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
|
|
Health:
|
200
|
Guard Gauge:
|
1600
|
Backdash Type:
|
Normal
|
String List
String #
|
Inputs
|
Notes
|
01
|
|
- Cancellable at ()
- For 07-08, switches sides with the fourth move.
- For 12-13, switches sides with the third move.
|
02
|
|
03
|
|
04
|
|
05
|
|
06
|
|
07
|
|
08
|
|
09
|
|
10
|
|
11
|
|
12
|
|
13
|
|
14
|
|
- Can hold the second input to change the move's effect.
|
15
|
|
|
16
|
|
|
17
|
|
|
18
|
|
|
19
|
|
|
20
|
|
|
21
|
|
|
22
|
|
- Switches sides with the second move.
|
23
|
|
24
|
|
|
25
|
|
|
26
|
|
|
27
|
|
|
28
|
|
|
29
|
|
|
30
|
|
|
31
|
|
|
32
|
|
- Switches sides with the third move.
|
33
|
|
34
|
|
|
35
|
|
|
36
|
|
- Can hold the first input to change the move's effect.
|
37
|
|
|
38
|
|
|
39
|
|
|
40
|
|
|
41
|
|
|
42
|
|
|
43
|
|
|
Weak Attacks
5B
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
High
|
15
|
2
|
28
|
-
|
-
|
-
|
-11
|
- Can go into () on whiff.
Average high jab.
|
|
6B
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
21
|
3
|
32
|
-
|
-
|
-
|
-16
|
Flag Data
High Crush
|
7~20
|
|
|
2B
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
23
|
6
|
26
|
-
|
-
|
-
|
-12
|
Flag Data
High Crush
|
7~41
|
|
|
4B
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
19
|
4
|
41
|
-
|
-
|
-
|
-20
|
Flag Data
Low Crush
|
frames 13~43
|
Autoguard
|
frames 2~10
|
|
|
8B
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
Middle
|
16
|
3(4)6
|
16
|
-
|
-
|
-
|
-6
|
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, and actually does a good job at hitting opponents out of close air space too.
String options: for ???, for 2A
|
|
Running B
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
20
|
5
|
33
|
-
|
-
|
-
|
-19
|
Weird looking flip kick that's blessed with immediate low crush.
Flag Data
Low Crush
|
frames 1~35
|
|
|
j.B
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
17
|
4
|
13+9L
|
-
|
-
|
-
|
-
|
|
|
Strong Attacks
5A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
6A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
Mid
|
17
|
4(9)4
|
33
|
-
|
-
|
-
|
-30
|
|
|
2A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
14
|
3
|
32
|
-
|
-
|
-
|
-17
|
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
|
frames 8~35
|
|
|
4A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
11
|
25
|
-
|
-
|
-
|
-
|
-
|
|
|
8A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Running A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
17, 18
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
8, 12, 15, 18, 21
|
Until hit
|
Until landing
|
-
|
-
|
-
|
-
|
|
|
Throws
5Y
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
20
|
-
|
1
|
1
|
48
|
-
|
-
|
-
|
-
|
|
|
Special
5X
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
22
|
3
|
30
|
-
|
-
|
-
|
-
|
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.
|
|
2X
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
18
|
2
|
57
|
-
|
-
|
-
|
-
|
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.
|
|
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.
Navigation
General
|
|
|
Characters
|
|
|
Archived Information
|
|