Haku (GNT4): Difference between revisions
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{{GNT4_Profile | {{GNT4_Profile | ||
|name=Haku | |name=Haku | ||
|image=[[Image:char_gnt4_hak.png]] | |image=[[Image:char_gnt4_hak.png]] | ||
|regnum= | |regnum=??? | ||
|birthday= | |birthday=January 9th<br>(15 years old;<br>Capricorn) | ||
|height= | |height=155.9cm | ||
|weight= | |weight=43.2kg | ||
|bloodtype= | |bloodtype=O | ||
|personality= | |personality=Gentle<br>Earnest<br>Devoted | ||
|likeseating= | |likeseating= | ||
|hateseating= | |hateseating= | ||
|jutsu= | |jutsu=Thousand Needles of Death<br>Crystal Ice Mirrors | ||
|phrase= | |phrase= | ||
|word= | |word= | ||
|rivals= | |rivals= | ||
|hobbies= | |hobbies= | ||
|voicedby={{Region|Japan| | |voicedby={{Region|Japan|Mayumi Asano}} | ||
}} | }} | ||
{{GNT4 MiniNav}} | {{GNT4 MiniNav}} | ||
| Line 33: | Line 33: | ||
placeholder | placeholder | ||
[[Image: | [[Image:color_gnt4_hak_p1a.png|thumb|255px|'''Press {{A}} at Character Select.''']] | ||
[[Image: | [[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}} | ||
| | | | ||
|} | |} | ||
===Combo List=== | ===Combo List=== | ||
{{GNT4BasicCombos | {{GNT4BasicCombos | ||
|Combo01= | |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 | 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}} | ||
| Line 154: | Line 206: | ||
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 | |{{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 | |{{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 | 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 | 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 | |{{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}}> | |({{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 | ||
|- | |- | ||
|( | |({{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" → " | 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 | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| 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 |
Summary
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| HP | 190 |
|---|---|
| Defense | 1520 |
placeholder

at Character Select.
at Character Select.
at Character Select.
at Character Select.Moveset
Individual Move Breakdown
| Basic Moves | Notes |
|---|---|
| placeholder | |
| Special Moves | |
| Super Moves | |
Combo List
| Combo 1 | Can | |
| Combo 2 | Can | |
| Combo 3 | ||
| Combo 4 | ||
| Combo 5 | ||
| Combo 6 | ||
| Combo 7 | ||
| Combo 8 | ||
| Combo 9 | Can | |
| Combo 10 | Can | |
| Combo 11 | ||
| Combo 12 | ||
| Combo 13 | ||
| Combo 14 | ||
| Combo 15 | ||
| Combo 16 | ||
| Combo 17 | Can | |
| Combo 18 | Can | |
| Combo 19 | ||
| Combo 20 | ||
| Combo 21 | ||
| Combo 22 | Can | |
| Combo 23 | ||
| Combo 24 | ||
| Combo 25 | ||
| Combo 26 | ||
| Combo 27 | ||
| Combo 28 | Can |
Advanced Combos
| Input |
|---|
| placeholder |
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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 | ||
| Throw> (1 hit on the top needle) |
100% chakra recovery, 50% opponent
If you do not reach the end by the | |
| 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 | |
| 75% recovery, 100% recovery in a pinch
Low difficulty stable pursuit | ||
| 100% recovery
Limited to the end, you can get up from here and attack | ||
| For the center / edge, probably for all characters Immediate death In
the case of the end, walk backward after | ||
Unlike the instant death start
| ||
| 65%
chakra recovery at the end of the race (90% in loop | ||
| ( |
Probably all characters corresponding instant death
prone down fixed | |
| ( |
Permanently hitting the semi-installed non-installed needle and the installed needle injection alternately, the needle loop
input is " |
Matchups
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Resources
Frame Data
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References
Willvolution.com Haku Threads Archive
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