GGXRD-R2/Kum Haehyun

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Overview

Overview

Haehyun is a character of extremes. Her damage output is extremely high because she has ShinkenGGXRD-R Haehyun FourTigersSwordReverse.pngGuard:
Mid
Startup:
12-24
Recovery:
24
Advantage:
-11
(623K~1/4/7 aka Four Tigers Sword (Reverse)), a high damage, normal hit launcher that loops into itself. 2H and 6P will both combo into shinken - 2H in particular is very useful since Haehyun can gatling from 2K into 2H, which means she can connect her biggest combo tool from her fastest low.

After shinken loops, Haehyun can use her 3-hit H Tuning BallGGXRD-R Haehyun TuningBall.pngGuard:
All
Startup:
12
Recovery:
Total: 48
Advantage:
-16
to set up oppressive okizeme. Tuning Balls can be controlled simultaneously with Haehyun once they're active, and proper ball control can let Haehyun combo off her throw, her fast 5H(2) overhead, or various frame traps.

If Haehyun ever needs to block, she can rely on her extremely good 2P to mash out of pressure, or use her Enlightened 3000 Palm StrikeGGXRD-R Haehyun Enlightened3000PalmStrike.pngGuard:
Mid
Startup:
6+1-151
Recovery:
41
Advantage:
-24
(236236H) reversal super.

However, Haehyun's neutral and movement are extremely linear compared to most other characters. Her walk and run speed are slow, and her big hurtbox means she has trouble backdashing and trouble evading projectiles/pokes. j.2K and air hayabusa (j.214K) can change her air momentum, but they won't let her shortcut neutral entirely.

Haehyun's ground pokes - f.S, 5K, HayabusaGGXRD-R Haehyun FalconDive.pngGuard:
Mid
Startup:
13-41
Recovery:
18
Advantage:
-5
(214K aka Falcon Dive) - have decent range and size, but she has few options into or out of them. She struggles to make her neutral ambiguous and is often at the mercy of her opponent making a mistake. Her high effective health at least allows her to be patient and wait for a good opening.

Haehyun is slow and straightforward almost to a fault, but she has some solid defensive options that her opponents must respect - if they don't, she can easily turn the tide of a round in a single monstrous combo that sets up equally monstrous okizeme.
Playstyle
Kum Haehyun is a slow, balanced character with access to powerful okizeme and straightforward special moves. Kum isn't a neutral monster, but her sheer damage output and loopable setplay can turn any opening into a round win.
Pros Cons
  • Simple Neutral: 5K and f.S are straightforward pokes. If your opponent gives you space, set up a Tuning Ball. This is all you really need to play Kum in neutral.
  • Fantastic Knockdown Game: Kum's Okizeme revolves around Tuning BallGGXRD-R Haehyun TuningBall.pngGuard:
    All
    Startup:
    38
    Recovery:
    Total: 69
    Advantage:
    +22
    , a controllable fireball. Kum can pull it back towards the opponent after a knockdown, setting up a savage 50/50 game with multiple mixup points.
  • Kick of the Gods: ShinkenGGXRD-R Haehyun FourTigersSwordReverse.pngGuard:
    Mid
    Startup:
    25-61
    Recovery:
    24
    Advantage:
    -11
    is an incredibly strong move with high base damage and excellent return. Routing into a Shinken loop combo deals huge damage and gets great Oki, potentially allowing Kum to get it started all over again.
  • Scrapper: Kum has many great pressure options when close to the opponent, such as a lightning fast 2P and +3 c.S. Her high health and huge stun resistance allow her to take hits and stand strong.
  • Unblockables: Kum has multiple unblockables that can be guaranteed with the proper setup and ball control.
  • Weird Air Hurtbox: Kum has a strange air hurtbox. Along with her super heavy weight, some characters struggle to combo her with bnbs.
  • Large Body, Meh Defense: Large hurtbox means she can be easily harassed by zoners, is vulnerable to more damaging combos, and cannot backdash well. She's also pretty slow. Her meterless reversalGGXRD-R Haehyun FourTigersSword.pngGuard:
    Mid
    Startup:
    8
    Recovery:
    20 + 8 landing
    Advantage:
    -23
    is also mediocre, as it only shrinks her hitbox instead of making it disappear.
  • Poor Ranged Options: Haehyun's longest normals (f.S, 2D, 6H) have poor follow-up options or are outright unsafe.
  • Enemy Option Selects: Kum's red ball okizeme is vulnerable to a technique that makes it much easier to block called 414. Opening someone up who understands how to negate Kum's 5H is challenging.

Delayed Gatlings

Kum's gatlings are timed differently from other characters': instead of inputting the second attack just as the first is hitting, you should slightly delay the second button until after the first makes contact and begins to recover. The timing is slightly more precise than other characters' traditional gatlings, but using them is not difficult at all. Kum's aerial normals have normal gatling windows.

Puppet Projectiles

Kum's Tuning Ball projectiles (236S/H) and Celestial Tuning Ball super (236236S) can be controlled independently of her body after they become active. The regular balls can be controlled left and right, while the super ball can be controlled up and down as well. The balls have momentum and are controlled using the stick, which also controls Kum, so proper ball control is needed for advanced okizeme and unblockable setups.

Kum Haehyun
GGXRD-R Kum Portrait.png
Defense:x0.97
Guts:2
Weight:[94] Super Heavy
Stun Resistance:70
Prejump:3F
Backdash:16F (1~9F invuln)
Wakeup :22F (Face Up)/ 27F (Face Down)
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2P (4F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.236236H (6+1~F)
StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames
Toggle Chart Off
Toggle Chart On
ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
16 Mid 5 4 9 -2
Total: 17

Useful as a quick anti-air/neutral check. Works in situations where c.S won’t activate and Haehyun’s other anti-airs are too slow. Can't gatling to itself, so for abare you’ll want to look elsewhere (2P). Situational, but good.

  • On air hit, Haehyun can gatling into a 5K/c.S/5H/6H depending on range and height.
  • On air counter hit, Haehyun can combo into red shinken.
  • Can stuff moves like Johnny 6K.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 6H, 5D, 2D

Level Proration RISC+ RISC-
1 6 7
  • Special untech time on air hit (Normal: 12F, CH: 28F)
  • Can whiff cancel into 5P, 5K, 2P, 2K, 6P from 13th frame

5K

Damage Guard Startup Active Recovery On-Block Invuln
22 Mid 7 5 11 -2
Total: 22

Essentially a mini f.S: slightly less range, but faster startup and more active frames. A good move to use when approaching with 236S YRC that can also function as a niche anti-air. 5K has the most active frames of any of Haehyun's grounded pokes.

  • On air counter hit, can combo into red shinken.

Gatling Options: 5P, 2P, 6P (Won't combo on normal hit), 2K, 6K, c.S, f.S, 2S, 5H, 5D, 2D

Level Proration RISC+ RISC-
2 Initial: 90% 10 7

c.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 6 5 9 +3
Total: 19

c.S is Haehyun's go to pressure normal/Throw OS due to its fast startup and frame advantage. It is also a staple tool for continuing 236H okizeme. Gatlings into itself or 2D for easy ground combos or knockdowns.

c.S can function as an anti-air, but its short proximity range makes it unreliable unless your opponent is point blank. 5P and 6P are generally more reliable options.

  • On counter hit, c.S will link into 2H and gatling combo into 6P.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 5D, 2D

Level Proration RISC+ RISC-
3 10 6

f.S

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 9 3 22 -8
Total: 33

Haehyun's longest range normal footsie tool, although its lack of useful gatling options is a bummer. Generally canceled into 214K for safety, a combo, or a miniature frame trap. Take care when using this move as its long recovery is prone to being whiff punished.

Gatling Options: 6K, c.S, 2S, 5H

Level Proration RISC+ RISC-
3 Initial: 90% 10 6

5H

Damage Guard Startup Active Recovery On-Block Invuln
28×2 Mid, High 9 5 (3) 5 14 0
Total: 35

The overhead twin of 6K and one of Haehyun's signature okizeme tools. The first hit has a ton of hitstop and a very distinct animation, so keen opponents will be able to stand up and block the second hit if they block the first.

To get the most out of 5H as a mixup tool, use another normal to push your opponent out of the first hit's range, then try to connect with only the second hit. This is usually done during H Tuning Ball oki, which both limits your opponent's counterattacks and enables combos from 5H(2) into full Shinken loops.

5H(1) has some use for air combos from 6P since it is jump cancelable. Can technically anti air, but Haehyun's other options are much better.

  • Only the first hit is Jump and Super cancellable.
Level Proration RISC+ RISC-
4 Initial: 100%, 90% 14 6

5D

Damage Guard Startup Active Recovery On-Block Invuln
33 High 26 5 12 +2
Total: 42

A risky but rewarding standing overhead that can also negate 1 projectile hit during the frames where the red Kanji is present.

One of the few 5D attacks that is plus on block. Heavily telegraphed due to its very distinct animation and slow with mediocre combo options midscreen, but great combos in the corner, including meterless unblockables with H Tuning Ball and 214[K]~4 or meaty 5H overhead setups. Against cornered opponents, hayabusaGGXRD-R Haehyun FalconDive.pngGuard:
Mid
Startup:
13-41
Recovery:
18
Advantage:
-5
RRC > dash 5D is a very scary threat that helps Kum's otherwise mediocre footsies game.

As for negating projectiles, 5D is functional but loses to projectiles with multiple hits or instant travel time, such as Ky's fortified Stun Edges. Has more than twice the startup of S Tuning Ball, but 1/4th its recovery. Therefore, 5D is best used against projectiles that are far away from the opponent, so that you have enough time to get 5D active safely and quickly return to neutral. If the opponent has YRC'd a projectile or is following their projectile towards you, it is probably better to S Tuning Ball YRC, escape, or simply block.

Level Proration RISC+ RISC-
4 Initial: 80% 20 20
  • 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.
  • When YRCd, the attack becomes a projectile that can be blocked Mid

6P

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 13 6 15 -4 1~6F Upper Body
7~18F Above Knees
Total: 33

An anti-air move with an odd mix of upper body invuln and a few frames of high profile, since Haehyun lifts herself off the ground briefly during startup. She can actually evade extremely low moves by doing this, such as Potemkin's SlideheadGGXRD Potemkin SlideHead hitbox2.pngGuard:
Low[Unblockable]
Startup:
25[29]
Recovery:
Total 54
Advantage:
-11
and Slayer's 2KGGXRD Slayer 2K hitbox.pngGuard:
Low
Startup:
6
Recovery:
8
Advantage:
+4
.

Because Haehyun crouches during the move's startup, 6P can beat moves like Beak DriverGGXRD Sin BeakDriver.pngGuard:
Mid
Startup:
11-33
[34-251]
Recovery:
29
[19]
Advantage:
-16
[+4]
, Faust f.S and Scalpel Pull, and evade some projectiles. Naturally, this is pretty risky, but it's an option.

6P is also a launcher that combos into red shinken or 5H on normal hit. Since it launches higher than 2H, using 6P instead of 2H to launch the opponent into shinken loops has the benefit of being burst safe.

  • Has a hitbox on both sides, which can be useful against moves that can cross up (Elphelt and Millia's rolls) and destroying Jack-O houses that are behind Haehyun.
Level Proration RISC+ RISC-
3 Initial: 85% 14 6
  • Launches on ground hit (Normal: ?? CH: knockdown)
  • Launches on hit (Normal: 14F, CH: 28F)

6K

Damage Guard Startup Active Recovery On-Block Invuln
38 Low 14 5 12 +2
Total: 30

A slow, low-hitting move with a similar startup animation to 5H. Plus on block, but its primary use is as a mixup option that supplements 5H(2). Note that this attack has shorter range than 5H(2), so depending on your opponent's hurtbox and position, it may whiff in situations where 5H(2) would hit.

  • Staggers on normal hit
Level Proration RISC+ RISC-
4 Initial: 85% 10 6
  • 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

Damage Guard Startup Active Recovery On-Block Invuln
45 Mid 7 6 36 -23
Total: 48

6H is a high risk, moderate reward move. At a blistering 7f startup, it can punish many things outside the range of Haehyun's other normals, especially after using FD to force your opponent to whiff something during a blockstring. Sadly, punishing this way will send your opponent nearly fullscreen, which can be troublesome against characters who dominate Haehyun in neutral (Sin, Ky) or who want to run away (Millia, Jack-O').

Counter hitting with 6H will allow Haehyun to combo, but she has much safer ways to fish for counter hits. Not useless, but extremely situational due its complete lack of cancel options making it extremely unsafe on block.

Can be used as a gimmicky movement option when YRC'd.

  • Knocks down and away on normal hit.
  • Tumbles opponent on midscreen counter hit and wallbounces on corner counter hit.
  • Midscreen counter hit can combo to 623[K].
  • Corner counter hit can combo to 2P.
Level Proration RISC+ RISC-
4 Initial: 70% 20 6
  • 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

Damage Guard Startup Active Recovery On-Block Invuln
12 Mid 4 3 6 +1
Total: 12

Haehyun’s fastest normal, and her only ground normal that gatlings into itself. One of the best normals in the game for mashing due to its speed and range. Also good for block punishing, especially after an IB.

In combos, 2P is used for easier 2D confirms and continuing air combos on the ground (IAD combos, corner counter hit 6H, etc.).

  • Kum's only true self-gatling that doesn't use the delay gatling system.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 5H, 5D, 2D

Level Proration RISC+ RISC-
0 Initial: 80% 3 8
  • Can whiff cancel into 5P from 10th frame

2K

Damage Guard Startup Active Recovery On-Block Invuln
18 Low 6 3 6 +1
Total: 14

As a 6f low that can gatling into 2H to start shinken loops, 2K is a fearsome mixup tool tempered by short range and initial scaling of 80%. Also used to combo into 2D and as a low pushback option for H Tuning Ball okizeme. Being plus on block is also useful for frame trapping or conditioning your opponent into blocking.

2K also has a very subtle animation and very little hitstop, so it's too fast for your opponent to react to if used in a blockstring.

Gatling Options: 5P, 2P, 6P, 5K, 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
0 Initial: 80% 3 8

2S

Damage Guard Startup Active Recovery On-Block Invuln
28 Low 8 3 12 -1
Total: 22

Useful move for pressuring opponents on okizeme and in blockstrings, in addition to being a decent low poke. It only combos into 214K from close range or on counter hit, but can gatling into 2D or f.S.

Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2D

Level Proration RISC+ RISC-
2 Initial: 90% 10 7

2H

Damage Guard Startup Active Recovery On-Block Invuln
26×2 Mid 8 2, 5 18 -4
Total: 32

2H is a meterless launcher and one of Haehyun's best combo starters because it reliably leads into shinken loops. Both hits combo easily, even from 2K, and the attack's fast startup makes it useful as a raw punish tool. It can even be powerful when thrown out during a blockstring every once in a while since you can jump cancel or special cancel either hit for safety or a combo and builds a good amount of RISC.

Haehyun's hurtbox lowers slightly during the startup of 2H, and the second hit is an untechable knockdown on counter hit, which gives it some utility as an anti air. It's a huge risk to use 2H this way without meter or a Tuning Ball to cover yourself, though.

  • Combos to red shinken on normal hit.
Level Proration RISC+ RISC-
4 Initial: 90% 14 6
  • 2nd hit launches on ground hit (Normal: 28F, CH: knockdown)
  • 2nd hit launches on air hit (Normal: 18F, CH: 36F)

2D

Damage Guard Startup Active Recovery On-Block Invuln
34 Low 7 6 15 -7
Total: 27

One of Haehyun's longest range ground normals, although her only options out of it are mediocre special cancels (hayabusa) or outright unsafe. 2D is useful for securing knockdowns midscreen and in the corner and can be gatlinged into from 2P, so it's not all bad news - just don't go using it as a poke. At certain ranges, it might be Haehyun's only meterless punish option for faraway moves like Ky's Stun Dipper or Greed Sever.

Special canceling during recovery is useful for two reasons, both of which are for Tuning Balls: delay cancel into S ball YRC on block for a pressure re-buy, or into H ball on hit for Haehyun's signature okizeme.

  • Special cancelable during recovery.
  • Moves Haehyun forward slightly.
  • Pops up opponents enough to allow combos into blue shinken if Haehyun is close enough.
Level Proration RISC+ RISC-
2 Initial: 90% 10 7
  • Knocks down on ground hit

j.P

Damage Guard Startup Active Recovery On-Block Invuln
16 High/Air 6 5 6
Total: 16

Haehyun's fastest and only self-gatling jump normal. Her prime way to extend air combos, either into j.K for a jump cancel or j.H for a knockdown.

Solid air-to-air because of its speed, upwards hitbox, and self-gatling option, but don't expect a lot of damage.

Gatling Options: j.P, j.K, j.S

Level Proration RISC+ RISC-
1 6 7

j.K

Damage Guard Startup Active Recovery On-Block Invuln
20 High/Air 7 11 9
Total: 26

A longer hitbox than j.P, but with no gatling options. Haehyun's only jump cancelable air normal, which helps when using it in combos. Combos to Falcon Dive (j.214K) on counter hit, which is nice as it gets a knockdown, just enough for Kum to setup S Turning Orb oki.

Level Proration RISC+ RISC-
1 6 7

j.2K

Damage Guard Startup Active Recovery On-Block Invuln
28 High/Air 5 5 10 -1
Total: 19

An unusual move that seemingly has no use on a grounded opponent, unless you do something like 2H > j.2K > crossup j.D.

It's a different story against an airborne opponent. If you jump right on top of them - say, after a red shinken - and they choose to tech immediately, Haehyun is perfectly positioned to throw the tech. Not particularly useful in most situations, but it's there if you're feeling saucy.

  • Pops Haehyun into the air on hit or block.
  • After making contact, Haehyun can steer herself forward and backward similar to Falcon Dive/Air hayabusa (j.214K).
  • Can only be used once before returning to the ground.
Level Proration RISC+ RISC-
2 Initial: 80% 10 7
  • Special hitstop (Normal: 6F, CH: 7F)
  • Only can be used once per jump

j.S

Damage Guard Startup Active Recovery On-Block Invuln
30 High/Air 9 4 22
Total: 34

j.S has the most downward hitbox of Haehyun's air normals, making it good for jump-ins or IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.s, especially against crouching opponents. The short active frames and long recovery make it dangerous to whiff, though.

Gatling Options: j.H

Level Proration RISC+ RISC-
2 Initial: 90% 10 7

j.H

Damage Guard Startup Active Recovery On-Block Invuln
50 High/Air 8 8 28
Total: 43

Haehyun's air blockstring and combo ender. The hitbox is pretty large and reaches downward, so it can actually stuff some 6Ps, but Haehyun's linear air mobility and large hurtbox sort of tarnish j.H's use as an approach tool.

When comboed into properly (around max normal jump height, as Haehyun is descending), j.H will enable meaty H Tuning Ball okizeme.

  • Knocks down from around the max height of a normal jump.
Level Proration RISC+ RISC-
3 14 6
  • Knocks downwards on air hit (Normal: 11F, CH: knockdown

j.D

Damage Guard Startup Active Recovery On-Block Invuln
32 High/Air 12 4 15/4 after landing
Total: 34

Reminiscent of Iori's command crossup from the King of Fighters series, hence the image caption.

Looks like a crossup and can hit as one, but can also hit from the front. The wide hitbox can help j.D beat some 6Ps. Furthermore, this attack has some use in IAD crossups, or when used with j.2K and/or air hayabusaGGXRD-R Haehyun AirFalconDive.pngGuard:
All
Startup:
21
Recovery:
10 Landing
Advantage:
+1
.

Level Proration RISC+ RISC-
3 Initial: 80% 14 6

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,68 Ground Throw: 88750 1 +59

Throw grants Haehyun universal H Tuning Ball okizeme midscreen. Haehyun can still control Tuning Balls during the throw animation, which enables her to combo off of throw if she has one active. This makes throws extremely rewarding both for starting and continuing offense.

For a combo, you can RRC and start red shinken loops.

As Haehyun's 6H is extremely punishable on whiff/block, it is extremely important that you option select Haehyun's throw with c.S.

Level Proration RISC+ RISC-
Forced: 65% NA 6, 0

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,68 Air Throw: 192500 1

Air throw grants Haehyun universal H Tuning Ball okizeme midscreen

Although air throws are a universal anti-air option in Guilty Gear, Haehyun's large aerial hurtbox, low aerial mobility, and lacklustre combos from j.P mean she takes a bit more risk than the average character when going for an airthrow. Additionally, since her CH anti-air confirms are more damaging you might want to consider a grounded anti air unless absolutely necessary (such as against Bandit BringerGGXRD Sol BanditBringer1.pngGuard:
High/Air
Startup:
32
Recovery:
9+4 after landing
Advantage:
±0
and other disjointed, downward-reaching attacks).

Level Proration RISC+ RISC-
Forced: 65% NA 6, 0

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 12 11 15 -12 1~22F Full
Total: 37

Uses Haehyun's 5K animation. Slow and and punishable, but one of the more invincible Dead Angle Attacks, making it a viable defensive option.

Level Proration RISC+ RISC-
2 Initial: 50% 10 7
  • 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

Version Damage Guard Startup Active Recovery On-Block Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50F: Blitz
Total: 50
  • Partial charge version causes horizontal blowback on hit, wallsplats in corner.
  • Max charge version (and counter hit partial charge) crumples on ground hit, floats and wall sticks in corner on air hit.
  • Steals a small amount of burst gauge on hit.
  • Proration: 55% (partial charge only)

Haehyun generally doesn't need to gamble with blitz since she has 2P and a reversal super, but a crumple will enable red shinken loops, which are tempting enough to be worth considering blitz occasionally.

Version Level Proration RISC+ RISC-
Blitz 1 Initial: 55%
[Blitz] 4

Blitz:

  • 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]:

  • 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

Tuning Ball

236S/H

Version Damage Guard Startup Active Recovery On-Block Invuln
236S 30 All 12 147 Total: 48 -16
236H 26×3 All 38 140 Total: 69 +22
  • Disappears if Haehyun blocks or is hit.
  • Can be steered left and right with directional inputs after the ball leaves Haehyun's hand.

236S

Classic midrange space control projectile with a twist: MORE control! Steerable Tuning Balls mean safer approaches versus characters without projectiles, and sometimes making unsafe moves like 6H or 623[K] more palatable to use in neutral. Still, this projectile has long startup, and the initial hitbox is a bit in front of Haehyun, meaning an opponent can often jump over the fireball and cleanly hit her. Furthermore, it is very unsafe in blockstrings and general stagger pressure unless YRC'd.

Sometimes used for okizeme in situations where the H version would take too long to start up.


236H

The linchpin of Haehyun's okizeme. H Tuning Ball forces an opponent to block the projectile for one hit, and then have the fireball float behind them with two additional hits to strengthen Haehyun's pressure. Safe pressure, combos from normal throw, and multiple 50/50 high low mixups can be inflicted from a single knockdown with proper conditioning and ball control.

However, Haehyun won't always be able to prepare the H version after a knockdown. In those cases, she must choose between considerably weaker S ball okizeme or YRC'ing an H ball.

Version Level Proration RISC+ RISC-
236S 2 Initial: 85% 2 7
236H 4 Initial: 85% 2 6

236S:

  • 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.

236H:

  • 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 (Hold OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
623K 44 Mid 8 14 20 + 8 landing -23 1~4F Upper Body
5~7F Above Knees
8~15F All
623[K] 9 × (1-4), 44 Low × (1-3), Mid 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 Low×(4-6), Mid×4 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
Total: 49
Total: 88
Total: 136
623K

A kick uppercut with upper body invulnerability. Not a true invincible reversal since it only shrinks Haehyun's hurtbox instead of removing it (until the active frames). As an anti-air, however, this move is quite solid due to its long active frames and high reach - it'll even work against dive kick moves like Elphelt's Air Bridal ExpressGGXRD-R Elphelt AirBridalExpress.pngGuard:
All
Startup:
26
Recovery:
7 after landing
Advantage:
+6
.

On hit, you can RRC > 214[K] > red shinken loops.


623[K]

High risk, low reward low profile slide reminiscent of Grand Viper. Do keep in mind that this move’s hurtbox is not quite as low as Grand Viper so it will clash with some mid hitting attacks instead of cleanly evading them. If you carry your opponent to the corner, you can combo with RC > 214[K]> red shinken loops.

Version Level Proration RISC+ RISC-
623K 4 Initial: 85% 20 6
623[K] 2 × (1-4), 4 Initial: 80%* 10×n,+20 1×n,6
623[K] Max 2×(4-6), 4×4 Initial: 80%* 10×n,20×4 1×n,6×4

623K:

  • 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

623[K]:

  • Spinning 1~3 hits: 80% inital 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
  • 46F onwards Airborne

623[K] Max:

  • Spinning 4-6 hits: 80% initial 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)

623[K]~1/4/7

Version Damage Guard Startup Active Recovery On-Block Invuln
623[K]~4 45 Mid 12-24 6 24 -11 1~4F Upper Body
5~11F Above Knees
12~17F All
623[K]~4 Red 60 Mid 25-61 6 24 -11 1~4F Upper Body
5~60F Above Knees
61~66F All
Total: 41
Total: 54

Colloquially referred to as "Shinken". Normal version is blue, and charged is red. Attack connects 5f after K is released.

The reason you play Haehyun. A high damage, normal hit launcher that links into itself and can be comboed into from Haehyun's primary mixup options and which also lets Haehyun combo into a knockdown with j.H to set up more okizeme and do it all over again. Haehyun can usually get 2-3 red shinkens from a simple 2K > 2H starter. Both versions wallbounce, but the red version has much more hitstun and can link into itself.

Aside from being a monstrous combo tool, shinken has some other uses: it can function as a slow but powerful anti-air due to inheriting the startup upper body invuln from 623K, and can be used as a high risk counterpoke (usually with 25 meter to YRC it if your opponent doesn't bite). The blue version is usually done from a red shinken or from 2D, where it will enable a short air combo into j.H to set up H Tuning Ball okizeme.

Canceling into this move from 623[K] has lenient timing, which actually allows Haehyun to cancel from a connecting 623[K] into shinken as a combo. This "shi-shinken" technique is often used with dash momentum to stabilize combos.

  • Above Knees invuln lasts for as long as K is held.
  • Changes to red version on frame 25.
  • Cannot be held longer than 56F total.
  • Can YRC at any point during startup or while K is held.
Version Level Proration RISC+ RISC-
623[K]~4 4 Forced: 70% 20 6
623[K]~4 Red 4 Initial: 70% 20 6

623[K]~4:

  • Above Knees invul can extend til 29F with button hold
  • Knocks back + wall bounces on hit (Normal: 48F, CH: knockdown)

623[K]~4 Red:

  • Above Knees invul can extend til 66F with button hold
  • Knocks back + wall bounces on hit (Normal: 57F, CH: knockdown)

Falcon Dive

214K (Hold OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
214[K] 44 Mid 13-41 6 18 -5
214[K] Red 44 Mid 40-71 5 11 +3
Total: 36
Total: 55

Colloquially referred to as "hayabusa." Normal version is blue, charged is red. Blue version connects 6f after release and red version connects 4f after.

One of Haehyun's primary neutral tools because it can hit airborne opponents and go over lows; use it enough that your opponent is worried about it, but don't be predictable. Haehyun generally cancels into this from f.S, which doesn't have any gatling options and isn't jump cancelable, so you'll need to use other pokes to make your neutral ambiguous.

Hayabusa is mostly safe on block due to pushback, but a well-timed IB can ruin that. Fortunately, slightly delaying hayabusa can throw off IB timing. The red version is plus on block, and a good way to re-buy pressure against an opponent who's just sitting still.

The blue version doesn't do much on normal hit, but on counter hit it will link into 2D, which generally sets up decent okizeme. The red version will wallbounce on air hit, which can lead to red shinken loops or any of Haehyun's air combo options.

  • Haehyun’s hurtbox alters when she lifts up her leg before the kick, so this move can go over low attacks if timed properly.
  • Can inflict varying knockdown momentum on airborne opponents depending on which hitbox connects.
Version Level Proration RISC+ RISC-
214[K] 4 Initial: 80% 10 6
214[K] Red 4 Initial: 80% 20 6

214[K]:

  • 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

214[K] Red:

  • 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)

214[K]~1/4/7

Version Damage Guard Startup Active Recovery On-Block Invuln
214[4K] 60, 50 High, All 30-80 1 (9) 6 20 +5
214[4K] Red 70, 50 High, All 81-154 1 (9) 6 20 +5
Total: 65
Total: 116

Normal version is blue, charged is red. Both versions connect quite a while after releasing K.

Big overhead with big startup and big damage. One of Haehyun's least useful moves outside of starting combos against someone stunned or crumpled. If you ever manage to hit someone with this raw, do a few red shinken loops and then check for a pulse.

The red version unblockable is mostly a gimmick, but Haehyun can use her Celestial Tuning Ball super after a 5D6 corner combo to force her opponent to sit still long enough to charge it up and combo from it.

  • First hit of blue version wallbounces, first hit of red version is unblockable even if your opponent is standing.
  • Haehyun's hurtbox shrinks as she lifts her leg and stays shrunk as long as you hold K.
Version Level Proration RISC+ RISC-
214[4K] 4, 3 Initial: 70%, 100% 20,14 6×2
214[4K] Red 4, 3 Initial: 70%, 100% 20,14 6×2

214[4K]:

  • 1st hit: knock back + wall bounce on hit (Normal: 54F, CH: knockdown)
  • 2nd hit: ground bounce + knockdown

214[4K] Red:

  • 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

Damage Guard Startup Active Recovery On-Block Invuln
40 All 21 Until Landing 10 Landing +1
Total: 30

Colloquially referred to as "air hayabusa."

A steerable dive kick that supplements Haehyun's otherwise limited movement. Can be used to bait anti-airs like any dive kick, but will often outright lose if your opponent doesn't take the bait. Despite its shortcomings, air hayabusa is one of Haehyun's only ways to maneuver while airborne, so don't be afraid to use it.

Can be comboed from on normal and counter hit; the latter is generally easier and can allow for a microdash into a ground combo or red shinken loops.

  • Spikes and groundbounces on hit, and even more on counter hit.
Level Proration RISC+ RISC-
3 Initial: 90% 14 10
  • 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

Enlightened 3000 Palm Strike

236236H (Hold OK) or 236236D (Hold OK)

Damage Guard Startup Active Recovery On-Block Invuln
0, 100
[0,125]
Mid 6+1-151 2 41 -24 1~8F All

7f reversal super and combo tool. Not quite as unsafe as it looks, since you can play a gimmicky game of chicken with your opponent by moving them around, but still very unsafe.

A large circle appears around Haehyun as long as you hold down H/D: while your opponent is in this circle, you can move them around by using the directional inputs If done in a combo, your opponent is put into a capture state and you can move them around freely. Tumbles on hit, which can lead to combos in the corner or if you hit behind Haehyun's back, since your opponent will be sent tumbling into her.

Unblockable setups can be started from corner 5D6 combos.

  • Haehyun has hyper armor while holding down H, but is throwable and vulnerable to supers.
  • Unblockable after charging for 151 frames.
  • Can hit slightly behind Haehyun.
Level Proration RISC+ RISC-
0, 4 1st hit Forced: 60%
2nd hit Initial: 60%
20 1, 6
  • 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

Damage Guard Startup Active Recovery On-Block Invuln
24×5 All 20+5 231 Total: 20+21 +59 20F Full

What's better than 3-hit Tuning Ball? A 5-hit Tuning Ball you can control up and down! A great okizeme tool for all the same reasons as H Tuning Ball, with more damage and hits. The projectile is so large and obnoxious it can help obscure what Haehyun is doing, especially something otherwise very telegraphed like 5D.

Slow to start up and pretty slow to maneuver, but the ball builds up decent speed once it gets moving. A great way of steamrolling through neutral if you have the meter and breathing room to set it up. An H ball and one of these will show any zoner you are not to be trifled with.

Because Celestial Tuning Ball is a super, your opponent can't burst out of it, which can be useful at the end of a round if you want to tack on more damage.

  • Drastically reduced tension gain while the ball is active.
  • Stays onscreen even if Haehyun is hit. Cannot be controlled if you're in hitstun.
  • Can be controlled up, down, left, and right by using directional inputs once the ball is active.
  • Player 1 ball is blue, and player 2 ball is orange/red.
Level Proration RISC+ RISC-
3 Initial 85% 2 6
  • 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

Sundering Chord

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
DESTROY All 9+13
[5+10]
4 32 -19 9~25F All
[5~18F All]

Yep, it's an instant kill.

Haehyun generally has good ways to spend meter, especially given how combo-friendly her supers are. Her enormous damage output also means she doesn't really benefit from stockpiling meter and fishing for IK combos to end rounds.

  • Uses the animation and hitbox of her 5D, but without the added effects.
Level Proration RISC+ RISC-
3 14 6
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 84F [5F+5F]

Navigation

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