already have the position where the 623[K] hits just behind Kum. Check the Kum Haehyun Tech Grimoire link below for more info on this combo and how to do it.
8 Throw > 214[K] > 214K4 > 623[K]4 > red shinken > shishinken > j.S > j.H > Land 236S Anywhere, away from the corner 187 ~-40 All Hard Throw RRC away from the corner gives Kum enough time to charge red hayabusa, which itself gives enough time to land her rarely used reverse hayabusa.

Useful for those who aren't confident in doing Kum's whiff shishinken and other corner conversions, and would rather take the game back to midscreen. Tested on Potemkin, Sol and Millia, with differing positional adjustments for each.

Combo Theory

The kick loop is key to almost everything Kum Haehyun wants to do. It's incredibly straightforward (any good hit > three red shinkens), works on every character in the game (except Potemkin, who Kum gets an EVEN BETTER combo against), deals an insane amount of damage and generates a ton of meter, and then loops back into red ball okizeme to get more kick loops. Through this lens, Kum Haehyun has one of the most simple gameplans in all of Xrd. Get the knockdown, do your oki, get a kick loop. Some ways to get into a kick loop:

  • red ball oki
  • hayabusa RC 2HS
  • 6P anti-air (CH trade)
  • CH 2HS[2] anti-air (trade or not)
  • CH hayabusa 2HS
  • red hayabusa CH
  • red hayabusa against air opponent
  • overhead hayabusa
  • CH blue shinken
  • 5HS RC 2HS
  • 6K 2HS

Don't do throw > RC kickloop unless it will kill. You're better off using the meter in other ways, and the damage is highly prorated. Plus, you won't get the meter you want from the majority of the kicks.

Unfortunately, the kick loop only works at mid-screen. Despite this, you should still fight for corner position since it makes your pressure much stronger. If you have the opponent in the corner, it's unlikely they're at full-health anyway.

Video Examples

The ONLY Kum Haehyun combo you need (Kick Loop Tutorial) - Clear explanation of the input and timing involved with landing Kum's kick loop.
Kum Haehyun Tech Grimoire - Made prior to Rev2.1, but still a very good resource. The main change from the patch was that Haehyun's j.H no longer knocks down from any height, meaning her air combos after shinken must be shorter and lower. If you double jump, you won't be able to knock down with j.H.

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