(3 intermediate revisions by the same user not shown)
Line 20:
Line 20:
==Summary==
==Summary==
"Block whiteboy, block"
placeholder
{| class=wikitable style="text-align:center;"
{| class=wikitable style="text-align:center;"
Line 31:
Line 32:
|}
|}
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' playstyle revolves around the use of his trademark Ice Needles (jA). Whether it'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's normals is essential to mastering the character.
placeholder
[[Image:color_gnt4_hak_p1a.png|thumb|255px|'''Press {{A}} at Character Select.''']]
[[Image:color_gnt4_hak_p1a.png|thumb|255px|'''Press {{A}} at Character Select.''']]
Press at Character Select.Press at Character Select.Press at Character Select.Press at Character Select.
Moveset
Individual Move Breakdown
Basic Moves
Notes
placeholder
Special Moves
Super Moves
Combo List
Combo 1
Can on 4th hit
Combo 2
Can on 5th hit
Combo 3
Combo 4
Combo 5
Combo 6
Combo 7
Combo 8
Combo 9
Can on 2nd hit
Combo 10
Can on 3rd hit
Combo 11
Combo 12
Combo 13
Combo 14
Combo 15
Combo 16
Combo 17
Can on 3rd hit
Combo 18
Can on 4th hit
Combo 19
Combo 20
Combo 21
Combo 22
Can on 3rd hit
Combo 23
Combo 24
Combo 25
Combo 26
Combo 27
Combo 28
Can on 2nd hit
Advanced Combos
Input
placeholder
placeholder
Discussions
placeholder
Learning Haku
placeholder
Strategy
placeholder
As Haku
placeholder
Against Haku
placeholder
Combos and Tech
Combos
Notes
Video
>
100% chakra recovery, less than 50% opponent
Change the position of the foot by changing the last to
Throw> (1 hit on the top needle) > >
100% chakra recovery, 50% opponent
If you do not reach the end by the part, you will not be able to connect The
throw itself has the effect of making the opponent'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 .
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 when you put out your right foot at the runner-up of the throw, look down and then swing . I want to adjust with etc.
Throw> (1 hit on the top needle) > > > >
100% chakra recovery
Combo
throwing that allows you to complete the race even if there is no wall until the end with 0% can of the opponent Do not walk between , walk forward as much as possible between and , the second time Walk backwards between and
> (> Dash )
75% recovery, 100% recovery in a pinch
Low difficulty stable pursuit
> (> Dash )
100% recovery
Limited to the end, you can get up from here and attack
> Walk forward > Down pursuit loop × n (> )
For the center / edge, probably for all characters Immediate death In
the case of the end, walk backward after can and then start the loop Depending on
the weight of the opponent, if the number of duets is too large, it will not float in and can not be
hit efore hit If there are 33 or more steps in the runner-up, you will not be able to -can against heavy characters, so be careful when using 10 hands> under
> > lign with dash and chase down loop (> )
0% recovery of chakra at the end of the race (% in loop 〆)
Unlike the instant death start
start that increased the amount of chakra recovery by inserting
, after that can -can even in 99 consecutive stages , the opponent is completely on the wall at Naruto Ohashi ou can make it in time even if you don't hit it. The
starting waits until the end of the opponent's down motion and prevents it from skating due to the movement of the blowout.
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 s are installed after the can.
> > lign with dash and chase down loop (> )
65%
chakra recovery at the end of the race (90% in loop 〆) Instant death start limited to the end, the same as start except for the chakra recovery amount
(erial hit only for the needle part) > > Down pursuit loop x n (> )
Probably all characters corresponding instant death
prone down fixed
( semi-installation> release) × n
Permanently hitting the semi-installed non-installed needle and the installed needle injection alternately, the needle loop
input is "fter landing, release the installed needle and enter the front dash at the same time" → " semi-installed after hitting the opponent" Since you
can only change to the ground during the loop, the risk is quite low if you pay attention to the L change.lso, you can loop even if you
chase down, but you have to increase the loop speed considerably because the opponent's rigidity becomes shorter. should not