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Normal Moves
5P
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 623[K]~4.
- Can stuff moves like Johnny 6K.
5K
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.
- Gatlings into all grounded normals except 2H and 6H. Will not combo to 6P on normal hit.
- On air counter hit, can combo into red 623[K]~4.
c.S
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.
f.S
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 not to get this move whiff punished.
5H
- 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
- 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 and meaty 5H overhead setups. Against cornered opponents, 214K RRC > dash 5D is a very scary threat that helps Kum's otherwise mediocre footsies game.
As for this move's projectile negation properties, it 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 236S YRC, escape, or simply block.
2P
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.).
2K
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.
2S
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.
2H
- 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 lower 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
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.
j.P
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.
j.K
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.
j.S
j.S has the most downward hitbox of Haehyun's air normals, making it good for jump-ins or IADs, especially against crouchers. The short active frames and long recovery make it dangerous to whiff, though.
j.H
- Knocks down from around the max height of a normal jump.
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 a primary approach tool.
When comboed into properly (around max normal jump height, as Haehyun is descending), j.H will enable meaty H Tuning Ball okizeme.
j.D
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 j.214K.
6P
- 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 Scapel Grab, and evade some projectiles. Naturally, this is pretty risky, but it's an option.
6P is also a launcher that combos into red 623K~4 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
- Staggers on normal hit
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.
6H
- 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
- 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
- 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
- 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
- Fully invulnerable frames 1-22
Uses Haehyun's 5K animation. Slow and and punishable, but one of the more invincible Dead Angle Attacks, making it a viable defensive option.
Blitz Attack
- 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
- Disappears if Haehyun blocks or is hit.
- Can be steered left and right after the ball leaves Haehyun's hand.
236S
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 6H or 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. Additionally, 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 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 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
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
- 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.
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
- 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; it is an attack you should use enough that it is always on your opponents mind, but don't overdo it. 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
214[K]~1/4/7
- 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.
Charged 214[K]~1/4/7
- First hit guard breaks blocking opponents
Can setup unblockables from Corner 5D combos
Air Falcon Dive
j.214K
- 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.
Overdrives
Enlightened 3000 Palm Strike
236236H (236236D)
- 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
236236S
- 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.
Instant Kill
Sundering Chord
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.
External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.