GGXRD-R2/Kum Haehyun/Frame Data

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 Kum Haehyun


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.


Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Kum Haehyun x0.97 2 3F [94] Super Heavy 16F (1~9F invuln) 32 22F 27F

Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 16 6 7 Mid 1 SJ 264 5 4 9 -2
5K 22 10 7 Initial: 90% Mid 2 SJ 264 7 5 11 -2
c.S 30 10 6 Mid 3 SJ 384 6 5 9 +3
f.S 32 10 6 Initial: 90% Mid 3 S 384 9 3 22 -8
5H 28×2 14 6 Initial: 100%, 90% Mid, High 4 SJ, - 384 9 5 (3) 5 14 0
5D 33 20 20 Initial: 80% High 4 SJ, - 384 26 5 12 +2
6P 30 14 6 Initial: 85% Mid 3 S 264 13 6 15 -4 1~6F Upper Body
7~18F Above Knees
6K 38 10 6 Initial: 85% Low 4 S 384 14 5 12 +2
6H 45 20 6 Initial: 70% Mid 4 384 7 6 36 -23
2P 12 3 8 Initial: 80% Mid 0 CS 144 4 3 6 +1
2K 18 3 8 Initial: 80% Low 0 S 144 6 3 6 +1
2S 28 10 7 Initial: 90% Low 2 S 264 8 3 12 -1
2H 26×2 14 6 Initial: 90% Mid 4 SJ 384 8 2, 5 18 -4
2D 34 10 7 Initial: 90% Low 2 S 264 7 6 15 -7
j.P 16 6 7 High/Air 1 CS 264 6 5 6
j.K 20 6 7 High/Air 1 SJ 264 7 11 9
j.2K 28 10 7 Initial: 80% High/Air 2 S 264 5 5 10 -1
j.S 30 10 7 Initial: 90% High/Air 2 S 264 9 4 22
j.H 50 14 6 High/Air 3 S 384 8 8 28
j.D 32 14 6 Initial: 80% High/Air 3 S 384 12 4 15/4 after landing

Universal Mechanics

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw 0,68 NA 6, 0 Forced: 65% Ground Throw: 88750 0,264 1 +59
Air Throw 0,68 NA 6, 0 Forced: 65% Air Throw: 192500 0,264 1
DAA 25 10 7 Initial: 50% All 2 -5000/264 12 11 15 -12 1~22F Full
Blitz 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2 1~Button release: Blitz
[Blitz] 50 Mid 4 50+13 3 20 +5 1~50F: Blitz

Special Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236S 30 2 7 Initial: 85% All 2 120/200 12 147 Total: 48 -16
236H 26×3 2 6 Initial: 85% All 4 120/225 38 140 Total: 69 +22
623K 44 20 6 Initial: 85% Mid 4 480/225 8 14 20 + 8 landing -23 1~4F Upper Body
5~7F Above Knees
8~15F All
623[K] 9 × (1-4), 44 10×n,+20 1×n,6 Initial: 80%* Low × (1-3), Mid 2 × (1-4), 4 120×n, 720/225 15 2 (6) 2 (6) 2 (6) 2 (5) 15 19 + 8 Landing -23 1~4F Upper Body
5~42F Above Knees
45~57F All
623[K] Max 9×(5-6), 15×3, 30 10×n,20×4 1×n,6×4 Initial: 80%* Low×(4-6), Mid×4 2×(4-6), 4×4 20×n, 360×4/225 14 2 (6) 2 (6) 2 (6) 2 (6) 2 (6) 2 (5) 6 (6) 3 (9) 3 (6) 3 32 + 8 Landing -45 1~4F Upper Body
5~60 Above Knees
61~66F All
623[K]~4 45 20 6 Forced: 70% Mid 4 720/225 12-24 6 24 -11 1~4F Upper Body
5~11F Above Knees
12~17F All
623[K]~4 Red 60 20 6 Initial: 70% Mid 4 720/225 25-61 6 24 -11 1~4F Upper Body
5~60F Above Knees
61~66F All
214[K] 44 10 6 Initial: 80% Mid 4 720/225 13-41 6 18 -5
214[K] Red 44 20 6 Initial: 80% Mid 4 720/225 40-71 5 11 +3
214[4K] 60, 50 20,14 6×2 Initial: 70%, 100% High, All 4, 3 720/225 30-80 1 (9) 6 20 +5
214[4K] Red 70, 50 20,14 6×2 Initial: 70%, 100% High, All 4, 3 720/225 81-154 1 (9) 6 20 +5
j.214K 40 14 10 Initial: 90% All 3 720/225 21 Until Landing 10 Landing +1

Overdrives

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H 0, 100
[0,125]
20 1, 6 1st hit Forced: 60%
2nd hit Initial: 60%
Mid 0, 4 -5000/0 6+1-151 2 41 -24 1~8F All
236236S 24×5 2 6 Initial 85% All 3 -5000/0 20+5 231 Total: 20+21 +59 20F Full

Instant Kill

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H DESTROY 14 6 All 3 9+13
[5+10]
4 32 -19 9~25F All
[5~18F All]

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD-R Haehyun 5P.pngGuardMidStartup5Recovery9Advantage-2 5P[*][+], 2P[*][+], 6P[*][+] 5K[*][+], 2K[*][+], 6K[*] c.S[*], f.S[*], 2S[*] 5H[*], 6H[*] 5D, 2D[*] Jump, Special, Super
2PGGXRD-R Haehyun 2P.pngGuardMidStartup4Recovery6Advantage+1 5P[*][+], 2P[+], 6P[*] 5K[*], 2K[*], 6K[*] c.S[*], f.S[*] 5H[*] 5D, 2D[*] Special, Super
6PGGXRD-R Haehyun 6P.pngGuardMidStartup13Recovery15Advantage-4 5P[*], 2P[*] 5K[*], 6K[*] c.S[*], f.S[*] 5H[*] 2D[*] Special, Super
5KGGXRD-R Haehyun 5K.pngGuardMidStartup7Recovery11Advantage-2 5P[*], 2P[*], 6P[*] 2K[*], 6K[*] c.S[*], f.S[*], 2S[*] 5H[*] 5D, 2D[*] Jump, Special, Super
2KGGXRD-R Haehyun 2K.pngGuardLowStartup6Recovery6Advantage+1 5P[*], 2P[*], 6P[*] 5K[*], 6K[*] c.S[*], f.S[*], 2S[*] 5H[*], 2H[*] 5D, 2D[*] Special, Super
6KGGXRD-R Haehyun 6K.pngGuardLowStartup14Recovery12Advantage+2 - - - - - Special, Super
c.SGGXRD-R Haehyun cS.pngGuardMidStartup6Recovery9Advantage+3 5P[*], 2P[*], 6P[*] 5K[*], 2K[*], 6K[*] c.S[*], f.S[*], 2S[*] 5H[*] 5D, 2D[*] Jump, Special, Super
f.SGGXRD-R Haehyun fS.pngGuardMidStartup9Recovery22Advantage-8 - 6K[*] 2S[*] 5H[*] - Special, Super
2SGGXRD-R Haehyun 2S.pngGuardLowStartup8Recovery12Advantage-1 6P[*] 6K[*] c.S[*], f.S[*] 5H[*] 2D[*] Special, Super
5HGGXRD-R Haehyun 5H.pngGuardMid, HighStartup9Recovery14Advantage0 - - - - - Jump (1st hit), Special (1st hit), Super (1st hit)
2HGGXRD-R Haehyun 2H.pngGuardMidStartup8Recovery18Advantage-4 - - - - - Jump, Special, Super
6HGGXRD-R Haehyun 6H.pngGuardMidStartup7Recovery36Advantage-23 - - - - - -
5DGGXRD-R2 Haehyun 5D.pngGuardHighStartup26Recovery12Advantage+2 - - - - - Homing Jump, Homing Dash
2DGGXRD-R Haehyun 2D.pngGuardLowStartup7Recovery15Advantage-7 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD-R Haehyun jP.pngGuardHigh/AirStartup6Recovery6Advantage- j.P j.K j.S - - Special
j.KGGXRD-R Haehyun jK.pngGuardHigh/AirStartup7Recovery9Advantage- - - - - - Jump, Special
j.2KGGXRD-R Haehyun j2K.pngGuardHigh/AirStartup5Recovery10Advantage-1 - - - - - Special
j.SGGXRD-R Haehyun jS.pngGuardHigh/AirStartup9Recovery22Advantage- - - - j.H - Special
j.HGGXRD-R Haehyun jH.pngGuardHigh/AirStartup8Recovery28Advantage- - - - - - Special
j.DGGXRD-R Haehyun jD.pngGuardHigh/AirStartup12Recovery15/4 after landingAdvantage- - - - - - Special
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
X[*] = X is a delayed gatling

Navigation

 Kum Haehyun


To edit frame data, edit values in GGXRD-R2/Kum Haehyun/Data.
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