GGXRD-R2/Kum Haehyun/Strategy: Difference between revisions

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Kum tends to get knockdown from three main sources: 2D, throw, and air combo. 2D and throw almost always give spacing and timing to safely get a red ball out, while that is not guaranteed if you take the opponent into the air. Against characters with good reversals, you might be safer using the blue ball for a less threatening okizeme situation after air combo.
Kum tends to get knockdown from three main sources: 2D, throw, and air combo. 2D and throw almost always give spacing and timing to safely get a red ball out, while that is not guaranteed if you take the opponent into the air. Against characters with good reversals, you might be safer using the blue ball for a less threatening okizeme situation after air combo.


Kum okizeme goes like this: you get a knockdown, you make a red ball, and the opponent wakes up into it. You hit them ONCE with the ball, which pushes them towards you. From here, you have many options. Raw 5HS/6K, walk back 5HS/6K, 2K 5HS/6K all work depending on the opponent. However, all of those options have countermeasures. The most solid mixup, which is difficult to perform because it requires good control of the ball, doesn't try to mix the opponent up after the first ball hit. Instead, you go 2K2S, knocking them back into the 2nd hit of the ball. Now, you are fully actionable, your opponent is in blockstun, and they OS by stand blocking the ball and instantly shift their guard low (blocking all attempts to 5HS) then you can 2D them as the 2nd ball hit connects, something that isn't possible on your 1st ball hit. In most cases, they will simply have to guess high or low. Your 5HS or 6K here is as close as Kum can get to a true 50/50. If you get the hit, confirm it into the 3rd hit of the red ball, and then go into 2HS.
Kum okizeme goes like this: you get a knockdown, you make a red ball, and the opponent wakes up into it. You hit them ONCE with the ball, which pushes them towards you. From here, you have many options. Raw 5HS/6K, walk back 5HS/6K, 2K 5HS/6K all work depending on the opponent. However, all of those options have countermeasures. The most solid mixup, which is difficult to perform because it requires good control of the ball, doesn't try to mix the opponent up after the first ball hit. Instead, you go 2K2S, knocking them back into the 2nd hit of the ball. Now, you are fully actionable, your opponent is in blockstun, and they OS by stand blocking the ball and instantly shift their guard low (blocking all attempts to 5HS) then you can 2D them as the 2nd ball hit connects, something that isn't possible on your 1st ball hit. In most cases, they will simply have to guess high or low. Your 5HS or 6K here is as close as Kum can get to a true 50/50. If you get the hit, confirm it into the 3rd hit of the red ball, and then go into 2HS. A key tip to controlling the ball situation is to use moments when Kum is locked into an animation (doing 5HS/6K, for example) to steer the red ball without moving your character.


There's a lot of variability in timing based on initial spacing and matchup as well. See [https://docs.google.com/spreadsheets/d/1eJXhXM0eA62SwJdAysndK4I_Lx7p4nboWvo63ihfYfE/edit#gid=0 this chart] to reference the risk of getting a whiff or double hit instead of the preferred single-hit. Losing two hits of the ball to an opponent on wake up makes you very vulnerable to anti-Kum-mixup techniques. It's important to practice getting a single hit in all your okizeme situations against the whole cast!
There's a lot of variability in timing based on initial spacing and matchup as well. See [https://docs.google.com/spreadsheets/d/1eJXhXM0eA62SwJdAysndK4I_Lx7p4nboWvo63ihfYfE/edit#gid=0 this chart] to reference the risk of getting a whiff or double hit instead of the preferred single-hit. Losing two hits of the ball to an opponent on wake up makes you very vulnerable to anti-Kum-mixup techniques. It's important to practice getting a single hit in all your okizeme situations against the whole cast!

Revision as of 00:24, 28 September 2022

 Kum Haehyun


General Tactics

Check the resource dump for some tactics examples.

Blockstrings

Okizeme

Kum tends to get knockdown from three main sources: 2D, throw, and air combo. 2D and throw almost always give spacing and timing to safely get a red ball out, while that is not guaranteed if you take the opponent into the air. Against characters with good reversals, you might be safer using the blue ball for a less threatening okizeme situation after air combo.

Kum okizeme goes like this: you get a knockdown, you make a red ball, and the opponent wakes up into it. You hit them ONCE with the ball, which pushes them towards you. From here, you have many options. Raw 5HS/6K, walk back 5HS/6K, 2K 5HS/6K all work depending on the opponent. However, all of those options have countermeasures. The most solid mixup, which is difficult to perform because it requires good control of the ball, doesn't try to mix the opponent up after the first ball hit. Instead, you go 2K2S, knocking them back into the 2nd hit of the ball. Now, you are fully actionable, your opponent is in blockstun, and they OS by stand blocking the ball and instantly shift their guard low (blocking all attempts to 5HS) then you can 2D them as the 2nd ball hit connects, something that isn't possible on your 1st ball hit. In most cases, they will simply have to guess high or low. Your 5HS or 6K here is as close as Kum can get to a true 50/50. If you get the hit, confirm it into the 3rd hit of the red ball, and then go into 2HS. A key tip to controlling the ball situation is to use moments when Kum is locked into an animation (doing 5HS/6K, for example) to steer the red ball without moving your character.

There's a lot of variability in timing based on initial spacing and matchup as well. See this chart to reference the risk of getting a whiff or double hit instead of the preferred single-hit. Losing two hits of the ball to an opponent on wake up makes you very vulnerable to anti-Kum-mixup techniques. It's important to practice getting a single hit in all your okizeme situations against the whole cast!

Tips and Tricks

Fighting Kum Haehyun

Navigation

 Kum Haehyun


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