< GGXRD-R2 | Kum Haehyun
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==[[GGXRD-R2/ | ==[[GGXRD-R2/Frame Data|System Data]]== | ||
{{#lsth:GGXRD-R2/Kum Haehyun/Data|SystemData}} | {{#lsth:GGXRD-R2/Kum Haehyun/Data|SystemData}} | ||
<br clear | <br style="clear:both;"/> | ||
==Normal Moves== | ==Normal Moves== | ||
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{{FrameDataHeader-GGXRD-R2}} | |||
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{{AttackVersion|name=5P|subtitle=|rowspan=2}} | {{AttackVersion|name=5P|subtitle=|rowspan=2}} | ||
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{{AttackVersion|name=Ground Throw|subtitle=}} | {{AttackVersion|name=Ground Throw|subtitle=}} | ||
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{{AttackVersion|name=Tuning Ball (S) |subtitle=236S|rowspan=2}} | {{AttackVersion|name=Tuning Ball (S) |subtitle=236S|rowspan=2}} | ||
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{{FrameDataHeader-GGXRD-R2}} | |||
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{{AttackVersion|name=Enlightened 3000 Palm Strike |subtitle=236236H<br/>[236236D]|rowspan=2}} | {{AttackVersion|name=Enlightened 3000 Palm Strike |subtitle=236236H<br/>[236236D]|rowspan=2}} | ||
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{{FrameDataHeader-GGXRD-R2}} | |||
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{{AttackVersion|name=Sundering Chord |subtitle=During IK Mode: 236236H|rowspan=2}} | {{AttackVersion|name=Sundering Chord |subtitle=During IK Mode: 236236H|rowspan=2}} |
Revision as of 01:22, 29 May 2019
System Data
Normal Moves
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln | |||||||
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5P | |||||||||||||
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5K | |||||||||||||
c.S | |||||||||||||
f.S | |||||||||||||
5H | |||||||||||||
5D | |||||||||||||
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6P | |||||||||||||
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6K | |||||||||||||
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6H | |||||||||||||
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2P | |||||||||||||
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2K | |||||||||||||
2S | |||||||||||||
2H | |||||||||||||
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2D | |||||||||||||
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j.P | |||||||||||||
j.K | |||||||||||||
j.S | |||||||||||||
j.H | |||||||||||||
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j.D | |||||||||||||
j.2K | |||||||||||||
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Universal Mechanics
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln | |||||||
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Ground Throw | |||||||||||||
Air Throw | |||||||||||||
Dead Angle Attack | |||||||||||||
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Blitz Attack | |||||||||||||
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Blitz Attack Max Charge | |||||||||||||
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Special Moves
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln | |||||||
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Tuning Ball (S) 236S | |||||||||||||
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Tuning Ball (H) 236H | |||||||||||||
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Four Tigers Sword 623K | |||||||||||||
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Four Tigers Sword (Hold) 623[K] | |||||||||||||
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Four Tigers Sword (Hold Max) 623[K] | |||||||||||||
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Four Tigers Sword (Reverse Blue) 623[K]~1/4/7 | |||||||||||||
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Four Tigers Sword (Reverse Red) 623[K]~1/4/7 | |||||||||||||
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Falcon Dive (Blue) 214[K] | |||||||||||||
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Falcon Dive (Red) 214[K] | |||||||||||||
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Falcon Dive (Reverse Blue) 214[4K] | |||||||||||||
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Falcon Dive (Reverse Red) 214[4K] | |||||||||||||
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Air Falcon Dive j.214K | |||||||||||||
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Overdrives
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln | |||||||
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Enlightened 3000 Palm Strike 236236H [236236D] | |||||||||||||
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Celestial Tuning Ball 236236S | |||||||||||||
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Instant Kill
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln | |||||||
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Sundering Chord During IK Mode: 236236H | |||||||||||||
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Gatling Table
P | K | S | H | D | Cancel | |
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5P | 5P*, 2P*, 6P* | 5K*, 2K*, 6K* | c.S*, f.S*, 2S* | 5H*, 6H* | 5D, 2D* | Jump, Sp |
2P | 5P*, 2P, 6P* | 5K*, 2K*, 6K* | c.S*, f.S* | 5H* | 5D, 2D* | Sp |
6P | 5P*, 2P* | 5K*, 6K* | c.S*, f.S* | 5H* | 2D* | Sp |
5K | 5P*, 2P*, 6P* | 2K*, 6K* | c.S*, f.S*, 2S* | 5H* | 5D, 2D* | Jump, Sp |
2K | 5P*, 2P*, 6P* | 5K*, 6K* | c.S*, f.S*, 2S* | 5H*, 2H* | 5D, 2D* | Sp |
6K | - | - | - | - | - | Sp |
c.S | 5P*, 2P*, 6P* | 5K*, 2K*, 6K* | c.S*, f.S*, 2S* | 5H* | 5D, 2D* | Jump, Sp |
f.S | - | 6K* | 2S* | 5H* | - | Sp |
2S | 6P* | 6K* | c.S*, f.S* | 5H* | 2D | Sp |
5H | - | - | - | - | - | Jump (1st hit), Sp (1st hit) |
2H | - | - | - | - | - | Jump, Sp |
6H | - | - | - | - | - | - |
5D | - | - | - | - | - | Homing Jump, Homing Dash |
2D | - | - | - | - | - | Sp |
P | K | S | H | D | Cancel | |
---|---|---|---|---|---|---|
j.P | j.P | j.K | j.S | - | - | Sp |
j.K | - | - | - | - | - | Jump, Sp |
j.S | - | - | - | j.H | - | Sp |
j.H | - | - | - | - | - | Sp |
j.D | - | - | - | - | - | Sp |
j.2K | - | - | - | - | - | Sp |
- 5D can be only canceled into Homing Jump and Homing Dash on ground hit
- X* = X is a delayed gatling
- X = X is available on hit or block
- X[+] = X is available on whiff
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)
To edit frame data, edit values in GGXRD-R2/Kum Haehyun/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.