Super Naruto: Clash of Ninja 4/Haku: Difference between revisions
Scatteraxis (talk | contribs) |
Scatteraxis (talk | contribs) |
||
Line 642: | Line 642: | ||
== 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 bleed out the victim's entire life bar and force a substitution. | 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 bleed out the victim's entire life bar and force a substitution. | ||
=== Executing Needle Loops === | ==== Executing Needle Loops ==== | ||
Needle Loops are made possible due to Haku's ability to throw forward only some of the needles from his {{NotationIcon-SCON4|air}}{{NotationIcon-SCON4|A}} 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. | Needle Loops are made possible due to Haku's ability to throw forward only some of the needles from his {{NotationIcon-SCON4|air}}{{NotationIcon-SCON4|A}} 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. | ||
Line 656: | Line 656: | ||
# Release {{NotationIcon-SCON4|A}} (firing the remaining needles) | # Release {{NotationIcon-SCON4|A}} (firing the remaining needles) | ||
# Repeat steps 1-4 | # Repeat steps 1-4 | ||
==== Additional Notes ==== | |||
* If Haku has his back to a corner, the victim will be forced into a [[Super_Naruto:_Clash_of_Ninja_4/Esoterica#Front Substitution|front substitution]], potentially being recaptured into the loop. | * If Haku has his back to a corner, the victim will be forced into a [[Super_Naruto:_Clash_of_Ninja_4/Esoterica#Front Substitution|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. | * 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. |
Revision as of 08:20, 5 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 |
---|---|---|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() ![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() ![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() ![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() ![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() ![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() |
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
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 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
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)