Needle Loop: Difference between revisions

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Needle Loops are made possible due to Haku and Komachi's ability to "split" their {{Air}}{{A}} attack in to parts. Normally, holding {{Air}}{{A}} will hold the needles in the air at the cost of chakra. While holding, held needles will track the opponent and fire towards their current location once released. Needles fire two at a time (or one at a time in ''Super'') during separate frames. By releasing and then immediately re-holding {{A}}, Haku/Komachi can launch some but not all of their needles. When properly timed and repeated, this will result in a continuous combo.
Needle Loops are made possible due to Haku and Komachi's ability to "split" their {{Air}}{{A}} attack in to parts. Normally, holding {{Air}}{{A}} will hold the needles in the air at the cost of chakra. While holding, held needles will track the opponent and fire towards their current location once released. Needles fire two at a time (or one at a time in ''Super'') during separate frames. By releasing and then immediately re-holding {{A}}, Haku/Komachi can launch some but not all of their needles. When properly timed and repeated, this will result in a continuous combo.


The general input pattern of a Needle Loop is:
'''The general input pattern of a Needle Loop is:'''
# Jump
# Jump {{8}}
# Press, release, and then hold {{Air}}{{A}}
# In quick succession:[[File:Needleloopc.gif|thumb|600px|Demonstration of Haku needle loops in GNT4 with inputs shown]]
# After landing, run forward {{run}}
#* Tap {{A}} (beginning the release of needles)
# Repeat steps 1-3
#* Press and hold {{A}} again (before all needles have been released)
# After landing, run forward ({{run}}) and simultaneously...
# Release {{A}} (firing the remaining needles)
# Repeat steps 1-4
'''Additional notes:'''
* Neutral jump ({{8}}) is typically more reliable than forward jump or running jump {{6}}{{8}}. Needles may go over the head of the target after a forward jump, depending on distance and the height of the opposing character, ending the combo.
* It is generally advisable to hold fewer needles during the hold portion of the loop, as the chakra cost of holding needles is tied to the amount of needles held. Depleting one's own chakra with needle loops has the danger of resulting in the user's death during a retaliatory combo.
* Needles are released over the span of 6 frames in groups of two (the number of needles are cut in half in ''SCON4''). No needles are released during the second frame of the release.[[File:Needleholdscon4c.gif|thumb|600px|Frame data example showing during which frames of the attack needles are released and can be held.]]


[[File:Needleloopc.gif]]<br />
==Differences between games==
[[File:Needleholdc.gif]]<br />
===Clash of Ninja! 1===
[[File:Needleholdscon4c.gif]]<br />
* Run cannot be cancelled with a neutral jump in ''CON1''.
* OTG needles are un-subbable, though there is no reliable way to make your opponent miss a tech roll.


[https://www.youtube.com/watch?v=Hu9a6w5L5sY Hippo's demonstration (Youtube)] of Haku's OTG unsubbable needle loop following {{2}}{{X}} in GNT4
===Clash of Ninja! 2===
* Same as ''CON1'', though neutral jump can now be performed during run.
 
===Gekitou Ninja Taisen! 3===
* OTG combos are now subbable.
* ''GNT3'' universally has additional landing lag frames, changing the timing of Needle Loops.
 
===Gekitou Ninja Taisen! 4===
* Landing lag frames are reverted to that of ''CON1'' and ''CON2''.
* Haku can now perform an un-subbable TOD. {{2}}{{X}} can combo into {{B}} or {{6}}{{B}} depending on positioning. A short string (usually {{6}}{{B}}{{A}}{{A}}{{YC}}) rebuilds chakra and the {{YC}}-cancel gives Haku enough time to set up OTG Needle Loops. Because the victim has been hit with a super, tech-roll and KNJ are disabled making the TOD inescapable as long as Haku performs the combo correctly.
* [https://www.youtube.com/watch?v=Hu9a6w5L5sY Hippo's demonstration (Youtube)] of Haku's OTG unsubbable needle loop following {{2}}{{X}} in GNT4
 
===Super Clash of Ninja! 4===
* Haku now has half the number of needles and the chakra cost of holding needles has been doubled, making needle loops more costly for Haku and increasing the importance of holding fewer numbers of needles.
* {{2}}{{X}} needles now knock the victim down (changed from normal hitstun), removing the possibility of rebuilding chakra to perform needle loops. Haku can still score a single OTG {{2}}{{A}}.
[[File:Needleholdscon4c.gif|thumb|600px|The number of needles in ''SCON4'' has been cut in half compared to the other games in the series.]]
 
===Clash of Ninja! Revolution 2 and 3===
* While Haku does not appear in the ''Revolution'' games, some of his assets have been recycled for a new character, Komachi.
* Komachi's needle loops are generally easier to execute as compared to Haku's
** Komachi throws a larger number of needles
** Komachi's needles cause a stagger state, increasing the time window to continue the combo
** Hitting the opponent with needles builds chakra for Komachi
* Komachi has a variant of Needle Loops which can be done without holding needles: {{6}}{{B}} to {{Air}}{{A}} to {{6}}{{B}}

Revision as of 16:17, 30 September 2022

The two needle projectile users of the Clash of Ninja! series, Haku (GNT1-4 and SCON4) and Komachi (Rev2 and Rev3) are capable of a grounded or on-the-ground (OTG) hit infinite using their attack, known to the playerbase as "Needle Loops". When performed consistently, Needle Loops can bleed out the victim's entire life bar, potentially forcing a substitution. They may also be inescapable or nearly inescapable while used with Haku or Komachi with their back to a corner, forcing a front substitution resulting in continued Needle Loop hits. In GNT4 , they are associated with Haku's unsubbable touch-of-death (ToD) after Down.

Executing Needle Loops

Needle Loops are made possible due to Haku and Komachi's ability to "split" their attack in to parts. Normally, holding will hold the needles in the air at the cost of chakra. While holding, held needles will track the opponent and fire towards their current location once released. Needles fire two at a time (or one at a time in Super) during separate frames. By releasing and then immediately re-holding , Haku/Komachi can launch some but not all of their needles. When properly timed and repeated, this will result in a continuous combo.

The general input pattern of a Needle Loop is:

  1. Jump
  2. In quick succession:
    Error creating thumbnail: Unable to save thumbnail to destination
    Demonstration of Haku needle loops in GNT4 with inputs shown
    • Tap (beginning the release of needles)
    • Press and hold again (before all needles have been released)
  3. After landing, run forward (Running) and simultaneously...
  4. Release (firing the remaining needles)
  5. Repeat steps 1-4

Additional notes:

  • Neutral jump () is typically more reliable than forward jump or running jump Towards opponent. Needles may go over the head of the target after a forward jump, depending on distance and the height of the opposing character, ending the combo.
  • It is generally advisable to hold fewer needles during the hold portion of the loop, as the chakra cost of holding needles is tied to the amount of needles held. Depleting one's own chakra with needle loops has the danger of resulting in the user's death during a retaliatory combo.
  • Needles are released over the span of 6 frames in groups of two (the number of needles are cut in half in SCON4). No needles are released during the second frame of the release.
    Error creating thumbnail: Unable to save thumbnail to destination
    Frame data example showing during which frames of the attack needles are released and can be held.

Differences between games

Clash of Ninja! 1

  • Run cannot be cancelled with a neutral jump in CON1.
  • OTG needles are un-subbable, though there is no reliable way to make your opponent miss a tech roll.

Clash of Ninja! 2

  • Same as CON1, though neutral jump can now be performed during run.

Gekitou Ninja Taisen! 3

  • OTG combos are now subbable.
  • GNT3 universally has additional landing lag frames, changing the timing of Needle Loops.

Gekitou Ninja Taisen! 4

  • Landing lag frames are reverted to that of CON1 and CON2.
  • Haku can now perform an un-subbable TOD. Down can combo into or Towards opponent depending on positioning. A short string (usually Towards opponentY-Cancel) rebuilds chakra and the Y-Cancel-cancel gives Haku enough time to set up OTG Needle Loops. Because the victim has been hit with a super, tech-roll and KNJ are disabled making the TOD inescapable as long as Haku performs the combo correctly.
  • Hippo's demonstration (Youtube) of Haku's OTG unsubbable needle loop following Down in GNT4

Super Clash of Ninja! 4

  • Haku now has half the number of needles and the chakra cost of holding needles has been doubled, making needle loops more costly for Haku and increasing the importance of holding fewer numbers of needles.
  • Down needles now knock the victim down (changed from normal hitstun), removing the possibility of rebuilding chakra to perform needle loops. Haku can still score a single OTG Down.
Error creating thumbnail: Unable to save thumbnail to destination
The number of needles in SCON4 has been cut in half compared to the other games in the series.

Clash of Ninja! Revolution 2 and 3

  • While Haku does not appear in the Revolution games, some of his assets have been recycled for a new character, Komachi.
  • Komachi's needle loops are generally easier to execute as compared to Haku's
    • Komachi throws a larger number of needles
    • Komachi's needles cause a stagger state, increasing the time window to continue the combo
    • Hitting the opponent with needles builds chakra for Komachi
  • Komachi has a variant of Needle Loops which can be done without holding needles: Towards opponent to to Towards opponent