Haku (SCON4): Difference between revisions
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|{{Air}}{{A}} | |{{Air}}{{A}} | ||
|6f startup, releases 5 needles upon pressing {{A}} while airborne, | |6f startup, releases 5 needles upon pressing {{A}} while airborne, however any number of needles can also be "held" by pressing and holding {{A}} within a certain period after the initial press | ||
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!Super Moves | !Super Moves | ||
Revision as of 22:18, 27 June 2022
| Haku Yuki | |
| 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 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 ![]()
, 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 | |
| 23f startup, high crushes on frame 7, on the slower end for sweeps | |
| 16f 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 | |
| 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, deals chip | |
| 6f startup, releases 5 needles upon pressing | |
| Super Moves | |
| 21f startup, costs 100% meter, standard cinematic super | |
| 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 |
Strategy
Resources
Guides and Info
LINKS TO INFO AND GUIDES
Gameplay footage
LINKS TO TOURNAMENT OR CASUALS VODS