Haku (GNT4): Difference between revisions

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{{GNT4_Profile
{{GNT4_Profile
|name=Haku placeholder
|name=Haku
|image=[[Image:char_gnt4_hak.png]]
|image=[[Image:char_gnt4_hak.png]]
|regnum=placeholder
|regnum=???
|birthday=placeholder<br>(placeholder years old;<br>placeholder)
|birthday=January 9th<br>(15 years old;<br>Capricorn)
|height=placeholder
|height=155.9cm
|weight=placeholder
|weight=43.2kg
|bloodtype=placeholder
|bloodtype=O
|personality=placeholder
|personality=Gentle<br>Earnest<br>Devoted
|likeseating=placeholder
|likeseating=
|hateseating=placeholder
|hateseating=
|jutsu=placeholder
|jutsu=Thousand Needles of Death<br>Crystal Ice Mirrors
|phrase=placeholder
|phrase=
|word=placeholder
|word=
|rivals=placeholder
|rivals=
|hobbies=placeholder
|hobbies=
|voicedby={{Region|Japan|placeholder}}
|voicedby={{Region|Japan|Mayumi Asano}}
}}
}}
{{GNT4 MiniNav}}
{{GNT4 MiniNav}}
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placeholder
placeholder


[[Image:color_gnt4_hak_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']]  
[[Image:color_gnt4_hak_p1a.png|thumb|255px|'''Press {{A}} at Character Select.''']]
[[Image:color_gnt4_hak_p2.png|thumb|255px|'''Press {{Y}} at Character Select.''']]
[[Image:color_gnt4_hak_p1b.png|thumb|255px|'''Press {{X}} at Character Select.''']]
[[Image:color_gnt4_hak_p2a.png|thumb|255px|'''Press {{Y}} at Character Select.''']]
[[Image:color_gnt4_hak_p2b.png|thumb|255px|'''Press {{Z}} at Character Select.''']]


==Moveset==
==Moveset==
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|-
|-
|{{2}}{{X}}
|{{2}}{{X}}
|
|-
|{{4}}{{X}}
|
|
|}
|}


===Combo List===
===Combo List===
{{GNT4BasicCombos
{{GNT4BasicCombos
|Combo01=placeholder
|Combo01={{B}} {{B}} {{B}} {{B}} {{B}}
|Notes01=
|Notes01=Can {{YCancel}} on 4th hit
|Combo02={{B}} {{B}} {{B}} {{A}} {{A}}
|Notes02=Can {{YCancel}} on 5th hit
|Combo03={{B}} {{B}} {{B}} {{A}} {{B}} {{B}}
|Notes03=
|Combo04={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}
|Notes04=
|Combo05={{B}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}
|Notes05=
|Combo06={{B}} {{B}} {{A}} {{A}}
|Notes06=
|Combo07={{B}} {{B}} {{A}} {{B}}
|Notes07=
|Combo08={{B}} {{A}} {{A}}
|Notes08=
|Combo09={{6}} {{B}} {{B}} {{B}}
|Notes09=Can {{YCancel}} on 2nd hit
|Combo10={{6}} {{B}} {{A}} {{A}}
|Notes10=Can {{YCancel}} on 3rd hit
|Combo11={{6}} {{B}} {{A}} {{B}} {{B}}
|Notes11=
|Combo12={{6}} {{B}} {{A}} {{B}} {{A}} {{A}}
|Notes12=
|Combo13={{6}} {{B}} {{A}} {{B}} {{A}} {{B}}
|Notes13=
|Combo14={{2}} {{B}} {{B}}
|Notes14=
|Combo15={{2}} {{B}} {{A}} {{A}}
|Notes15=
|Combo16={{2}} {{B}} {{A}} {{B}}
|Notes16=
|Combo17={{8}} {{B}} {{B}} {{B}} {{B}}
|Notes17=Can {{YCancel}} on 3rd hit
|Combo18={{8}} {{B}} {{B}} {{A}} {{A}}
|Notes18=Can {{YCancel}} on 4th hit
|Combo19={{8}} {{B}} {{B}} {{A}} {{B}} {{B}}
|Notes19=
|Combo20={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{A}}
|Notes20=
|Combo21={{8}} {{B}} {{B}} {{A}} {{B}} {{A}} {{B}}
|Notes21=
|Combo22={{8}} {{B}} {{A}} {{B}} {{B}}
|Notes22=Can {{YCancel}} on 3rd hit
|Combo23={{A}} {{A}}
|Notes23=
|Combo24={{6}} {{A}} {{A}}
|Notes24=
|Combo25={{6}} {{A}} {{B}} {{B}}
|Notes25=
|Combo26={{6}} {{A}} {{B}} {{A}} {{A}}
|Notes26=
|Combo27={{6}} {{A}} {{B}} {{A}} {{B}}
|Notes27=
|Combo28={{2}} {{A}} {{B}} {{B}}
|Notes28=Can {{YCancel}} on 2nd hit
}}
}}


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If you do not reach the end by the {{6}}{{A}} part, you will not be able to connect The
If you do not reach the end by the {{6}}{{A}} 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 {{2}}{{X}}.
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 {{2}}{{X}}.
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 J{{B}}. I want to adjust with etc.
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.
|-
|-
|Throw> (1 hit on the top needle) {{8}}{{A}}> {{2}}{{B}}{{B}}> {{B}}{{B}}{{Y}}> {{2}}{{B}}{{B}}> {{2}}{{A}}
|Throw> (1 hit on the top needle) {{8}}{{A}}> {{2}}{{B}}{{B}}> {{B}}{{B}}{{Y}}> {{2}}{{B}}{{B}}> {{2}}{{A}}
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Limited to the end, you can get up from here and attack
Limited to the end, you can get up from here and attack
|-
|-
|{{2}}{{X}} > Walk forward {{2}}{{A}}{{B}}{{Y}} > Down pursuit J{{A}} loop × n (> {{2}}{{A}})
|{{2}}{{X}} > Walk forward {{2}}{{A}}{{B}}{{Y}} > Down pursuit {{Air}}{{A}} loop × n (> {{2}}{{A}})
|For the center / edge, probably for all characters Immediate death In
|For the center / edge, probably for all characters Immediate death In
the case of the end, walk backward after {{Y}} can and then start the loop Depending on
the case of the end, walk backward after {{Y}} can and then start the loop Depending on
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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> {{X}} under {{B}}{{B}}
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> {{X}} under {{B}}{{B}}
|-
|-
|{{2}}{{X}} > {{6}}{{B}}{{A}}{{A}}{{Y}} > {{A}}lign with dash and chase down J{{A}} loop (> {{2}}{{A}})
|{{2}}{{X}} > {{6}}{{B}}{{A}}{{A}}{{Y}} > {{A}}lign with dash and chase down {{Air}}{{A}} loop (> {{2}}{{A}})
|{{4}}0% recovery of chakra at the end of the race ({{6}}% in loop {{2}}{{A}}〆)
|{{4}}0% recovery of chakra at the end of the race ({{6}}% in loop {{2}}{{A}}〆)
Unlike the instant death start
Unlike the instant death start
{{2}}{{A}}{{B}} start that increased the amount of chakra recovery by inserting
{{2}}{{A}}{{B}} start that increased the amount of chakra recovery by inserting
{{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't hit it. The
{{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't hit it. The
starting J{{A}} waits until the end of the opponent's down motion and prevents it from skating due to the movement of the blowout.
starting {{Air}}{{A}} 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 J{{A}}s are installed after the can.
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.
|-
|-
|{{2}}{{X}} > {{B}}{{B}}{{B}}{{A}}{{A}}{{Y}} > {{A}}lign with dash and chase down J{{A}} loop (> {{2}}{{A}})
|{{2}}{{X}} > {{B}}{{B}}{{B}}{{A}}{{A}}{{Y}} > {{A}}lign with dash and chase down {{Air}}{{A}} loop (> {{2}}{{A}})
|65%
|65%
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
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
|-
|-
|({{A}}erial hit only for the needle part) {{2}}{{X}}> J{{B}}> Down pursuit J{{A}} loop x n (> {{2}}{{A}})
|({{A}}erial hit only for the needle part) {{2}}{{X}}> {{Air}}{{B}}> Down pursuit {{Air}}{{A}} loop x n (> {{2}}{{A}})
|Probably all characters corresponding instant death
|Probably all characters corresponding instant death
prone down fixed
prone down fixed
|-
|-
|(J{{A}} semi-installation> release) × n
|({{Air}}{{A}} semi-installation> release) × n
|Permanently hitting the semi-installed non-installed needle and the installed needle injection alternately, the needle loop
|Permanently hitting the semi-installed non-installed needle and the installed needle injection alternately, the needle loop
input is "{{A}}fter landing, release the installed needle and enter the front dash at the same time" → "J{{A}} semi-installed after hitting the opponent" Since you
input is "{{A}}fter landing, release the installed needle and enter the front dash at the same time" → "{{Air}}{{A}} 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.{{A}}lso, you can loop even if you
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
chase down, but you have to increase the loop speed considerably because the opponent's rigidity becomes shorter. should not
chase down, but you have to increase the loop speed considerably because the opponent's rigidity becomes shorter. should not

Revision as of 09:04, 21 May 2021

Haku
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Ninja Registry Number ???
Birthday January 9th
(15 years old;
Capricorn)
Height 155.9cm
Weight 43.2kg
Blood type O
Personality Gentle
Earnest
Devoted
Proficient jutsu Thousand Needles of Death
Crystal Ice Mirrors
class="gnt4_nav" colspan="13"


Summary

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Vitals
HP 190
Defense 1520

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Press at Character Select.
Press at Character Select.
Press at Character Select.
Press at Character Select.

Moveset

Individual Move Breakdown

Basic Moves Notes
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Down
Away from opponent
Towards opponent
Running
Special Moves
Down
Away from opponent
Towards opponent
Running
Super Moves
Down

Combo List

Combo 1 Can Y-Cancel on 4th hit
Combo 2 Can Y-Cancel on 5th hit
Combo 3
Combo 4
Combo 5
Combo 6
Combo 7
Combo 8
Combo 9 Towards opponent Can Y-Cancel on 2nd hit
Combo 10 Towards opponent Can Y-Cancel on 3rd hit
Combo 11 Towards opponent
Combo 12 Towards opponent
Combo 13 Towards opponent
Combo 14 Down
Combo 15 Down
Combo 16 Down
Combo 17 Can Y-Cancel on 3rd hit
Combo 18 Can Y-Cancel on 4th hit
Combo 19
Combo 20
Combo 21
Combo 22 Can Y-Cancel on 3rd hit
Combo 23
Combo 24 Towards opponent
Combo 25 Towards opponent
Combo 26 Towards opponent
Combo 27 Towards opponent
Combo 28 Down Can Y-Cancel on 2nd hit


Advanced Combos

Input
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Discussions

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Learning Haku

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Strategy

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As Haku

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Against Haku

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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) > Down> 100% chakra recovery, 50% opponent

If you do not reach the end by the Towards opponent 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 Down. 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 Down 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) > Down> > Down> Down 100% chakra recovery

Combo throwing that allows you to complete the race even if there is no wall until the end with Towards opponent0% can of the opponent Do not walk between , walk forward as much as possible between and Down, the second time Walk backwards between Down and Down

Down> Towards opponent (> Dash Down) 75% recovery, 100% recovery in a pinch

Low difficulty stable pursuit

Down> (> Dash Down) 100% recovery

Limited to the end, you can get up from here and attack

Down > Walk forward Down > Down pursuit loop × n (> Down) 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 Down 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

Down > Towards opponent > lign with dash and chase down loop (> Down) Away from opponent0% recovery of chakra at the end of the race (Towards opponent% in loop Down〆)

Unlike the instant death start Down start that increased the amount of chakra recovery by inserting Towards opponent, after Towards opponent 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.

Down > > lign with dash and chase down loop (> Down) 65%

chakra recovery at the end of the race (90% in loop Down〆) Instant death start limited to the end, the same as Towards opponent start except for the chakra recovery amount

(erial hit only for the needle part) Down> > Down pursuit loop x n (> Down) 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

Matchups

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Resources

Anti-Gravity in GNT4

Haku Needle Loop Infinite

Haku Combo Video

Frame Data

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References

Back 2 Basics Haku Move List

Willvolution.com Haku Threads Archive

JP GNT4 Wiki article on Haku


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