A largely unexplored character, Kum Haehyun is coming along nicely in the tech department. Thanks to Japanese player Maroshi exploring the uses of his fireball—the trajectory of which is controlled by the player—we see below a vortex of options off a corner throw.
The superjump is a nice touch as it allows him to completely avoid most any reversal super that might escape the corner.
Throw Oki
Same side high: ad/f (airdash forward) j.S > j.HS.
基本型4
#PS4sharehttps://t.co/HRVOVT2uMo pic.twitter.com/2EHTqHvepk— まろし (@maroshijapa) December 5, 2016
Same side low: 2K 2D.
基本型3
#PS4share pic.twitter.com/ux2BiSkwp0— まろし (@maroshijapa) December 5, 2016
Crossup low: 2K 2D.
基本型2 #PS4sharehttps://t.co/HRVOVT2uMo pic.twitter.com/CeovjxVhZI
— まろし (@maroshijapa) December 5, 2016
Crossup high: ad/f j.S j.HS. If it’s blocked, this shows a followup to escape the corner and apply another mixup while you’re at it.
流れの中で無理矢理J2Kを使うマン #PS4share pic.twitter.com/uBU9xgzZj4
— まろし (@maroshijapa) December 5, 2016
If they block the initial mixup, and you tag them after with 2K:
基本型
#PS4share pic.twitter.com/0PPalBjU1o— まろし (@maroshijapa) December 5, 2016
When going for the throw to start these mixups, make sure you option select with close Slash (6+S+H). Not only is an accidental 6H bad news up close, it’s incredibly negative on block.
Make sure you end your juggles with j.H with the opponent above your height for maximum timing to get a free 236H:
いえーいあいんまん見てるー?
#PS4share pic.twitter.com/W8eZrRpcOm— まろし (@maroshijapa) November 18, 2016
Another application of that meterless oki situation. After the fireball, 5H is used to bait the opponent into standing as the second hit is overhead. Another layer to this mixup could be using 6K which looks similar but hits low. Keeping them in blockstun with the 5H is a safer bet, though:
今一番やりたい崩しシリーズ
有利Fをとれる落とし方をすれば球5HS溜め四寅まで連ガ
何かもっと良いコンボもあるはず! #PS4share pic.twitter.com/O45dw2RnVI— まろし (@maroshijapa) November 23, 2016
Faust has a strange hitbox that allows for some unique combos. Here’s how to utilize that for a relaunch:
kendeepさんほんまサンキューな
ちょっくらがぞうを泣かして参るわ
#PS4share pic.twitter.com/S9stDlWcGf— まろし (@maroshijapa) November 11, 2016
Kum’s fireball super functions like the regular version—controlled by your directional inputs—and can be used to set up unblockables like so:
死ぬ前に決めちゃるシリーズ #PS4sharehttps://t.co/HRVOVT2uMo pic.twitter.com/NVcWR36ny0
— まろし (@maroshijapa) December 18, 2016
Clever use of fireball oki can also allow for meterless combos off his throw:
投げからだって #PS4sharehttps://t.co/HRVOVT2uMo pic.twitter.com/jwOI3YRtRV
— まろし (@maroshijapa) December 13, 2016
The other way to land an unblockable involves using the wallsplat from 5D6:
明日がぞうに決めるやーつ
#PS4share pic.twitter.com/3GavTUn9wf— まろし (@maroshijapa) November 17, 2016
Don’t forget that comboing into 5D reduces some of the damage scaling of your combo, potentiallly netting you more damage than other combo routes after a roman cancel.
Tired of Leo’s backturned mixup situation? Wakeup super allows you to react—with the super freeze—and see what option he chose. If he countered, charge the super a bit to avoid it, otherwise you can let ‘er rip.
この組み合わせレオ有利だと思ってたけど
構え後ろステップ潰されるとなるとさすがにめんどいなー
50%持つてたら構えられないじゃん
#PS4share pic.twitter.com/8YLadpaCSU— ほんとすまんほっさ (@hontosumanhossa) December 14, 2016
Source: Maroshi