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 shinken (623K~1/4/7), 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 Ball 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 Strike (236236H) reversal super. That super can also extend combos.

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, hayabusa (214K) - 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.


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 elderly master known as Kum Jonryoku. Very few people know her true identity.
Voice:Hideaki Tezuka / ???
Playstyle
GGXRD-R2 Kum Haehyun Icon.png 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.
  • Pressure God(ess?): Strong, easy to use pressure and frame trap tools.
  • Lots o' Damage: Extremely high damage potential. 60%+ from a single combo is not uncommon.
  • Mixups: Consistent 50/50 mixups on knockdown using Tuning Ball.
  • Mash-Happy Kum's 2P jab is absurdly good for mashing out of pressure.
  • Controller: Can manipulate her projectiles, her air momentum, and even her opponent's position.
  • Tanky: Very high effective health and very high stun.
  • Unblockables: Kum has multiple unblockables that can be guaranteed with the proper setup and ball control.
  • Large Body: Large hurtbox means she can be easily harassed by zoners, is vunerable to more damaging combos, and cannot backdash well.
  • Mediocre Defense: Lackluster defensive options. Her DP is not full body invulnerable.
  • Mediocre Mobility: Aside from her divekick, Kum has slow and linear movement options.
  • Poor Ranged Options: Haehyun's longest normals (f.S, 2D, 6H) have poor follow-up options or are outright unsafe.
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.

Normal Moves

5P

5K

c.S

f.S

5H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
28 x 2 Mid, High 9 5 (3) 5 14 0 -

  • Hits overhead on the second hit

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 AA, but Haehyun's other options are much better.

5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
33 High 26 5 12 +2 -

  • Can negate 1 projectile hit during the startup frames where the red Kanji is present.

One of the few 5D attacks that is plus on block. Heavily telegraphed 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, hayabusa 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.

2P

2K

2S

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
26 x 2 Mid 8 2, 5 18 -4 -

  • Combos to red shinken on normal hit.

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. Hell, throw it out during a blockstring every once in a while since you can jump cancel or special cancel either hit for safety or a combo.

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 AA. It's a huge risk to use 2H this way without meter or a Tuning Ball to cover yourself, though.

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
34 Low 7 6 15 -7 -

  • Pops up opponents enough to allow combos into blue shinken if Haehyun is close enough.
  • Moves Haehyun forward slightly.
  • Might be Haehyun's only meterless punish option for faraway moves like Ky's Stun Dipper or Greed Sever.
  • Special cancelable during recovery.

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.

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.

j.P

j.K

j.S

j.H

j.D

6P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
30 Mid 13 6 15 -4 1-6F Upper Body
7-18F Above Knees

  • Upper body invuln frames 1-6. Above knee invuln frames 7-18.
  • 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.

An AA 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 Slide Head.

Because Haehyun crouches during the move's startup, 6P can beat moves like Beak Driver, 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.

6K

6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
45 Mid 7 6 36 -23 -

  • 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.

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 to being hideously unsafe on block.

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

j.2K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
28 High/Air 5 5 10 -1 -

  • Pops Haehyun into the air on hit or block.
  • After making contact, Haehyun can steer herself forward and backward similar to Falcon Dive (j.214K).
  • Can only be used once before returning to the ground.

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.

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
0,68 Ground Throw: 88750 1 - - +59 -

  • 65% Forced Proration

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.

Air Throw

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
0,68 Air Throw: 192500 1 - - - -

  • 65% Forced Proration

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 (against Bandit Bringer and other disjointed, downward-reaching attacks).

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Uncharged 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz

  • 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.

Special Moves

Tuning Ball

236S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
S 30 All 12 147 Total: 48 -16 -
H 26 x 3 All 38 140 Total: 69 +22 -

  • Disappears if Haehyun blocks or is hit.
  • Can be steered left and right with the stick after the ball leaves Haehyun's hand.

236S

Classic midrange space control 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.

Four Tigers Sword

623K

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Normal 44 Mid 8 14 20 + 8 landing -23 1-4F Upper Body
5-7F Above Knees
8-15F All
Charged 9 x (1-4), 44 Low x (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
Max 9 x (5-6), 15 x 3, 30 Low x (4-6), Mid x 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

623K

  • Upper body invuln 1-4f, above knee invuln 5-7f, full invuln 8-18f.

A kick uppercut with upper body invulnerability. Not a reversal since it only shrinks Haehyun's hurtbox instead of removing it. 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 Express.

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

623[K]

  • Upper body invuln 1-4f, above knee invuln from frame 5 until Haehyun kicks.

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 you carry your opponent to the corner, you can combo with RC > 214[K]> red shinken loops.

Four Tigers Sword (Reverse)

623[K]~1/4/7

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Normal 45 Mid 12-24 6 24 -11 1-4F Upper Body
5-11F Above Knees
12-17F All
Charged 60 Mid 25-61 6 24 -11 1-4F Upper Body
5-60F Above Knees
61-66F All

  • Referred to as "shinken." Normal version is blue and charged is red.
  • Both versions wallbounce, but red version has much more hitstun and can link into itself.
  • Upper body invul 1-4f, above knee invuln from frame 5 for as long as K is held.
  • Attack connects 5f after K is released.
  • 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.
  • Difficult to combo with in the corner.
  • Injects a rush of endorphins directly into your bloodstream.

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.

Aside from being a monstrous combo tool, shinken has some other uses: it can function as a slow but powerful AA 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.

Rev2.1 added some leniency when canceling from 623K into this move, which actually allows Haehyun to cancel from a connecting 623K into shinken as a combo. This "shi-shinken" technique is often used with dash momentum to stabilize combos.

Falcon Dive

214K

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Normal 44 Mid 13-41 6 18 -5 -
Charged 44 Mid 40-71 5 11 +3 -

  • Referred to as "hayabusa." Normal version is blue, charged is red.
  • 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.
  • Can be charged by holding K. 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.

Falcon Dive (Reverse)

214[K]~1/4/7

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Normal 60, 50 High, All 30-80 1 (9) 6 20 +5 -
Charged 70, 50 High, All 81-154 1 (9) 6 20 +5 -

  • Normal version is blue, charged is red.
  • 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.
  • Both versions connect quite a while after you release 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.

Air Falcon Dive

j.214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
40 All 21 Until Landing 10 Landing +1 -

  • Referred to as "air hayabusa."
  • Spikes and groundbounces on hit, and even more on counter hit.

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 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.

Overdrives

Enlightened 3000 Palm Strike

236236H [236236D]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
0, 100
[0,125]
Mid 6+1-151 2 41 -24 1-8F All

  • Fully invulnerable 1-8f.
  • 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.

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: while your opponent is in this circle, you can move them around by using the stick. 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.

Celestial Tuning Ball

236236S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
24*5 All 20+5 231 Total: 20+21 +59 20F Full

  • Drastically reduced tension gain while the ball is active.
  • Stays onscreen even if Haehyun is hit. Cannot be controlled in hitstun.
  • Can be controlled up, down, left, and right by using the stick once the ball is active.
  • Player 1 ball is blue, and player 2 ball is orange/red.

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 like 5D.

Slow to start up and pretty slow to maneuver, but the ball builds up decent speed once it gets going. 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.

Instant Kill

Sundering Chord

In IK Mode: 236236H

External References

Navigation

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