GGXRD-R2/Kum Haehyun/Frame Data

From Dustloop Wiki

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
5P 16 264 -7/+6 - 1 Mid SJ YRP 5 4 9 -2 - Click!
  • Special untech time on air hit (Normal: 12F, CH: 28F)
  • Can whiff cancel into 5P, 5K, 2P, 2K, 6P from 13th frame.
5K 22 264 -7/+10 Initial: 90% 2 Mid SJ YRP 7 5 11 -2 - Click!
c.S 30 384 -6/+10 - 3 Mid SJ YRP 6 5 9 +3 - Click!
f.S 32 384 +-6/+10 Initial: 90% 3 Mid S YRP 9 3 22 -8 - Click!
5H 28 x 2 384 -6/+14 - 4 Mid, High SJ, - YRP 9 5 (3) 5 14 0 - Click!
5D 33 384 -20/+20 Initial: 80% 4 High SJ, - YRP 26 5 12 +2 - Click!
  • Cancels projectiles from 10-24f.
  • Special hitstop on ground hit (Normal: 20f, CH: 20F).
  • Knocks opponent away horizontally when no followup is done (Normal: 20f, CH: knockdown).
  • Special untech time on Homing Jump followup (Normal: 66f, CH: 66f) + 46f special recovery (20f to attack).
  • Homing Dash followup has a tumble + wallstick effect (Normal: 60f, CH: knockdown) + special 70% proration during the tumble period only.
6P 30 264 -7/+10 Initial: 85% 2 Mid S YRP 13 6 15 -7 1-6F Upper Body
7-18F Above Knees
Click!
  • Launches on ground hit (Normal: ?? CH: knockdown)
  • Launches on =hit (Normal: 14F, CH: 28F)
6K 38 384 -6/+10 Initial: 85% 4 Low S YRP 14 5 12 +2 - Click!
  • Staggers on ground hit
  • (Slowest: Normal: 44F, CH: 44F / Lvl1: Normal: 35F, CH: 32F / Lvl2: Normal: 32F, CH: 29F / Lvl3: Normal: 26F, CH: 23F / Fastest: Normal: 21F, CH: 21F)
6H 45 384 -6/+20 Initial: 70% 4 Mid - YRP 7 7 35 -23 - Click!
  • Special hitstop (Normal: 20F, CH: 32F)
  • Knocks back on ground and air hit (48F)
  • Knocks back + wallsticks on ground and air CH (knockdown)
  • On tumble (untech time: ??f, until contact with ground + 50f tumble + knockdown)
2P 12 144 -8/+3 Initial: 80% 0 Mid CS YRP 4 3 6 +1 - Click!
  • Can whiff cancel into 2P from 10th frame
2K 18 144 -8/+3 Initial: 80% 0 Low S YRP 6 3 6 +1 - Click!
2S 28 264 -7/+10 Initial: 90% 2 Low S YRP 8 3 12 -1 - Click!
2H 26 x 2 384 -6/+14 Initial: 90% 4 Mid SJ YRP 8 2, 5 18 -4 - Click!
  • 2nd hit launches on ground hit (Normal: 28F, CH: knockdown)
  • 2nd hit launches on air hit (Normal: 18F, CH: 36F)
2D 34 264 -7/+10 Initial: 90% 2 Low S YRP 7 6 15 -7 - Click!
  • Knocks down on ground hit.
j.P 16 264 -7/+6 - 1 High/Air CS YRP 6 5 6 - - Click!
j.K 20 264 -7/+6 - 1 High/Air SJ YRP 7 11 9 - - Click!
j.S 30 264 -7/+10 Initial: 90% 2 High/Air S YRP 9 4 22 - - Click!
j.H 50 384 -6/+14 - 3 High/Air S YRP 8 8 28 - - Click!
  • Knocks downwards on air hit (Normal: 50F, CH: knockdown)
j.D 32 384 -6/+14 Initial: 80% 3 High/Air S YRP 12 4 15 - - Click!
j.2K 28 264 -7/+6 Initial: 80% 1 High/Air S YRP 5 3 7 - - Click!
  • Special hitstop (Normal: 6F, CH: 7F)
  • Only can be used once per jump.

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
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!
  • Cannot combo after. Knocks back + wall bounces on ground hit (Normal: 28F, CH: knockdown)
  • Knocks back + wall bounces on air hit (Normal: 14f, CH: 28f)
  • Special wake up time on CH (Normal wake up - 11f)
Blitz Attack 50 0 -10/+6 Initial: 55% 1 Mid - R (15-48)+13 3 Hit: 11
Whiff: 20
-2 - Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)
Blitz Attack
Max Charge
50 0 -10/+20 - 4 Mid - R 50+13 3 Hit: 11
Whiff: 20
+5 - Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

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
Tuning Ball (S)
236S
30 - - Initial: 85% 2 All - YRP 12 147 Total: 48 -16 - Click!
  • Special hitstop (Normal: 6F, CH: 8F)
  • If it hits from behind, the knock back is reversed
  • Projectile can be controlled left/right with joystick
  • Frame advantage is when done at point blank.
Tuning Ball (H)
236H
22 x 3 - - Initial: 85% 4 All - YRP 38 140 Total: 69 +22 - Click!
  • Special hitstop (Normal: 6F, CH: 8F)
  • If it hits from behind, the knock back is reversed
  • Projectile can be controlled left/right with joystick
  • 6F gap between hits
  • Frame advantage is when done at point blank.
Four Tigers Sword
623K
44 - - Initial: 85% 4 Mid - YR 8 14 20 + 8 landing -23 1-4F Upper Body
5-7F Above Knees
8-15F All
Click!
  • Launches and knocks down on ground hit
  • Launches on air hit (Normal: 47f, CH: knockdown)
  • Can transition into different variants of the move starting on the 7th frame
Four Tigers Sword (Hold)
623[K]
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!
  • Spinning 1~3 hits: 80% proration
  • Special hitstop during spin (Normal: 4F, CH: 8F)
  • Up kick starts 4f after button is released
  • Up kick knocks back + wall bounces (Normal: 47F, CH: knockdown)
  • The spinning part can be Y/R/P RC'ed, but the up kick can only be RRC'ed
Four Tigers Sword (Hold Max)
623[K]
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!
  • Spinning 4-6 hits: 80% proration
  • Special hitstop for all hits other than last (Normal: 4F, CH: 8F)
  • Special hitstop for last hit (Normal: 20F, CH 20F)
  • Up kick starts 4f after button is released
  • Special hitstop for up kick (Normal: 28F, CH: 56F)
  • Last hit knocks upwards + wall bounces (Normal: 50F, CH: knockdown)
  • The spinning part can be Y/R/P RC'ed, but the up kick can only be RRC'ed
Four Tigers Sword (Reverse Blue)
623[K]~1/4/7
45 - - Forced: 70% 4 Mid - YRP 12-24 6 24 -11 1-4F Upper Body
5-17F Above Knees
Click!
  • Above Knees invul can extend til 29F with button hold
  • Knocks back + wall bounces on hit (Normal: 48F, CH: knockdown)
Four Tigers Sword (Reverse Red)
623[K]~1/4/7
45 - - Forced: 70% 4 Mid - YRP 25-61 6 24 -11 1-4F Upper Body
5-30F Above Knees
Click!
  • Above Knees invul can extend til 66F with button hold
  • Knocks back + wall bounces on hit (Normal: 57F, CH: knockdown)
Falcon Dive (Blue)
214[K]
44 - - Initial: 80% 4 Mid - YRP 13-41 5 19 -5 - Click!
  • No charge: knocks back on air hit (Normal: 23f, CH: knockdown)
  • Charge: knocks back + wallsticks on air hit (Normal: 18f, CH: knockdown)
  • The trajectory of the opponent gets more horizontal the longer the charge
  • Attack starts 6f after button is released
Falcon Dive (Red)
214[K]
44 - - Initial: 80% 4 Mid - YRP 40-71 5 11 +3 - Click!
  • Knock back + wall bounce + knockdown on ground CH
  • Knock back + wall bounce on air hit (Normal: 60f, CH: knockdown)
  • Attack starts 4f after button is released
Falcon Dive (Reverse Blue)
214[4K]
60, 50 - - Initial: 70%, 90% 4, 3 High, Mid - YRP 30-80 1 (9) 6 20 +5 - Click!
  • 1st hit: knock back + wall bounce on hit (Normal: 54F, CH: knockdown)
  • 2nd hit: ground bounce + knockdown
Falcon Dive (Reverse Red)
214[4K]
70, 50 - - Initial: 70%, 90% 4, 3 High, Mid - YRP 81-154 1 (9) 6 20 +5 - Click!
  • 1st hit: knock back + wall bounce on hit (Normal: 54F, CH: knockdown)
  • Full charge is unblockable + staggers (Slowest: 65f / Lvl1: 32f / Lvl2: 32f / Lvl3: 32f / Fastest: 32f)
  • 2nd hit: ground bounce + knockdown
Air Falcon Dive
j.214K
40 - - Initial: 90% 3 All - YRP 21 Until Landing 10 Landing 0 - Click!
  • Lowest possible height startup is 25F
  • Knocks downwards + ground bounces on hit (Normal: 20f, CH: 50f)
  • Can be steered left/right with joystick
  • Frame advantage is when done at lowest height

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
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!
  • Special hitstop (Normal: 30F, CH: 42F)
  • Values in [ ] are when using Burst version
  • Attack comes out 2F after button release
  • Tumble + knockdown on hit
  • Hits opponent towards the direction Kum is facing
  • Can control the opponent left/right with lever from 1F after cinematic to button release (Max: 149f)
  • Armor from 1F after cinematic to 3F after button release (Max: 152F)
  • Can control the opponent up/down/left/right only if they are in hitstun (Max: 149f)
  • If the opponent is in hitstun, there is a hitbox 2f after the cinematic (floats on hit + untechable until outside magic circle)
  • Unblockable if fully charged
Celestial Tuning Ball
236236S
24*5 -5000 - Initial 85% 3 All - YR 20+5 240 Total: 20+21 +59 1-8 Full Click!
  • Special hitstop (Normal: 7f, CH: 11F)
  • Special untech time on air hit (Normal: 20F, CH: 40F)
  • If it hits from behind, knockback is reversed
  • Projectile can be controlled up/down/left/right with lever
  • Frame advantage is when done at point blank

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
Sundering Chord
During IK Mode: 236236H
DESTROY - - - 3 All - - 9+12
[5+10]
4 33 -20 9-25F All
[5-18F All]
Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 84F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P


Air Gatlings
P K S H D Cancel
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)

Changelog

See GGXRD-R2/1.03 patch notes


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