Haku (SCON4): Difference between revisions

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|-
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|{{B}}
|{{B}}
|Furthest reaching {{B}} in the game and hits mid
|15f startup, very average jab with decent reach, hits high
|-
|-
|{{8}}{{B}}
|{{8}}{{B}}
|Fast high crush (frame 8), causes the spinning launch effect and combos into {{B}} and {{2}}{{B}}
|16f startup, hits mid 2 times, tracking properties
|-
|-
|{{2}}{{B}}
|{{2}}{{B}}
|High crushes
|23f startup, high crushes on frame 7, on the slower end for sweeps
|-
|-
|{{4}}{{B}}
|{{4}}{{B}}
|Mediocre guard frames but high crushes and leads to {{Shika}} stance
|16f startup, 10 guard frames, making it one of the fastest and best 4bs in the game, can be low profiled
|-
|-
|{{6}}{{B}}
|{{6}}{{B}}
|Sliding kick which high crushes and sweeps. Can be used defensively to escape from attackers behind Shikamaru
|21f startup, high crushes on frame 7, advances very far making it good for whiff punishing or escaping backturn
|-
|-
|{{Run}}{{B}}
|{{Run}}{{B}}
|Leads to {{Shika}} stance
|19f startup, unsafe on block
|-
|-
|{{Air}}{{B}}
|{{Air}}{{B}}
|Slow but damaging divekick
|16f startup, very fast for a airborne move, small hitbox
|-
|-
!Special Moves
!Special Moves
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|-
|-
|{{A}}
|{{A}}
|Throw shuriken. Charge {{A}} throws shurikens spread horizontally, potentially catching sidesteps
|10f startup, throws one needle, has a follow-up (throws another 2), can be charged for extra damage (+4) and stagger, deals chip damage
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|-
|{{8}}{{A}}
|{{8}}{{A}}
|Standard up-shuriken
|10f startup, throws a wide spread of 5 needles, great anti air, deals chip damage
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|-
|{{2}}{{A}}
|{{2}}{{A}}
|High crushes and sweeps but inferior to {{8}}{{B}}, {{2}}{{B}} and {{6}}{{B}} in almost every way
|14f startup , advancing high crush (frame 8), leads to max damage routes, deals chip damage
|-
|-
|{{4}}{{A}}
|{{4}}{{A}}
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|-
|-
|{{6}}{{A}}
|{{6}}{{A}}
|Groundbounces. Too slow to use in most scenarios
|17f startup, very active, deals chip damage
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|-
|{{Run}}{{A}}
|{{Run}}{{A}}
|Leads to {{Shika}} stance
|Running kunais, plus on block, deals chip
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|-
|{{Air}}{{A}}
|{{Air}}{{A}}
|Air shuriken (standard air shanks)
|6f startup, most important move and will be covered in its own section
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|-
!Super Moves
!Super Moves
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|{{X}}
|{{X}}
|Can be done during {{Shika}} stance. Average damage among cinematic supers.
|21f startup, costs 100% meter, standard cinematic super
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|-
|{{2}}{{X}}
|{{2}}{{X}}
|Can be done during {{Shika}} stance. Unblockable, resets the combo counter and is unsubbable until the victim lands or is hit
|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
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|}


==Resources==
==Resources==

Revision as of 18:32, 27 June 2022

Haku Yuki
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HP 200
Guard Gauge 1600
Jab Speed Frame 15
Jab Height High
Backdash Type Normal
class="gnt4_nav" colspan="13"
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Summary

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 Needles, . 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, such as , and Down, 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's normals is essential to mastering the character.

Gameplay

Moveset

Basic Moves Notes
15f startup, very average jab with decent reach, hits high
16f startup, hits mid 2 times, tracking properties
Down 23f startup, high crushes on frame 7, on the slower end for sweeps
Away from opponent 16f startup, 10 guard frames, making it one of the fastest and best 4bs in the game, can be low profiled
Towards opponent 21f startup, high crushes on frame 7, advances very far making it good for whiff punishing or escaping backturn
Running 19f startup, unsafe on block
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
Down 14f startup , advancing high crush (frame 8), leads to max damage routes, deals chip damage
Away from opponent Enters stance (see more below)
Towards opponent 17f startup, very active, deals chip damage
Running Running kunais, plus on block, deals chip
6f startup, most important move and will be covered in its own section
Super Moves
21f startup, costs 100% meter, standard cinematic super
Down 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

Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

LINKS TO TOURNAMENT OR CASUALS VODS

Super Naruto: Clash of Ninja! 4
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