Super Naruto: Clash of Ninja 4/Haku

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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.

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 07-08, switches sides with the fourth move.
  • For CONR3 STRING.png 12-13, switches sides with the third move.

5B string specifics:

  • 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 Y-Cancel 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.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 05 B ButtonB ButtonB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 06 B ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 07 B ButtonB ButtonB ButtonUpA ButtonB Button
CONR3 STRING.png 08 B ButtonB ButtonB ButtonUpA ButtonA Button
CONR3 STRING.png 09 B ButtonB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 10 B ButtonB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 11 B ButtonB ButtonA ButtonA Button
CONR3 STRING.png 12 B ButtonB ButtonUpA ButtonB Button
CONR3 STRING.png 13 B ButtonB ButtonUpA ButtonA Button
CONR3 STRING.png 14 B ButtonA ButtonA Button
  • Can hold the second input to change the move's effect.
CONR3 STRING.png 15 ForwardB ButtonB ButtonB Button
CONR3 STRING.png 16 ForwardB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 17 ForwardB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 18 ForwardB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 19 ForwardB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 20 ForwardB ButtonA ButtonA Button
CONR3 STRING.png 21 ForwardB ButtonUpA ButtonB Button
CONR3 STRING.png 22 ForwardB ButtonUpA ButtonA Button
  • Switches sides with the second move.
CONR3 STRING.png 23 DownB ButtonB Button
CONR3 STRING.png 24 DownB ButtonA Button
CONR3 STRING.png 25 UpB ButtonB ButtonB ButtonB Button
CONR3 STRING.png 26 UpB ButtonB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 27 UpB ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 28 UpB ButtonB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 29 UpB ButtonB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 30 UpB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 31 UpB ButtonB ButtonUpA ButtonB Button
CONR3 STRING.png 32 UpB ButtonB ButtonUpA ButtonA Button
  • Switches sides with the third move.
CONR3 STRING.png 33 UpB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 34 UpB ButtonA ButtonB ButtonA ButtonB Button
CONR3 STRING.png 35 UpB ButtonA ButtonB ButtonA ButtonA Button
CONR3 STRING.png 36 A ButtonA Button
  • Can hold the first input to change the move's effect.
CONR3 STRING.png 37 ForwardA ButtonB ButtonB Button
CONR3 STRING.png 38 ForwardA ButtonB ButtonA Button
CONR3 STRING.png 39 ForwardA ButtonA Button
CONR3 STRING.png 40 DownA ButtonB ButtonB Button
CONR3 STRING.png 41 DownA ButtonB ButtonA ButtonB Button
CONR3 STRING.png 42 DownA ButtonB ButtonA ButtonA Button
CONR3 STRING.png 43 Air AttackB ButtonA Button

Weak Attacks

5B

B Button
SCON4 Haku 5B.png
SCON4 Haku 5B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 High 15 2 28 - - - -11
  • Can go into B Button(B Button) on whiff.

Average high jab.

Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
SCON4 Haku 6B.png
SCON4 Haku 6B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 High 21 3 32 - - - -16

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.
Flag Data
High Crush frames 7~20
Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
SCON4 Haku 2B.png
SCON4 Haku 2B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 Low 23 6 26 - - - -12
  • Description
Flag Data
High Crush frames 7~41
Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
SCON4 Haku 4B.png
SCON4 Haku 4B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 High 19 4 41 - - - -20
  • 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.

Flag Data
Low Crush frames 13~43
Autoguard frames 2~10
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
SCON4 Haku 8B.png
SCON4 Haku 8B hitbox.png
SCON4 Haku 8B (2).png
SCON4 Haku 8B (2) hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
8, 12 Mid 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, 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: B Button for 6B, A Button for 2A (possible on hit/block/whiff)

Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
SCON4 Haku runB.png
SCON4 Haku runB hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 high 20 5 33 - - - -19
  • Airborne on frames 4~31

Weird looking flip kick that's blessed with immediate low crush.

Flag Data
Low Crush frames 1~35
Toggle Hitboxes
Toggle Hitboxes

j.B

Air AttackB Button
SCON4 Haku jB.png
SCON4 Haku jB hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 mid 17 4 13+9L - - - -
  • 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. 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 Air AttackB Button is good to outplay an opponent trying to run in and punish a whiffed/held instant Air AttackA Button's landing recovery

Ground bounce property means that this can lead to a combo on hit if the opponent misses the tech.

Toggle Hitboxes
Toggle Hitboxes

Strong Attacks

5A

A Button
SCON4 Haku 5A.png
SCON4 Haku 5A hitbox.png
SCON4 Haku 5A (2).png
SCON4 Haku 5A (2) hitbox.png
Version Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
Normal 7 - - - - - - - -
Full Charge 11 - - - - - - - -

Standard projectile throw with a shuriken.

Flag Data
Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
SCON4 Haku 6A.png
SCON4 Haku 6A hitbox.png
SCON4 Haku 6A (2).png
SCON4 Haku 6A (2) hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
9, 9 Mid 17 4(9)4 33 - - - -30

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.

Flag Data
Chip Damage yes
Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
SCON4 Haku 2A.png
SCON4 Haku 2A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 Low 14 4 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. Juggling with 2A > Y-Cancel repeatedly is a great way to meter dump for damage if Haku has too many hits in his combo to BBX.

Flag Data
High Crush frames 8~35
Chip Damage yes
Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
SCON4 Haku 4A.png
SCON4 Haku 4A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - 11 25 - - - - Unblockable
  • Cannot be KnJ'd on hit

Taijutsu counter. On catch, Haku teleports and comes down on the opponent's head with a kunai attack.

Toggle Hitboxes
Toggle Hitboxes

8A

UpA Button
SCON4 Haku 8A.png
SCON4 Haku 8A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

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.

Toggle Hitboxes
Toggle Hitboxes

Running A

RunA Button
SCON4 Haku runA.png
SCON4 Haku runA hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 17, 18 - - - - - -

Running needles. Advantageous on block

Toggle Hitboxes
Toggle Hitboxes

j.A

Air AttackA Button
SCON4 Haku jA.png
SCON4 Haku jA hitbox.png
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 - - - -
  • Needle release can be delayed by holding A Button, 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 Air AttackA Button 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 A Button is kind of poor in only throwing one needle.

Whenever Haku holds the A Button 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 B Button 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.

Toggle Hitboxes
Toggle Hitboxes

Throws

5Y

Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - 1 1 48 - - - -

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.

Special

5X

X Button
SCON4 Haku 5X.png
SCON4 Haku 5X hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 5×15 Mid 22 3 30 - - - -
  • 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.

Toggle Hitboxes
Toggle Hitboxes

2X

DownX Button
SCON4 Haku 2X.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, ? (60 total) Low 18 2 57 - - - -
  • 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).

4X

BackX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Costs 100% (4 bars) chakra
  • This super is only available in teams Versus, and under very specific circumstances

Strategy

Needle Loops

Haku is capable of a grounded or on-the-ground (OTG) hit infinite using his Air AttackA Button 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 Air AttackA Button 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:

  1. Jump Up
  2. In quick succession:
    • Tap A Button (beginning the release of needles)
    • Press and hold A Button again (before all needles have been released)
  3. After landing, run forward (Run) and simultaneously...
  4. Release A Button (firing the remaining needles)
  5. 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

Default ()
Color 2 ()
Color 3 ()
Color 4 ()

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 SCON4 Haku Color 2.png Flag us.png
United States
Unavailable Tournament Footage
LilyHV SCON4 Haku Color 1.png Flag us.png
United States
Unavailable Tournament Footage

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