Haku (SCON4)

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Haku Yuki
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HP 200
Guard Gauge 1600
Jab Speed Frame 15
Jab Height High
Backdash Type Normal
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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 11f startup, counter, bad tracking and hitbox
Towards opponent 17f startup, very active, deals chip damage
Running Running kunais, plus on block, deals chip
6f startup, releases 5 needles upon pressing while airborne, however any number of needles can also be "held" by pressing and holding within a certain period after the initial press
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

Strategy

Starting off, the first thing to consider when formulating a game plan is how to utilize . There are three main facets to the move:

  • Oki
  • Frame traps
  • Haku 50/50

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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