GGXRD-R2/Kum Haehyun/Frame Data

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System Data


Normal Moves

Name 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.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
5P


  • Special untech time on air hit (Normal: 12F, CH: 28F)
  • Can whiff cancel into 5P, 5K, 2P, 2K, 6P from 13th frame.
5K


c.S


f.S


5H


5D


  • 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


  • Launches on ground hit (Normal: ?? CH: knockdown)
  • Launches on hit (Normal: 14F, CH: 28F)
6K


  • 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


  • 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


  • Can whiff cancel into 2P from 10th frame
2K


2S


2H


  • 2nd hit launches on ground hit (Normal: 28F, CH: knockdown)
  • 2nd hit launches on air hit (Normal: 18F, CH: 36F)
2D


  • Knocks down on ground hit.
j.P


j.K


j.S


j.H


  • Knocks downwards on air hit (Normal: 11F, CH: knockdown)
j.D


j.2K


  • Special hitstop (Normal: 6F, CH: 7F)
  • Only can be used once per jump.

Universal Mechanics

Name 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.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Ground Throw


Air Throw


Dead Angle Attack


  • 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


  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)
Blitz Attack
Max Charge


  • 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

Name 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.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Tuning Ball (S)
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.
Tuning Ball (H)
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


  • Launches and knocks down on ground hit
  • Launches on air hit (Normal: 47f, CH: knockdown)
  • Can transition into different variants of the move starting on the 7th frame
Four Tigers Sword (Hold)
623[K]


  • 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
Four Tigers Sword (Hold Max)
623[K]


  • 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 Blue)
623[K]~1/4/7


  • Above Knees invul can extend til 29F with button hold
  • Knocks back + wall bounces on hit (Normal: 48F, CH: knockdown)
Four Tigers Sword (Reverse Red)
623[K]~1/4/7


  • Above Knees invul can extend til 66F with button hold
  • Knocks back + wall bounces on hit (Normal: 57F, CH: knockdown)
Falcon Dive (Blue)
214[K]


  • No charge: knocks back on air hit (Normal: 23f, CH: knockdown)
  • Charge: knocks back + wallsticks on air hit (Normal: 18f, CH: knockdown)
  • The trajectory of the opponent gets more horizontal the longer the charge
  • Attack starts 6f after button is released
Falcon Dive (Red)
214[K]


  • Knock back + wall bounce + knockdown on ground CH
  • Knock back + wall bounce on air hit (Normal: 60f, CH: knockdown)
  • Attack starts 4f after button is released
Falcon Dive (Reverse Blue)
214[4K]


  • 1st hit: knock back + wall bounce on hit (Normal: 54F, CH: knockdown)
  • 2nd hit: ground bounce + knockdown
Falcon Dive (Reverse Red)
214[4K]


  • 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


  • 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

Name 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.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Enlightened 3000 Palm Strike
236236H
[236236D]


  • 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


  • 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

Name 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.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. HitboxHitbox link for this move
Sundering Chord
During 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]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P*, 2P*, 6P* 5K*, 2K*, 6K* c.S*, f.S*, 2S* 5H*, 6H* 5D, 2D* Jump, Sp
2P 5P*, 2P, 6P* 5K*, 2K*, 6K* c.S*, f.S* 5H* 5D, 2D* Sp
6P 5P*, 2P* 5K*, 6K* c.S*, f.S* 5H* 2D* Sp
5K 5P*, 2P*, 6P* 2K*, 6K* c.S*, f.S*, 2S* 5H* 5D, 2D* Jump, Sp
2K 5P*, 2P*, 6P* 5K*, 6K* c.S*, f.S*, 2S* 5H*, 2H* 5D, 2D* Sp
6K - - - - - Sp
c.S 5P*, 2P*, 6P* 5K*, 2K*, 6K* c.S*, f.S*, 2S* 5H* 5D, 2D* Jump, Sp
f.S - 6K* 2S* 5H* - Sp
2S 6P* 6K* c.S*, f.S* 5H* 2D Sp
5H - - - - - Jump (1st hit), Sp (1st hit)
2H - - - - - Jump, Sp
6H - - - - - -
5D - - - - - Homing Jump, Homing Dash
2D - - - - - Sp


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S - - Sp
j.K - - - - - Jump, Sp
j.S - - - j.H - Sp
j.H - - - - - Sp
j.D - - - - - Sp
j.2K - - - - - Sp
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X* = X is a delayed gatling
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

To edit frame data, edit values in GGXRD-R2/Kum Haehyun/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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