Needle Loop

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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 as "Needle Loops". When performed consistently, Needle Loops can bleed out the victim's entire life bar and force a substitution. In GNT4 Needle Loops are associated with Haku's unsubbable touch-of-death (TOD) after Down.

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Demonstration of Haku needle loops in GNT4 with inputs shown

Executing Needle Loops

Needle Loops are made possible due to Haku and Komachi's ability to "split" their attack into two parts. Holding will suspends the needles in the air at the cost of chakra. While held, needles will track the opponent and fire towards them once is released. Needles launch in groups over the course of several frames. An press followed by a second, held will result in Haku/Komachi launching some but not all of their needles. When properly delayed, Haku/Komachi can string the combo together indefinitely.

The general input pattern of a Needle Loop is:

  1. Jump
  2. In quick succession:
    • 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:

  • If Haku/Komachi has their back to a corner, the victim will be forced to substitute in front, potentially being recaptured into the loop.
  • Neutral jump () is typically more reliable than forward jump Towards opponent or running jump Running. 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 loop prematurely.
  • 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 puts the user in danger of an ensuing punish.
  • Needles are released in groups over the span of 6 frames. No needles are released during the second frame of the launch.
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Example showing the timing of presses in GNT4.

Differences between games

  • Haku releases a total of 10 needles, two at a time, over the course of 6 frames.

Clash of Ninja! 1

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

Clash of Ninja! 2

  • Neutral jump can now be performed during run.

Gekitou Ninja Taisen! 3

  • OTG combos are now subbable.
  • GNT3 universally has additional landing lag frames after air projectile attacks, 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 unsubbable TOD. Down combos into or Towards opponent depending on positioning. A short string (usually Towards opponentY-Cancel) is used to rebuild chakra and a 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 combo an inescapable TOD.

Super Clash of Ninja! 4 (fan mod)

  • 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 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.
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The number of needles in SCON4 was cut in half compared to the GameCube GNT games.

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.