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| {{MoveData | | {{MoveData |
| |image = SCON4_Haku_8B.png | | |image = SCON4_Haku_8B.png |
| | |image2 = SCON4_Haku_8B(2).png |
| | |hitbox = SCON4_Haku_8B_hitbox.png |
| | |hitbox2 = SCON4_Haku_8B_(2)_hitbox.png |
| |caption = | | |caption = |
| |name = {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|B}} | | |name = {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|B}} |
Revision as of 12:51, 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.
Haku
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Health:
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200
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Guard Gauge:
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1600
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Backdash Type:
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Normal
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String List
String #
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Inputs
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Notes
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01
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- Cancellable at ()
- For 07-08, switches sides with the fourth move.
- For 12-13, switches sides with the third move.
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02
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03
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04
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05
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06
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07
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08
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09
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10
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11
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12
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13
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14
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- Can hold the second input to change the move's effect.
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15
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16
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17
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18
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19
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20
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21
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22
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- Switches sides with the second move.
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23
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24
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25
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26
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27
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28
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29
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30
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31
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32
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- Switches sides with the third move.
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33
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34
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35
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36
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- Can hold the first input to change the move's effect.
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37
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38
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39
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40
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41
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42
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43
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Weak Attacks
5B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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12
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High
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15
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2
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28
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-
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-
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-
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-11
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- Can go into () on whiff.
Average high jab.
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6B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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12
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-
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21
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3
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32
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-
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-
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-
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-16
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Flag Data
High Crush
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7~20
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2B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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12
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-
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23
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6
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26
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-
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-
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-
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-12
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Flag Data
High Crush
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7~41
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4B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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20
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high
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19
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4
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41
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-
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-
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-
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-20
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Flag Data
Low Crush
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frames 13~43
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Autoguard
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frames 2~10
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8B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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8, 12
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Middle
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16
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3(4)6
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16
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-
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-
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-
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-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.
String options: for ???, for 2A (possible on hit/block/whiff)
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Toggle Hitboxes Toggle Hitboxes
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Running B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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18
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high
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20
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5
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33
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-
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-
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-
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-19
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Weird looking flip kick that's blessed with immediate low crush.
Flag Data
Low Crush
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frames 1~35
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j.B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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12
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mid
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17
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4
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13+9L
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-
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-
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-
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-
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- Techable ground bounces on hit
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. Ground bounce property means that this can lead to a combo on hit if the opponent misses the tech.
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Strong Attacks
5A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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6A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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Mid
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17
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4(9)4
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33
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-
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-
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-
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-30
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2A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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14
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3
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32
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-
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-
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-
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-17
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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
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frames 8~35
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Chip Damage
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yes
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4A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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11
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25
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-
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-
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-
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-
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Unblockable
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Taijutsu counter. On catch, Haku teleports and comes down on the opponent's head with a kunai attack.
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8A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Haku throws 4 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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Running A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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17, 18
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-
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-
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-
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-
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-
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-
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Running needles. Advantageous on block
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j.A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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8, 12, 15, 18, 21
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Until hit
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Until landing
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-
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-
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-
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-
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- Needle release can be delayed by holding , at the cost of chakra
Haku throws a stream of 5 ice needles in front of himself. Air ice needles are the one tool in his kit that makes his character as strong as he is, and are easily one of the best moves in the game period.
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 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 is kind of poor in only throwing one needle.
Whenever Haku holds the button, however, his needles will float in the air where he placed them instead of flying at the opponent immediately, and they will also constantly adjust their trajectory to track the opponent's position until 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 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.
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Throws
5Y
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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20
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-
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1
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1
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48
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-
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-
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-
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-
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GNT throw. Haku can just set up needles here instead of going for a combo if he's afraid of the opponent's KnJ.
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Special
5X
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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22
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3
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30
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-
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-
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-
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-
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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.
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2X
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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18
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2
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57
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-
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-
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-
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-
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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.
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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)
- 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
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