| AsumaUNSG V2 | Shorter recovery after the jutsu releases its projectile. Link to this entry ↗ |
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| C (support only)UNSG V2 | Support-jutsu startup is 30% shorter; later attack waves keep their original spacing. Link to this entry ↗ |
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| ChiyoUNSG Balanced | Ordinary Kunai/Shuriken and Chakra Kunai projectiles travel at 80% of UNSG Base speed, including the corresponding puppet throws. Throw animations are unchanged. Link to this entry ↗ |
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| Choji (PTS)UNSG V2 | Faster tilt startup and longer travel distance. Faster jutsu startup. Link to this entry ↗ |
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| Choji (TS)UNSG V2 | Shorter jutsu recovery. Fixed the opponent disappearing after two air-combo hits followed by a Spark forward or backward dash before the finisher. Link to this entry ↗ |
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| DanzoAll versions | Improved neutral and up-combo connections at 60 FPS. Link to this entry ↗ |
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| DanzoUNSG V2 | After a missed grab, cancel into normal or chakra kunai sooner. Tilt damage is reduced by 30%. Link to this entry ↗ |
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| DeidaraUNSG Balanced | The four affected travelling jutsu projectiles move at 50% of UNSG Base speed. Spawn, impact and expiry timing are unchanged. Link to this entry ↗ |
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| DeidaraUNSG V2 | Airborne tilt can cancel with directional X into Ninja Move. Neutral X does not grant an extra jump; aerial restrictions remain. Link to this entry ↗ |
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| Gaara (PTS, first outfit)UNSG V2 | Faster normal jutsu preparation. Sand Burial costs 22.5 chakra. Its hands-raised preparation runs at twice the original speed. Link to this entry ↗ |
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| Gaara (TS / adult)All versions | At 60 FPS: The air-combo finisher pulls the opponent into the ending hit. Link to this entry ↗ |
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| Gaara (TS / adult)UNSG V2 | Shorter tilt recovery. Normal jutsu startup and quiet recovery are each 20% shorter. Chakra Kunai travel speed is reduced to one-third. Link to this entry ↗ |
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| Gaara, PTSUNSG Balanced | Jutsu chakra cost is 25% higher than UNSG Base: normally 37.5 chakra, or 18.75 for the corresponding awakened cost. Link to this entry ↗ |
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| GuyUNSG V2 | Faster jutsu startup and recovery. Link to this entry ↗ |
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| HakuAll versions | Fixed the side-combo ending at 60 FPS. Link to this entry ↗ |
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| HakuUNSG V2 | The final tilt-recovery portion runs 50% faster after the projectile and movement have finished. Link to this entry ↗ |
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| HashiramaUNSG V2 | Increased tilt travel distance. Link to this entry ↗ |
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| HidanAll versions | Corrected late-hit jutsu chase movement at 60 FPS. The separate Substitution → Block report remains unresolved. Link to this entry ↗ |
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| HidanUNSG V2 | Shorter tilt and jutsu recovery, with improved air-combo opening timing. Link to this entry ↗ |
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| Hidan, supportUNSG Balanced | A guarded support jutsu starts horizontal guard pushback at 150% of UNSG Base speed. Link to this entry ↗ |
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| Hinata (TS)All versions | Fixed side-combo ending contact and cinematic alignment at 60 FPS. Link to this entry ↗ |
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| Ino (PTS)All versions | Down-combo final hit fixed at 60 FPS. Link to this entry ↗ |
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| ItachiUNSG V2 | Shorter tilt recovery; the crow sequence can cancel into Jump. Read Full Details- Shorter tilt recovery; the crow sequence can cancel into Jump.
- Ground fireball startup is shortened from 500 ms to 450 ms. The air fireball keeps its own timing.
- Exploding walking-clone startup is halved to approximately 417 ms. The clone travels 25% faster with its original lifetime.
Link to this entry ↗ |
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| Itachi (Tsukuyomi outfit)All versions | New base-form artwork across character select, loading, main and support portraits, with context-specific framing and transparency. The damaged/awakening artwork is retained. Read Full Details- New base-form artwork across character select, loading, main and support portraits, with context-specific framing and transparency. The damaged/awakening artwork is retained.
- Fixed the roster retaining the second outfit’s picture when selection passes from Player 1 to Player 2/COM.
Link to this entry ↗ |
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| Jirobo (support only)UNSG V2 | Faster support-jutsu startup and 50% stronger projectile tracking. Link to this entry ↗ |
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| Kabuto (regular)UNSG V2 | Shorter jutsu and down-combo ending recovery. Separate from Snake-cloak Kabuto. Link to this entry ↗ |
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| Kabuto (Snake-cloak)UNSG V2 | Faster tilt and grab startup. Link to this entry ↗ |
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| Kakashi (Ninja Hounds)All versions | The dog-jutsu variant is selectable as a support and performs the dog jutsu. Other Kakashi variants remain available. Link to this entry ↗ |
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| Kakashi (Ninja Hounds)UNSG V2 | Jutsu startup is approximately 400 ms (12 authored frames), compared with the original 20 frames. Dogs travel at 65% of their original speed; tracking and hit behavior are retained. Link to this entry ↗ |
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| Kakashi (Raikiri)All versions | Corrected body collision that could hold Raikiri outside damaging contact after Air Chakra Dash. Normal startup and hit/guard handling remain intact. Link to this entry ↗ |
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| Kakashi (TS)All versions | Fixed the neutral-combo hit after the teleport at 60 FPS. Link to this entry ↗ |
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| KakuzuAll versions | Fixed down-combo connections at 60 FPS. Link to this entry ↗ |
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| KakuzuUNSG V2 | Shorter jutsu recovery. Reduced full ground-combo damage and moved more damage to the ending. Link to this entry ↗ |
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| Kankuro (PTS)All versions | Fixed idle puppet jitter at 60 FPS. Link to this entry ↗ |
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| Kankuro, PTSUNSG Balanced | Puppet tilt startup increases from 100 ms to 240 ms, and its two offensive hitbox radii decrease from 100 to 80 units. Read Full Details- Puppet tilt startup increases from 100 ms to 240 ms, and its two offensive hitbox radii decrease from 100 to 80 units.
- The affected puppet ending and owner return animations take 68% longer. Active attack sections retain their normal timing.
Link to this entry ↗ |
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| Kankuro, Salamander awakeningUNSG Balanced | Jutsu health damage is reduced by 20%, and the affected attack radii decrease from 120 to 78 units. Read Full Details- Jutsu health damage is reduced by 20%, and the affected attack radii decrease from 120 to 78 units.
- The attack ends at frame 32 instead of 46, with first activation still at frame 12. Its initial protection is removed.
- Guard drain is capped at 6 before a 1.6 multiplier and the defender's resistance are applied.
Link to this entry ↗ |
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| KarinUNSG V2 | The settled tilt-recovery portion takes 69% of its original duration. Jutsu recovery is also shortened. Link to this entry ↗ |
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| Kiba (PTS)All versions | Improved the late Akamaru hit and final shadow-clone hit in the down combo at 60 FPS. Link to this entry ↗ |
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| Kiba (PTS)UNSG V2 | Jutsu costs 50% more chakra in UNSG V2. Corrected his online jutsu selection so the attack executes normally. Link to this entry ↗ |
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| Kiba (TS)UNSG V2 | Jutsu costs 50% more chakra. Link to this entry ↗ |
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| Kiba — both versionsUNSG V2 | Akamaru’s separate companion dash is disabled; Kiba’s own dash and second combo hit remain intact. Link to this entry ↗ |
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| Kiba, including PTS AkamaruUNSG Balanced | Akamaru no longer performs his companion dash. Kiba retains his own dash and second combo hit. Link to this entry ↗ |
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| Killer BeeUNSG V2 | Doubled the normal travelling jutsu’s approach-speed limit, from 65 to 130. Its original contact and timeout rules still apply. Link to this entry ↗ |
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| KimimaroUNSG V2 | Larger tilt hitbox improves close-range contact. Some close-range misses remain. Read Full Details- Larger tilt hitbox improves close-range contact. Some close-range misses remain.
- Online Battle: corrected his jutsu selection as a main fighter and support. His support attack now executes and he leaves the stage normally.
Link to this entry ↗ |
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| KisameAll versions | Fixed side-combo ending contact at 60 FPS. Link to this entry ↗ |
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| KisameUNSG V2 | Reduced full ground-combo damage and moved more damage to the ending. Link to this entry ↗ |
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| KonanAll versions | Fixed up-combo contact and the abrupt fall afterward at 60 FPS. Side-combo ending also connects correctly. Link to this entry ↗ |
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| KonanUNSG V2 | Faster tilt and jutsu startup. Link to this entry ↗ |
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| KurenaiUNSG V2 | The jutsu clone moves 25% faster horizontally, increasing unobstructed range while retaining its normal lifetime. Link to this entry ↗ |
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| Lee (TS)All versions | Fixed tilt movement and later hits at 60 FPS. Link to this entry ↗ |
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| Lee (TS)UNSG V2 | Shorter jutsu recovery. Fixed the fourth jutsu hit missing after the third hit. Link to this entry ↗ |
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| Masked ManAll versions | Fixed down-combo ending contact at 60 FPS. At 60 FPS: Ultimate now connects while Chiyo’s Balance cover fire is hitting the opponent. Link to this entry ↗ |
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| Masked ManUNSG Balanced | Jutsu chakra cost is 25% higher than UNSG Base. Link to this entry ↗ |
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| Masked ManUNSG V2 | Jutsu costs 50% more chakra in UNSG V2. Link to this entry ↗ |
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| MeiAll versions | Fixed up-combo contact at 60 FPS. Read Full Details- Fixed up-combo contact at 60 FPS.
- At 60 FPS, added 100 ms to the third input’s landed stagger to improve the transition to the fourth input; guarded hits do not arm this adjustment.
Link to this entry ↗ |
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| MeiUNSG Balanced | The travelling jutsu keeps gentle tracking after its initial guidance ends. Range is unchanged. Link to this entry ↗ |
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| MeiUNSG V2 | Tilt startup is 15% shorter, with shorter settled recovery. Jutsu health damage is increased by 20%; horizontal projectile speed is increased by 60%, extending unobstructed travel. Link to this entry ↗ |
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| MinatoUNSG V2 | Tilt damage is reduced by 36%. Link to this entry ↗ |
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| Naruto (Massive Rasengan Barrage)All versions | Fixed neutral-combo connections at 60 FPS. This is the roster version between Wind Style Rasen Shuriken Naruto and Sage Mode Naruto. Link to this entry ↗ |
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| Naruto (Sage Mode)UNSG V2 | Faster ground-tilt startup; the air tilt is unchanged. The selected Sage clone-grab startup is approximately 407 ms, with the owner and clone moving in sync. Link to this entry ↗ |
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| Naruto, Six-Tails awakeningUNSG Balanced | Ground and air jutsu deal 25% less health damage. The affected ground/air combos and Chakra Kunai deal 20% less. Read Full Details- Ground and air jutsu deal 25% less health damage. The affected ground/air combos and Chakra Kunai deal 20% less.
- The first air-attack phase can be blocked; the second breaks guard. First-air-contact guard drain is capped at 10.
Link to this entry ↗ |
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| Neji (TS / adult)All versions | Fixed a tilt crash and up-combo connections at 60 FPS. Link to this entry ↗ |
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| Obito (young)UNSG V2 | Faster tilt startup and shorter recovery. Link to this entry ↗ |
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| OnokiAll versions | At 60 FPS: Down-combo damage and knockdown now line up with the cinematic. Read Full Details- At 60 FPS: Down-combo damage and knockdown now line up with the cinematic.
- Improved up-combo connections at 60 FPS.
- At 60 FPS: Larger second-to-last neutral-combo hitbox improves contact when moving around the opponent. Some angles still need checking.
Link to this entry ↗ |
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| OnokiUNSG Balanced | Jutsu chakra cost is 25% higher than UNSG Base. Link to this entry ↗ |
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| OnokiUNSG V2 | Jutsu costs 50% more chakra in UNSG V2. Link to this entry ↗ |
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| OrochimaruUNSG V2 | Shorter jutsu recovery. Link to this entry ↗ |
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| PainAll versions | Fixed down-combo connections at 60 FPS. At 60 FPS: The ultimate clone now continues running after it appears. Link to this entry ↗ |
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| PainUNSG Balanced | Almighty Push deals at most two damaging hits to each target per activation. Blocked chip does not use up this limit; normal contact reactions remain. Link to this entry ↗ |
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| RaikageAll versions | Fixed up-combo movement and enlarged the neutral-combo final hitbox to improve connections at 60 FPS. Link to this entry ↗ |
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| RaikageUNSG V2 | Faster jutsu startup. Link to this entry ↗ |
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| SaiAll versions | The air-combo bird finisher now produces its intended knockdown at 60 FPS. Read Full Details- The air-combo bird finisher now produces its intended knockdown at 60 FPS.
- At 60 FPS, the first air-combo hit after Chakra Kunai retains its original startup, improving the accepted Ninja Dash → Chakra Kunai follow-up.
Link to this entry ↗ |
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| Sakura (PTS)Online Battle | Corrected online move selection; her jutsu was verified in a private match. Link to this entry ↗ |
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| Sakura (TS)UNSG V2 | Shorter recovery after the down-combo cinematic ending. Link to this entry ↗ |
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| Sakura, TSUNSG Balanced | The first tilt startup frame takes 250 ms instead of approximately 33.3 ms. Later attack and recovery timing are unchanged. Link to this entry ↗ |
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| SasoriUNSG Balanced | Normal puppet tilt startup takes 116% longer. Grab startup takes 20% longer. The affected tilt ending and owner return animations take 20% longer. Active attack sections retain their timing. Link to this entry ↗ |
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| Sasuke (PTS, Chidori outfit)UNSG V2 | Added startup protection to Chidori and shortened its ending recovery. The backflip remains. Online Battle: the black outfit now retains Chidori instead of attempting the wrong jutsu. Link to this entry ↗ |
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| Shikamaru (PTS)UNSG V2 | Faster grab and jutsu startup. Link to this entry ↗ |
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| Shino (PTS)All versions | Fixed the side-combo ending at 60 FPS. Link to this entry ↗ |
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| Shino (PTS)UNSG V2 | Faster jutsu startup. Link to this entry ↗ |
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| Temari (PTS)All versions | Neutral-combo final hit fixed at 60 FPS. Corrected online move selection for her second outfit; its support attack was verified in a private match. Link to this entry ↗ |
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| Temari (TS)UNSG V2 | Faster jutsu startup and shorter recovery. Chakra-kunai hitstun reduced by 50%. Link to this entry ↗ |
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| Tenten (PTS)All versions | Down-combo final hit fixed at 60 FPS. Link to this entry ↗ |
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| Tenten (PTS)UNSG V2 | Jutsu costs 50% more chakra in UNSG V2. Link to this entry ↗ |
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| Tenten (TS)UNSG V2 | Air chakra dash uses the standard travel limit. Shorter jutsu recovery, after the attack finishes. Link to this entry ↗ |
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| Tenten, PTSUNSG Balanced | Jutsu and ultimate tracking strength is reduced by 25%. Ultimate projectile guard… Read Full Details- Jutsu and ultimate tracking strength is reduced by 25%. Ultimate projectile guard drain is reduced by 60%, and the extra main-fighter body attack during the ultimate is removed.
- Jutsu chakra cost is 25% higher than UNSG Base.
Link to this entry ↗ |
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| TobiAll versions | Fixed down-combo ending contact at 60 FPS. Link to this entry ↗ |
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| TsunadeUNSG V2 | Shorter tilt recovery and longer tilt travel. Shorter ground/air-jutsu recovery. Link to this entry ↗ |
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| YamatoUNSG V2 | Faster jutsu startup, shorter recovery and increased travel distance. Slightly faster tilt startup. Link to this entry ↗ |
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| ZabuzaAll versions | Fixed the first-to-second ground-combo hit connection at 60 FPS. Link to this entry ↗ |
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| ZabuzaUNSG V2 | Adjusted tilt startup and travel, and shortened recovery. The aerial tilt route remains available. Link to this entry ↗ |
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| AwakeningUNSG V2 | The awakened form lasts half its original duration plus 3.5 seconds. Read Full Details- The awakened form lasts half its original duration plus 3.5 seconds.
- Awakening gauge charging takes twice as long. A 0.36-second hold before entering awakening charge helps avoid accidental activation; ordinary chakra charging starts normally.
Link to this entry ↗ |
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| Awakening chargeUNSG Balanced | The awakening gauge fills in 1.15 seconds, followed by the normal transformation transition. The visible total is approximately 1.9 seconds. Ordinary chakra charging and awakening duration are unchanged. Link to this entry ↗ |
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| Chakra and charged jutsuUNSG V2 | Manual chakra charging is 50% faster, and passive chakra recovery is increased. Read Full Details- Manual chakra charging is 50% faster, and passive chakra recovery is increased.
- Charged-jutsu holding time is halved, rounded to the next authored frame.
- Selected Masked Man, Onoki, PTS Tenten, PTS Gaara and Kiba jutsus cost 50% more than their original cost, except the separately listed Sand Burial adjustment.
Link to this entry ↗ |
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| Chakra DashUNSG V2 | Chakra Dash costs half as much chakra. Quick Chakra → Jump cancels… Read Full Details- Chakra Dash costs half as much chakra. Quick Chakra → Jump cancels and charged ground-dash inputs are supported; normal affordability checks remain.
- Ground and air recovery routes can cancel into Chakra Dash where eligible.
Link to this entry ↗ |
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| Combo and Kunai cancelsUNSG V2 | Ground and air Kunai can cancel into a combo. Ground throws can cancel into Jump. Read Full Details- Ground and air Kunai can cancel into a combo. Ground throws can cancel into Jump.
- Ground combos can cancel into Jump or Ninja Move after the opening attack becomes active; directional input selects the escape route.
- Cancelling adds no extra chakra fee; the next action uses its normal resource checks.
Link to this entry ↗ |
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| Combo damageUNSG V2 | Damage is redistributed away from early ground-combo hits toward the ending, with a full-string cap. The ranged characters’ melee strings use a lower cap. Read Full Details- Damage is redistributed away from early ground-combo hits toward the ending, with a full-string cap. The ranged characters’ melee strings use a lower cap.
- Air-combo damage is reduced separately. The first input’s complete damage budget includes multi-hit openers; its additional 20% reduction is not given back to later hits.
Link to this entry ↗ |
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| Frenzy Pill, including its EX descriptorUNSG Balanced | Effect duration is 70% of UNSG Base, including the EX version. Link to this entry ↗ |
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| Guard damageUNSG V2 | Blocked chip damage cannot reduce health below 1. Existing damage from a clean hit remains lethal. Link to this entry ↗ |
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| Kunai cancelsUNSG V2 | Ground Kunai can cancel into a forward ground Chakra Dash after the throw releases, using the normal dash input and chakra cost. Existing cancels remain available. Link to this entry ↗ |
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| Ninja Dash and Ninja MoveUNSG V2 | Two distinct quick Jump presses trigger Ninja Dash; the first press still performs its usual action. Read Full Details- Two distinct quick Jump presses trigger Ninja Dash; the first press still performs its usual action.
- Ninja Dash can cancel into normal/Chakra Kunai and items. Ninja Move can cancel into a combo.
- Ninja Dash startup runs 10% faster and travel runs 5% faster.
Link to this entry ↗ |
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| Opening-hit clashesUNSG V2 | Simultaneous opening melee hits cause mutual pushback. Link to this entry ↗ |
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| Poison cover fireAll versions | Corrected poison being lost when a successful poison Chakra Kunai hit and… Read Full Details- Corrected poison being lost when a successful poison Chakra Kunai hit and Fuuma cover fire compete for the same stored hit result. The poison status is preserved on accepted, unguarded contact. Guarded hits do not gain poison.
Link to this entry ↗ |
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| Spark inputsUNSG V2 | Simultaneous Spark inputs keep an accepted forward or backward dash instead of being replaced by a jutsu on the same frame. Normal chakra requirements and action restrictions still apply. Link to this entry ↗ |
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| SubstitutionUNSG V2 | The regeneration wait is shortened by two seconds. Regeneration retains the frame-rate corrections needed at 60 FPS. Read Full Details- The regeneration wait is shortened by two seconds. Regeneration retains the frame-rate corrections needed at 60 FPS.
- Substituting out of a landed ground-melee attack creates extra separation, while keeping the normal terrain checks. Air attacks, projectiles and jutsus are excluded.
Link to this entry ↗ |
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| Supports and teamsUNSG V2 | Support cooldowns last twice as long. Read Full Details- Support cooldowns last twice as long.
- The bonus portion of named-team buffs is doubled; for example, a 10% bonus becomes 20%.
- A hit Dash Cut support stays unavailable for an additional three seconds during its recovery.
Link to this entry ↗ |
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| Tilts and grabsUNSG V2 | Selected slow tilts and grabs have revised startup; character-specific exceptions are listed under Characters. Missed grabs can cancel into normal or Chakra Kunai during recovery. Successful grabs keep their normal sequence. Link to this entry ↗ |
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| First-use shader preparationAll versions | A starter shader cache prepares the included effects before gameplay to reduce first-use stutters. Initial startup may take longer while your GPU compiles them. Read Full Details- A starter shader cache prepares the included effects before gameplay to reduce first-use stutters. Initial startup may take longer while your GPU compiles them.
- The update preserves your existing shader cache and adds the supplied entries. No fresh installation or separate download is required.
- Coverage is currently partial. Untested effects and sustained graphics load may still cause slowdowns.
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| Fullscreen and launcherAll versions | Alt+Enter and F11 toggle fullscreen/windowed during gameplay. The launcher follows the selected window mode. Read Full Details- Alt+Enter and F11 toggle fullscreen/windowed during gameplay. The launcher follows the selected window mode.
- The UNSG V2 Launcher supports Stable and Experimental updates, a visible update indicator, and restoration of the previous version.
- Stable is selected by default. The launcher can open and play offline without requiring an update.
- Discord Rich Presence is enabled by default for new settings. Existing saved choices are preserved; it can be disabled in Graphics.
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| Graphics and ReShadeAll versions | ReShade and its launcher toggle were removed from the current installers. The normal renderer remains available. Link to this entry ↗ |
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| Opening, title and artworkAll versions | The opening movie plays at 60 FPS at its original duration with the usual audio. Read Full Details- The opening movie plays at 60 FPS at its original duration with the usual audio.
- UNSG V2 uses the added title-logo badge and Totsuka & Dylan thank-you credit. The launcher uses the close-punch Naruto still.
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| Optional FPS counterAll versions | Graphics includes Show FPS, off by default. During online play it shows… Read Full Details- Graphics includes Show FPS, off by default. During online play it shows advancing combat frames per second, including pauses while waiting for input. No RTT or input-delay number is overlaid on the fight.
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| Profiles and controlsAll versions | Create and select offline player profiles at character select, with separate saved names and controller bindings. Read Full Details- Create and select offline player profiles at character select, with separate saved names and controller bindings.
- Selected profile names appear in battle and beside the native Winner label on the results screen.
- PlayStation/Xbox prompt selection changes the displayed buttons while retaining the actual bindings.
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| SurvivalAll versions | Fixed the repeated opponent-list animation on entry, confirmation and return. Link to this entry ↗ |
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| Character and support selectionOnline Battle | Team setup now preserves the roster-defined move choice across affected characters and outfits, including stale-selection recovery. Roster-wide data checks and targeted gameplay tests passed. Link to this entry ↗ |
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| Connections and disconnectsAll versions | Before creating a room, choose Direct / P2P or Relay only. Direct / P2P is the default and automatically uses relay if a direct connection cannot be established. Relay only uses the hosted relay for both players. The host choice applies to both players and is retained through rematches. Read Full Details- Before creating a room, choose Direct / P2P or Relay only. Direct / P2P is the default and automatically uses relay if a direct connection cannot be established. Relay only uses the hosted relay for both players. The host choice applies to both players and is retained through rematches.
- Online matches cannot be paused with Start. Offline Free Battle retains its normal pause menu.
- If the connection fails during a match, an Opponent disconnected panel offers Return to launcher. Failed match checks are reported separately.
Link to this entry ↗ |
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| Lobby compatibilityOnline Battle | Generated numbered and rotated runtime logs no longer prevent otherwise matching installations from finding each other. Both players should update and restart the game. Link to this entry ↗ |
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| Player MatchAll versions | Open Online Battle to create, search for or join a two-player room on the hosted service. Xbox Live and the private connection helper are not required. Read Full Details- Open Online Battle to create, search for or join a two-player room on the hosted service. Xbox Live and the private connection helper are not required.
- Each player chooses their own team using one controller; the host chooses the stage. Build, game-content and gameplay-setting checks prevent incompatible matches.
- Auto measures the selected connection before each match and agrees on 2, 4, 6 or 8 frames. Manual 2, 4, 6 and 8 frame choices remain available.
- Rooms show the host and guest profile names before team selection. These are player-chosen display names.
- Find a room lists all compatible rooms. The room-name field names a newly created room and does not filter search results.
- Fullscreen shows the mouse pointer while the online panel is open and restores normal cursor behavior afterward.
- Online selection now validates the finalized single-support record instead of rejecting its temporary duplicate.
- Starting a fresh room after leaving a completed match clears the previous room startup state.
- Imported Itachi and dog Kakashi selections preserve their native jutsu identifiers during online team validation. The single-support correction remains included.
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| Playtest limitationsAll versions | First use of a support, jutsu or ultimate may briefly stutter. Later uses were much smoother in testing. Asset and graphics-pipeline preparation remain under investigation. Read Full Details- First use of a support, jutsu or ultimate may briefly stutter. Later uses were much smoother in testing. Asset and graphics-pipeline preparation remain under investigation.
- This is an Online Playtest. Start with UNSG V2 at 60 FPS, and report connection, synchronization and performance issues. The original online hub, Endless Battle and rollback remain future work.
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| Rematch and profilesAll versions | Rematch and returning to character selection are available after the result screen. If choices differ, Character Select takes priority over Rematch. Read Full Details- Rematch and returning to character selection are available after the result screen. If choices differ, Character Select takes priority over Rematch.
- The waiting player cannot choose the opponent team. Online profile names and support-button prompts use the correct player side without rearranging saved offline profiles.
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| ReShade compatibilityAll versions | Recognized ReShade presets, shaders, textures and supported graphics add-ons no longer prevent compatible players from finding each other. Graphics logs may be written while the game checks compatibility. Read Full Details- Recognized ReShade presets, shaders, textures and supported graphics add-ons no longer prevent compatible players from finding each other. Graphics logs may be written while the game checks compatibility.
- The update does not install ReShade or its add-ons. Graphics effects that reduce a player's performance can still slow a synchronized match; disable effects that cause sustained slowdowns.
- The reported RenoDX DLSS add-on version is recognized alongside the previously supported graphics add-ons. Custom add-on files are preserved by the updater.
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| Installation and automatic updatesAll versions | Fresh Install imports your own North American Xbox 360 game. Upgrade Setup preserves saves, profiles, controls and settings from supported existing installations. Read Full Details- Fresh Install imports your own North American Xbox 360 game. Upgrade Setup preserves saves, profiles, controls and settings from supported existing installations.
- Version 1.2.15, release sequence 38, supports updating supported older installations, including 1.2.6 through 1.2.14.
- Online compatibility checks game content, executable files and gameplay settings while ignoring recognized ReShade cosmetic files and the specifically supported graphics add-ons. Unrecognized runtime files remain checked.
- Restore previous version correctly locates this installation’s backup when several installations share the same parent folder.
- The update backs up verified obsolete gensrecomp.exe builds from supported older releases that could hide compatible rooms. Unknown files are retained. Launcher displays the installed version in its footer.
- Fixed a launcher shutdown repaint error (Parameter is not valid) caused by released background artwork, including when closing for an update.
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| Online diagnosticsAll versions | Export diagnostics saves a compact report for comparing online sessions. It includes timing summaries and observed connection routes without exporting profiles, credentials or raw controller inputs. Read Full Details- Export diagnostics saves a compact report for comparing online sessions. It includes timing summaries and observed connection routes without exporting profiles, credentials or raw controller inputs.
- Timing summaries help investigate a report; they do not by themselves identify whether a slowdown came from networking, rendering or first-use asset preparation.
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