Super Naruto: Clash of Ninja 4/Haku: Difference between revisions
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* Needle release can be delayed by holding {{NotationIcon-SCON4|A}}, at the cost of chakra | * Needle release can be delayed by holding {{NotationIcon-SCON4|A}}, at the cost of chakra | ||
Haku throws a stream of 5 ice needles. | 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 best and most character-defining tool in his kit, and 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 {{NotationIcon-SCON4|air}}{{NotationIcon-SCON4|A}} gives him enough time to either combo if they hit or pressure on block. | 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 {{NotationIcon-SCON4|air}}{{NotationIcon-SCON4|A}} gives him enough time to either combo if they hit or pressure on block. | ||
Whenever Haku ''holds'' the {{NotationIcon-SCON4|A}} 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 {{NotationIcon-SCON4|B}} attacks, sidestepping, and during throw & throw whiff animations). | Whenever Haku ''holds'' the {{NotationIcon-SCON4|A}} 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 {{NotationIcon-SCON4|B}} attacks, sidestepping, and during throw & throw whiff animations). Held needles are godlike in neutral or close quarters situations to either unblockable back hit them, punish the opponent for 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. | ||
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Revision as of 20:12, 3 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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01 |
| |
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
6B
2B
4B
8B
Running B
j.B
Strong Attacks
5A
6A
2A
4A
8A
Running A
j.A
Throws
5Y
Special
5X
2X
Strategy
Colors
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.