< GGXRD-R2 | Kum Haehyun
System Data
Defense Modifier: x0.97
Guts Rating: 2
Weight: Super Heavy
Stun Resistance: 70
Prejump:
Backdash Time 16F / Invul: 1-9F
Wakeup (Face Up/Down): /
Normal Moves
Version | 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 | 16 | - | -7/+6 | - | 1 | Mid | SJ | YRP | 5 | 4 | 9 | -2 | - | Click! |
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5K | 22 | - | -7/+10 | Initial: 90% | 2 | Mid | SJ | YRP | 7 | 5 | 11 | -2 | - | Click! |
c.S | 30 | - | -6/+10 | - | 3 | Mid | SJ | YRP | 6 | 5 | 9 | +3 | - | Click! |
f.S | 32 | - | +-6/+10 | Initial: 90% | 3 | Mid | S | YRP | 9 | 3 | 22 | -8 | - | Click! |
5H | 28 x 2 | - | -6/+14 | - | 4 | Mid, High | SJ, - | YRP | 9 | 5 (3) 5 | 14 | 0 | - | Click! |
5D | 33 | - | -20/+20 | Initial: 80% | 4 | High | SJ, - | YRP | 26 | 5 | 12 | +2 | - | Click! |
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6P | 30 | - | -7/+10 | Initial: 85% | 2 | Mid | S | YRP | 13 | 6 | 15 | -7 | 1-6F Upper Body 7-18F Above Knees |
Click! |
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6K | 38 | - | -6/+10 | Initial: 85% | 4 | Low | S | YRP | 14 | 5 | 12 | +2 | - | Click! |
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6H | 45 | - | -6/+20 | Initial: 70% | 4 | Mid | - | YRP | 7 | 7 | 35 | -23 | - | Click! |
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2P | 12 | - | -8/+3 | Initial: 80% | 0 | Mid | CS | YRP | 4 | 3 | 6 | +1 | - | Click! |
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2K | 18 | - | -8/+3 | Initial: 80% | 0 | Low | S | YRP | 6 | 3 | 6 | +1 | - | Click! |
2S | 28 | - | -7/+10 | Initial: 90% | 2 | Low | S | YRP | 8 | 3 | 12 | -1 | - | Click! |
2H | 26 x 2 | - | -6/+14 | Initial: 90% | 4 | Mid | SJ | YRP | 8 | 2, 5 | 18 | -4 | - | Click! |
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2D | 34 | - | -7/+10 | Initial: 90% | 2 | Low | S | YRP | 7 | 6 | 15 | -7 | - | Click! |
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j.P | 16 | - | -7/+6 | - | 1 | High/Air | CS | YRP | 6 | 5 | 6 | - | - | Click! |
j.K | 20 | - | -7/+6 | - | 1 | High/Air | SJ | YRP | 7 | 11 | 9 | - | - | Click! |
j.S | 30 | - | -7/+10 | Initial: 90% | 2 | High/Air | S | YRP | 9 | 4 | 22 | - | - | Click! |
j.H | 50 | - | -6/+14 | - | 3 | High/Air | S | YRP | 8 | 8 | 28 | - | - | Click! |
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j.D | 32 | - | -6/+14 | Initial: 80% | 3 | High/Air | S | YRP | 12 | 4 | 15 | - | - | Click! |
j.2K | 28 | - | -7/+6 | Initial: 80% | 1 | High/Air | S | YRP | 5 | 3 | 7 | - | - | Click! |
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Universal Mechanics
Version | 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 | 0,68 | 0,264 | -6, 0/NA | Forced: 65% | - | Ground Throw: | - | R | 1 | - | - | +66 | - | Click! |
Air Throw | 0,68 | 0,264 | -6, 0/NA | Forced: 65% | - | Air Throw: | - | R | 1 | - | - | - | - | Click! |
Dead Angle Attack | 25 | -5000/264 | -7/+10 | Initial: 50% | 2 | All | - | - | 12 | 11 | 15 | -12 | 1-12F Full | Click! |
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Blitz Attack | 50 | 0 | -10/+6 | Initial: 55% | 1 | Mid | - | R | (15-48)+13 | 3 | Hit: 11 Whiff: 20 |
-2 | - | Click! |
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Blitz Attack Max Charge
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50 | 0 | -10/+20 | - | 4 | Mid | - | R | 50+13 | 3 | Hit: 11 Whiff: 20 |
+5 | - | Click! |
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Special Moves
Version | 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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30 | - | - | Initial: 85% | 2 | All | - | YRP | 12 | 147 | Total: 48 | -16 | - | Click! |
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Tuning Ball (H) 236H
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22 x 3 | - | - | Initial: 85% | 4 | All | - | YRP | 38 | 140 | Total: 69 | +22 | - | Click! |
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Four Tigers Sword 623K
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44 | - | - | Initial: 85% | 4 | Mid | - | YR | 8 | 14 | 20 + 8 landing | -23 | 1-4F Upper Body 5-7F Above Knees 8-15F All |
Click! |
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Four Tigers Sword (Hold) 623[K]
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9 x (1-3), 4 | - | - | Initial: 80%* | 2 | Low x (1-3), Mid | - | YRP* | 15 | 2 (6) 2 (6) 2 (5) 15 | 19 + 8 Landing | -23 | 1-4F Upper Body 5- Up Kick start Above Knees |
Click! |
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Four Tigers Sword (Hold Max) 623[K]
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9 x (4-6), 15 x 3, 30 | - | - | Initial: 80%* | 2 x (4-6), 5 x 4 | Low x (4-6), Mid x 4 | - | YRP* | 14 | 2 (6) 2 (6) 2 (6) 2 (6) 2 (6) 2 (5) 6 (6) 3 (9) 3 (6) 3 | 32 + 8 Landing | -57 | 1-4F Upper Body 5- Up Kick start Above Knees |
Click! |
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Four Tigers Sword (Reverse Blue) 623[K]~1/4/7
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45 | - | - | Forced: 70% | 4 | Mid | - | YRP | 12-24 | 6 | 24 | -11 | 1-4F Upper Body 5-17F Above Knees |
Click! |
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Four Tigers Sword (Reverse Red) 623[K]~1/4/7
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45 | - | - | Forced: 70% | 4 | Mid | - | YRP | 25-61 | 6 | 24 | -11 | 1-4F Upper Body 5-30F Above Knees |
Click! |
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Falcon Dive (Blue) 214[K]
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44 | - | - | Initial: 80% | 4 | Mid | - | YRP | 13-41 | 5 | 19 | -5 | - | Click! |
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Falcon Dive (Red) 214[K]
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44 | - | - | Initial: 80% | 4 | Mid | - | YRP | 40-71 | 5 | 11 | +3 | - | Click! |
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Falcon Dive (Reverse Blue) 214[4K]
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60, 50 | - | - | Initial: 70%, 90% | 4, 3 | High, Mid | - | YRP | 30-80 | 1 (9) 6 | 20 | +5 | - | Click! |
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Falcon Dive (Reverse Red) 214[4K]
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70, 50 | - | - | Initial: 70%, 90% | 4, 3 | High, Mid | - | YRP | 81-154 | 1 (9) 6 | 20 | +5 | - | Click! |
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Air Falcon Dive j.214K
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40 | - | - | Initial: 90% | 3 | All | - | YRP | 21 | Until Landing | 10 Landing | 0 | - | Click! |
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Overdrives
Version | 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] |
0, 100 [0,125] |
-5000 | - | 1st hit Forced: 60% 2nd hit Initial: 60% |
0, 4 | Mid | - | YRP | 6+1-151 | 2 | - | -24 | 1-6F All 1-2F After cinematic All |
Click! |
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Celestial Tuning Ball 236236S
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24*5 | -5000 | - | Initial 85% | 3 | All | - | YR | 20+5 | 240 | Total: 20+21 | +59 | 1-8 Full | Click! |
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Instant Kill
Version | 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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DESTROY | - | - | - | 3 | All | - | - | 9+12 [5+10] |
4 | 33 | -20 | 9-25F All [5-18F All] |
Click! |
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Gatling Table
P | K | S | H | D | Cancel | |
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5P |
P | K | S | H | D | Cancel | |
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j.P |
- 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 whiff
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)