Super Naruto: Clash of Ninja 4/Haku: Difference between revisions
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== Summary == | == 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. | 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. | ||
== Character Traits == | |||
* Some of the '''best neutral in the game''' with great buttons such as 8B, 2A, 5A, running A and the Almighty j.A | |||
* About the '''Almighty j.A''': best air shanks in the game, and one of the best neutral and pressure tools in the game due to the ability to hold some of the volley in place in the air to be released later. | |||
* '''Needle loop combo is an infinite''' that forces substitution, can be converted into from most hits (while Haku has needles out) and can also can bait and punish substitutions back into itself. | |||
* '''Reversal super''' is unblockable, teleports to the opponent from anywhere and needles that it spawns can give Haku insurance | |||
}} | }} | ||
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{|class="wikitable mw-collapsible mw-collapsed" style="margin:1em auto 1em auto" | {|class="wikitable mw-collapsible mw-collapsed" style="margin:1em auto 1em auto" | ||
|- | |- | ||
!align="center"|String # | !align="center" width="5%"|String # | ||
!align="center"|Inputs | !align="center" width="25%"|Inputs | ||
!align="center"|Notes | !align="center"|Notes | ||
|- | |- | ||
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*For {{NotationIcon-SCON4|String}} '''07-08''', switches sides with the fourth move. | *For {{NotationIcon-SCON4|String}} '''07-08''', switches sides with the fourth move. | ||
*For {{NotationIcon-SCON4|String}} '''12-13''', switches sides with the third move. | *For {{NotationIcon-SCON4|String}} '''12-13''', switches sides with the third move. | ||
<u>5B string specifics:</u> | |||
* 5B(B) is a standard one-two. It has a 1-frame gap, but sidestepping is impossible because the attack has 4 active frames. | |||
* 5BB(B) is Haku's 6B, an advancing elbow that hits High. Has similar counterplay too; can be stepped or backdashed easily if done early while Haku is still moving, but the string can be delayed to hard punish backdash or still blockstring a sidestep. Can also be stuffed with a 4B or high crushed, but must be a fast crush (~10F or better). Still blockstrings even if the opponent is holding 7 or 8 to jump out. | |||
** 5BB(A) does Haku's 6A instead, a double slash that hits Mid. Serves as a mix-up that will punish lots of things that beat or escapes 5BB(B); can't be high crushed, hits sidesteps, can beat many 4Bs and can also blockstring on jumps. Only issue is that backdash dodges it cleanly even if delayed. | |||
* 5BBB(B) is a string-unique kick that hits High (despite its looks), lifts on block and launches on hit (can be {{NotationIcon-SCON4|yc}} on hit as well). 4F gap, can be high crushed with 5F or faster high crush moves. If the opponent attempts to 4B, they will be pushed pretty far on autoguard which can keep Haku safe. Sidestepping this move is a 1F window and must be done TOWARDS the sweep of the kick, not AWAY from. | |||
|- | |- | ||
|align="center"|{{NotationIcon-SCON4|String}} '''02''' | |align="center"|{{NotationIcon-SCON4|String}} '''02''' | ||
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{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = 12 | |damage = 12 | ||
|hitlevel = | |hitlevel = High | ||
|startup = 21 | |startup = 21 | ||
|active = 3 | |active = 3 | ||
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|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
* | Far-reaching elbow strike that has fast high crush frames for stuffing jab pokes, but is unsafe on block if the string is not continued. | ||
* 6BB does a high-crushing, launching kick that's a fast launch for combos. | |||
* 6BA is a double senbon slash for chip damage and beating sidesteps or certain 4B's. | |||
{{FlagData-SCON4 | {{FlagData-SCON4 | ||
|highcrush = 7~20 | |highcrush = frames 7~20 | ||
|lowcrush = | |lowcrush = | ||
|midcrush = | |midcrush = | ||
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{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = 12 | |damage = 12 | ||
|hitlevel = | |hitlevel = Low | ||
|startup = 23 | |startup = 23 | ||
|active = 6 | |active = 6 | ||
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* Description | * Description | ||
{{FlagData-SCON4 | {{FlagData-SCON4 | ||
|highcrush = 7~41 | |highcrush = frames 7~41 | ||
|lowcrush = | |lowcrush = | ||
|midcrush = | |midcrush = | ||
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|damage = 20 | |damage = 20 | ||
|startup = 19 | |startup = 19 | ||
|hitlevel = | |hitlevel = High | ||
|active = 4 | |active = 4 | ||
|recovery = 41 | |recovery = 41 | ||
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|description = | |description = | ||
* Airborne on frames 16~39 | * Airborne on frames 16~39 | ||
Haku's guard frame attack is one of the fastest ones in the game alongside having great range and low crush frames, but is decently unsafe on block and sometimes can be completely ducked by certain moves since he goes airborne too. | |||
{{FlagData-SCON4 | {{FlagData-SCON4 | ||
|highcrush = | |highcrush = | ||
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{{MoveData | {{MoveData | ||
|image = SCON4_Haku_8B.png | |image = SCON4_Haku_8B.png | ||
|image2 = | |image2 = SCON4_Haku_8B_(2).png | ||
|hitbox = SCON4_Haku_8B_hitbox.png | |hitbox = SCON4_Haku_8B_hitbox.png | ||
|hitbox2 = SCON4_Haku_8B_(2)_hitbox.png | |hitbox2 = SCON4_Haku_8B_(2)_hitbox.png | ||
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{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = 8, 12 | |damage = 8, 12 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = 16 | |startup = 16 | ||
|active = 3(4)6 | |active = 3(4)6 | ||
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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. | 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: {{NotationIcon-SCON4|B}} for | ''String options: {{NotationIcon-SCON4|B}} for 6B, {{NotationIcon-SCON4|A}} for 2A (possible on hit/block/whiff)'' | ||
}} | }} | ||
}} | }} | ||
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|description = | |description = | ||
* Techable ground bounces on hit | * Techable ground bounces on hit | ||
Hammer punch aerial | Hammer punch aerial, used to gain plus frames on grounded opponents, and also force airborne opponents back down to the ground if Haku can manage to air-to-air with it. It also hits right in front of Haku in the zone where his air needles will whiff on shorter opponents, so a jump to falling {{NotationIcon-SCON4|Air}}{{NotationIcon-SCON4|B}} is good to outplay an opponent trying to run in and punish a whiffed/held instant {{NotationIcon-SCON4|Air}}{{NotationIcon-SCON4|A}}'s landing recovery | ||
Ground bounce property means that this can lead to a combo on hit if the opponent misses the tech. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image = SCON4_Haku_5A.png | |image = SCON4_Haku_5A.png | ||
|image2 = SCON4_Haku_5A_(2).png | |||
|hitbox = SCON4_Haku_5A_hitbox.png | |||
|hitbox2 = SCON4_Haku_5A_(2)_hitbox.png | |||
|caption = | |caption = | ||
|name = {{NotationIcon-SCON4|A}} | |name = {{NotationIcon-SCON4|A}} | ||
|input = | |input = | ||
|data = | |data = | ||
{{AttackData-SCON4 | |||
|version = Normal | |||
|damage = 7 | |||
|hitlevel = - | |||
|startup = - | |||
|active = - | |||
|recovery = - | |||
|guarddmg = - | |||
|blockstun = - | |||
|advhit = - | |||
|advblock = - | |||
|throwinvul = - | |||
|description = | |||
}} | |||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |version = Full Charge | ||
|header = no | |||
|damage = 11 | |||
|hitlevel = - | |hitlevel = - | ||
|startup = - | |startup = - | ||
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|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
Standard projectile throw with a shuriken. | |||
{{FlagData-SCON4 | |||
|highcrush= | |||
|midcrush= | |||
|lowcrush= | |||
|chipdmg= | |||
|unsub= | |||
|meterdrain= | |||
|throwinvul= | |||
}} | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image = SCON4_Haku_6A.png | |image = SCON4_Haku_6A.png | ||
|image2 = SCON4_Haku_6A_(2).png | |||
|hitbox = SCON4_Haku_6A_hitbox.png | |||
|hitbox2 = SCON4_Haku_6A_(2)_hitbox.png | |||
|caption = | |caption = | ||
|name = {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}} | |name = {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 9, 9 | ||
|hitlevel = Mid | |hitlevel = Mid | ||
|startup = 17 | |startup = 17 | ||
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|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
Mid-hitting needle spin. The double-hitting active frames and spin direction make this move pretty hard if not impossible to sidestep for the opponent and also lets Haku win clashes against the first hit. 6A(B) is a sweep used to high crush & punish opponents trying to punish the minus frames of this button. | |||
{{FlagData-SCON4 | |||
|highcrush = | |||
|lowcrush = | |||
|midcrush = | |||
|chipdmg = yes | |||
|unsub = | |||
|meterdrain = | |||
|throwinvul = | |||
}} | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image = SCON4_Haku_2A.png | |image = SCON4_Haku_2A.png | ||
|hitbox = SCON4_Haku_2A_hitbox.png | |||
|caption = | |caption = | ||
|name = {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}} | |name = {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 18 | ||
|hitlevel = | |hitlevel = Low | ||
|startup = 14 | |startup = 14 | ||
|active = | |active = 4 | ||
|recovery = 32 | |recovery = 32 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = | |blockstun = - | ||
|advhit = - | |advhit = - | ||
|advblock = -17 | |advblock = -17 | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
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. | 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. Juggling with 2A > {{NotationIcon-SCON4|yc}} repeatedly is a great way to meter dump for damage if Haku has too many hits in his combo to BBX. | ||
{{FlagData-SCON4 | {{FlagData-SCON4 | ||
|highcrush = frames 8~35 | |highcrush = frames 8~35 | ||
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{{MoveData | {{MoveData | ||
|image = SCON4_Haku_4A.png | |image = SCON4_Haku_4A.png | ||
|hitbox = SCON4_Haku_4A_hitbox.png | |||
|caption = | |caption = | ||
|name = {{NotationIcon-SCON4|4}}{{NotationIcon-SCON4|A}} | |name = {{NotationIcon-SCON4|4}}{{NotationIcon-SCON4|A}} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 20 | ||
|hitlevel = - | |hitlevel = - | ||
|startup = 11 | |startup = 11 | ||
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{{MoveData | {{MoveData | ||
|image = SCON4_Haku_8A.png | |image = SCON4_Haku_8A.png | ||
|hitbox = SCON4_Haku_8A_hitbox.png | |||
|caption = | |caption = | ||
|name = {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|A}} | |name = {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|A}} | ||
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|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
Haku throws | Haku throws 5 needles into the air. Another one of the better anti-air shanks in the game because of the number and spread of them, even being able to beat out the opponent's own air-to-ground shanks. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image = SCON4_Haku_runA.png | |image = SCON4_Haku_runA.png | ||
|hitbox = SCON4_Haku_runA_hitbox.png | |||
|caption = | |caption = | ||
|name = {{NotationIcon-SCON4|run}}{{NotationIcon-SCON4|A}} | |name = {{NotationIcon-SCON4|run}}{{NotationIcon-SCON4|A}} | ||
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{{MoveData | {{MoveData | ||
|image = SCON4_Haku_jA.png | |image = SCON4_Haku_jA.png | ||
|hitbox = SCON4_Haku_jA_hitbox.png | |||
|caption = | |caption = | ||
|name = {{NotationIcon-SCON4|Air}}{{NotationIcon-SCON4|A}} | |name = {{NotationIcon-SCON4|Air}}{{NotationIcon-SCON4|A}} | ||
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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. | ||
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|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
GNT throw. Haku can just set up needles here instead of going for a combo if he's afraid of the opponent's KnJ. | Standard GNT throw. Haku can just follow up with j.BA and set up needles here instead of going for a full combo if he's afraid of the opponent's KnJ. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image = SCON4_Haku_5X.png | |image = SCON4_Haku_5X.png | ||
|hitbox = SCON4_Haku_5X_hitbox.png | |||
|caption = | |caption = | ||
|name = {{NotationIcon-SCON4|X}} | |name = {{NotationIcon-SCON4|X}} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 10, 5×15 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = 22 | |startup = 22 | ||
|active = 3 | |active = 3 | ||
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|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
* Costs 100% (4 bars) chakra | |||
After the needle claw activator lands, Haku summons ice mirrors and ice needle barrages the opponent. Standard unblockable cinematic super, nothing too special about its range or actives. He 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. | |||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 10, ? (60 total) | ||
|hitlevel = | |hitlevel = Low | ||
|startup = 18 | |startup = 18 | ||
|active = 2 | |active = 2 | ||
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|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
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. | * Invincible on frames 1~6 | ||
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 or even jump your super (since the hitbox is very low to the ground). | |||
}} | |||
}} | |||
===<big>4X</big>=== | |||
{{MoveData | |||
|image = SCON4_Haku_4X.png | |||
|caption = | |||
|name = {{NotationIcon-SCON4|4}}{{NotationIcon-SCON4|X}} | |||
|input = | |||
|data = | |||
{{AttackData-SCON4 | |||
|damage = - | |||
|hitlevel = - | |||
|startup = - | |||
|active = - | |||
|recovery = - | |||
|guarddmg = - | |||
|blockstun = - | |||
|advhit = - | |||
|advblock = - | |||
|throwinvul = - | |||
|description = | |||
* Costs 100% (4 bars) chakra | |||
* This super is only available in teams Versus, and under very specific circumstances | |||
}} | }} | ||
}} | }} | ||
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== Strategy == | == Strategy == | ||
=== Needle Loops === | === Needle Loops === | ||
Haku is capable of a grounded or on-the-ground (OTG) hit infinite using his {{NotationIcon-SCON4|air}}{{NotationIcon-SCON4|A}} attack, known as a "''Needle Loop"''. When performed consistently, Needle Loops can | Haku is capable of a grounded or on-the-ground (OTG) hit infinite using his {{NotationIcon-SCON4|air}}{{NotationIcon-SCON4|A}} attack, known as a "''Needle Loop"''. When performed consistently, Needle Loops can force the opponent to spend their substitution, because otherwise they risk getting their entire life bar bled out. | ||
==== Executing Needle Loops ==== | ==== Executing Needle Loops ==== | ||
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{{ColorGallery/Color|4| text=Color 4 ({{NotationIcon-SCON4|Z}}) |}} | {{ColorGallery/Color|4| text=Color 4 ({{NotationIcon-SCON4|Z}}) |}} | ||
}} | }} | ||
''Note: When Haku | ''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 == | == Changes from Vanilla == | ||
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== Resources == | == Resources == | ||
=== Gameplay footage === | === Gameplay footage === | ||
* | * [https://replaytheater.app/?game=scon4&c1=Haku Haku Replay Theater] | ||
==Notable Players== | |||
:{{Template:PlayerListDisclaimer}} | |||
{| class="wikitable" | |||
!width="95"|Name | |||
!width="70"|Usual Color | |||
!width="125"|Region | |||
!Contact | |||
!Example Play | |||
|- | |||
|Lemo | |||
|style="text-align:center;"|[[File:SCON4 Haku Color 2.png|110px]] | |||
|[[File:Flag_us.png]]<br>United States | |||
|Unavailable | |||
|[https://youtu.be/gjDQV-PaMMg?si=GqBP3Yl5ELga6xVr&t=3437 Tournament Footage] | |||
|- | |||
|LilyHV | |||
|style="text-align:center;"|[[File:SCON4 Haku Color 1.png|110px]] | |||
|[[File:Flag_us.png]]<br>United States | |||
|Unavailable | |||
|[https://www.youtube.com/watch?v=k3o6UqZ8k8k&t=286s Tournament Footage] | |||
|- | |||
|} | |||
== Navigation == | == Navigation == |
Latest revision as of 08:06, 21 May 2024
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.
Character Traits
- Some of the best neutral in the game with great buttons such as 8B, 2A, 5A, running A and the Almighty j.A
- About the Almighty j.A: best air shanks in the game, and one of the best neutral and pressure tools in the game due to the ability to hold some of the volley in place in the air to be released later.
- Needle loop combo is an infinite that forces substitution, can be converted into from most hits (while Haku has needles out) and can also can bait and punish substitutions back into itself.
- Reversal super is unblockable, teleports to the opponent from anywhere and needles that it spawns can give Haku insurance
String List
String # | Inputs | Notes |
---|---|---|
01 |
5B string specifics:
| |
02 | ||
03 | ||
04 | ||
05 | ||
06 | ||
07 | ||
08 | ||
09 | ||
10 | ||
11 | ||
12 | ||
13 | ||
14 |
| |
15 | ||
16 | ||
17 | ||
18 | ||
19 | ||
20 | ||
21 | ||
22 |
| |
23 | ||
24 | ||
25 | ||
26 | ||
27 | ||
28 | ||
29 | ||
30 | ||
31 | ||
32 |
| |
33 | ||
34 | ||
35 | ||
36 |
| |
37 | ||
38 | ||
39 | ||
40 | ||
41 | ||
42 | ||
43 |
Weak Attacks
5B
Toggle Hitboxes Toggle Hitboxes
|
---|
6B
Toggle Hitboxes Toggle Hitboxes
|
---|
2B
Toggle Hitboxes Toggle Hitboxes
|
---|
4B
Toggle Hitboxes Toggle Hitboxes
|
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8B
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Running B
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j.B
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Strong Attacks
5A
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6A
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2A
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4A
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8A
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Running A
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j.A
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Throws
5Y
Special
5X
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2X
4X
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 force the opponent to spend their substitution, because otherwise they risk getting their entire life bar bled out.
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)
- 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
Notable Players
- Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name | Usual Color | Region | Contact | Example Play |
---|---|---|---|---|
Lemo | United States |
Unavailable | Tournament Footage | |
LilyHV | United States |
Unavailable | Tournament Footage |