Super Naruto: Clash of Ninja 4/Haku: Difference between revisions
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Haku's regular air shank toss is better than most of the cast's because of the number he throws and how spaced out the toss is. They cover and hit the space in front of him for longer than regular kunai tosses, to where an instant {{NotationIcon-SCON4|air}}{{NotationIcon-SCON4|A}} gives him enough time to either combo if they hit or continue pressure on block. Fast start-up also makes it effective for air shanking out of pressure whenever he has the chance and also for neutralizing other projectiles in neutral, as his regular {{NotationIcon-SCON4|A}} is kind of poor in only throwing one needle. | Haku's regular air shank toss is better than most of the cast's because of the number he throws and how spaced out the toss is. They cover and hit the space in front of him for longer than regular kunai tosses, to where an instant {{NotationIcon-SCON4|air}}{{NotationIcon-SCON4|A}} gives him enough time to either combo if they hit or continue pressure on block. Fast start-up also makes it effective for air shanking out of pressure whenever he has the chance and also for neutralizing other projectiles in neutral, as his regular {{NotationIcon-SCON4|A}} is kind of poor in only throwing one needle. | ||
Whenever Haku ''holds'' the {{NotationIcon-SCON4|A}} button, however, his needles will float in the air where he placed them instead of flying at the opponent immediately, and they will | Whenever Haku ''holds'' the {{NotationIcon-SCON4|A}} button, however, his needles will float in the air where he placed them instead of flying at the opponent immediately, and after about a second of floating they will begin to constantly adjust their trajectory to track the opponent's position for when they are released. Manual release of the buttons can be done almost any time even when Haku is in the middle of most other actions (i.e. using {{NotationIcon-SCON4|B}} attacks, sidestepping, and during throw & throw whiff animations). Held needles are godlike in neutral or close quarters situations as they set up and lead to to either unblockable back hits on the opponent, non-committal punishes to the opponent attempting offense, enabling Haku's staple combo of "needle loops", and bolster his offense by giving him plus frames and thus constant strike/throw on demand, among so many other usages. | ||
The needles are also un-interactable while being held, so once they're out the only way to dispel their threat is to have an attack connect with Haku (hit or block), or wait until he runs out of chakra from holding them. | The needles are also un-interactable while being held, so once they're out the only way to dispel their threat is to have an attack connect with Haku (hit or block), or wait until he runs out of chakra from holding them. |
Revision as of 12:56, 8 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 |
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Weak Attacks
5B
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Toggle Hitboxes Toggle Hitboxes
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6B
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Toggle Hitboxes Toggle Hitboxes
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2B
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Toggle Hitboxes Toggle Hitboxes
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4B
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Toggle Hitboxes Toggle Hitboxes
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8B
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Toggle Hitboxes Toggle Hitboxes
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Running B
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Toggle Hitboxes Toggle Hitboxes
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j.B
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Toggle Hitboxes Toggle Hitboxes
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Strong Attacks
5A
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Toggle Hitboxes Toggle Hitboxes
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6A
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Toggle Hitboxes Toggle Hitboxes
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2A
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Toggle Hitboxes Toggle Hitboxes
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4A
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8A
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Toggle Hitboxes Toggle Hitboxes
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Running A
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Toggle Hitboxes Toggle Hitboxes
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j.A
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Toggle Hitboxes Toggle Hitboxes
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Throws
5Y
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Special
5X
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Toggle Hitboxes Toggle Hitboxes
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2X
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Strategy
Needle Loops
Haku is capable of a grounded or on-the-ground (OTG) hit infinite using his attack, known as a "Needle Loop". When performed consistently, Needle Loops can bleed out the victim's entire life bar and force a substitution.
Executing Needle Loops
Needle Loops are made possible due to Haku's ability to throw forward only some of the needles from his attack, but then hold at least one or more of the rest of the barrage. When properly delaying the multi-barrage to maximize hitstun time, he can string the combo together indefinitely.
The general input pattern of a Needle Loop is:
- Jump
- In quick succession:
- Tap
(beginning the release of needles)
- Press and hold
again (before all needles have been released)
- Tap
- After landing, run forward (
) and simultaneously...
- Release
(firing the remaining needles)
- Repeat steps 1-4
Additional Notes
- If Haku has his back to a corner, the victim will be forced into a front substitution, potentially being recaptured into the loop.
- Neutral jump is typically more reliable than forward jump or running jump. Needles may go over the head of the target after forward jumps depending on distance and the height of the opposing character, ending the loop prematurely.
- It is generally advisable to hold fewer needles during the hold portion of the loop, as the chakra cost of holding needles is tied to the amount of needles held. Depleting one's own chakra with needle loops puts the user in danger of an ensuing punish.
Colors
Note: When Haku is 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
Gameplay footage
- Dark Tournament 2: LilyHV's run (vs
Kabuto,
CS2 Sasuke,
Zabuza) and Kandle vs Skeet (vs
Kabuto)
- Fall Clash swiss ft4, LilyHV vs Clemente (Mirror Match)