Haku (SCON4): Difference between revisions
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===Strategy=== | ===Strategy=== | ||
Haku is an all-around dominating character but suffers from low HP, making him a neutral-focused glass cannon. He boasts greatly above average normals and boxing tools, multi-hits, fast string followups, on whiff strings, and low recovery moves that make him fairly more equipped than most characters are to deal with KNJ’s inherently, and easy ways to threaten an opponent to be vulnerable to throws. All of this is stacked by the strength of needles, a high-versatility projectile that gets set up in the air, leading to infinites on hit, pressure on block, and further development of his pressure layers to get throws, build a huge HP lead, or blow up subs into clean and structural round wins. | |||
On top of Haku’s ability to play proactive and win from pressure, he has some of the most amazing defense options in the entire game. {{4}}{{B}} is by and large arguably the best back B in the game, consistently usable on reaction to beat a majority of attacks heading your way, and is generally applicable against strings as well. It’s easier than in vanilla for the opponent to bait it out with a delayed attack or string, and if Haku does a particularly auto-pilot 4B, they can block and get a high damage divekick combo starter. | |||
Haku’s {{2}}{{X}} is an interesting teleporting reversal that leads to decent damage and a {{2}}{{A}} OTG for some meter to start needle-play with. Easily applicable to beat fullscreen options and chip outs, and it can beat wake up supers except the most active ones (Kabuto, or Tayuya’s genjutsu) or multihits (Neji, Woke Hinata, Iruka and Mizuki). If your opponent baits it, properly punishes, or scares Haku into doing a badly timed 2X, he certainly loses the round and gets TOD’d by the next conversion. | |||
===Strengths=== | ===Strengths=== | ||
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* Like many characters, {{Air}}{{A}} can be used defensively against strings which lift Haku in the air | * Like many characters, {{Air}}{{A}} can be used defensively against strings which lift Haku in the air | ||
* {{2}}{{A}} is a fast high crush with reach and good for quickly capitalizing on openings | * {{2}}{{A}} is a fast high crush with reach and good for quickly capitalizing on openings | ||
* {{2}}{{A}}{{B}} > {{2}}{{A}}{{B}} > {{2}}{{A}}{{B}} combos meterlessly, walk | * {{2}}{{A}}{{B}} > {{2}}{{A}}{{B}} > {{2}}{{A}}{{B}} combos meterlessly, walk back inbetween for consistency | ||
* {{8}}{{B}} is a double-hit mid attack with startup comparable to jabs and very low recovery | * {{8}}{{B}} is a double-hit mid attack with startup comparable to jabs and very low recovery | ||
** This makes the attack frequently preferable to his jab because of its extra active frames (to catch 4B's and sidesteps) and lack of vulnerability to high crushes. It also wins clash moments and fares significantly better vs 4B and defensive tools than Haku’s jab. | ** This makes the attack frequently preferable to his jab because of its extra active frames (to catch 4B's and sidesteps) and lack of vulnerability to high crushes. It also wins clash moments and fares significantly better vs 4B and defensive tools than Haku’s jab. | ||
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** The overhead slam ({{2}}{{A}}{{B}}{{B}}) has high damage and chakra build, but does not leave Haku time to safely set up needles if the opponent tech rolls. Threaten high reward Anti-KNJ with 2X after the slam. | ** The overhead slam ({{2}}{{A}}{{B}}{{B}}) has high damage and chakra build, but does not leave Haku time to safely set up needles if the opponent tech rolls. Threaten high reward Anti-KNJ with 2X after the slam. | ||
** Other combo finishers including {{2}}{{A}}{{B}}{{YC}}, {{6}}{{A}}{{A}}{{YC}} and {{Air}}{{B}}{{A}} may be preferable so Haku has time to set up needles. | ** Other combo finishers including {{2}}{{A}}{{B}}{{YC}}, {{6}}{{A}}{{A}}{{YC}} and {{Air}}{{B}}{{A}} may be preferable so Haku has time to set up needles. | ||
* {{4}}{{B}} is one of the stronger guard frame attacks in the game- it is fast and lunges far in front of Haku. It beats backdashes due to it’s range, giving it power as an offensive and defensive option select, but can be baited out quite hard, and has a unique weakness to lows or strings with high crushes due to | * {{4}}{{B}} is one of the stronger guard frame attacks in the game- it is fast for a move of its type, and the kick lunges far in front of Haku (much longer than the faster 4B’s). It beats backdashes due to it’s range, giving it power as an offensive and defensive option select, but can be baited out quite hard, and has a unique weakness to lows or strings with high crushes due to its property as a High. | ||
* {{2}}{{X}} has uses as a reversal, full screen teleport punish (including when Haku is backturned) and a finisher, discussed in [[#2X Usage and Counterplay|2X Usage and Counterplay]] | * {{2}}{{X}} has uses as a reversal, full screen teleport punish (including when Haku is backturned) and a finisher, discussed in [[#2X Usage and Counterplay|2X Usage and Counterplay]] | ||
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* {{2}}{{X}} has six frames of invincibility at startup so it may serve as a reversal | * {{2}}{{X}} has six frames of invincibility at startup so it may serve as a reversal | ||
* The stomp is unblockable and can be used to whiff punish, jump landing punish, or WUS | * The stomp is unblockable and can be used to whiff punish, jump landing punish, or WUS | ||
** However, the needles are blockable if the stomp misses | ** However, the needles are blockable if the stomp misses. Just like normal needles though, they can lead to a plus-on-block run up throw attempt. | ||
* Haku can hit OTG with {{2}}{{A}} after {{2}}{{X}}, building back 25% chakra, as compared to {{X}} which will consume all chakra | * Haku can hit OTG with {{2}}{{A}} after {{2}}{{X}}, building back 25% chakra, as compared to {{X}} which will consume all chakra | ||
* Teleports to the opponent and can punish at long rang, including back turn situations | * Teleports to the opponent and can punish at long rang, including back turn situations | ||
Latest revision as of 08:43, 28 October 2023
| Haku | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 200 |
| Guard Gauge | 1600 |
| Jab Speed | Frame 15 |
| Jab Height | High |
| Backdash Type | Normal |
Summary
Haku is considered by many as one of the most technically challenging characters SCON has to offer, due to to his subpar HP and high skill ceiling. Haku's playstyle revolves around the use of his trademark ![]()
needle projectiles, used to threaten tick throws, create frame traps, or for his Needle Loop infinite. Haku also possesses strong normals, such as ![]()
and ![]()
, allowing for both defensive and offensive game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku's normals is essential to mastering the character.

at Character Select.
at Character Select.
at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| 15f startup, very average jab with decent reach, hits high | |
| 16f startup, hits mid 2 times, tracking properties | |
| 23f startup, high crushes on frame 7, on the slower end for sweeps but has low on-hit recovery | |
| 19f startup, 10 guard frames, making it one of the fastest and best 4bs in the game, can be low profiled | |
| 21f startup, high crushes on frame 7, advances very far making it good for whiff punishing or escaping backturn | |
| 19f startup, unsafe on block, stronger in-tandem with needle use | |
| 16f startup, very fast for a airborne move, small hitbox | |
| Special Moves | |
| 10f startup, throws one needle, has a follow-up (throws another 2), can be charged for extra damage (+4) and stagger, deals chip damage | |
| 10f startup, throws a wide spread of 5 needles, great anti air, deals chip damage | |
| 14f startup, advancing high crush (frame 8), leads to max damage routes, deals chip damage | |
| 11f startup, counter, bad tracking and hitbox | |
| 17f startup, very active, deals chip damage | |
| Running kunais, plus on block and chips, worse than comparable run kunais like Kabuto’s | |
| Slower startup than standard air kunai; releases 5 needles upon pressing | |
| Super Moves | |
| 21f startup, costs 100% meter, standard cinematic super. Airborne confirms tend to drop lower in the combo counter than most characters in Super. 5 hits -> BBX is guaranteed on all chars, 6 hits -> BBX is guaranteed on most characters, and 7+ hits is char-dependent or needs the opponent against a wall. | |
| 17f startup, costs 100% meter, high and mid invulnerability for 6 frames, teleports to opponent on activation, stomp activator can be jumped, or stepped consistently due to 2 active frames; projectiles deal chip damage; guarantees a |
Strategy
Haku is an all-around dominating character but suffers from low HP, making him a neutral-focused glass cannon. He boasts greatly above average normals and boxing tools, multi-hits, fast string followups, on whiff strings, and low recovery moves that make him fairly more equipped than most characters are to deal with KNJ’s inherently, and easy ways to threaten an opponent to be vulnerable to throws. All of this is stacked by the strength of needles, a high-versatility projectile that gets set up in the air, leading to infinites on hit, pressure on block, and further development of his pressure layers to get throws, build a huge HP lead, or blow up subs into clean and structural round wins.
On top of Haku’s ability to play proactive and win from pressure, he has some of the most amazing defense options in the entire game. ![]()
is by and large arguably the best back B in the game, consistently usable on reaction to beat a majority of attacks heading your way, and is generally applicable against strings as well. It’s easier than in vanilla for the opponent to bait it out with a delayed attack or string, and if Haku does a particularly auto-pilot 4B, they can block and get a high damage divekick combo starter.
Haku’s ![]()
is an interesting teleporting reversal that leads to decent damage and a ![]()
OTG for some meter to start needle-play with. Easily applicable to beat fullscreen options and chip outs, and it can beat wake up supers except the most active ones (Kabuto, or Tayuya’s genjutsu) or multihits (Neji, Woke Hinata, Iruka and Mizuki). If your opponent baits it, properly punishes, or scares Haku into doing a badly timed 2X, he certainly loses the round and gets TOD’d by the next conversion.
Strengths
- Haku leverages his

needles in many areas of his gameplan, discussed in Needle Usage - Like many characters,

can be used defensively against strings which lift Haku in the air 
is a fast high crush with reach and good for quickly capitalizing on openings

> 

> 

combos meterlessly, walk back inbetween for consistency
is a double-hit mid attack with startup comparable to jabs and very low recovery
- This makes the attack frequently preferable to his jab because of its extra active frames (to catch 4B's and sidesteps) and lack of vulnerability to high crushes. It also wins clash moments and fares significantly better vs 4B and defensive tools than Haku’s jab.


can be performed on whiff making it relatively safe to throw out in neutral
- Haku prefers to end combos with a knockdown before the opponent substitutes so he can build chakra and set up needles
- The overhead slam (



) has high damage and chakra build, but does not leave Haku time to safely set up needles if the opponent tech rolls. Threaten high reward Anti-KNJ with 2X after the slam. - Other combo finishers including



, 


and 

may be preferable so Haku has time to set up needles.
- The overhead slam (

is one of the stronger guard frame attacks in the game- it is fast for a move of its type, and the kick lunges far in front of Haku (much longer than the faster 4B’s). It beats backdashes due to it’s range, giving it power as an offensive and defensive option select, but can be baited out quite hard, and has a unique weakness to lows or strings with high crushes due to its property as a High.
has uses as a reversal, full screen teleport punish (including when Haku is backturned) and a finisher, discussed in 2X Usage and Counterplay
Weaknesses
- Low HP
- Holding needles drains chakra potentially leaving Haku vulnerable to punishes without the ability to KNJ
- Haku relies on the threat of needles to make his guard pressure threatening and his strings safe; without chakra, Haku's options are significantly limited
- The need to reserve chakra for needles also discourages the use of his
and 
supers as their use effectively weakens Haku himself - Without the threat of needles, Haku's blockstrings leave him fairly vulnerable


can be sidestepped or jumped, 

can be dodged with a stricter sidestep timing.

can be avoided with a back-walk, a step, or punished with a jump attack. 

is also avoided with backwalk, unless the opponent is agaisnt a wall.- Haku is minus after



(the overhead slam) and can be throw punished. Haku can high-crush here but will consistently lose to mid jabs. - The



sequence is severely minus on block and punishable; Haku will rely on mixing up the ending of his string to keep the opponent guessing 
can be hard punished with a jump attack (divekicks) or throw punished
- Sidestep-cancel run can quickly punish attempts to set needles
- Combo needle loops can be punished with a KNJ timed just as Haku goes to jump ->


Needle Usage
- All movement,
attacks and throw are available while holding needles - Needle loops serve as a subbable infinite combo
- Standing needle loops can be converted into a ground combo to build chakra or lead to an


or 


confirm - Grounded
combos with needles held can be converted to needle loops; this method is one of the more reliable ways to start a needle loop - Needle loops can combo infinitely as on-the-ground (OTG) hits, though the timing is tighter than as in standing loops
- Needle loops can effectively zone in neutral dealing chip damage on block and to force an approach from the opponent, which can be punished with Haku's normals
- Landing held needles on block gives an opportunity for a strike/throw mix or to continue pressuring and dealing chip damage with needle loops
- Haku can set up unblockable cross-ups by positioning on the opposite side of the opponent before launching needles and attacking from both sides in sequence
- Note: Once blocking, characters can block from either side, so the attacks must be alternated rather than hit simultaneously.
- Haku can make unsafe block strings safe by releasing needles
- Haku can punish incoming attacks by releasing needles
- Held needles drop if Haku is hit or blocks an attack, or if he presses

, thus Haku should release A before an incoming attack comes into contact with him.
- Held needles drop if Haku is hit or blocks an attack, or if he presses
Okizeme
Haku is theoretically guaranteed a combo, strike/throw mix or needle loop on block if he has time to set needles and get close to his opponent after a knockdown
- If the opponent uses neutral get up, Haku can stand by the opponent holding needles
- If they wake-up-kick (WUK), Haku can release needles to punish and start a combo (including a needle loop) or block the WUK, causing the needles to drop, and punish with a normal
- If they stand without WUK or directional roll, Haku can chase and most reliably enforce okizeme with a normal attack followed by releasing needles to cover his attack recovery leading to his strike/throw/needle loop mix on block
- If they KNJ, Haku can punish by releasing needles and combo
2X Usage and Counterplay

has six frames of invincibility at startup so it may serve as a reversal- The stomp is unblockable and can be used to whiff punish, jump landing punish, or WUS
- However, the needles are blockable if the stomp misses. Just like normal needles though, they can lead to a plus-on-block run up throw attempt.
- Haku can hit OTG with

after 
, building back 25% chakra, as compared to
which will consume all chakra - Teleports to the opponent and can punish at long rang, including back turn situations
- Haku can



on whiff
- Haku can
- The stomp is avoidable with the invincibility frames of a sidestep (guaranteed 2 frame window) and will whiff if the opponent is airborne
- A missed

can be punished with jab or a divekick (if in the air)- at which point the needles will not launch
- A missed
Combos
| Combo | Notes |
|---|---|
| Short Super Confirms | |
| 25% Chakra Opponent | |
| 0% Chakra Opponent | |
| text here |
Changes from Vanilla
(Needs further updates. Please let wiki editors know details)
- 5B: made high
- 5BB(A) (flip): Replaced with 6A and its follow-ups.
- 2B: hitbox appears one frame sooner; hit direction changed slightly to assist follow ups
- 2B(B): launch height and type adjusted (spin launch on first hit) for more consistency on characters it used to drop on
- 2B(A) (flip): replaced with 6A(A)
- 5BB(8A) and 6B(8A) added: Performs flip; properly low crushes
- 2BA(A) (flip slash): is unblockable
- JB(A): Added as JA
- 6A: hits twice; damage is distributed between the two hits. One of the more notable buffs especially with its midstring appearance
- 4A: window improved
- A4A: appears above 14 frames faster, activation is unblockable and unsubbable; hitboxes are bigger and better placed; moves quicker
- 8A: needles have slightly more lift on hit
- RA(8): Vanilla 2B(A) (flip) with follow ups; RA still does running needles
- JA: spawns 5 needles instead of 10, holding each needle drains 6 chakra per frame instead of 3 (was pairs before)
- 5X: hitbox appears 4 frames earlier
- 2X: Stomp hitbox changed to be a shockwave hitbox instead of on his shin; needles knock down
- GRKnJ: Made a mid instead of a high
Resources
Guides and Info
LINKS TO INFO AND GUIDES
Gameplay footage
- Dark Tournament 2: LilyHV's run
and Kandle vs Skeet
- Fall Clash swiss ft4, LilyHV vs Clemente
