Super Naruto: Clash of Ninja 4/Haku: Difference between revisions

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|data =  
|data =  
  {{AttackData-SCON4
  {{AttackData-SCON4
  |damage = -
  |damage = 20
  |startup = 19
  |startup = 19
  |hitlevel = -
  |hitlevel = high
  |active = 4
  |active = 4
  |recovery = 41
  |recovery = 41

Revision as of 16:46, 4 October 2023

Summary

Haku is considered by many as one of the most technically challenging characters SCON has to offer, due to to his subpar HP and high skill ceiling. Haku's playstyle revolves around the use of his trademark needle projectiles, used to threaten tick throws, create frame traps, or for his needle loop infinite. Haku also possesses strong normals, such as 8B and 2A, allowing for both defensive and offensive game plans to shine. Utilizing the many applications of needles in tandem with Haku's great normals is essential to mastering the character.

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 07-08, switches sides with the fourth move.
  • For CONR3 STRING.png 12-13, switches sides with the third move.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 05 B ButtonB ButtonB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 06 B ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 07 B ButtonB ButtonB ButtonUpA ButtonB Button
CONR3 STRING.png 08 B ButtonB ButtonB ButtonUpA ButtonA Button
CONR3 STRING.png 09 B ButtonB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 10 B ButtonB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 11 B ButtonB ButtonA ButtonA Button
CONR3 STRING.png 12 B ButtonB ButtonUpA ButtonB Button
CONR3 STRING.png 13 B ButtonB ButtonUpA ButtonA Button
CONR3 STRING.png 14 B ButtonA ButtonA Button
  • Can hold the second input to change the move's effect.
CONR3 STRING.png 15 ForwardB ButtonB ButtonB Button
CONR3 STRING.png 16 ForwardB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 17 ForwardB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 18 ForwardB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 19 ForwardB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 20 ForwardB ButtonA ButtonA Button
CONR3 STRING.png 21 ForwardB ButtonUpA ButtonB Button
CONR3 STRING.png 22 ForwardB ButtonUpA ButtonA Button
  • Switches sides with the second move.
CONR3 STRING.png 23 DownB ButtonB Button
CONR3 STRING.png 24 DownB ButtonA Button
CONR3 STRING.png 25 UpB ButtonB ButtonB ButtonB Button
CONR3 STRING.png 26 UpB ButtonB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 27 UpB ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 28 UpB ButtonB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 29 UpB ButtonB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 30 UpB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 31 UpB ButtonB ButtonUpA ButtonB Button
CONR3 STRING.png 32 UpB ButtonB ButtonUpA ButtonA Button
  • Switches sides with the third move.
CONR3 STRING.png 33 UpB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 34 UpB ButtonA ButtonB ButtonA ButtonB Button
CONR3 STRING.png 35 UpB ButtonA ButtonB ButtonA ButtonA Button
CONR3 STRING.png 36 A ButtonA Button
  • Can hold the first input to change the move's effect.
CONR3 STRING.png 37 ForwardA ButtonB ButtonB Button
CONR3 STRING.png 38 ForwardA ButtonB ButtonA Button
CONR3 STRING.png 39 ForwardA ButtonA Button
CONR3 STRING.png 40 DownA ButtonB ButtonB Button
CONR3 STRING.png 41 DownA ButtonB ButtonA ButtonB Button
CONR3 STRING.png 42 DownA ButtonB ButtonA ButtonA Button
CONR3 STRING.png 43 Air AttackB ButtonA Button

Weak Attacks

5B

B Button
SCON4 Haku 5B.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 High 15 2 28 - - - -11
  • Can go into B Button(B Button) on whiff.

Average high jab.

6B

ForwardB Button
SCON4 Haku 6B.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 - 21 3 32 - - - -16
  • Description
Flag Data
High Crush 7~20

2B

DownB Button
SCON4 Haku 2B.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 - 23 6 26 - - - -12
  • Description
Flag Data
High Crush 7~41

4B

BackB Button
SCON4 Haku 4B.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 high 19 4 41 - - - -20
  • Airborne on frames 16~39
Flag Data
Low Crush frames 13~43
Autoguard frames 2~10

8B

UpB Button
SCON4 Haku 8B.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- Middle 16 3(4)6 16 - - - -6

Cartwheel kick. One of Haku's best normals as it can't be crushed by most moves, has great frame data all around for safety on whiff/block, the second hit lets it win clash situations and actually does a good job at hitting opponents out of close air space too.

String options: B Button for ???, A Button for 2A (possible on hit/block/whiff)

Running B

RunB Button
SCON4 Haku runB.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 20 5 33 - - - -19
  • Airborne on frames 4~31

Weird looking flip kick that's blessed with immediate low crush.

Flag Data
Low Crush frames 1~35

j.B

Air AttackB Button
SCON4 Haku jB.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 17 4 13+9L - - - -
  • Placeholder

Strong Attacks

5A

A Button
SCON4 Haku 5A.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

6A

ForwardA Button
SCON4 Haku 6A.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- Mid 17 4(9)4 33 - - - -30
  • Description

2A

DownA Button
SCON4 Haku 2A.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 14 3 32 - - - -17

Haku takes a quick step forward into a kunai sweep at the opponent's feet. Great for low profiling in neutral due to the surprise movement and fast high crush.

Flag Data
High Crush frames 8~35
Chip Damage yes

4A

BackA Button
SCON4 Haku 4A.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 11 25 - - - - Unblockable
  • Cannot be KnJ'd on hit

Taijutsu counter. On catch, Haku teleports and comes down on the opponent's head with a kunai attack.

8A

UpA Button
SCON4 Haku 8A.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

Running A

RunA Button
SCON4 Haku runA.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 17, 18 - - - - - -

Running needles. Advantageous on block

j.A

Air AttackA Button
SCON4 Haku jA.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 8, 12, 15, 18, 21 Until hit Until landing - - - -
  • Needle release can be delayed by holding A Button, at the cost of chakra

Haku throws a stream of 5 ice needles that can also be suspended in place for use later if he holds the input. Air ice needles are the one tool in his kit that makes Haku as strong as he is, and are easily one of the best moves in the game period.

Haku's air shanks are better than most because of the number he throws and how spaced out the toss is. They cover the space in front of him for longer than regular kunai tosses, to where an instant Air AttackA Button gives him enough time to either combo if they hit or pressure on block.

Whenever Haku holds the A Button button, his needles float in the air where he placed them instead of flying at the opponent immediately where they will also constantly adjust their trajectory to track the opponent's position until they are released. The needles are uninteractable while held and aside from manual release, they will also be let go if he runs out of chakra, is hit by an attack or is forced to block an attack. As for manually releasing, it can also be done while Haku is in the middle of most other actions (i.e. using B Button attacks, sidestepping, and during throw & throw whiff animations). Held needles are godlike in neutral or close quarters situations to either unblockable back hit the opponent, no-risk punishes to them attempting offense, enabling "needle loops" that force baitable KnJs, and bolster Haku's offense by giving him plus frames and thus constant strike/throw on demand.

Throws

5Y

Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - 1 1 48 - - - -

GNT throw. Haku can just set up needles here instead of going for a combo if he's afraid of the opponent's KnJ.

Special

5X

X Button
SCON4 Haku 5X.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 22 3 30 - - - -

Average cinematic super. Haku can universally do 5 hits of a combo prior to a BBX super confirm, any higher than that and the juggle starts to drop on certain characters.

2X

DownX Button
SCON4 Haku 2X.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 18 2 57 - - - -

Haku teleports to the opponent wherever they are on the stage and hits them with an unblockable stomp, before summoning more needles to stab them. Functions as both a reversal super and neutral tool against certain characters. However, it must be used wisely in both instances because the invincibility on startup is short and the super flash telegraphs to the opponent that they should step your super.

Strategy

Colors

Default ()
Color 2 ()
Color 3 ()
Color 4 ()

Note: When Haku gets hit while using a masked color, his mask will fall off when he loses about half of his health, remaining maskless for the rest of the match. This has no gameplay implications at all.

Changes from Vanilla

(Needs further updates. Please let wiki editors know details)

  • 5B: made high
  • 5BB(A) (flip): Replaced with 6A and its follow-ups.
  • 2B: hitbox appears one frame sooner; hit direction changed slightly to assist follow ups
  • 2B(B): launch height and type adjusted for more consistency on characters it used to drop on
  • 2B(A) (flip): replaced with 6A(A)
  • 5BB(8A) and 6B(8A) added: Performs flip; properly low crushes
  • 2BA(A) (flip slash): is unblockable
  • JB(A): Added as JA
  • 6A: hits twice; damage is distributed between the two hits
  • 4A: window improved
  • A4A: appears above 14 frames faster, activation is unblockable and unsubbable; hitboxes are bigger and better placed; moves quicker
  • 8A: needles have slightly more lift on hit
  • RA(8): Vanilla 2B(A) (flip) with follow ups; RA still does running needles
  • JA: spawns 5 needles instead of 10, holding each needle drains 6 chakra per frame instead of 3 (was pairs before)
  • 5X: hitbox appears 4 frames earlier
  • 2X: Stomp hitbox changed to be a shockwave hitbox instead of on his shin; needles knock down
  • GRKnJ: Made a mid instead of a high

Resources

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