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|Lore:||Kum Haehyun is the descendant of a family of Tuners, who are known to have great knowledge of Ki energy. Haehyun visualizes Ki energy as the strings of musical instruments. As an old friend of Faust's she assisted with diagnosing and treating the Japanese Colony when its people all fell ill with a mysterious illness. Because her family does not allow women to hold positions of power, she controls a robot with the form of an imposing eldery master known as Kum Jonryoku. Very few people know her true identity.|
|Voice:||Hideaki Tezuka / ???|
|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.|
Useful as a quick anti-air/neutral check. Work with this move in situations where c.S won’t activate and Haehyun’s other anti-airs are too slow. Not chainable, so for abare you’ll want to look elsewhere (2P).
- On air hit you can link into a 5K/c.S/6H depending on range and height; On CH you can cancel into 623[K]~4 and get the red kick.
- Can stuff moves like Johnny 6K
Essentially a mini f.S; A good move to use when approaching with 236S YRC that can also function as a circumstantial anti-air. Also take note that this move possesses the most active frames of any of Haehyun's grounded pokes.
- Links on hit into most grounded buttons, including f.S; can combo into 623[K]~4 Red on air CH
Haehyun's go to pressure normal/Throw OS due to it being decently fast and +3 on block, in addition to being a staple for continuing 236H okizeme. Links into itself for easy knockdown combos into 2D. While it can function as an anti-air, if the opponent is at a range where f.S could activate instead of this move, you should likely favor a different anti-air button.
- Links into 2H and 6P on CH
Haehyun's longest range normal footsie tool. It intuitively confirms into 214K; your main goal is to not get this move whiff punished by the opponent!
- Hits overhead on the second hit
The high hitting twin of 6K. Is 0 on block instead of advantageous like 6K. Depending on character hitboxes some characters block the first hit standing, or even crouching, so generally you do a normal with frame advantage during 236H oki (c.S) to push them into a range where 5H(1) will whiff, and then 5H or 6K.
The first hit is useful for air confirms from 6P given it is jump cancelable; it can also anti-air, but generally Haehyun's other options are better suited to the task
- Can negate 1 projectile hit during the startup frames where the Red Kanji is present
Heavily telegraphed and slow dust; mediocre followups midscreen, but great conversions in the corner, including meterless unblockables with 214[K]~4 and meaty 5H overhead setups. You should look to convert corner 214K hits into RC>dashing 5D for optimal combos.
As for this move's projectile negation properties, it is functional but loses to multi hit projectiles and empowered projectiles such as Grinder Stun Edge. Has significantly more(>2x) startup than S Tuning Ball, but 1/4th its recovery. Therefore, it is best used against projectiles that are far away from the opponent, so that you have enough time to safely get 5D active and quickly return to neutral. If the opponent has YRC'd the projectile/is following their projectile in it is probably better to 236S YRC or simply block.
Haehyun’s fastest normal, and her only chainable button, making it useful for the usual: Instant Block punishes, Abare, and the like. In combos you generally only use it for easier 2D confirms and continuing air combos from the ground(IAD combo confirms, corner 6H CH).
6 Frame chainable low. Purposeful as a low confirm into 2D and a low pushback option for 236H okizeme. 2K now combos into 2H which allows for kick loops off a 6 frame low.
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 CH, but can link into 2D or f.S.
Combo starter that leads into Haehyun’s BnB. Both hits can combo at a decent range and the move starts up in 9 frames so it has value as a rewarding raw punish and a 214K RC confirm midscreen. Additionally, it has uses as an anti air specifically versus moves beating c.S and 5P by hitting directly on Haehyun's shoulders. Haehyun ducks a bit on startup, meaning it is useful for low profiling the aforementioned situations, an example being anti-airing Chipp's air teleports.
- First hit floats on CH, allowing for anti-air confirms into 214[K]>623[K]~4 loops.
Midscreen knockdown tool primarily, along with granting combos via 2D>623[K]~4 (Blue). You'll want to get used to confirming into it and canceling into 236H for okizeme. As a footsie tool it is rather lackluster, and on block it is rather unsafe, with subpar special cancels that are also unsafe. It does serve as a competent punish for moves like Stun Dipper and Greed Sever at ranges where the only rewarding alternative would be 5S>214K with 50 meter.
Another unique quality of 2D is that it is special cancelable throughout its recovery frames, to ensure you can confirm into 236H okizeme. An avenue this quirk opens up is the ability to delay cancel 2D into 236S YRC, rather than PRC, giving you some repressure opportunities.
Make sure to practice hit confirming this move from pressure strings, otherwise you will give your opponent needless punishes/turns.
Haehyun's 2nd fastest and only chainable jump normal. Aside from jump canceling j.K, chaining j.P will be your primary way of extending air combos, usually in the form of j.PPK and/or j.PPSH depending on height and Haehyun's position relative to the airborne opponent
Has a decent hit box but doesn't chain into any other aerial normal, relegating its use to mostly combo fodder as it is Haehyun's only jump cancelable air normal. However it has a good horizontal hitbox so it can be used to air-to-air quite effectively, and on counter hit it can be comboed into j.214k, netting you a combo.
j.S has the most downward striking hitbox of Haehyun's air normals, making it ideal for starting IAD approaches and trying to hit crouchers from the air. It's dangerous to whiff though since its' got short active frames and a long recovery.
- Provides a knockdown for air combos from very high up.
Haehyun's air blockstring and air combo ender. The hitbox is pretty solid so it can actually stuff some 6Ps, but Haehyun's linear air mobility and large hurtbox sort of tarnish j.H's chances as a primary approach tool. You'll want to optimize your air combos to ensure ending them with j.H grants competent okizeme (236H meaties).
Reminiscent of Iori's command crossup from the King of Fighters series. Unlike Iori's Taco, however, it can actually hit from the front. This move's hitbox can actually lead to it beating some 6Ps, and it has use for IAD crossups and dashing j.2K gimmicks in conjunction with j.214K. Unlike many other j.Ds it does not seem to have extra landing recovery frames.
- 1-6 Upper body invul 7-18 Above Knee Invul
- Has a hit box on both sides, which can be of use against roll type moves that can crossup (Elphelt, Millia) and destroying Jack-O houses that are behind Haehyun.
Low profile anti-air. Because Haehyun crouches during startup it can beat moves like Beak Driver, Faust f.S and Scapel Grab, and evade some projectiles. As of patch 1.03 you can link into Red 623K~4 on normal hit along with normals such as 5H for an air combo. Since it launches higher than 2H using 6P instead of 2h to launch the opponent into kickloops has the benefit of being burst safe.
- Staggers on normal hit
Low hitting move with a similar startup animation to 5H. Possesses frame advantage, but its slow startup speed indicates it was clearly designed to be used in conjunction with 5H's second hit for an ambiguous 50/50 high/low mixup. Do note that this move has a shorter range than 5H(2), so that depending on the opposing character's crouching hurtbox, and whether they Faultless Defend, this move can whiff in situations where 5H(2) would hit.
- Groundslides opponent on CH midscreen
- Wall bounces opponent in corner
A low reward high risk callout move; think of Slayer’s Pilebunker. Clocking in at 7 frames, this move can punish greedy decisions(Ky's Split Ciel in neutral/blockstrings) and projectiles on (instant) block. One problematic element of this move is that is sends your opponent reeling fullscreen, eliminating 236H okizeme, which can be vexing versus characters that are good in “neutral reset” situations (Jack-O). On CH you can usually pick up with 623[K] versus most characters midscreen(not Sin) and 2P in the corner.
- Pops Haehyun into the air on Hit/Block
An intresting move that seemingly has no use on a grounded opponent, unless you use it from a jump cancel 2H into j.2k, followed by j.D for cross up. However where this move shines is on an airborne opponent. If you jump right on top them, say after a red kick, and they choose to air recover you get a throw. Can only use once before returning to the ground.
- As of 2.10, When it makes contact with the opponent, Kum can choose which way to move with forward and backwards inputs
- 65% Forced Proration
As of patch 1.03, Throw grants Haehyun universal 236H okizeme midscreen. Because Haehyun can combo off of her throw from fireball okizeme (you still control the fireball during the throw animation), this makes throws extremely rewarding both for starting offense, continuing offense in addition to Throw's universal role as a defensive option.
For a combo you can RC into 623[K]~4 Redx4>5H>j.PPSH
As Haehyun's 6H is extremely punishable on whiff/block it is even more important than for other characters that you option select Haehyun's throw(6S+HS).
- 65% Forced Proration
As of patch 1.03, Airthrow grants Haehyun universal 236H okizeme midscreen.
Although airthrows are a universal anti-air option in Guilty Gear, Haehyun's large aerial hurtbox,low aerial mobility, and difficulty converting from abare 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 (Bandit Bringer and the like).
Dead Angle Attack
- Fully invulnerable from frames 1-22
Uses Haehyun's 5K animation. Slow and and punishable, but one of the more invincible Dead Angle Attacks, making it a more viable consideration for escaping say, unblockable attacks.
- Partial charge version causes horizontal blowback on hit, wall sticks in corner.
- Max charge version (and partial charge on Counter Hit) 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)
- Active for 147 Frames.
- Getting hit or blocking makes the projectile dissipate.
Classic midrange space control with a twist: MORE control! The ability to move Tuning Balls means safer approaches versus characters without projectiles, and the ability to make unsafe moves like 214K and 623[K] more palatable to use in neutral. Still, this projectile has lengthy startup, and the initial projectile hitbox is a bit in front of Haehyun, meaning an opponent can often jump over the fireball and cleanly hit Haehyun during startup. Additionally, it is incredibly unsafe in blockstrings and the like, meaning that close range use of S Tuning Ball needs to be supplemented with YRC.
- Active for 140 Frames, 3 Hits.
- Getting hit or blocking makes the projectile dissipate.
The linchpin of Haehyun's okizeme, H Tuning Ball allows her to force her opponent to block the projectile for one hit, and then have the fireball float behind the opponent with two additional hits to supplement Haehyun's pressure. Safe pressure, combos from normal throw, and multiple 50/50 high low mixups can be inflicted upon the opponent from a single knockdown with proper conditioning and control of 236H.
Four Tigers Sword
- 1-4 Upper Body invulnerability, 5-7 Above Knees invulnerability, 8-18 Full invulnerability.
A Dragon Kick with upper body invulnerability. As a reversal this move will lose to any meaty attack, even mids. As an anti-air however, this move is quite competent; it can deal with normally difficult to anti air moves like Elphelt's Air Bridal Express. You can RC on hit into 214[K]>623[K]~4 combos.
- 1-4 Upper Body invulnerability, 5~Kick startup Above Knee invulnerability.
High risk low reward low profile slide reminiscent of Grand Viper. Do keep in mind that this move’s hitbox is not quite as low as Grand Viper so it will clash with some mid hitting attacks instead of cleanly beating them.If they reach the corner you can combo with RC>214[K] into 623[K]~4 combos.
Four Tigers Sword (Reverse)
- 1~4 Upper Body invulnerability, 5~17 Above Knee invulnerability extended up to 29 on button hold
- Wall bounces on hit
For certain confirms, usually from 2D, where you want a combo more damaging than stuff>2D but cannot get a 2H starter.
- 1~4 Upper Body invulnerability, 5~30 Above Knee invulnerability extended up to 66 on button hold
- Wall bounces on hit(longer untech than the uncharged version)
What makes Haehyun such a damaging character. 2H into 3 of these will do a sizeable chunk of damage and lead into a knockdown that can yield yet another combo into Charged Reverse Four Tiger's Sword
- 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 air opponents depending on which portion of Falcon Kick's hitbox you strike them with.
One of Haehyun's primary neutral and movement tools because it can hit airborne opponents and go over lows; it is a tool you should use enough that it is always on your opponents mind, but not obviously enough that they consistently expect and punish it. Gains range and frame advantage when charged. Punishable on instant block, and since the primary move you string into 214K is f.S, which is not jump cancelable, varying your options in neutral instead of relying on 214K is important. Can have varying knockdown momentum on air opponents depending on which portion of Falcon Kick's hitbox you strike them with.
- Wall bounces on air hit
Combo staple and a way to force yourself into on timid opponents unwilling to contest you charging Falcon kick. Additionally, charging 214K is one way to throw off your opponent's instant block timing, which is key in preventing your opponent from neutralizing Falcon Kick's strengths in neutral
Falcon Dive (Reverse)
- First hit wall bounces
Keeps Haehyun’s leg up longer so she can evade lows with large amounts of active frames I.E. Ky 2D, but this move's slow startup ensures you won't be punishing them. All versions are overhead(on the first hit) and advantageous on block.
- First hit guard breaks blocking opponents
Can setup unblockables from Corner 5D combos
Air Falcon Dive
- Additional untech time on counterhit
A steerable dive kick that suplement's 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 Falcon Dive serves an important role for Haehyun, and you should not 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.
Enlightened 3000 Palm Strike
- Fully invulnerable frames 1-8
- Haehyun has Hyper Armor while holding down H, but is throwable and vulnerable to supers.
- You can move your opponent around the screen omnidirectionally as you hold H; if your opponent is in hitstun when you active the super they are put into a capture state
- After charging for 151 frames this move is UNBLOCKABLE
- Hits slightly behind Haehyun as well.
7 Frame Reversal Super.
Generally, you push them away if they are blocking to avoid getting punished and move them behind you if they are in hitstun so the clap hits them behind you, granting a combo extension midscreen. In the corner, if you put them in a capture state you want to float them slightly higher, so they take longer to tumble to the ground and make it easier to Dash 2H after the clap.
Unblockable setups for this super can be intiated from corner 5D.
Celestial Tuning Ball
- Fully invulnerable frames 1-8
- Projectile lasts 240 frames
- Drastically decreased tension gain while the projectile is active
Fully controllable projectile. Generally not the best move to randomly throw out in a neutral situation, especially since the projectile is slow enough that once you commit to moving the projectile into the air or along the ground if your opponent guessed correctly it can be hard to drag the projectile towards them.
Shines more as a okizeme tool to bridge to unblockables or mixups obscured by the projectile.
In IK Mode: 236236H
- [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
- IK Mode Activation: 84F [5F+5F]
- Uses the animation of her 5D, but without the hanja.
|To edit frame data, edit values in GGXRD-R2/Kum Haehyun/Data. Be sure to update both the |
- Answer [★]
- Axl Low [★]
- Baiken [★]
- Bedman [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Elphelt Valentine [★]
- Faust [★]
- I-No [★]
- Jack-O' [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Kum Haehyun [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Potemkin [★]
- Ramlethal Valentine [★]
- Raven [★]
- Sin Kiske [★]
- Slayer [★]
- Sol Badguy [★]
- Venom [★]
- Zato-1 [★]
Click [★] for character's full frame data