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.
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.
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 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.
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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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Toggle Hitboxes Toggle Hitboxes
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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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High
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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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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
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frames 7~20
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Toggle Hitboxes Toggle Hitboxes
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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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Low
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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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frames 7~41
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Toggle Hitboxes Toggle Hitboxes
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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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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
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frames 13~43
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Autoguard
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frames 2~10
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Toggle Hitboxes Toggle Hitboxes
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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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Mid
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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 6B, 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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Toggle Hitboxes Toggle Hitboxes
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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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Toggle Hitboxes Toggle Hitboxes
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Strong Attacks
5A
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Version
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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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Normal
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7
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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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Full Charge
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11
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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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Standard projectile throw with a shuriken.
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Toggle Hitboxes Toggle Hitboxes
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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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9, 9
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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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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
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yes
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Toggle Hitboxes Toggle Hitboxes
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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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18
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Low
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14
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4
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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. Juggling with 2A > 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
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frames 8~35
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Chip Damage
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yes
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Toggle Hitboxes Toggle Hitboxes
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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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20
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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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Toggle Hitboxes Toggle Hitboxes
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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 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.
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Toggle Hitboxes Toggle Hitboxes
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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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Toggle Hitboxes Toggle Hitboxes
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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 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 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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Toggle Hitboxes Toggle Hitboxes
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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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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.
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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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10, 5×15
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Mid
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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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- 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.
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Toggle Hitboxes Toggle Hitboxes
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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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10, ? (60 total)
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Low
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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 or even jump your super (since the hitbox is very low to the ground).
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4X
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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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- Costs 100% (4 bars) chakra
- This super is only available in teams Versus, and under very specific circumstances
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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 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 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 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
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.
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