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	<updated>2026-10-15T06:46:27Z</updated>
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	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3530</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3530"/>
		<updated>2022-06-27T23:09:40Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Haku Yuki&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=S&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark needles, {{Air}}{{A}}. Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals, such as {{8}}{{B}}, and {{2}}{{A}}, allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|15f startup, very average jab with decent reach, hits high&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|16f startup, hits mid 2 times, tracking properties&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|23f startup, high crushes on frame 7, on the slower end for sweeps&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|16f startup, 10 guard frames, making it one of the fastest and best 4bs in the game, can be low profiled&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|21f startup, high crushes on frame 7, advances very far making it good for whiff punishing or escaping backturn&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|19f startup, unsafe on block&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|16f startup, very fast for a airborne move, small hitbox&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|10f startup, throws one needle, has a follow-up (throws another 2), can be charged for extra damage (+4) and stagger, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|10f startup, throws a wide spread of 5 needles, great anti air, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|14f startup , advancing high crush (frame 8), leads to max damage routes, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|11f startup, counter, bad tracking and hitbox&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|17f startup, very active, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running kunais, plus on block, deals chip&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|6f startup, releases 5 needles upon pressing {{A}} while airborne, however any number of needles can also be &amp;quot;held&amp;quot; by pressing and holding {{A}} within a certain period after the initial press&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|21f startup, costs 100% meter, standard cinematic super&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|17f startup, costs 100% meter, high and mid invulnerability for 6 frames, teleports to opponent on activation, stomp activator can be jumped or stepped, projectiles deal chip damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
Starting off, the first thing to consider when formulating a game plan is how to utilize {{Air}} {{A}}. There are three main facets to the move:&lt;br /&gt;
* Oki &lt;br /&gt;
* Frame traps&lt;br /&gt;
* Haku 50/50&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3529</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3529"/>
		<updated>2022-06-27T23:08:59Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Haku Yuki&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=S&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark needles, {{Air}}{{A}}. Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals, such as {{8}}{{B}}, and {{2}}{{A}}, allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|15f startup, very average jab with decent reach, hits high&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|16f startup, hits mid 2 times, tracking properties&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|23f startup, high crushes on frame 7, on the slower end for sweeps&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|16f startup, 10 guard frames, making it one of the fastest and best 4bs in the game, can be low profiled&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|21f startup, high crushes on frame 7, advances very far making it good for whiff punishing or escaping backturn&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|19f startup, unsafe on block&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|16f startup, very fast for a airborne move, small hitbox&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|10f startup, throws one needle, has a follow-up (throws another 2), can be charged for extra damage (+4) and stagger, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|10f startup, throws a wide spread of 5 needles, great anti air, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|14f startup , advancing high crush (frame 8), leads to max damage routes, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|11f startup, counter, bad tracking and hitbox&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|17f startup, very active, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running kunais, plus on block, deals chip&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|6f startup, releases 5 needles upon pressing {{A}} while airborne, however any number of needles can also be &amp;quot;held&amp;quot; by pressing and holding {{A}} within a certain period after the initial press&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|21f startup, costs 100% meter, standard cinematic super&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|17f startup, costs 100% meter, high and mid invulnerability for 6 frames, teleports to opponent on activation, stomp activator can be jumped or stepped, projectiles deal chip damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
Starting off, the first thing to consider when formulating a game plan is how to utilize {{Air}} {{A}}. There are three main facets to the move, those are:&lt;br /&gt;
* Oki &lt;br /&gt;
* Frame traps&lt;br /&gt;
* Haku 50/50&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=File:Needle_gif.webm&amp;diff=3528</id>
		<title>File:Needle gif.webm</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=File:Needle_gif.webm&amp;diff=3528"/>
		<updated>2022-06-27T22:57:48Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3527</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3527"/>
		<updated>2022-06-27T21:26:20Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Haku Yuki&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=S&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Needles, {{Air}}{{A}}. Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals, such as {{8}}{{B}}, and {{2}}{{A}}, allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|15f startup, very average jab with decent reach, hits high&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|16f startup, hits mid 2 times, tracking properties&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|23f startup, high crushes on frame 7, on the slower end for sweeps&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|16f startup, 10 guard frames, making it one of the fastest and best 4bs in the game, can be low profiled&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|21f startup, high crushes on frame 7, advances very far making it good for whiff punishing or escaping backturn&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|19f startup, unsafe on block&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|16f startup, very fast for a airborne move, small hitbox&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|10f startup, throws one needle, has a follow-up (throws another 2), can be charged for extra damage (+4) and stagger, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|10f startup, throws a wide spread of 5 needles, great anti air, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|14f startup , advancing high crush (frame 8), leads to max damage routes, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|11f startup, counter, bad tracking and hitbox&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|17f startup, very active, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running kunais, plus on block, deals chip&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|6f startup, releases 5 needles upon pressing {{A}} while airborne, however any number of needles can also be &amp;quot;held&amp;quot; by pressing and holding {{A}} within a certain period after the initial press&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|21f startup, costs 100% meter, standard cinematic super&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|17f startup, costs 100% meter, high and mid invulnerability for 6 frames, teleports to opponent on activation, stomp activator can be jumped or stepped, projectiles deal chip damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
Starting off, the first thing to consider when formulating a game plan is how to utilize {{Air}} {{A}}. There are three main facets to the move, those are:&lt;br /&gt;
* Oki &lt;br /&gt;
* Frame traps&lt;br /&gt;
* Haku 50/50&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3526</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3526"/>
		<updated>2022-06-27T21:18:29Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: /* Moveset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Haku Yuki&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=S&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Needles, {{Air}}{{A}}. Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals, such as {{8}}{{B}}, and {{2}}{{A}}, allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|15f startup, very average jab with decent reach, hits high&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|16f startup, hits mid 2 times, tracking properties&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|23f startup, high crushes on frame 7, on the slower end for sweeps&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|16f startup, 10 guard frames, making it one of the fastest and best 4bs in the game, can be low profiled&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|21f startup, high crushes on frame 7, advances very far making it good for whiff punishing or escaping backturn&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|19f startup, unsafe on block&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|16f startup, very fast for a airborne move, small hitbox&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|10f startup, throws one needle, has a follow-up (throws another 2), can be charged for extra damage (+4) and stagger, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|10f startup, throws a wide spread of 5 needles, great anti air, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|14f startup , advancing high crush (frame 8), leads to max damage routes, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|11f startup, counter, bad tracking and hitbox&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|17f startup, very active, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running kunais, plus on block, deals chip&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|6f startup, releases 5 needles upon pressing {{A}} while airborne, however any number of needles can also be &amp;quot;held&amp;quot; by pressing and holding {{A}} within a certain period after the initial press&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|21f startup, costs 100% meter, standard cinematic super&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|17f startup, costs 100% meter, high and mid invulnerability for 6 frames, teleports to opponent on activation, stomp activator can be jumped or stepped, projectiles deal chip damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3525</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3525"/>
		<updated>2022-06-27T21:14:45Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Haku Yuki&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=S&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Needles, {{Air}}{{A}}. Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals, such as {{8}}{{B}}, and {{2}}{{A}}, allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|15f startup, very average jab with decent reach, hits high&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|16f startup, hits mid 2 times, tracking properties&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|23f startup, high crushes on frame 7, on the slower end for sweeps&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|16f startup, 10 guard frames, making it one of the fastest and best 4bs in the game, can be low profiled&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|21f startup, high crushes on frame 7, advances very far making it good for whiff punishing or escaping backturn&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|19f startup, unsafe on block&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|16f startup, very fast for a airborne move, small hitbox&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|10f startup, throws one needle, has a follow-up (throws another 2), can be charged for extra damage (+4) and stagger, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|10f startup, throws a wide spread of 5 needles, great anti air, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|14f startup , advancing high crush (frame 8), leads to max damage routes, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|11f startup, counter, bad tracking and hitbox&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|17f startup, very active, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running kunais, plus on block, deals chip&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|6f startup, releases 5 needles upon pressing {{A}} while airborne, [http://newchallenger.net/ninja/index.php/Needle_Loop however any number of needles can also be &amp;quot;held&amp;quot; by pressing and holding {{A}} within a certain period after the initial press ]&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|21f startup, costs 100% meter, standard cinematic super&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|17f startup, costs 100% meter, high and mid invulnerability for 6 frames, teleports to opponent on activation, stomp activator can be jumped or stepped, projectiles deal chip damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3524</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3524"/>
		<updated>2022-06-27T17:33:30Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: /* Moveset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Haku Yuki&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=S&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Needles, {{Air}}{{A}}. Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals, such as {{8}}{{B}}, and {{2}}{{A}}, allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|15f startup, very average jab with decent reach, hits high&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|16f startup, hits mid 2 times, tracking properties&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|23f startup, high crushes on frame 7, on the slower end for sweeps&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|16f startup, 10 guard frames, making it one of the fastest and best 4bs in the game, can be low profiled&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|21f startup, high crushes on frame 7, advances very far making it good for whiff punishing or escaping backturn&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|19f startup, unsafe on block&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|16f startup, very fast for a airborne move, small hitbox&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|10f startup, throws one needle, has a follow-up (throws another 2), can be charged for extra damage (+4) and stagger, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|10f startup, throws a wide spread of 5 needles, great anti air, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|14f startup , advancing high crush (frame 8), leads to max damage routes, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|11f startup, counter, bad tracking and hitbox&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|17f startup, very active, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running kunais, plus on block, deals chip&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|6f startup, most important move and will be covered in its own section &lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|21f startup, costs 100% meter, standard cinematic super&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|17f startup, costs 100% meter, high and mid invulnerability for 6 frames, teleports to opponent on activation, stomp activator can be jumped or stepped, projectiles deal chip damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3523</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3523"/>
		<updated>2022-06-27T17:32:28Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: /* Moveset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Haku Yuki&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=S&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Needles, {{Air}}{{A}}. Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals, such as {{8}}{{B}}, and {{2}}{{A}}, allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|15f startup, very average jab with decent reach, hits high&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|16f startup, hits mid 2 times, tracking properties&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|23f startup, high crushes on frame 7, on the slower end for sweeps&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|16f startup, 10 guard frames, making it one of the fastest and best 4bs in the game, can be low profiled&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|21f startup, high crushes on frame 7, advances very far making it good for whiff punishing or escaping backturn&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|19f startup, unsafe on block&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|16f startup, very fast for a airborne move, small hitbox&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|10f startup, throws one needle, has a follow-up (throws another 2), can be charged for extra damage (+4) and stagger, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|10f startup, throws a wide spread of 5 needles, great anti air, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|14f startup , advancing high crush (frame 8), leads to max damage routes, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Enters {{Shika}} stance (see more below)&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|17f startup, very active, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running kunais, plus on block, deals chip&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|6f startup, most important move and will be covered in its own section &lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|21f startup, costs 100% meter, standard cinematic super&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|17f startup, costs 100% meter, high and mid invulnerability for 6 frames, teleports to opponent on activation, stomp activator can be jumped or stepped, projectiles deal chip damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3522</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3522"/>
		<updated>2022-06-27T17:14:07Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: /* Gameplay= */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Haku Yuki&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=S&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Needles, {{Air}}{{A}}. Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals, such as {{8}}{{B}}, and {{2}}{{A}}, allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Furthest reaching {{B}} in the game and hits mid&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Fast high crush (frame 8), causes the spinning launch effect and combos into {{B}} and {{2}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|High crushes&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Mediocre guard frames but high crushes and leads to {{Shika}} stance&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Sliding kick which high crushes and sweeps. Can be used defensively to escape from attackers behind Shikamaru&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Leads to {{Shika}} stance&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Slow but damaging divekick&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Throw shuriken. Charge {{A}} throws shurikens spread horizontally, potentially catching sidesteps&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Standard up-shuriken&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|High crushes and sweeps but inferior to {{8}}{{B}}, {{2}}{{B}} and {{6}}{{B}} in almost every way&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Enters {{Shika}} stance (see more below)&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Groundbounces. Too slow to use in most scenarios&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Leads to {{Shika}} stance&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Air shuriken (standard air shanks)&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|Can be done during {{Shika}} stance. Average damage among cinematic supers.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|Can be done during {{Shika}} stance. Unblockable, resets the combo counter and is unsubbable until the victim lands or is hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3521</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3521"/>
		<updated>2022-06-27T17:13:23Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Haku Yuki&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=S&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Needles, {{Air}}{{A}}. Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals, such as {{8}}{{B}}, and {{2}}{{A}}, allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
=Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Furthest reaching {{B}} in the game and hits mid&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Fast high crush (frame 8), causes the spinning launch effect and combos into {{B}} and {{2}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|High crushes&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Mediocre guard frames but high crushes and leads to {{Shika}} stance&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Sliding kick which high crushes and sweeps. Can be used defensively to escape from attackers behind Shikamaru&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Leads to {{Shika}} stance&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Slow but damaging divekick&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Throw shuriken. Charge {{A}} throws shurikens spread horizontally, potentially catching sidesteps&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Standard up-shuriken&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|High crushes and sweeps but inferior to {{8}}{{B}}, {{2}}{{B}} and {{6}}{{B}} in almost every way&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Enters {{Shika}} stance (see more below)&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Groundbounces. Too slow to use in most scenarios&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Leads to {{Shika}} stance&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Air shuriken (standard air shanks)&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|Can be done during {{Shika}} stance. Average damage among cinematic supers.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|Can be done during {{Shika}} stance. Unblockable, resets the combo counter and is unsubbable until the victim lands or is hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3520</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3520"/>
		<updated>2022-06-27T16:59:51Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Haku Yuki&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=S&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Needles, {{Air}}{{A}}. Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals, such as {{8}}{{B}}, and {{2}}{{A}}, allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3519</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3519"/>
		<updated>2022-06-27T16:59:05Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Haku Yuki&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=S&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Needles, {{8}}{{A}}. Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals, such as {{8}}{{B}}, and {{2}}{{A}}, allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3518</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3518"/>
		<updated>2022-06-27T16:57:53Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Haku Yuki&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=S&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Needles, {{8}}{{A}}. Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3517</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3517"/>
		<updated>2022-06-27T16:57:01Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Haku Yuki&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=S&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Needles {{8}}{{A}}. Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3516</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3516"/>
		<updated>2022-06-27T16:54:30Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Haku Yuki&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=S&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Needles (jA). Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3515</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3515"/>
		<updated>2022-06-27T16:53:48Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Haku Yuki&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=S&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
[[Image:Whiteboy.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Needles (jA). Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3514</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3514"/>
		<updated>2022-06-27T10:57:31Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Haku Yuki&lt;br /&gt;
[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=S&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
[[Image:Whiteboy.PNG]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Vitals&lt;br /&gt;
! HP&lt;br /&gt;
|190&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
|1520&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Needles (jA). Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3513</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3513"/>
		<updated>2022-06-27T10:56:31Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Haku Yuki&lt;br /&gt;
[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|HP=210&lt;br /&gt;
|Guard=1520&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=S&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
[[Image:Whiteboy.PNG]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Vitals&lt;br /&gt;
! HP&lt;br /&gt;
|190&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
|1520&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Needles (jA). Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3512</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3512"/>
		<updated>2022-06-27T10:55:21Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Haku Yuki&lt;br /&gt;
[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|HP=210&lt;br /&gt;
|Guard=1520&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=A&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
[[Image:Whiteboy.PNG]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Vitals&lt;br /&gt;
! HP&lt;br /&gt;
|190&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
|1520&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Needles (jA). Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3511</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3511"/>
		<updated>2022-06-27T10:50:31Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
&lt;br /&gt;
[[Image:Whiteboy.PNG]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Vitals&lt;br /&gt;
! HP&lt;br /&gt;
|190&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
|1520&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Needles (jA). Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3510</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=3510"/>
		<updated>2022-06-27T10:50:13Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: Created page with &amp;quot;|name=Haku |image=Image:char_gnt4_hak.png |regnum=??? |birthday=January 9th&amp;lt;br&amp;gt;(15 years old;&amp;lt;br&amp;gt;Capricorn) |height=155.9cm |weight=43.2kg |bloodtype=O |personality=Gentle&amp;lt;br&amp;gt;Earnest&amp;lt;br&amp;gt;Devoted |likeseating= |hateseating= |jutsu=Thousand Needles of Death&amp;lt;br&amp;gt;Crystal Ice Mirrors |phrase= |word= |rivals= |hobbies= |voicedby={{Region|Japan|Mayumi Asano}} }} {{GNT4 MiniNav}}  ==Summary==  Image:Whiteboy.PNG  {| class=wikitable style=&amp;quot;text-align:center;&amp;quot; |+ Vitals ! HP...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|name=Haku&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|regnum=???&lt;br /&gt;
|birthday=January 9th&amp;lt;br&amp;gt;(15 years old;&amp;lt;br&amp;gt;Capricorn)&lt;br /&gt;
|height=155.9cm&lt;br /&gt;
|weight=43.2kg&lt;br /&gt;
|bloodtype=O&lt;br /&gt;
|personality=Gentle&amp;lt;br&amp;gt;Earnest&amp;lt;br&amp;gt;Devoted&lt;br /&gt;
|likeseating=&lt;br /&gt;
|hateseating=&lt;br /&gt;
|jutsu=Thousand Needles of Death&amp;lt;br&amp;gt;Crystal Ice Mirrors&lt;br /&gt;
|phrase=&lt;br /&gt;
|word=&lt;br /&gt;
|rivals=&lt;br /&gt;
|hobbies=&lt;br /&gt;
|voicedby={{Region|Japan|Mayumi Asano}}&lt;br /&gt;
}}&lt;br /&gt;
{{GNT4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
[[Image:Whiteboy.PNG]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Vitals&lt;br /&gt;
! HP&lt;br /&gt;
|190&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
|1520&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Needles (jA). Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(GNT4)&amp;diff=3509</id>
		<title>Haku (GNT4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(GNT4)&amp;diff=3509"/>
		<updated>2022-06-27T10:48:08Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GNT4_Profile&lt;br /&gt;
|name=Haku&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|regnum=???&lt;br /&gt;
|birthday=January 9th&amp;lt;br&amp;gt;(15 years old;&amp;lt;br&amp;gt;Capricorn)&lt;br /&gt;
|height=155.9cm&lt;br /&gt;
|weight=43.2kg&lt;br /&gt;
|bloodtype=O&lt;br /&gt;
|personality=Gentle&amp;lt;br&amp;gt;Earnest&amp;lt;br&amp;gt;Devoted&lt;br /&gt;
|likeseating=&lt;br /&gt;
|hateseating=&lt;br /&gt;
|jutsu=Thousand Needles of Death&amp;lt;br&amp;gt;Crystal Ice Mirrors&lt;br /&gt;
|phrase=&lt;br /&gt;
|word=&lt;br /&gt;
|rivals=&lt;br /&gt;
|hobbies=&lt;br /&gt;
|voicedby={{Region|Japan|Mayumi Asano}}&lt;br /&gt;
}}&lt;br /&gt;
{{GNT4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Vitals&lt;br /&gt;
! HP&lt;br /&gt;
|190&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
|1520&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_hak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==Moveset==&lt;br /&gt;
===Individual Move Breakdown===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|placeholder&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Combo List===&lt;br /&gt;
{{GNT4BasicCombos&lt;br /&gt;
|Combo01={{B}} {{B}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes01=Can {{YCancel}} on 4th hit&lt;br /&gt;
|Combo02={{B}} {{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes02=Can {{YCancel}} on 5th hit&lt;br /&gt;
|Combo03={{B}} {{B}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes03=&lt;br /&gt;
|Combo04={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes04=&lt;br /&gt;
|Combo05={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes05=&lt;br /&gt;
|Combo06={{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes06=&lt;br /&gt;
|Combo07={{B}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes07=&lt;br /&gt;
|Combo08={{B}} {{A}} {{A}}&lt;br /&gt;
|Notes08=&lt;br /&gt;
|Combo09={{6}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes09=Can {{YCancel}} on 2nd hit&lt;br /&gt;
|Combo10={{6}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes10=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo11={{6}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes11=&lt;br /&gt;
|Combo12={{6}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes12=&lt;br /&gt;
|Combo13={{6}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes13=&lt;br /&gt;
|Combo14={{2}} {{B}} {{B}}&lt;br /&gt;
|Notes14=&lt;br /&gt;
|Combo15={{2}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes15=&lt;br /&gt;
|Combo16={{2}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes16=&lt;br /&gt;
|Combo17={{8}} {{B}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes17=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo18={{8}} {{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes18=Can {{YCancel}} on 4th hit&lt;br /&gt;
|Combo19={{8}} {{B}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes19=&lt;br /&gt;
|Combo20={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes20=&lt;br /&gt;
|Combo21={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes21=&lt;br /&gt;
|Combo22={{8}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes22=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo23={{A}} {{A}}&lt;br /&gt;
|Notes23=&lt;br /&gt;
|Combo24={{6}} {{A}} {{A}}&lt;br /&gt;
|Notes24=&lt;br /&gt;
|Combo25={{6}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes25=&lt;br /&gt;
|Combo26={{6}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes26=&lt;br /&gt;
|Combo27={{6}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes27=&lt;br /&gt;
|Combo28={{2}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes28=Can {{YCancel}} on 2nd hit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:30%; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!Input&lt;br /&gt;
|-&lt;br /&gt;
|placeholder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==Discussions==&lt;br /&gt;
placeholder&lt;br /&gt;
===Learning Haku===&lt;br /&gt;
placeholder&lt;br /&gt;
===Strategy===&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;As Haku&amp;lt;/span&amp;gt;====&lt;br /&gt;
placeholder&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;Against Haku&amp;lt;/span&amp;gt;====&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
===Combos and Tech===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
!Video&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{A}}{{B}}{{B}} ＞ {{B}}{{B}}&lt;br /&gt;
|100% chakra recovery, less than 50% opponent&lt;br /&gt;
Change the position of the foot by changing the last {{B}}{{B}} to {{8}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|Throw&amp;gt; (1 hit on the top needle) {{8}}{{A}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{B}}{{B}}{{B}}{{A}}&lt;br /&gt;
|100% chakra recovery, 50% opponent&lt;br /&gt;
If you do not reach the end by the {{6}}{{A}} part, you will not be able to connect The&lt;br /&gt;
throw itself has the effect of making the opponent&#039;s foot the same as you (left foot if left foot), so one foot change part If you put in, you can get up and attack {{2}}{{X}}.&lt;br /&gt;
However , if the opponent fails to be passive and goes down, it will be reset to the left foot, so if you want to get up and attack {{2}}{{X}} when you put out your right foot at the runner-up of the throw, look down and then swing {{Air}}{{B}}. I want to adjust with etc.&lt;br /&gt;
|-&lt;br /&gt;
|Throw&amp;gt; (1 hit on the top needle) {{8}}{{A}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{B}}{{B}}{{Y}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{2}}{{A}}&lt;br /&gt;
|100% chakra recovery&lt;br /&gt;
Combo&lt;br /&gt;
throwing that allows you to complete the race even if there is no wall until the end with {{6}}0% {{Y}} can of the opponent Do not walk between {{8}}{{A}}, walk forward as much as possible between {{8}}{{A}} and {{2}}{{B}}{{B}}, the second time Walk backwards between {{2}}{{B}}{{B}} and {{2}}{{A}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&amp;gt; {{6}}{{B}}{{A}}{{A}} ({{Y}}&amp;gt; Dash {{2}}{{A}})&lt;br /&gt;
|75% recovery, 100% recovery in a pinch&lt;br /&gt;
Low difficulty stable pursuit&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&amp;gt; {{B}}{{B}}{{B}}{{A}}{{A}} ({{Y}}&amp;gt; Dash {{2}}{{A}})&lt;br /&gt;
|100% recovery&lt;br /&gt;
Limited to the end, you can get up from here and attack&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ Walk forward {{2}}{{A}}{{B}}{{Y}} ＞ Down pursuit {{Air}}{{A}} loop × n (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|For the center / edge, probably for all characters Immediate death In&lt;br /&gt;
the case of the end, walk backward after {{Y}} can and then start the loop Depending on&lt;br /&gt;
the weight of the opponent, if the number of duets is too large, it will not float in {{2}}{{A}}{{B}} and {{Y}} can not be&lt;br /&gt;
hit {{B}}efore {{B}} hit If there are 33 or more steps in the runner-up, you will not be able to {{Y}}-can against heavy characters, so be careful when using 10 hands&amp;gt; {{X}} under {{B}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ {{6}}{{B}}{{A}}{{A}}{{Y}} ＞ {{A}}lign with dash and chase down {{Air}}{{A}} loop (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|{{4}}0% recovery of chakra at the end of the race ({{6}}% in loop {{2}}{{A}}〆)&lt;br /&gt;
Unlike the instant death start&lt;br /&gt;
{{2}}{{A}}{{B}} start that increased the amount of chakra recovery by inserting&lt;br /&gt;
{{6}}{{B}}{{A}}{{A}}{{Y}}, after {{6}}{{B}}{{A}}{{A}}{{Y}} that can {{Y}}-can even in 99 consecutive stages , the opponent is completely on the wall at Naruto Ohashi {{Y}}ou can make it in time even if you don&#039;t hit it. The&lt;br /&gt;
starting {{Air}}{{A}} waits until the end of the opponent&#039;s down motion and prevents it from skating due to the movement of the blowout.&lt;br /&gt;
If you know that it will not blow off too much, such as when there is an end behind the opponent Position adjustment will be much easier if all {{Air}}{{A}}s are installed after the can.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ {{B}}{{B}}{{B}}{{A}}{{A}}{{Y}} ＞ {{A}}lign with dash and chase down {{Air}}{{A}} loop (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|65%&lt;br /&gt;
chakra recovery at the end of the race (90% in loop {{2}}{{A}}〆) Instant death start limited to the end, the same as {{6}}{{B}}{{A}}{{A}} start except for the chakra recovery amount&lt;br /&gt;
|-&lt;br /&gt;
|({{A}}erial hit only for the needle part) {{2}}{{X}}&amp;gt; {{Air}}{{B}}&amp;gt; Down pursuit {{Air}}{{A}} loop x n (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|Probably all characters corresponding instant death&lt;br /&gt;
prone down fixed&lt;br /&gt;
|-&lt;br /&gt;
|({{Air}}{{A}} semi-installation&amp;gt; release) × n&lt;br /&gt;
|Permanently hitting the semi-installed non-installed needle and the installed needle injection alternately, the needle loop&lt;br /&gt;
input is &amp;quot;{{A}}fter landing, release the installed needle and enter the front dash at the same time&amp;quot; → &amp;quot;{{Air}}{{A}} semi-installed after hitting the opponent&amp;quot; Since you&lt;br /&gt;
can only change to the ground during the loop, the risk is quite low if you pay attention to the L change.{{A}}lso, you can loop even if you&lt;br /&gt;
chase down, but you have to increase the loop speed considerably because the opponent&#039;s rigidity becomes shorter. should not&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Matchups===&lt;br /&gt;
placeholder&lt;br /&gt;
==Resources==&lt;br /&gt;
[https://www.youtube.com/watch?v=noKUD_QlB7I Anti-Gravity in GNT4]&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/GNT4/comments/7qo9b5/haku_needle_loop_infinite/ Haku Needle Loop Infinite]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=7YUI49RLD58 Haku Combo Video]&lt;br /&gt;
&lt;br /&gt;
==Frame Data==&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[https://web.archive.org/web/20080510162019/http://www.willvolution.com:80/back2basics_gnt4_haku.htm Back 2 Basics Haku Move List]&lt;br /&gt;
&lt;br /&gt;
[https://web.archive.org/web/20120422011337/http://www.willvolution.com:80/phpBB2/viewforum.php?f=75 Willvolution.com Haku Threads Archive]&lt;br /&gt;
&lt;br /&gt;
[https://www51.atwiki.jp/gnt4/pages/31.html JP GNT4 Wiki article on Haku]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GNT4 Nav}}&lt;br /&gt;
{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Naruto: Gekitou Ninja Taisen! 4 characters|{{PAGENAME}}]] &lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(GNT4)&amp;diff=3504</id>
		<title>Haku (GNT4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(GNT4)&amp;diff=3504"/>
		<updated>2022-06-27T00:02:31Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GNT4_Profile&lt;br /&gt;
|name=Haku&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|regnum=???&lt;br /&gt;
|birthday=January 9th&amp;lt;br&amp;gt;(15 years old;&amp;lt;br&amp;gt;Capricorn)&lt;br /&gt;
|height=155.9cm&lt;br /&gt;
|weight=43.2kg&lt;br /&gt;
|bloodtype=O&lt;br /&gt;
|personality=Gentle&amp;lt;br&amp;gt;Earnest&amp;lt;br&amp;gt;Devoted&lt;br /&gt;
|likeseating=&lt;br /&gt;
|hateseating=&lt;br /&gt;
|jutsu=Thousand Needles of Death&amp;lt;br&amp;gt;Crystal Ice Mirrors&lt;br /&gt;
|phrase=&lt;br /&gt;
|word=&lt;br /&gt;
|rivals=&lt;br /&gt;
|hobbies=&lt;br /&gt;
|voicedby={{Region|Japan|Mayumi Asano}}&lt;br /&gt;
}}&lt;br /&gt;
{{GNT4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
[[Image:Whiteboy.PNG]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Vitals&lt;br /&gt;
! HP&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
|1520&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Needles (jA). Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_hak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==Moveset==&lt;br /&gt;
===Individual Move Breakdown===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|placeholder&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Combo List===&lt;br /&gt;
{{GNT4BasicCombos&lt;br /&gt;
|Combo01={{B}} {{B}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes01=Can {{YCancel}} on 4th hit&lt;br /&gt;
|Combo02={{B}} {{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes02=Can {{YCancel}} on 5th hit&lt;br /&gt;
|Combo03={{B}} {{B}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes03=&lt;br /&gt;
|Combo04={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes04=&lt;br /&gt;
|Combo05={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes05=&lt;br /&gt;
|Combo06={{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes06=&lt;br /&gt;
|Combo07={{B}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes07=&lt;br /&gt;
|Combo08={{B}} {{A}} {{A}}&lt;br /&gt;
|Notes08=&lt;br /&gt;
|Combo09={{6}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes09=Can {{YCancel}} on 2nd hit&lt;br /&gt;
|Combo10={{6}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes10=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo11={{6}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes11=&lt;br /&gt;
|Combo12={{6}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes12=&lt;br /&gt;
|Combo13={{6}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes13=&lt;br /&gt;
|Combo14={{2}} {{B}} {{B}}&lt;br /&gt;
|Notes14=&lt;br /&gt;
|Combo15={{2}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes15=&lt;br /&gt;
|Combo16={{2}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes16=&lt;br /&gt;
|Combo17={{8}} {{B}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes17=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo18={{8}} {{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes18=Can {{YCancel}} on 4th hit&lt;br /&gt;
|Combo19={{8}} {{B}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes19=&lt;br /&gt;
|Combo20={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes20=&lt;br /&gt;
|Combo21={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes21=&lt;br /&gt;
|Combo22={{8}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes22=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo23={{A}} {{A}}&lt;br /&gt;
|Notes23=&lt;br /&gt;
|Combo24={{6}} {{A}} {{A}}&lt;br /&gt;
|Notes24=&lt;br /&gt;
|Combo25={{6}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes25=&lt;br /&gt;
|Combo26={{6}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes26=&lt;br /&gt;
|Combo27={{6}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes27=&lt;br /&gt;
|Combo28={{2}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes28=Can {{YCancel}} on 2nd hit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:30%; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!Input&lt;br /&gt;
|-&lt;br /&gt;
|placeholder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==Discussions==&lt;br /&gt;
placeholder&lt;br /&gt;
===Learning Haku===&lt;br /&gt;
placeholder&lt;br /&gt;
===Strategy===&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;As Haku&amp;lt;/span&amp;gt;====&lt;br /&gt;
placeholder&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;Against Haku&amp;lt;/span&amp;gt;====&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
===Combos and Tech===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
!Video&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{A}}{{B}}{{B}} ＞ {{B}}{{B}}&lt;br /&gt;
|100% chakra recovery, less than 50% opponent&lt;br /&gt;
Change the position of the foot by changing the last {{B}}{{B}} to {{8}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|Throw&amp;gt; (1 hit on the top needle) {{8}}{{A}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{B}}{{B}}{{B}}{{A}}&lt;br /&gt;
|100% chakra recovery, 50% opponent&lt;br /&gt;
If you do not reach the end by the {{6}}{{A}} part, you will not be able to connect The&lt;br /&gt;
throw itself has the effect of making the opponent&#039;s foot the same as you (left foot if left foot), so one foot change part If you put in, you can get up and attack {{2}}{{X}}.&lt;br /&gt;
However , if the opponent fails to be passive and goes down, it will be reset to the left foot, so if you want to get up and attack {{2}}{{X}} when you put out your right foot at the runner-up of the throw, look down and then swing {{Air}}{{B}}. I want to adjust with etc.&lt;br /&gt;
|-&lt;br /&gt;
|Throw&amp;gt; (1 hit on the top needle) {{8}}{{A}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{B}}{{B}}{{Y}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{2}}{{A}}&lt;br /&gt;
|100% chakra recovery&lt;br /&gt;
Combo&lt;br /&gt;
throwing that allows you to complete the race even if there is no wall until the end with {{6}}0% {{Y}} can of the opponent Do not walk between {{8}}{{A}}, walk forward as much as possible between {{8}}{{A}} and {{2}}{{B}}{{B}}, the second time Walk backwards between {{2}}{{B}}{{B}} and {{2}}{{A}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&amp;gt; {{6}}{{B}}{{A}}{{A}} ({{Y}}&amp;gt; Dash {{2}}{{A}})&lt;br /&gt;
|75% recovery, 100% recovery in a pinch&lt;br /&gt;
Low difficulty stable pursuit&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&amp;gt; {{B}}{{B}}{{B}}{{A}}{{A}} ({{Y}}&amp;gt; Dash {{2}}{{A}})&lt;br /&gt;
|100% recovery&lt;br /&gt;
Limited to the end, you can get up from here and attack&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ Walk forward {{2}}{{A}}{{B}}{{Y}} ＞ Down pursuit {{Air}}{{A}} loop × n (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|For the center / edge, probably for all characters Immediate death In&lt;br /&gt;
the case of the end, walk backward after {{Y}} can and then start the loop Depending on&lt;br /&gt;
the weight of the opponent, if the number of duets is too large, it will not float in {{2}}{{A}}{{B}} and {{Y}} can not be&lt;br /&gt;
hit {{B}}efore {{B}} hit If there are 33 or more steps in the runner-up, you will not be able to {{Y}}-can against heavy characters, so be careful when using 10 hands&amp;gt; {{X}} under {{B}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ {{6}}{{B}}{{A}}{{A}}{{Y}} ＞ {{A}}lign with dash and chase down {{Air}}{{A}} loop (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|{{4}}0% recovery of chakra at the end of the race ({{6}}% in loop {{2}}{{A}}〆)&lt;br /&gt;
Unlike the instant death start&lt;br /&gt;
{{2}}{{A}}{{B}} start that increased the amount of chakra recovery by inserting&lt;br /&gt;
{{6}}{{B}}{{A}}{{A}}{{Y}}, after {{6}}{{B}}{{A}}{{A}}{{Y}} that can {{Y}}-can even in 99 consecutive stages , the opponent is completely on the wall at Naruto Ohashi {{Y}}ou can make it in time even if you don&#039;t hit it. The&lt;br /&gt;
starting {{Air}}{{A}} waits until the end of the opponent&#039;s down motion and prevents it from skating due to the movement of the blowout.&lt;br /&gt;
If you know that it will not blow off too much, such as when there is an end behind the opponent Position adjustment will be much easier if all {{Air}}{{A}}s are installed after the can.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ {{B}}{{B}}{{B}}{{A}}{{A}}{{Y}} ＞ {{A}}lign with dash and chase down {{Air}}{{A}} loop (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|65%&lt;br /&gt;
chakra recovery at the end of the race (90% in loop {{2}}{{A}}〆) Instant death start limited to the end, the same as {{6}}{{B}}{{A}}{{A}} start except for the chakra recovery amount&lt;br /&gt;
|-&lt;br /&gt;
|({{A}}erial hit only for the needle part) {{2}}{{X}}&amp;gt; {{Air}}{{B}}&amp;gt; Down pursuit {{Air}}{{A}} loop x n (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|Probably all characters corresponding instant death&lt;br /&gt;
prone down fixed&lt;br /&gt;
|-&lt;br /&gt;
|({{Air}}{{A}} semi-installation&amp;gt; release) × n&lt;br /&gt;
|Permanently hitting the semi-installed non-installed needle and the installed needle injection alternately, the needle loop&lt;br /&gt;
input is &amp;quot;{{A}}fter landing, release the installed needle and enter the front dash at the same time&amp;quot; → &amp;quot;{{Air}}{{A}} semi-installed after hitting the opponent&amp;quot; Since you&lt;br /&gt;
can only change to the ground during the loop, the risk is quite low if you pay attention to the L change.{{A}}lso, you can loop even if you&lt;br /&gt;
chase down, but you have to increase the loop speed considerably because the opponent&#039;s rigidity becomes shorter. should not&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Matchups===&lt;br /&gt;
placeholder&lt;br /&gt;
==Resources==&lt;br /&gt;
[https://www.youtube.com/watch?v=noKUD_QlB7I Anti-Gravity in GNT4]&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/GNT4/comments/7qo9b5/haku_needle_loop_infinite/ Haku Needle Loop Infinite]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=7YUI49RLD58 Haku Combo Video]&lt;br /&gt;
&lt;br /&gt;
==Frame Data==&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[https://web.archive.org/web/20080510162019/http://www.willvolution.com:80/back2basics_gnt4_haku.htm Back 2 Basics Haku Move List]&lt;br /&gt;
&lt;br /&gt;
[https://web.archive.org/web/20120422011337/http://www.willvolution.com:80/phpBB2/viewforum.php?f=75 Willvolution.com Haku Threads Archive]&lt;br /&gt;
&lt;br /&gt;
[https://www51.atwiki.jp/gnt4/pages/31.html JP GNT4 Wiki article on Haku]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GNT4 Nav}}&lt;br /&gt;
{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Naruto: Gekitou Ninja Taisen! 4 characters|{{PAGENAME}}]] &lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=File:Whiteboy.PNG&amp;diff=3503</id>
		<title>File:Whiteboy.PNG</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=File:Whiteboy.PNG&amp;diff=3503"/>
		<updated>2022-06-26T23:57:53Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(GNT4)&amp;diff=3502</id>
		<title>Haku (GNT4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(GNT4)&amp;diff=3502"/>
		<updated>2022-06-26T23:33:11Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GNT4_Profile&lt;br /&gt;
|name=Haku&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|regnum=???&lt;br /&gt;
|birthday=January 9th&amp;lt;br&amp;gt;(15 years old;&amp;lt;br&amp;gt;Capricorn)&lt;br /&gt;
|height=155.9cm&lt;br /&gt;
|weight=43.2kg&lt;br /&gt;
|bloodtype=O&lt;br /&gt;
|personality=Gentle&amp;lt;br&amp;gt;Earnest&amp;lt;br&amp;gt;Devoted&lt;br /&gt;
|likeseating=&lt;br /&gt;
|hateseating=&lt;br /&gt;
|jutsu=Thousand Needles of Death&amp;lt;br&amp;gt;Crystal Ice Mirrors&lt;br /&gt;
|phrase=&lt;br /&gt;
|word=&lt;br /&gt;
|rivals=&lt;br /&gt;
|hobbies=&lt;br /&gt;
|voicedby={{Region|Japan|Mayumi Asano}}&lt;br /&gt;
}}&lt;br /&gt;
{{GNT4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&amp;quot;Block whiteboy, block&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Vitals&lt;br /&gt;
! HP&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
|1520&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Needles (jA). Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals allowing for both defensive and offense game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_hak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==Moveset==&lt;br /&gt;
===Individual Move Breakdown===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|placeholder&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Combo List===&lt;br /&gt;
{{GNT4BasicCombos&lt;br /&gt;
|Combo01={{B}} {{B}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes01=Can {{YCancel}} on 4th hit&lt;br /&gt;
|Combo02={{B}} {{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes02=Can {{YCancel}} on 5th hit&lt;br /&gt;
|Combo03={{B}} {{B}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes03=&lt;br /&gt;
|Combo04={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes04=&lt;br /&gt;
|Combo05={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes05=&lt;br /&gt;
|Combo06={{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes06=&lt;br /&gt;
|Combo07={{B}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes07=&lt;br /&gt;
|Combo08={{B}} {{A}} {{A}}&lt;br /&gt;
|Notes08=&lt;br /&gt;
|Combo09={{6}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes09=Can {{YCancel}} on 2nd hit&lt;br /&gt;
|Combo10={{6}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes10=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo11={{6}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes11=&lt;br /&gt;
|Combo12={{6}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes12=&lt;br /&gt;
|Combo13={{6}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes13=&lt;br /&gt;
|Combo14={{2}} {{B}} {{B}}&lt;br /&gt;
|Notes14=&lt;br /&gt;
|Combo15={{2}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes15=&lt;br /&gt;
|Combo16={{2}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes16=&lt;br /&gt;
|Combo17={{8}} {{B}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes17=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo18={{8}} {{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes18=Can {{YCancel}} on 4th hit&lt;br /&gt;
|Combo19={{8}} {{B}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes19=&lt;br /&gt;
|Combo20={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes20=&lt;br /&gt;
|Combo21={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes21=&lt;br /&gt;
|Combo22={{8}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes22=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo23={{A}} {{A}}&lt;br /&gt;
|Notes23=&lt;br /&gt;
|Combo24={{6}} {{A}} {{A}}&lt;br /&gt;
|Notes24=&lt;br /&gt;
|Combo25={{6}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes25=&lt;br /&gt;
|Combo26={{6}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes26=&lt;br /&gt;
|Combo27={{6}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes27=&lt;br /&gt;
|Combo28={{2}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes28=Can {{YCancel}} on 2nd hit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:30%; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!Input&lt;br /&gt;
|-&lt;br /&gt;
|placeholder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==Discussions==&lt;br /&gt;
placeholder&lt;br /&gt;
===Learning Haku===&lt;br /&gt;
placeholder&lt;br /&gt;
===Strategy===&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;As Haku&amp;lt;/span&amp;gt;====&lt;br /&gt;
placeholder&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;Against Haku&amp;lt;/span&amp;gt;====&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
===Combos and Tech===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
!Video&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{A}}{{B}}{{B}} ＞ {{B}}{{B}}&lt;br /&gt;
|100% chakra recovery, less than 50% opponent&lt;br /&gt;
Change the position of the foot by changing the last {{B}}{{B}} to {{8}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|Throw&amp;gt; (1 hit on the top needle) {{8}}{{A}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{B}}{{B}}{{B}}{{A}}&lt;br /&gt;
|100% chakra recovery, 50% opponent&lt;br /&gt;
If you do not reach the end by the {{6}}{{A}} part, you will not be able to connect The&lt;br /&gt;
throw itself has the effect of making the opponent&#039;s foot the same as you (left foot if left foot), so one foot change part If you put in, you can get up and attack {{2}}{{X}}.&lt;br /&gt;
However , if the opponent fails to be passive and goes down, it will be reset to the left foot, so if you want to get up and attack {{2}}{{X}} when you put out your right foot at the runner-up of the throw, look down and then swing {{Air}}{{B}}. I want to adjust with etc.&lt;br /&gt;
|-&lt;br /&gt;
|Throw&amp;gt; (1 hit on the top needle) {{8}}{{A}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{B}}{{B}}{{Y}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{2}}{{A}}&lt;br /&gt;
|100% chakra recovery&lt;br /&gt;
Combo&lt;br /&gt;
throwing that allows you to complete the race even if there is no wall until the end with {{6}}0% {{Y}} can of the opponent Do not walk between {{8}}{{A}}, walk forward as much as possible between {{8}}{{A}} and {{2}}{{B}}{{B}}, the second time Walk backwards between {{2}}{{B}}{{B}} and {{2}}{{A}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&amp;gt; {{6}}{{B}}{{A}}{{A}} ({{Y}}&amp;gt; Dash {{2}}{{A}})&lt;br /&gt;
|75% recovery, 100% recovery in a pinch&lt;br /&gt;
Low difficulty stable pursuit&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&amp;gt; {{B}}{{B}}{{B}}{{A}}{{A}} ({{Y}}&amp;gt; Dash {{2}}{{A}})&lt;br /&gt;
|100% recovery&lt;br /&gt;
Limited to the end, you can get up from here and attack&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ Walk forward {{2}}{{A}}{{B}}{{Y}} ＞ Down pursuit {{Air}}{{A}} loop × n (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|For the center / edge, probably for all characters Immediate death In&lt;br /&gt;
the case of the end, walk backward after {{Y}} can and then start the loop Depending on&lt;br /&gt;
the weight of the opponent, if the number of duets is too large, it will not float in {{2}}{{A}}{{B}} and {{Y}} can not be&lt;br /&gt;
hit {{B}}efore {{B}} hit If there are 33 or more steps in the runner-up, you will not be able to {{Y}}-can against heavy characters, so be careful when using 10 hands&amp;gt; {{X}} under {{B}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ {{6}}{{B}}{{A}}{{A}}{{Y}} ＞ {{A}}lign with dash and chase down {{Air}}{{A}} loop (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|{{4}}0% recovery of chakra at the end of the race ({{6}}% in loop {{2}}{{A}}〆)&lt;br /&gt;
Unlike the instant death start&lt;br /&gt;
{{2}}{{A}}{{B}} start that increased the amount of chakra recovery by inserting&lt;br /&gt;
{{6}}{{B}}{{A}}{{A}}{{Y}}, after {{6}}{{B}}{{A}}{{A}}{{Y}} that can {{Y}}-can even in 99 consecutive stages , the opponent is completely on the wall at Naruto Ohashi {{Y}}ou can make it in time even if you don&#039;t hit it. The&lt;br /&gt;
starting {{Air}}{{A}} waits until the end of the opponent&#039;s down motion and prevents it from skating due to the movement of the blowout.&lt;br /&gt;
If you know that it will not blow off too much, such as when there is an end behind the opponent Position adjustment will be much easier if all {{Air}}{{A}}s are installed after the can.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ {{B}}{{B}}{{B}}{{A}}{{A}}{{Y}} ＞ {{A}}lign with dash and chase down {{Air}}{{A}} loop (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|65%&lt;br /&gt;
chakra recovery at the end of the race (90% in loop {{2}}{{A}}〆) Instant death start limited to the end, the same as {{6}}{{B}}{{A}}{{A}} start except for the chakra recovery amount&lt;br /&gt;
|-&lt;br /&gt;
|({{A}}erial hit only for the needle part) {{2}}{{X}}&amp;gt; {{Air}}{{B}}&amp;gt; Down pursuit {{Air}}{{A}} loop x n (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|Probably all characters corresponding instant death&lt;br /&gt;
prone down fixed&lt;br /&gt;
|-&lt;br /&gt;
|({{Air}}{{A}} semi-installation&amp;gt; release) × n&lt;br /&gt;
|Permanently hitting the semi-installed non-installed needle and the installed needle injection alternately, the needle loop&lt;br /&gt;
input is &amp;quot;{{A}}fter landing, release the installed needle and enter the front dash at the same time&amp;quot; → &amp;quot;{{Air}}{{A}} semi-installed after hitting the opponent&amp;quot; Since you&lt;br /&gt;
can only change to the ground during the loop, the risk is quite low if you pay attention to the L change.{{A}}lso, you can loop even if you&lt;br /&gt;
chase down, but you have to increase the loop speed considerably because the opponent&#039;s rigidity becomes shorter. should not&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Matchups===&lt;br /&gt;
placeholder&lt;br /&gt;
==Resources==&lt;br /&gt;
[https://www.youtube.com/watch?v=noKUD_QlB7I Anti-Gravity in GNT4]&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/GNT4/comments/7qo9b5/haku_needle_loop_infinite/ Haku Needle Loop Infinite]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=7YUI49RLD58 Haku Combo Video]&lt;br /&gt;
&lt;br /&gt;
==Frame Data==&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[https://web.archive.org/web/20080510162019/http://www.willvolution.com:80/back2basics_gnt4_haku.htm Back 2 Basics Haku Move List]&lt;br /&gt;
&lt;br /&gt;
[https://web.archive.org/web/20120422011337/http://www.willvolution.com:80/phpBB2/viewforum.php?f=75 Willvolution.com Haku Threads Archive]&lt;br /&gt;
&lt;br /&gt;
[https://www51.atwiki.jp/gnt4/pages/31.html JP GNT4 Wiki article on Haku]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GNT4 Nav}}&lt;br /&gt;
{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Naruto: Gekitou Ninja Taisen! 4 characters|{{PAGENAME}}]] &lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(GNT4)&amp;diff=3501</id>
		<title>Haku (GNT4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(GNT4)&amp;diff=3501"/>
		<updated>2022-06-26T23:32:08Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GNT4_Profile&lt;br /&gt;
|name=Haku&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|regnum=???&lt;br /&gt;
|birthday=January 9th&amp;lt;br&amp;gt;(15 years old;&amp;lt;br&amp;gt;Capricorn)&lt;br /&gt;
|height=155.9cm&lt;br /&gt;
|weight=43.2kg&lt;br /&gt;
|bloodtype=O&lt;br /&gt;
|personality=Gentle&amp;lt;br&amp;gt;Earnest&amp;lt;br&amp;gt;Devoted&lt;br /&gt;
|likeseating=&lt;br /&gt;
|hateseating=&lt;br /&gt;
|jutsu=Thousand Needles of Death&amp;lt;br&amp;gt;Crystal Ice Mirrors&lt;br /&gt;
|phrase=&lt;br /&gt;
|word=&lt;br /&gt;
|rivals=&lt;br /&gt;
|hobbies=&lt;br /&gt;
|voicedby={{Region|Japan|Mayumi Asano}}&lt;br /&gt;
}}&lt;br /&gt;
{{GNT4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&amp;quot;Block whiteboy, block&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Vitals&lt;br /&gt;
! HP&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
|1520&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Ice Needles (jA). Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals allowing for both defensive and offense game plans to shine. Utilizing the many applications of ice needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_hak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==Moveset==&lt;br /&gt;
===Individual Move Breakdown===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|placeholder&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Combo List===&lt;br /&gt;
{{GNT4BasicCombos&lt;br /&gt;
|Combo01={{B}} {{B}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes01=Can {{YCancel}} on 4th hit&lt;br /&gt;
|Combo02={{B}} {{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes02=Can {{YCancel}} on 5th hit&lt;br /&gt;
|Combo03={{B}} {{B}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes03=&lt;br /&gt;
|Combo04={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes04=&lt;br /&gt;
|Combo05={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes05=&lt;br /&gt;
|Combo06={{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes06=&lt;br /&gt;
|Combo07={{B}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes07=&lt;br /&gt;
|Combo08={{B}} {{A}} {{A}}&lt;br /&gt;
|Notes08=&lt;br /&gt;
|Combo09={{6}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes09=Can {{YCancel}} on 2nd hit&lt;br /&gt;
|Combo10={{6}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes10=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo11={{6}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes11=&lt;br /&gt;
|Combo12={{6}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes12=&lt;br /&gt;
|Combo13={{6}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes13=&lt;br /&gt;
|Combo14={{2}} {{B}} {{B}}&lt;br /&gt;
|Notes14=&lt;br /&gt;
|Combo15={{2}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes15=&lt;br /&gt;
|Combo16={{2}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes16=&lt;br /&gt;
|Combo17={{8}} {{B}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes17=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo18={{8}} {{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes18=Can {{YCancel}} on 4th hit&lt;br /&gt;
|Combo19={{8}} {{B}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes19=&lt;br /&gt;
|Combo20={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes20=&lt;br /&gt;
|Combo21={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes21=&lt;br /&gt;
|Combo22={{8}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes22=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo23={{A}} {{A}}&lt;br /&gt;
|Notes23=&lt;br /&gt;
|Combo24={{6}} {{A}} {{A}}&lt;br /&gt;
|Notes24=&lt;br /&gt;
|Combo25={{6}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes25=&lt;br /&gt;
|Combo26={{6}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes26=&lt;br /&gt;
|Combo27={{6}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes27=&lt;br /&gt;
|Combo28={{2}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes28=Can {{YCancel}} on 2nd hit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:30%; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!Input&lt;br /&gt;
|-&lt;br /&gt;
|placeholder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==Discussions==&lt;br /&gt;
placeholder&lt;br /&gt;
===Learning Haku===&lt;br /&gt;
placeholder&lt;br /&gt;
===Strategy===&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;As Haku&amp;lt;/span&amp;gt;====&lt;br /&gt;
placeholder&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;Against Haku&amp;lt;/span&amp;gt;====&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
===Combos and Tech===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
!Video&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{A}}{{B}}{{B}} ＞ {{B}}{{B}}&lt;br /&gt;
|100% chakra recovery, less than 50% opponent&lt;br /&gt;
Change the position of the foot by changing the last {{B}}{{B}} to {{8}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|Throw&amp;gt; (1 hit on the top needle) {{8}}{{A}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{B}}{{B}}{{B}}{{A}}&lt;br /&gt;
|100% chakra recovery, 50% opponent&lt;br /&gt;
If you do not reach the end by the {{6}}{{A}} part, you will not be able to connect The&lt;br /&gt;
throw itself has the effect of making the opponent&#039;s foot the same as you (left foot if left foot), so one foot change part If you put in, you can get up and attack {{2}}{{X}}.&lt;br /&gt;
However , if the opponent fails to be passive and goes down, it will be reset to the left foot, so if you want to get up and attack {{2}}{{X}} when you put out your right foot at the runner-up of the throw, look down and then swing {{Air}}{{B}}. I want to adjust with etc.&lt;br /&gt;
|-&lt;br /&gt;
|Throw&amp;gt; (1 hit on the top needle) {{8}}{{A}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{B}}{{B}}{{Y}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{2}}{{A}}&lt;br /&gt;
|100% chakra recovery&lt;br /&gt;
Combo&lt;br /&gt;
throwing that allows you to complete the race even if there is no wall until the end with {{6}}0% {{Y}} can of the opponent Do not walk between {{8}}{{A}}, walk forward as much as possible between {{8}}{{A}} and {{2}}{{B}}{{B}}, the second time Walk backwards between {{2}}{{B}}{{B}} and {{2}}{{A}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&amp;gt; {{6}}{{B}}{{A}}{{A}} ({{Y}}&amp;gt; Dash {{2}}{{A}})&lt;br /&gt;
|75% recovery, 100% recovery in a pinch&lt;br /&gt;
Low difficulty stable pursuit&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&amp;gt; {{B}}{{B}}{{B}}{{A}}{{A}} ({{Y}}&amp;gt; Dash {{2}}{{A}})&lt;br /&gt;
|100% recovery&lt;br /&gt;
Limited to the end, you can get up from here and attack&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ Walk forward {{2}}{{A}}{{B}}{{Y}} ＞ Down pursuit {{Air}}{{A}} loop × n (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|For the center / edge, probably for all characters Immediate death In&lt;br /&gt;
the case of the end, walk backward after {{Y}} can and then start the loop Depending on&lt;br /&gt;
the weight of the opponent, if the number of duets is too large, it will not float in {{2}}{{A}}{{B}} and {{Y}} can not be&lt;br /&gt;
hit {{B}}efore {{B}} hit If there are 33 or more steps in the runner-up, you will not be able to {{Y}}-can against heavy characters, so be careful when using 10 hands&amp;gt; {{X}} under {{B}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ {{6}}{{B}}{{A}}{{A}}{{Y}} ＞ {{A}}lign with dash and chase down {{Air}}{{A}} loop (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|{{4}}0% recovery of chakra at the end of the race ({{6}}% in loop {{2}}{{A}}〆)&lt;br /&gt;
Unlike the instant death start&lt;br /&gt;
{{2}}{{A}}{{B}} start that increased the amount of chakra recovery by inserting&lt;br /&gt;
{{6}}{{B}}{{A}}{{A}}{{Y}}, after {{6}}{{B}}{{A}}{{A}}{{Y}} that can {{Y}}-can even in 99 consecutive stages , the opponent is completely on the wall at Naruto Ohashi {{Y}}ou can make it in time even if you don&#039;t hit it. The&lt;br /&gt;
starting {{Air}}{{A}} waits until the end of the opponent&#039;s down motion and prevents it from skating due to the movement of the blowout.&lt;br /&gt;
If you know that it will not blow off too much, such as when there is an end behind the opponent Position adjustment will be much easier if all {{Air}}{{A}}s are installed after the can.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ {{B}}{{B}}{{B}}{{A}}{{A}}{{Y}} ＞ {{A}}lign with dash and chase down {{Air}}{{A}} loop (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|65%&lt;br /&gt;
chakra recovery at the end of the race (90% in loop {{2}}{{A}}〆) Instant death start limited to the end, the same as {{6}}{{B}}{{A}}{{A}} start except for the chakra recovery amount&lt;br /&gt;
|-&lt;br /&gt;
|({{A}}erial hit only for the needle part) {{2}}{{X}}&amp;gt; {{Air}}{{B}}&amp;gt; Down pursuit {{Air}}{{A}} loop x n (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|Probably all characters corresponding instant death&lt;br /&gt;
prone down fixed&lt;br /&gt;
|-&lt;br /&gt;
|({{Air}}{{A}} semi-installation&amp;gt; release) × n&lt;br /&gt;
|Permanently hitting the semi-installed non-installed needle and the installed needle injection alternately, the needle loop&lt;br /&gt;
input is &amp;quot;{{A}}fter landing, release the installed needle and enter the front dash at the same time&amp;quot; → &amp;quot;{{Air}}{{A}} semi-installed after hitting the opponent&amp;quot; Since you&lt;br /&gt;
can only change to the ground during the loop, the risk is quite low if you pay attention to the L change.{{A}}lso, you can loop even if you&lt;br /&gt;
chase down, but you have to increase the loop speed considerably because the opponent&#039;s rigidity becomes shorter. should not&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Matchups===&lt;br /&gt;
placeholder&lt;br /&gt;
==Resources==&lt;br /&gt;
[https://www.youtube.com/watch?v=noKUD_QlB7I Anti-Gravity in GNT4]&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/GNT4/comments/7qo9b5/haku_needle_loop_infinite/ Haku Needle Loop Infinite]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=7YUI49RLD58 Haku Combo Video]&lt;br /&gt;
&lt;br /&gt;
==Frame Data==&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[https://web.archive.org/web/20080510162019/http://www.willvolution.com:80/back2basics_gnt4_haku.htm Back 2 Basics Haku Move List]&lt;br /&gt;
&lt;br /&gt;
[https://web.archive.org/web/20120422011337/http://www.willvolution.com:80/phpBB2/viewforum.php?f=75 Willvolution.com Haku Threads Archive]&lt;br /&gt;
&lt;br /&gt;
[https://www51.atwiki.jp/gnt4/pages/31.html JP GNT4 Wiki article on Haku]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GNT4 Nav}}&lt;br /&gt;
{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Naruto: Gekitou Ninja Taisen! 4 characters|{{PAGENAME}}]] &lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(GNT4)&amp;diff=3500</id>
		<title>Haku (GNT4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(GNT4)&amp;diff=3500"/>
		<updated>2022-06-26T23:30:09Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GNT4_Profile&lt;br /&gt;
|name=Haku&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|regnum=???&lt;br /&gt;
|birthday=January 9th&amp;lt;br&amp;gt;(15 years old;&amp;lt;br&amp;gt;Capricorn)&lt;br /&gt;
|height=155.9cm&lt;br /&gt;
|weight=43.2kg&lt;br /&gt;
|bloodtype=O&lt;br /&gt;
|personality=Gentle&amp;lt;br&amp;gt;Earnest&amp;lt;br&amp;gt;Devoted&lt;br /&gt;
|likeseating=&lt;br /&gt;
|hateseating=&lt;br /&gt;
|jutsu=Thousand Needles of Death&amp;lt;br&amp;gt;Crystal Ice Mirrors&lt;br /&gt;
|phrase=&lt;br /&gt;
|word=&lt;br /&gt;
|rivals=&lt;br /&gt;
|hobbies=&lt;br /&gt;
|voicedby={{Region|Japan|Mayumi Asano}}&lt;br /&gt;
}}&lt;br /&gt;
{{GNT4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&amp;quot;Block whiteboy, block&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Vitals&lt;br /&gt;
! HP&lt;br /&gt;
|190&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
|1520&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Ice Needles (jA). Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals allowing for both defensive and offense game plans to shine. Utilizing the many applications of ice needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_hak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==Moveset==&lt;br /&gt;
===Individual Move Breakdown===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|placeholder&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Combo List===&lt;br /&gt;
{{GNT4BasicCombos&lt;br /&gt;
|Combo01={{B}} {{B}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes01=Can {{YCancel}} on 4th hit&lt;br /&gt;
|Combo02={{B}} {{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes02=Can {{YCancel}} on 5th hit&lt;br /&gt;
|Combo03={{B}} {{B}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes03=&lt;br /&gt;
|Combo04={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes04=&lt;br /&gt;
|Combo05={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes05=&lt;br /&gt;
|Combo06={{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes06=&lt;br /&gt;
|Combo07={{B}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes07=&lt;br /&gt;
|Combo08={{B}} {{A}} {{A}}&lt;br /&gt;
|Notes08=&lt;br /&gt;
|Combo09={{6}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes09=Can {{YCancel}} on 2nd hit&lt;br /&gt;
|Combo10={{6}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes10=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo11={{6}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes11=&lt;br /&gt;
|Combo12={{6}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes12=&lt;br /&gt;
|Combo13={{6}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes13=&lt;br /&gt;
|Combo14={{2}} {{B}} {{B}}&lt;br /&gt;
|Notes14=&lt;br /&gt;
|Combo15={{2}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes15=&lt;br /&gt;
|Combo16={{2}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes16=&lt;br /&gt;
|Combo17={{8}} {{B}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes17=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo18={{8}} {{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes18=Can {{YCancel}} on 4th hit&lt;br /&gt;
|Combo19={{8}} {{B}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes19=&lt;br /&gt;
|Combo20={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes20=&lt;br /&gt;
|Combo21={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes21=&lt;br /&gt;
|Combo22={{8}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes22=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo23={{A}} {{A}}&lt;br /&gt;
|Notes23=&lt;br /&gt;
|Combo24={{6}} {{A}} {{A}}&lt;br /&gt;
|Notes24=&lt;br /&gt;
|Combo25={{6}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes25=&lt;br /&gt;
|Combo26={{6}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes26=&lt;br /&gt;
|Combo27={{6}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes27=&lt;br /&gt;
|Combo28={{2}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes28=Can {{YCancel}} on 2nd hit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:30%; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!Input&lt;br /&gt;
|-&lt;br /&gt;
|placeholder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==Discussions==&lt;br /&gt;
placeholder&lt;br /&gt;
===Learning Haku===&lt;br /&gt;
placeholder&lt;br /&gt;
===Strategy===&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;As Haku&amp;lt;/span&amp;gt;====&lt;br /&gt;
placeholder&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;Against Haku&amp;lt;/span&amp;gt;====&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
===Combos and Tech===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
!Video&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{A}}{{B}}{{B}} ＞ {{B}}{{B}}&lt;br /&gt;
|100% chakra recovery, less than 50% opponent&lt;br /&gt;
Change the position of the foot by changing the last {{B}}{{B}} to {{8}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|Throw&amp;gt; (1 hit on the top needle) {{8}}{{A}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{B}}{{B}}{{B}}{{A}}&lt;br /&gt;
|100% chakra recovery, 50% opponent&lt;br /&gt;
If you do not reach the end by the {{6}}{{A}} part, you will not be able to connect The&lt;br /&gt;
throw itself has the effect of making the opponent&#039;s foot the same as you (left foot if left foot), so one foot change part If you put in, you can get up and attack {{2}}{{X}}.&lt;br /&gt;
However , if the opponent fails to be passive and goes down, it will be reset to the left foot, so if you want to get up and attack {{2}}{{X}} when you put out your right foot at the runner-up of the throw, look down and then swing {{Air}}{{B}}. I want to adjust with etc.&lt;br /&gt;
|-&lt;br /&gt;
|Throw&amp;gt; (1 hit on the top needle) {{8}}{{A}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{B}}{{B}}{{Y}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{2}}{{A}}&lt;br /&gt;
|100% chakra recovery&lt;br /&gt;
Combo&lt;br /&gt;
throwing that allows you to complete the race even if there is no wall until the end with {{6}}0% {{Y}} can of the opponent Do not walk between {{8}}{{A}}, walk forward as much as possible between {{8}}{{A}} and {{2}}{{B}}{{B}}, the second time Walk backwards between {{2}}{{B}}{{B}} and {{2}}{{A}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&amp;gt; {{6}}{{B}}{{A}}{{A}} ({{Y}}&amp;gt; Dash {{2}}{{A}})&lt;br /&gt;
|75% recovery, 100% recovery in a pinch&lt;br /&gt;
Low difficulty stable pursuit&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&amp;gt; {{B}}{{B}}{{B}}{{A}}{{A}} ({{Y}}&amp;gt; Dash {{2}}{{A}})&lt;br /&gt;
|100% recovery&lt;br /&gt;
Limited to the end, you can get up from here and attack&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ Walk forward {{2}}{{A}}{{B}}{{Y}} ＞ Down pursuit {{Air}}{{A}} loop × n (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|For the center / edge, probably for all characters Immediate death In&lt;br /&gt;
the case of the end, walk backward after {{Y}} can and then start the loop Depending on&lt;br /&gt;
the weight of the opponent, if the number of duets is too large, it will not float in {{2}}{{A}}{{B}} and {{Y}} can not be&lt;br /&gt;
hit {{B}}efore {{B}} hit If there are 33 or more steps in the runner-up, you will not be able to {{Y}}-can against heavy characters, so be careful when using 10 hands&amp;gt; {{X}} under {{B}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ {{6}}{{B}}{{A}}{{A}}{{Y}} ＞ {{A}}lign with dash and chase down {{Air}}{{A}} loop (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|{{4}}0% recovery of chakra at the end of the race ({{6}}% in loop {{2}}{{A}}〆)&lt;br /&gt;
Unlike the instant death start&lt;br /&gt;
{{2}}{{A}}{{B}} start that increased the amount of chakra recovery by inserting&lt;br /&gt;
{{6}}{{B}}{{A}}{{A}}{{Y}}, after {{6}}{{B}}{{A}}{{A}}{{Y}} that can {{Y}}-can even in 99 consecutive stages , the opponent is completely on the wall at Naruto Ohashi {{Y}}ou can make it in time even if you don&#039;t hit it. The&lt;br /&gt;
starting {{Air}}{{A}} waits until the end of the opponent&#039;s down motion and prevents it from skating due to the movement of the blowout.&lt;br /&gt;
If you know that it will not blow off too much, such as when there is an end behind the opponent Position adjustment will be much easier if all {{Air}}{{A}}s are installed after the can.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ {{B}}{{B}}{{B}}{{A}}{{A}}{{Y}} ＞ {{A}}lign with dash and chase down {{Air}}{{A}} loop (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|65%&lt;br /&gt;
chakra recovery at the end of the race (90% in loop {{2}}{{A}}〆) Instant death start limited to the end, the same as {{6}}{{B}}{{A}}{{A}} start except for the chakra recovery amount&lt;br /&gt;
|-&lt;br /&gt;
|({{A}}erial hit only for the needle part) {{2}}{{X}}&amp;gt; {{Air}}{{B}}&amp;gt; Down pursuit {{Air}}{{A}} loop x n (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|Probably all characters corresponding instant death&lt;br /&gt;
prone down fixed&lt;br /&gt;
|-&lt;br /&gt;
|({{Air}}{{A}} semi-installation&amp;gt; release) × n&lt;br /&gt;
|Permanently hitting the semi-installed non-installed needle and the installed needle injection alternately, the needle loop&lt;br /&gt;
input is &amp;quot;{{A}}fter landing, release the installed needle and enter the front dash at the same time&amp;quot; → &amp;quot;{{Air}}{{A}} semi-installed after hitting the opponent&amp;quot; Since you&lt;br /&gt;
can only change to the ground during the loop, the risk is quite low if you pay attention to the L change.{{A}}lso, you can loop even if you&lt;br /&gt;
chase down, but you have to increase the loop speed considerably because the opponent&#039;s rigidity becomes shorter. should not&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Matchups===&lt;br /&gt;
placeholder&lt;br /&gt;
==Resources==&lt;br /&gt;
[https://www.youtube.com/watch?v=noKUD_QlB7I Anti-Gravity in GNT4]&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/GNT4/comments/7qo9b5/haku_needle_loop_infinite/ Haku Needle Loop Infinite]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=7YUI49RLD58 Haku Combo Video]&lt;br /&gt;
&lt;br /&gt;
==Frame Data==&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[https://web.archive.org/web/20080510162019/http://www.willvolution.com:80/back2basics_gnt4_haku.htm Back 2 Basics Haku Move List]&lt;br /&gt;
&lt;br /&gt;
[https://web.archive.org/web/20120422011337/http://www.willvolution.com:80/phpBB2/viewforum.php?f=75 Willvolution.com Haku Threads Archive]&lt;br /&gt;
&lt;br /&gt;
[https://www51.atwiki.jp/gnt4/pages/31.html JP GNT4 Wiki article on Haku]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GNT4 Nav}}&lt;br /&gt;
{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Naruto: Gekitou Ninja Taisen! 4 characters|{{PAGENAME}}]] &lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(GNT4)&amp;diff=3499</id>
		<title>Haku (GNT4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(GNT4)&amp;diff=3499"/>
		<updated>2022-06-26T23:29:15Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GNT4_Profile&lt;br /&gt;
|name=Haku&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|regnum=???&lt;br /&gt;
|birthday=January 9th&amp;lt;br&amp;gt;(15 years old;&amp;lt;br&amp;gt;Capricorn)&lt;br /&gt;
|height=155.9cm&lt;br /&gt;
|weight=43.2kg&lt;br /&gt;
|bloodtype=O&lt;br /&gt;
|personality=Gentle&amp;lt;br&amp;gt;Earnest&amp;lt;br&amp;gt;Devoted&lt;br /&gt;
|likeseating=&lt;br /&gt;
|hateseating=&lt;br /&gt;
|jutsu=Thousand Needles of Death&amp;lt;br&amp;gt;Crystal Ice Mirrors&lt;br /&gt;
|phrase=&lt;br /&gt;
|word=&lt;br /&gt;
|rivals=&lt;br /&gt;
|hobbies=&lt;br /&gt;
|voicedby={{Region|Japan|Mayumi Asano}}&lt;br /&gt;
}}&lt;br /&gt;
{{GNT4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&amp;quot;Block whiteboy, block&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Vitals&lt;br /&gt;
! HP&lt;br /&gt;
|190&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
|1520&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Ice Needles (jA). Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Haku also posses very strong normals allowing for both defensive and offense game plans to shine. Utilizing the many applications of ice needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_hak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==Moveset==&lt;br /&gt;
===Individual Move Breakdown===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|placeholder&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Combo List===&lt;br /&gt;
{{GNT4BasicCombos&lt;br /&gt;
|Combo01={{B}} {{B}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes01=Can {{YCancel}} on 4th hit&lt;br /&gt;
|Combo02={{B}} {{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes02=Can {{YCancel}} on 5th hit&lt;br /&gt;
|Combo03={{B}} {{B}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes03=&lt;br /&gt;
|Combo04={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes04=&lt;br /&gt;
|Combo05={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes05=&lt;br /&gt;
|Combo06={{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes06=&lt;br /&gt;
|Combo07={{B}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes07=&lt;br /&gt;
|Combo08={{B}} {{A}} {{A}}&lt;br /&gt;
|Notes08=&lt;br /&gt;
|Combo09={{6}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes09=Can {{YCancel}} on 2nd hit&lt;br /&gt;
|Combo10={{6}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes10=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo11={{6}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes11=&lt;br /&gt;
|Combo12={{6}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes12=&lt;br /&gt;
|Combo13={{6}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes13=&lt;br /&gt;
|Combo14={{2}} {{B}} {{B}}&lt;br /&gt;
|Notes14=&lt;br /&gt;
|Combo15={{2}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes15=&lt;br /&gt;
|Combo16={{2}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes16=&lt;br /&gt;
|Combo17={{8}} {{B}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes17=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo18={{8}} {{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes18=Can {{YCancel}} on 4th hit&lt;br /&gt;
|Combo19={{8}} {{B}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes19=&lt;br /&gt;
|Combo20={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes20=&lt;br /&gt;
|Combo21={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes21=&lt;br /&gt;
|Combo22={{8}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes22=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo23={{A}} {{A}}&lt;br /&gt;
|Notes23=&lt;br /&gt;
|Combo24={{6}} {{A}} {{A}}&lt;br /&gt;
|Notes24=&lt;br /&gt;
|Combo25={{6}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes25=&lt;br /&gt;
|Combo26={{6}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes26=&lt;br /&gt;
|Combo27={{6}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes27=&lt;br /&gt;
|Combo28={{2}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes28=Can {{YCancel}} on 2nd hit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:30%; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!Input&lt;br /&gt;
|-&lt;br /&gt;
|placeholder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==Discussions==&lt;br /&gt;
placeholder&lt;br /&gt;
===Learning Haku===&lt;br /&gt;
placeholder&lt;br /&gt;
===Strategy===&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;As Haku&amp;lt;/span&amp;gt;====&lt;br /&gt;
placeholder&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;Against Haku&amp;lt;/span&amp;gt;====&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
===Combos and Tech===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
!Video&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{A}}{{B}}{{B}} ＞ {{B}}{{B}}&lt;br /&gt;
|100% chakra recovery, less than 50% opponent&lt;br /&gt;
Change the position of the foot by changing the last {{B}}{{B}} to {{8}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|Throw&amp;gt; (1 hit on the top needle) {{8}}{{A}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{B}}{{B}}{{B}}{{A}}&lt;br /&gt;
|100% chakra recovery, 50% opponent&lt;br /&gt;
If you do not reach the end by the {{6}}{{A}} part, you will not be able to connect The&lt;br /&gt;
throw itself has the effect of making the opponent&#039;s foot the same as you (left foot if left foot), so one foot change part If you put in, you can get up and attack {{2}}{{X}}.&lt;br /&gt;
However , if the opponent fails to be passive and goes down, it will be reset to the left foot, so if you want to get up and attack {{2}}{{X}} when you put out your right foot at the runner-up of the throw, look down and then swing {{Air}}{{B}}. I want to adjust with etc.&lt;br /&gt;
|-&lt;br /&gt;
|Throw&amp;gt; (1 hit on the top needle) {{8}}{{A}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{B}}{{B}}{{Y}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{2}}{{A}}&lt;br /&gt;
|100% chakra recovery&lt;br /&gt;
Combo&lt;br /&gt;
throwing that allows you to complete the race even if there is no wall until the end with {{6}}0% {{Y}} can of the opponent Do not walk between {{8}}{{A}}, walk forward as much as possible between {{8}}{{A}} and {{2}}{{B}}{{B}}, the second time Walk backwards between {{2}}{{B}}{{B}} and {{2}}{{A}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&amp;gt; {{6}}{{B}}{{A}}{{A}} ({{Y}}&amp;gt; Dash {{2}}{{A}})&lt;br /&gt;
|75% recovery, 100% recovery in a pinch&lt;br /&gt;
Low difficulty stable pursuit&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&amp;gt; {{B}}{{B}}{{B}}{{A}}{{A}} ({{Y}}&amp;gt; Dash {{2}}{{A}})&lt;br /&gt;
|100% recovery&lt;br /&gt;
Limited to the end, you can get up from here and attack&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ Walk forward {{2}}{{A}}{{B}}{{Y}} ＞ Down pursuit {{Air}}{{A}} loop × n (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|For the center / edge, probably for all characters Immediate death In&lt;br /&gt;
the case of the end, walk backward after {{Y}} can and then start the loop Depending on&lt;br /&gt;
the weight of the opponent, if the number of duets is too large, it will not float in {{2}}{{A}}{{B}} and {{Y}} can not be&lt;br /&gt;
hit {{B}}efore {{B}} hit If there are 33 or more steps in the runner-up, you will not be able to {{Y}}-can against heavy characters, so be careful when using 10 hands&amp;gt; {{X}} under {{B}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ {{6}}{{B}}{{A}}{{A}}{{Y}} ＞ {{A}}lign with dash and chase down {{Air}}{{A}} loop (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|{{4}}0% recovery of chakra at the end of the race ({{6}}% in loop {{2}}{{A}}〆)&lt;br /&gt;
Unlike the instant death start&lt;br /&gt;
{{2}}{{A}}{{B}} start that increased the amount of chakra recovery by inserting&lt;br /&gt;
{{6}}{{B}}{{A}}{{A}}{{Y}}, after {{6}}{{B}}{{A}}{{A}}{{Y}} that can {{Y}}-can even in 99 consecutive stages , the opponent is completely on the wall at Naruto Ohashi {{Y}}ou can make it in time even if you don&#039;t hit it. The&lt;br /&gt;
starting {{Air}}{{A}} waits until the end of the opponent&#039;s down motion and prevents it from skating due to the movement of the blowout.&lt;br /&gt;
If you know that it will not blow off too much, such as when there is an end behind the opponent Position adjustment will be much easier if all {{Air}}{{A}}s are installed after the can.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ {{B}}{{B}}{{B}}{{A}}{{A}}{{Y}} ＞ {{A}}lign with dash and chase down {{Air}}{{A}} loop (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|65%&lt;br /&gt;
chakra recovery at the end of the race (90% in loop {{2}}{{A}}〆) Instant death start limited to the end, the same as {{6}}{{B}}{{A}}{{A}} start except for the chakra recovery amount&lt;br /&gt;
|-&lt;br /&gt;
|({{A}}erial hit only for the needle part) {{2}}{{X}}&amp;gt; {{Air}}{{B}}&amp;gt; Down pursuit {{Air}}{{A}} loop x n (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|Probably all characters corresponding instant death&lt;br /&gt;
prone down fixed&lt;br /&gt;
|-&lt;br /&gt;
|({{Air}}{{A}} semi-installation&amp;gt; release) × n&lt;br /&gt;
|Permanently hitting the semi-installed non-installed needle and the installed needle injection alternately, the needle loop&lt;br /&gt;
input is &amp;quot;{{A}}fter landing, release the installed needle and enter the front dash at the same time&amp;quot; → &amp;quot;{{Air}}{{A}} semi-installed after hitting the opponent&amp;quot; Since you&lt;br /&gt;
can only change to the ground during the loop, the risk is quite low if you pay attention to the L change.{{A}}lso, you can loop even if you&lt;br /&gt;
chase down, but you have to increase the loop speed considerably because the opponent&#039;s rigidity becomes shorter. should not&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Matchups===&lt;br /&gt;
placeholder&lt;br /&gt;
==Resources==&lt;br /&gt;
[https://www.youtube.com/watch?v=noKUD_QlB7I Anti-Gravity in GNT4]&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/GNT4/comments/7qo9b5/haku_needle_loop_infinite/ Haku Needle Loop Infinite]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=7YUI49RLD58 Haku Combo Video]&lt;br /&gt;
&lt;br /&gt;
==Frame Data==&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[https://web.archive.org/web/20080510162019/http://www.willvolution.com:80/back2basics_gnt4_haku.htm Back 2 Basics Haku Move List]&lt;br /&gt;
&lt;br /&gt;
[https://web.archive.org/web/20120422011337/http://www.willvolution.com:80/phpBB2/viewforum.php?f=75 Willvolution.com Haku Threads Archive]&lt;br /&gt;
&lt;br /&gt;
[https://www51.atwiki.jp/gnt4/pages/31.html JP GNT4 Wiki article on Haku]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GNT4 Nav}}&lt;br /&gt;
{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Naruto: Gekitou Ninja Taisen! 4 characters|{{PAGENAME}}]] &lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(GNT4)&amp;diff=3498</id>
		<title>Haku (GNT4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(GNT4)&amp;diff=3498"/>
		<updated>2022-06-26T23:22:08Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GNT4_Profile&lt;br /&gt;
|name=Haku&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|regnum=???&lt;br /&gt;
|birthday=January 9th&amp;lt;br&amp;gt;(15 years old;&amp;lt;br&amp;gt;Capricorn)&lt;br /&gt;
|height=155.9cm&lt;br /&gt;
|weight=43.2kg&lt;br /&gt;
|bloodtype=O&lt;br /&gt;
|personality=Gentle&amp;lt;br&amp;gt;Earnest&amp;lt;br&amp;gt;Devoted&lt;br /&gt;
|likeseating=&lt;br /&gt;
|hateseating=&lt;br /&gt;
|jutsu=Thousand Needles of Death&amp;lt;br&amp;gt;Crystal Ice Mirrors&lt;br /&gt;
|phrase=&lt;br /&gt;
|word=&lt;br /&gt;
|rivals=&lt;br /&gt;
|hobbies=&lt;br /&gt;
|voicedby={{Region|Japan|Mayumi Asano}}&lt;br /&gt;
}}&lt;br /&gt;
{{GNT4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&amp;quot;Block whiteboy, block&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Vitals&lt;br /&gt;
! HP&lt;br /&gt;
|190&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
|1520&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Ice Needles (jA). Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Learning its applications are essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_hak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==Moveset==&lt;br /&gt;
===Individual Move Breakdown===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|placeholder&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Combo List===&lt;br /&gt;
{{GNT4BasicCombos&lt;br /&gt;
|Combo01={{B}} {{B}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes01=Can {{YCancel}} on 4th hit&lt;br /&gt;
|Combo02={{B}} {{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes02=Can {{YCancel}} on 5th hit&lt;br /&gt;
|Combo03={{B}} {{B}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes03=&lt;br /&gt;
|Combo04={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes04=&lt;br /&gt;
|Combo05={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes05=&lt;br /&gt;
|Combo06={{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes06=&lt;br /&gt;
|Combo07={{B}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes07=&lt;br /&gt;
|Combo08={{B}} {{A}} {{A}}&lt;br /&gt;
|Notes08=&lt;br /&gt;
|Combo09={{6}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes09=Can {{YCancel}} on 2nd hit&lt;br /&gt;
|Combo10={{6}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes10=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo11={{6}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes11=&lt;br /&gt;
|Combo12={{6}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes12=&lt;br /&gt;
|Combo13={{6}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes13=&lt;br /&gt;
|Combo14={{2}} {{B}} {{B}}&lt;br /&gt;
|Notes14=&lt;br /&gt;
|Combo15={{2}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes15=&lt;br /&gt;
|Combo16={{2}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes16=&lt;br /&gt;
|Combo17={{8}} {{B}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes17=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo18={{8}} {{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes18=Can {{YCancel}} on 4th hit&lt;br /&gt;
|Combo19={{8}} {{B}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes19=&lt;br /&gt;
|Combo20={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes20=&lt;br /&gt;
|Combo21={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes21=&lt;br /&gt;
|Combo22={{8}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes22=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo23={{A}} {{A}}&lt;br /&gt;
|Notes23=&lt;br /&gt;
|Combo24={{6}} {{A}} {{A}}&lt;br /&gt;
|Notes24=&lt;br /&gt;
|Combo25={{6}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes25=&lt;br /&gt;
|Combo26={{6}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes26=&lt;br /&gt;
|Combo27={{6}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes27=&lt;br /&gt;
|Combo28={{2}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes28=Can {{YCancel}} on 2nd hit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:30%; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!Input&lt;br /&gt;
|-&lt;br /&gt;
|placeholder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==Discussions==&lt;br /&gt;
placeholder&lt;br /&gt;
===Learning Haku===&lt;br /&gt;
placeholder&lt;br /&gt;
===Strategy===&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;As Haku&amp;lt;/span&amp;gt;====&lt;br /&gt;
placeholder&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;Against Haku&amp;lt;/span&amp;gt;====&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
===Combos and Tech===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
!Video&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{A}}{{B}}{{B}} ＞ {{B}}{{B}}&lt;br /&gt;
|100% chakra recovery, less than 50% opponent&lt;br /&gt;
Change the position of the foot by changing the last {{B}}{{B}} to {{8}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|Throw&amp;gt; (1 hit on the top needle) {{8}}{{A}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{B}}{{B}}{{B}}{{A}}&lt;br /&gt;
|100% chakra recovery, 50% opponent&lt;br /&gt;
If you do not reach the end by the {{6}}{{A}} part, you will not be able to connect The&lt;br /&gt;
throw itself has the effect of making the opponent&#039;s foot the same as you (left foot if left foot), so one foot change part If you put in, you can get up and attack {{2}}{{X}}.&lt;br /&gt;
However , if the opponent fails to be passive and goes down, it will be reset to the left foot, so if you want to get up and attack {{2}}{{X}} when you put out your right foot at the runner-up of the throw, look down and then swing {{Air}}{{B}}. I want to adjust with etc.&lt;br /&gt;
|-&lt;br /&gt;
|Throw&amp;gt; (1 hit on the top needle) {{8}}{{A}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{B}}{{B}}{{Y}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{2}}{{A}}&lt;br /&gt;
|100% chakra recovery&lt;br /&gt;
Combo&lt;br /&gt;
throwing that allows you to complete the race even if there is no wall until the end with {{6}}0% {{Y}} can of the opponent Do not walk between {{8}}{{A}}, walk forward as much as possible between {{8}}{{A}} and {{2}}{{B}}{{B}}, the second time Walk backwards between {{2}}{{B}}{{B}} and {{2}}{{A}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&amp;gt; {{6}}{{B}}{{A}}{{A}} ({{Y}}&amp;gt; Dash {{2}}{{A}})&lt;br /&gt;
|75% recovery, 100% recovery in a pinch&lt;br /&gt;
Low difficulty stable pursuit&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&amp;gt; {{B}}{{B}}{{B}}{{A}}{{A}} ({{Y}}&amp;gt; Dash {{2}}{{A}})&lt;br /&gt;
|100% recovery&lt;br /&gt;
Limited to the end, you can get up from here and attack&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ Walk forward {{2}}{{A}}{{B}}{{Y}} ＞ Down pursuit {{Air}}{{A}} loop × n (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|For the center / edge, probably for all characters Immediate death In&lt;br /&gt;
the case of the end, walk backward after {{Y}} can and then start the loop Depending on&lt;br /&gt;
the weight of the opponent, if the number of duets is too large, it will not float in {{2}}{{A}}{{B}} and {{Y}} can not be&lt;br /&gt;
hit {{B}}efore {{B}} hit If there are 33 or more steps in the runner-up, you will not be able to {{Y}}-can against heavy characters, so be careful when using 10 hands&amp;gt; {{X}} under {{B}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ {{6}}{{B}}{{A}}{{A}}{{Y}} ＞ {{A}}lign with dash and chase down {{Air}}{{A}} loop (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|{{4}}0% recovery of chakra at the end of the race ({{6}}% in loop {{2}}{{A}}〆)&lt;br /&gt;
Unlike the instant death start&lt;br /&gt;
{{2}}{{A}}{{B}} start that increased the amount of chakra recovery by inserting&lt;br /&gt;
{{6}}{{B}}{{A}}{{A}}{{Y}}, after {{6}}{{B}}{{A}}{{A}}{{Y}} that can {{Y}}-can even in 99 consecutive stages , the opponent is completely on the wall at Naruto Ohashi {{Y}}ou can make it in time even if you don&#039;t hit it. The&lt;br /&gt;
starting {{Air}}{{A}} waits until the end of the opponent&#039;s down motion and prevents it from skating due to the movement of the blowout.&lt;br /&gt;
If you know that it will not blow off too much, such as when there is an end behind the opponent Position adjustment will be much easier if all {{Air}}{{A}}s are installed after the can.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ {{B}}{{B}}{{B}}{{A}}{{A}}{{Y}} ＞ {{A}}lign with dash and chase down {{Air}}{{A}} loop (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|65%&lt;br /&gt;
chakra recovery at the end of the race (90% in loop {{2}}{{A}}〆) Instant death start limited to the end, the same as {{6}}{{B}}{{A}}{{A}} start except for the chakra recovery amount&lt;br /&gt;
|-&lt;br /&gt;
|({{A}}erial hit only for the needle part) {{2}}{{X}}&amp;gt; {{Air}}{{B}}&amp;gt; Down pursuit {{Air}}{{A}} loop x n (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|Probably all characters corresponding instant death&lt;br /&gt;
prone down fixed&lt;br /&gt;
|-&lt;br /&gt;
|({{Air}}{{A}} semi-installation&amp;gt; release) × n&lt;br /&gt;
|Permanently hitting the semi-installed non-installed needle and the installed needle injection alternately, the needle loop&lt;br /&gt;
input is &amp;quot;{{A}}fter landing, release the installed needle and enter the front dash at the same time&amp;quot; → &amp;quot;{{Air}}{{A}} semi-installed after hitting the opponent&amp;quot; Since you&lt;br /&gt;
can only change to the ground during the loop, the risk is quite low if you pay attention to the L change.{{A}}lso, you can loop even if you&lt;br /&gt;
chase down, but you have to increase the loop speed considerably because the opponent&#039;s rigidity becomes shorter. should not&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Matchups===&lt;br /&gt;
placeholder&lt;br /&gt;
==Resources==&lt;br /&gt;
[https://www.youtube.com/watch?v=noKUD_QlB7I Anti-Gravity in GNT4]&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/GNT4/comments/7qo9b5/haku_needle_loop_infinite/ Haku Needle Loop Infinite]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=7YUI49RLD58 Haku Combo Video]&lt;br /&gt;
&lt;br /&gt;
==Frame Data==&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[https://web.archive.org/web/20080510162019/http://www.willvolution.com:80/back2basics_gnt4_haku.htm Back 2 Basics Haku Move List]&lt;br /&gt;
&lt;br /&gt;
[https://web.archive.org/web/20120422011337/http://www.willvolution.com:80/phpBB2/viewforum.php?f=75 Willvolution.com Haku Threads Archive]&lt;br /&gt;
&lt;br /&gt;
[https://www51.atwiki.jp/gnt4/pages/31.html JP GNT4 Wiki article on Haku]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GNT4 Nav}}&lt;br /&gt;
{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Naruto: Gekitou Ninja Taisen! 4 characters|{{PAGENAME}}]] &lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(GNT4)&amp;diff=3497</id>
		<title>Haku (GNT4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(GNT4)&amp;diff=3497"/>
		<updated>2022-06-26T23:20:51Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GNT4_Profile&lt;br /&gt;
|name=Haku&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|regnum=???&lt;br /&gt;
|birthday=January 9th&amp;lt;br&amp;gt;(15 years old;&amp;lt;br&amp;gt;Capricorn)&lt;br /&gt;
|height=155.9cm&lt;br /&gt;
|weight=43.2kg&lt;br /&gt;
|bloodtype=O&lt;br /&gt;
|personality=Gentle&amp;lt;br&amp;gt;Earnest&amp;lt;br&amp;gt;Devoted&lt;br /&gt;
|likeseating=&lt;br /&gt;
|hateseating=&lt;br /&gt;
|jutsu=Thousand Needles of Death&amp;lt;br&amp;gt;Crystal Ice Mirrors&lt;br /&gt;
|phrase=&lt;br /&gt;
|word=&lt;br /&gt;
|rivals=&lt;br /&gt;
|hobbies=&lt;br /&gt;
|voicedby={{Region|Japan|Mayumi Asano}}&lt;br /&gt;
}}&lt;br /&gt;
{{GNT4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&amp;quot;Block whiteboy, block&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Vitals&lt;br /&gt;
! HP&lt;br /&gt;
|190&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
|1520&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his very subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Ice Needles (jA). Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Learning its applications are essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_hak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==Moveset==&lt;br /&gt;
===Individual Move Breakdown===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|placeholder&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Combo List===&lt;br /&gt;
{{GNT4BasicCombos&lt;br /&gt;
|Combo01={{B}} {{B}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes01=Can {{YCancel}} on 4th hit&lt;br /&gt;
|Combo02={{B}} {{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes02=Can {{YCancel}} on 5th hit&lt;br /&gt;
|Combo03={{B}} {{B}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes03=&lt;br /&gt;
|Combo04={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes04=&lt;br /&gt;
|Combo05={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes05=&lt;br /&gt;
|Combo06={{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes06=&lt;br /&gt;
|Combo07={{B}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes07=&lt;br /&gt;
|Combo08={{B}} {{A}} {{A}}&lt;br /&gt;
|Notes08=&lt;br /&gt;
|Combo09={{6}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes09=Can {{YCancel}} on 2nd hit&lt;br /&gt;
|Combo10={{6}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes10=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo11={{6}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes11=&lt;br /&gt;
|Combo12={{6}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes12=&lt;br /&gt;
|Combo13={{6}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes13=&lt;br /&gt;
|Combo14={{2}} {{B}} {{B}}&lt;br /&gt;
|Notes14=&lt;br /&gt;
|Combo15={{2}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes15=&lt;br /&gt;
|Combo16={{2}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes16=&lt;br /&gt;
|Combo17={{8}} {{B}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes17=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo18={{8}} {{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes18=Can {{YCancel}} on 4th hit&lt;br /&gt;
|Combo19={{8}} {{B}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes19=&lt;br /&gt;
|Combo20={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes20=&lt;br /&gt;
|Combo21={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes21=&lt;br /&gt;
|Combo22={{8}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes22=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo23={{A}} {{A}}&lt;br /&gt;
|Notes23=&lt;br /&gt;
|Combo24={{6}} {{A}} {{A}}&lt;br /&gt;
|Notes24=&lt;br /&gt;
|Combo25={{6}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes25=&lt;br /&gt;
|Combo26={{6}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes26=&lt;br /&gt;
|Combo27={{6}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes27=&lt;br /&gt;
|Combo28={{2}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes28=Can {{YCancel}} on 2nd hit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:30%; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!Input&lt;br /&gt;
|-&lt;br /&gt;
|placeholder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==Discussions==&lt;br /&gt;
placeholder&lt;br /&gt;
===Learning Haku===&lt;br /&gt;
placeholder&lt;br /&gt;
===Strategy===&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;As Haku&amp;lt;/span&amp;gt;====&lt;br /&gt;
placeholder&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;Against Haku&amp;lt;/span&amp;gt;====&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
===Combos and Tech===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
!Video&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{A}}{{B}}{{B}} ＞ {{B}}{{B}}&lt;br /&gt;
|100% chakra recovery, less than 50% opponent&lt;br /&gt;
Change the position of the foot by changing the last {{B}}{{B}} to {{8}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|Throw&amp;gt; (1 hit on the top needle) {{8}}{{A}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{B}}{{B}}{{B}}{{A}}&lt;br /&gt;
|100% chakra recovery, 50% opponent&lt;br /&gt;
If you do not reach the end by the {{6}}{{A}} part, you will not be able to connect The&lt;br /&gt;
throw itself has the effect of making the opponent&#039;s foot the same as you (left foot if left foot), so one foot change part If you put in, you can get up and attack {{2}}{{X}}.&lt;br /&gt;
However , if the opponent fails to be passive and goes down, it will be reset to the left foot, so if you want to get up and attack {{2}}{{X}} when you put out your right foot at the runner-up of the throw, look down and then swing {{Air}}{{B}}. I want to adjust with etc.&lt;br /&gt;
|-&lt;br /&gt;
|Throw&amp;gt; (1 hit on the top needle) {{8}}{{A}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{B}}{{B}}{{Y}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{2}}{{A}}&lt;br /&gt;
|100% chakra recovery&lt;br /&gt;
Combo&lt;br /&gt;
throwing that allows you to complete the race even if there is no wall until the end with {{6}}0% {{Y}} can of the opponent Do not walk between {{8}}{{A}}, walk forward as much as possible between {{8}}{{A}} and {{2}}{{B}}{{B}}, the second time Walk backwards between {{2}}{{B}}{{B}} and {{2}}{{A}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&amp;gt; {{6}}{{B}}{{A}}{{A}} ({{Y}}&amp;gt; Dash {{2}}{{A}})&lt;br /&gt;
|75% recovery, 100% recovery in a pinch&lt;br /&gt;
Low difficulty stable pursuit&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&amp;gt; {{B}}{{B}}{{B}}{{A}}{{A}} ({{Y}}&amp;gt; Dash {{2}}{{A}})&lt;br /&gt;
|100% recovery&lt;br /&gt;
Limited to the end, you can get up from here and attack&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ Walk forward {{2}}{{A}}{{B}}{{Y}} ＞ Down pursuit {{Air}}{{A}} loop × n (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|For the center / edge, probably for all characters Immediate death In&lt;br /&gt;
the case of the end, walk backward after {{Y}} can and then start the loop Depending on&lt;br /&gt;
the weight of the opponent, if the number of duets is too large, it will not float in {{2}}{{A}}{{B}} and {{Y}} can not be&lt;br /&gt;
hit {{B}}efore {{B}} hit If there are 33 or more steps in the runner-up, you will not be able to {{Y}}-can against heavy characters, so be careful when using 10 hands&amp;gt; {{X}} under {{B}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ {{6}}{{B}}{{A}}{{A}}{{Y}} ＞ {{A}}lign with dash and chase down {{Air}}{{A}} loop (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|{{4}}0% recovery of chakra at the end of the race ({{6}}% in loop {{2}}{{A}}〆)&lt;br /&gt;
Unlike the instant death start&lt;br /&gt;
{{2}}{{A}}{{B}} start that increased the amount of chakra recovery by inserting&lt;br /&gt;
{{6}}{{B}}{{A}}{{A}}{{Y}}, after {{6}}{{B}}{{A}}{{A}}{{Y}} that can {{Y}}-can even in 99 consecutive stages , the opponent is completely on the wall at Naruto Ohashi {{Y}}ou can make it in time even if you don&#039;t hit it. The&lt;br /&gt;
starting {{Air}}{{A}} waits until the end of the opponent&#039;s down motion and prevents it from skating due to the movement of the blowout.&lt;br /&gt;
If you know that it will not blow off too much, such as when there is an end behind the opponent Position adjustment will be much easier if all {{Air}}{{A}}s are installed after the can.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ {{B}}{{B}}{{B}}{{A}}{{A}}{{Y}} ＞ {{A}}lign with dash and chase down {{Air}}{{A}} loop (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|65%&lt;br /&gt;
chakra recovery at the end of the race (90% in loop {{2}}{{A}}〆) Instant death start limited to the end, the same as {{6}}{{B}}{{A}}{{A}} start except for the chakra recovery amount&lt;br /&gt;
|-&lt;br /&gt;
|({{A}}erial hit only for the needle part) {{2}}{{X}}&amp;gt; {{Air}}{{B}}&amp;gt; Down pursuit {{Air}}{{A}} loop x n (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|Probably all characters corresponding instant death&lt;br /&gt;
prone down fixed&lt;br /&gt;
|-&lt;br /&gt;
|({{Air}}{{A}} semi-installation&amp;gt; release) × n&lt;br /&gt;
|Permanently hitting the semi-installed non-installed needle and the installed needle injection alternately, the needle loop&lt;br /&gt;
input is &amp;quot;{{A}}fter landing, release the installed needle and enter the front dash at the same time&amp;quot; → &amp;quot;{{Air}}{{A}} semi-installed after hitting the opponent&amp;quot; Since you&lt;br /&gt;
can only change to the ground during the loop, the risk is quite low if you pay attention to the L change.{{A}}lso, you can loop even if you&lt;br /&gt;
chase down, but you have to increase the loop speed considerably because the opponent&#039;s rigidity becomes shorter. should not&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Matchups===&lt;br /&gt;
placeholder&lt;br /&gt;
==Resources==&lt;br /&gt;
[https://www.youtube.com/watch?v=noKUD_QlB7I Anti-Gravity in GNT4]&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/GNT4/comments/7qo9b5/haku_needle_loop_infinite/ Haku Needle Loop Infinite]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=7YUI49RLD58 Haku Combo Video]&lt;br /&gt;
&lt;br /&gt;
==Frame Data==&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[https://web.archive.org/web/20080510162019/http://www.willvolution.com:80/back2basics_gnt4_haku.htm Back 2 Basics Haku Move List]&lt;br /&gt;
&lt;br /&gt;
[https://web.archive.org/web/20120422011337/http://www.willvolution.com:80/phpBB2/viewforum.php?f=75 Willvolution.com Haku Threads Archive]&lt;br /&gt;
&lt;br /&gt;
[https://www51.atwiki.jp/gnt4/pages/31.html JP GNT4 Wiki article on Haku]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GNT4 Nav}}&lt;br /&gt;
{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Naruto: Gekitou Ninja Taisen! 4 characters|{{PAGENAME}}]] &lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(GNT4)&amp;diff=3496</id>
		<title>Haku (GNT4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(GNT4)&amp;diff=3496"/>
		<updated>2022-06-26T23:20:17Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GNT4_Profile&lt;br /&gt;
|name=Haku&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|regnum=???&lt;br /&gt;
|birthday=January 9th&amp;lt;br&amp;gt;(15 years old;&amp;lt;br&amp;gt;Capricorn)&lt;br /&gt;
|height=155.9cm&lt;br /&gt;
|weight=43.2kg&lt;br /&gt;
|bloodtype=O&lt;br /&gt;
|personality=Gentle&amp;lt;br&amp;gt;Earnest&amp;lt;br&amp;gt;Devoted&lt;br /&gt;
|likeseating=&lt;br /&gt;
|hateseating=&lt;br /&gt;
|jutsu=Thousand Needles of Death&amp;lt;br&amp;gt;Crystal Ice Mirrors&lt;br /&gt;
|phrase=&lt;br /&gt;
|word=&lt;br /&gt;
|rivals=&lt;br /&gt;
|hobbies=&lt;br /&gt;
|voicedby={{Region|Japan|Mayumi Asano}}&lt;br /&gt;
}}&lt;br /&gt;
{{GNT4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&amp;quot;Block whiteboy, block&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Vitals&lt;br /&gt;
! HP&lt;br /&gt;
|190&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
|1520&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, dueue to to his very subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Ice Needles (jA). Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Learning its applications are essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_hak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==Moveset==&lt;br /&gt;
===Individual Move Breakdown===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|placeholder&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Combo List===&lt;br /&gt;
{{GNT4BasicCombos&lt;br /&gt;
|Combo01={{B}} {{B}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes01=Can {{YCancel}} on 4th hit&lt;br /&gt;
|Combo02={{B}} {{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes02=Can {{YCancel}} on 5th hit&lt;br /&gt;
|Combo03={{B}} {{B}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes03=&lt;br /&gt;
|Combo04={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes04=&lt;br /&gt;
|Combo05={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes05=&lt;br /&gt;
|Combo06={{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes06=&lt;br /&gt;
|Combo07={{B}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes07=&lt;br /&gt;
|Combo08={{B}} {{A}} {{A}}&lt;br /&gt;
|Notes08=&lt;br /&gt;
|Combo09={{6}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes09=Can {{YCancel}} on 2nd hit&lt;br /&gt;
|Combo10={{6}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes10=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo11={{6}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes11=&lt;br /&gt;
|Combo12={{6}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes12=&lt;br /&gt;
|Combo13={{6}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes13=&lt;br /&gt;
|Combo14={{2}} {{B}} {{B}}&lt;br /&gt;
|Notes14=&lt;br /&gt;
|Combo15={{2}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes15=&lt;br /&gt;
|Combo16={{2}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes16=&lt;br /&gt;
|Combo17={{8}} {{B}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes17=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo18={{8}} {{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes18=Can {{YCancel}} on 4th hit&lt;br /&gt;
|Combo19={{8}} {{B}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes19=&lt;br /&gt;
|Combo20={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes20=&lt;br /&gt;
|Combo21={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes21=&lt;br /&gt;
|Combo22={{8}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes22=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo23={{A}} {{A}}&lt;br /&gt;
|Notes23=&lt;br /&gt;
|Combo24={{6}} {{A}} {{A}}&lt;br /&gt;
|Notes24=&lt;br /&gt;
|Combo25={{6}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes25=&lt;br /&gt;
|Combo26={{6}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes26=&lt;br /&gt;
|Combo27={{6}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes27=&lt;br /&gt;
|Combo28={{2}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes28=Can {{YCancel}} on 2nd hit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:30%; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!Input&lt;br /&gt;
|-&lt;br /&gt;
|placeholder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==Discussions==&lt;br /&gt;
placeholder&lt;br /&gt;
===Learning Haku===&lt;br /&gt;
placeholder&lt;br /&gt;
===Strategy===&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;As Haku&amp;lt;/span&amp;gt;====&lt;br /&gt;
placeholder&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;Against Haku&amp;lt;/span&amp;gt;====&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
===Combos and Tech===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
!Video&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{A}}{{B}}{{B}} ＞ {{B}}{{B}}&lt;br /&gt;
|100% chakra recovery, less than 50% opponent&lt;br /&gt;
Change the position of the foot by changing the last {{B}}{{B}} to {{8}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|Throw&amp;gt; (1 hit on the top needle) {{8}}{{A}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{B}}{{B}}{{B}}{{A}}&lt;br /&gt;
|100% chakra recovery, 50% opponent&lt;br /&gt;
If you do not reach the end by the {{6}}{{A}} part, you will not be able to connect The&lt;br /&gt;
throw itself has the effect of making the opponent&#039;s foot the same as you (left foot if left foot), so one foot change part If you put in, you can get up and attack {{2}}{{X}}.&lt;br /&gt;
However , if the opponent fails to be passive and goes down, it will be reset to the left foot, so if you want to get up and attack {{2}}{{X}} when you put out your right foot at the runner-up of the throw, look down and then swing {{Air}}{{B}}. I want to adjust with etc.&lt;br /&gt;
|-&lt;br /&gt;
|Throw&amp;gt; (1 hit on the top needle) {{8}}{{A}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{B}}{{B}}{{Y}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{2}}{{A}}&lt;br /&gt;
|100% chakra recovery&lt;br /&gt;
Combo&lt;br /&gt;
throwing that allows you to complete the race even if there is no wall until the end with {{6}}0% {{Y}} can of the opponent Do not walk between {{8}}{{A}}, walk forward as much as possible between {{8}}{{A}} and {{2}}{{B}}{{B}}, the second time Walk backwards between {{2}}{{B}}{{B}} and {{2}}{{A}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&amp;gt; {{6}}{{B}}{{A}}{{A}} ({{Y}}&amp;gt; Dash {{2}}{{A}})&lt;br /&gt;
|75% recovery, 100% recovery in a pinch&lt;br /&gt;
Low difficulty stable pursuit&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&amp;gt; {{B}}{{B}}{{B}}{{A}}{{A}} ({{Y}}&amp;gt; Dash {{2}}{{A}})&lt;br /&gt;
|100% recovery&lt;br /&gt;
Limited to the end, you can get up from here and attack&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ Walk forward {{2}}{{A}}{{B}}{{Y}} ＞ Down pursuit {{Air}}{{A}} loop × n (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|For the center / edge, probably for all characters Immediate death In&lt;br /&gt;
the case of the end, walk backward after {{Y}} can and then start the loop Depending on&lt;br /&gt;
the weight of the opponent, if the number of duets is too large, it will not float in {{2}}{{A}}{{B}} and {{Y}} can not be&lt;br /&gt;
hit {{B}}efore {{B}} hit If there are 33 or more steps in the runner-up, you will not be able to {{Y}}-can against heavy characters, so be careful when using 10 hands&amp;gt; {{X}} under {{B}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ {{6}}{{B}}{{A}}{{A}}{{Y}} ＞ {{A}}lign with dash and chase down {{Air}}{{A}} loop (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|{{4}}0% recovery of chakra at the end of the race ({{6}}% in loop {{2}}{{A}}〆)&lt;br /&gt;
Unlike the instant death start&lt;br /&gt;
{{2}}{{A}}{{B}} start that increased the amount of chakra recovery by inserting&lt;br /&gt;
{{6}}{{B}}{{A}}{{A}}{{Y}}, after {{6}}{{B}}{{A}}{{A}}{{Y}} that can {{Y}}-can even in 99 consecutive stages , the opponent is completely on the wall at Naruto Ohashi {{Y}}ou can make it in time even if you don&#039;t hit it. The&lt;br /&gt;
starting {{Air}}{{A}} waits until the end of the opponent&#039;s down motion and prevents it from skating due to the movement of the blowout.&lt;br /&gt;
If you know that it will not blow off too much, such as when there is an end behind the opponent Position adjustment will be much easier if all {{Air}}{{A}}s are installed after the can.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ {{B}}{{B}}{{B}}{{A}}{{A}}{{Y}} ＞ {{A}}lign with dash and chase down {{Air}}{{A}} loop (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|65%&lt;br /&gt;
chakra recovery at the end of the race (90% in loop {{2}}{{A}}〆) Instant death start limited to the end, the same as {{6}}{{B}}{{A}}{{A}} start except for the chakra recovery amount&lt;br /&gt;
|-&lt;br /&gt;
|({{A}}erial hit only for the needle part) {{2}}{{X}}&amp;gt; {{Air}}{{B}}&amp;gt; Down pursuit {{Air}}{{A}} loop x n (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|Probably all characters corresponding instant death&lt;br /&gt;
prone down fixed&lt;br /&gt;
|-&lt;br /&gt;
|({{Air}}{{A}} semi-installation&amp;gt; release) × n&lt;br /&gt;
|Permanently hitting the semi-installed non-installed needle and the installed needle injection alternately, the needle loop&lt;br /&gt;
input is &amp;quot;{{A}}fter landing, release the installed needle and enter the front dash at the same time&amp;quot; → &amp;quot;{{Air}}{{A}} semi-installed after hitting the opponent&amp;quot; Since you&lt;br /&gt;
can only change to the ground during the loop, the risk is quite low if you pay attention to the L change.{{A}}lso, you can loop even if you&lt;br /&gt;
chase down, but you have to increase the loop speed considerably because the opponent&#039;s rigidity becomes shorter. should not&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Matchups===&lt;br /&gt;
placeholder&lt;br /&gt;
==Resources==&lt;br /&gt;
[https://www.youtube.com/watch?v=noKUD_QlB7I Anti-Gravity in GNT4]&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/GNT4/comments/7qo9b5/haku_needle_loop_infinite/ Haku Needle Loop Infinite]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=7YUI49RLD58 Haku Combo Video]&lt;br /&gt;
&lt;br /&gt;
==Frame Data==&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[https://web.archive.org/web/20080510162019/http://www.willvolution.com:80/back2basics_gnt4_haku.htm Back 2 Basics Haku Move List]&lt;br /&gt;
&lt;br /&gt;
[https://web.archive.org/web/20120422011337/http://www.willvolution.com:80/phpBB2/viewforum.php?f=75 Willvolution.com Haku Threads Archive]&lt;br /&gt;
&lt;br /&gt;
[https://www51.atwiki.jp/gnt4/pages/31.html JP GNT4 Wiki article on Haku]&lt;br /&gt;
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[[Category:Haku guides|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(GNT4)&amp;diff=3495</id>
		<title>Haku (GNT4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(GNT4)&amp;diff=3495"/>
		<updated>2022-06-26T23:19:35Z</updated>

		<summary type="html">&lt;p&gt;KungJulio: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GNT4_Profile&lt;br /&gt;
|name=Haku&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|regnum=???&lt;br /&gt;
|birthday=January 9th&amp;lt;br&amp;gt;(15 years old;&amp;lt;br&amp;gt;Capricorn)&lt;br /&gt;
|height=155.9cm&lt;br /&gt;
|weight=43.2kg&lt;br /&gt;
|bloodtype=O&lt;br /&gt;
|personality=Gentle&amp;lt;br&amp;gt;Earnest&amp;lt;br&amp;gt;Devoted&lt;br /&gt;
|likeseating=&lt;br /&gt;
|hateseating=&lt;br /&gt;
|jutsu=Thousand Needles of Death&amp;lt;br&amp;gt;Crystal Ice Mirrors&lt;br /&gt;
|phrase=&lt;br /&gt;
|word=&lt;br /&gt;
|rivals=&lt;br /&gt;
|hobbies=&lt;br /&gt;
|voicedby={{Region|Japan|Mayumi Asano}}&lt;br /&gt;
}}&lt;br /&gt;
{{GNT4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&amp;quot;Block whiteboy, block&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Vitals&lt;br /&gt;
! HP&lt;br /&gt;
|190&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
|1520&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer. Due to to his very subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark Ice Needles (jA). Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or needle loop infinites, almost everything Haku does is tied to this move. Learning its applications are essential to mastering the character.&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_hak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==Moveset==&lt;br /&gt;
===Individual Move Breakdown===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|placeholder&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Combo List===&lt;br /&gt;
{{GNT4BasicCombos&lt;br /&gt;
|Combo01={{B}} {{B}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes01=Can {{YCancel}} on 4th hit&lt;br /&gt;
|Combo02={{B}} {{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes02=Can {{YCancel}} on 5th hit&lt;br /&gt;
|Combo03={{B}} {{B}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes03=&lt;br /&gt;
|Combo04={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes04=&lt;br /&gt;
|Combo05={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes05=&lt;br /&gt;
|Combo06={{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes06=&lt;br /&gt;
|Combo07={{B}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes07=&lt;br /&gt;
|Combo08={{B}} {{A}} {{A}}&lt;br /&gt;
|Notes08=&lt;br /&gt;
|Combo09={{6}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes09=Can {{YCancel}} on 2nd hit&lt;br /&gt;
|Combo10={{6}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes10=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo11={{6}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes11=&lt;br /&gt;
|Combo12={{6}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes12=&lt;br /&gt;
|Combo13={{6}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes13=&lt;br /&gt;
|Combo14={{2}} {{B}} {{B}}&lt;br /&gt;
|Notes14=&lt;br /&gt;
|Combo15={{2}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes15=&lt;br /&gt;
|Combo16={{2}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes16=&lt;br /&gt;
|Combo17={{8}} {{B}} {{B}} {{B}} {{B}}&lt;br /&gt;
|Notes17=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo18={{8}} {{B}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes18=Can {{YCancel}} on 4th hit&lt;br /&gt;
|Combo19={{8}} {{B}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes19=&lt;br /&gt;
|Combo20={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes20=&lt;br /&gt;
|Combo21={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes21=&lt;br /&gt;
|Combo22={{8}} {{B}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes22=Can {{YCancel}} on 3rd hit&lt;br /&gt;
|Combo23={{A}} {{A}}&lt;br /&gt;
|Notes23=&lt;br /&gt;
|Combo24={{6}} {{A}} {{A}}&lt;br /&gt;
|Notes24=&lt;br /&gt;
|Combo25={{6}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes25=&lt;br /&gt;
|Combo26={{6}} {{A}} {{B}} {{A}} {{A}}&lt;br /&gt;
|Notes26=&lt;br /&gt;
|Combo27={{6}} {{A}} {{B}} {{A}} {{B}}&lt;br /&gt;
|Notes27=&lt;br /&gt;
|Combo28={{2}} {{A}} {{B}} {{B}}&lt;br /&gt;
|Notes28=Can {{YCancel}} on 2nd hit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:30%; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!Input&lt;br /&gt;
|-&lt;br /&gt;
|placeholder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==Discussions==&lt;br /&gt;
placeholder&lt;br /&gt;
===Learning Haku===&lt;br /&gt;
placeholder&lt;br /&gt;
===Strategy===&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;As Haku&amp;lt;/span&amp;gt;====&lt;br /&gt;
placeholder&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;Against Haku&amp;lt;/span&amp;gt;====&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
===Combos and Tech===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
!Video&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{A}}{{B}}{{B}} ＞ {{B}}{{B}}&lt;br /&gt;
|100% chakra recovery, less than 50% opponent&lt;br /&gt;
Change the position of the foot by changing the last {{B}}{{B}} to {{8}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|Throw&amp;gt; (1 hit on the top needle) {{8}}{{A}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{B}}{{B}}{{B}}{{A}}&lt;br /&gt;
|100% chakra recovery, 50% opponent&lt;br /&gt;
If you do not reach the end by the {{6}}{{A}} part, you will not be able to connect The&lt;br /&gt;
throw itself has the effect of making the opponent&#039;s foot the same as you (left foot if left foot), so one foot change part If you put in, you can get up and attack {{2}}{{X}}.&lt;br /&gt;
However , if the opponent fails to be passive and goes down, it will be reset to the left foot, so if you want to get up and attack {{2}}{{X}} when you put out your right foot at the runner-up of the throw, look down and then swing {{Air}}{{B}}. I want to adjust with etc.&lt;br /&gt;
|-&lt;br /&gt;
|Throw&amp;gt; (1 hit on the top needle) {{8}}{{A}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{B}}{{B}}{{Y}}&amp;gt; {{2}}{{B}}{{B}}&amp;gt; {{2}}{{A}}&lt;br /&gt;
|100% chakra recovery&lt;br /&gt;
Combo&lt;br /&gt;
throwing that allows you to complete the race even if there is no wall until the end with {{6}}0% {{Y}} can of the opponent Do not walk between {{8}}{{A}}, walk forward as much as possible between {{8}}{{A}} and {{2}}{{B}}{{B}}, the second time Walk backwards between {{2}}{{B}}{{B}} and {{2}}{{A}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&amp;gt; {{6}}{{B}}{{A}}{{A}} ({{Y}}&amp;gt; Dash {{2}}{{A}})&lt;br /&gt;
|75% recovery, 100% recovery in a pinch&lt;br /&gt;
Low difficulty stable pursuit&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&amp;gt; {{B}}{{B}}{{B}}{{A}}{{A}} ({{Y}}&amp;gt; Dash {{2}}{{A}})&lt;br /&gt;
|100% recovery&lt;br /&gt;
Limited to the end, you can get up from here and attack&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ Walk forward {{2}}{{A}}{{B}}{{Y}} ＞ Down pursuit {{Air}}{{A}} loop × n (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|For the center / edge, probably for all characters Immediate death In&lt;br /&gt;
the case of the end, walk backward after {{Y}} can and then start the loop Depending on&lt;br /&gt;
the weight of the opponent, if the number of duets is too large, it will not float in {{2}}{{A}}{{B}} and {{Y}} can not be&lt;br /&gt;
hit {{B}}efore {{B}} hit If there are 33 or more steps in the runner-up, you will not be able to {{Y}}-can against heavy characters, so be careful when using 10 hands&amp;gt; {{X}} under {{B}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ {{6}}{{B}}{{A}}{{A}}{{Y}} ＞ {{A}}lign with dash and chase down {{Air}}{{A}} loop (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|{{4}}0% recovery of chakra at the end of the race ({{6}}% in loop {{2}}{{A}}〆)&lt;br /&gt;
Unlike the instant death start&lt;br /&gt;
{{2}}{{A}}{{B}} start that increased the amount of chakra recovery by inserting&lt;br /&gt;
{{6}}{{B}}{{A}}{{A}}{{Y}}, after {{6}}{{B}}{{A}}{{A}}{{Y}} that can {{Y}}-can even in 99 consecutive stages , the opponent is completely on the wall at Naruto Ohashi {{Y}}ou can make it in time even if you don&#039;t hit it. The&lt;br /&gt;
starting {{Air}}{{A}} waits until the end of the opponent&#039;s down motion and prevents it from skating due to the movement of the blowout.&lt;br /&gt;
If you know that it will not blow off too much, such as when there is an end behind the opponent Position adjustment will be much easier if all {{Air}}{{A}}s are installed after the can.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} ＞ {{B}}{{B}}{{B}}{{A}}{{A}}{{Y}} ＞ {{A}}lign with dash and chase down {{Air}}{{A}} loop (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|65%&lt;br /&gt;
chakra recovery at the end of the race (90% in loop {{2}}{{A}}〆) Instant death start limited to the end, the same as {{6}}{{B}}{{A}}{{A}} start except for the chakra recovery amount&lt;br /&gt;
|-&lt;br /&gt;
|({{A}}erial hit only for the needle part) {{2}}{{X}}&amp;gt; {{Air}}{{B}}&amp;gt; Down pursuit {{Air}}{{A}} loop x n (&amp;gt; {{2}}{{A}})&lt;br /&gt;
|Probably all characters corresponding instant death&lt;br /&gt;
prone down fixed&lt;br /&gt;
|-&lt;br /&gt;
|({{Air}}{{A}} semi-installation&amp;gt; release) × n&lt;br /&gt;
|Permanently hitting the semi-installed non-installed needle and the installed needle injection alternately, the needle loop&lt;br /&gt;
input is &amp;quot;{{A}}fter landing, release the installed needle and enter the front dash at the same time&amp;quot; → &amp;quot;{{Air}}{{A}} semi-installed after hitting the opponent&amp;quot; Since you&lt;br /&gt;
can only change to the ground during the loop, the risk is quite low if you pay attention to the L change.{{A}}lso, you can loop even if you&lt;br /&gt;
chase down, but you have to increase the loop speed considerably because the opponent&#039;s rigidity becomes shorter. should not&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Matchups===&lt;br /&gt;
placeholder&lt;br /&gt;
==Resources==&lt;br /&gt;
[https://www.youtube.com/watch?v=noKUD_QlB7I Anti-Gravity in GNT4]&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/GNT4/comments/7qo9b5/haku_needle_loop_infinite/ Haku Needle Loop Infinite]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=7YUI49RLD58 Haku Combo Video]&lt;br /&gt;
&lt;br /&gt;
==Frame Data==&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[https://web.archive.org/web/20080510162019/http://www.willvolution.com:80/back2basics_gnt4_haku.htm Back 2 Basics Haku Move List]&lt;br /&gt;
&lt;br /&gt;
[https://web.archive.org/web/20120422011337/http://www.willvolution.com:80/phpBB2/viewforum.php?f=75 Willvolution.com Haku Threads Archive]&lt;br /&gt;
&lt;br /&gt;
[https://www51.atwiki.jp/gnt4/pages/31.html JP GNT4 Wiki article on Haku]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GNT4 Nav}}&lt;br /&gt;
{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Naruto: Gekitou Ninja Taisen! 4 characters|{{PAGENAME}}]] &lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>KungJulio</name></author>
	</entry>
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