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RESEARCH PILOT · NOT YET CANONICAL MOVE DATA

Naruto’s ranged throw: first repeatable health trace

Three tests against Sasuke in Single Match Training produced a total decrease of about 0.6 in a health-related memory field. The repeat test displayed 3 Hits.

≈0.6Total decrease on observed 100-point scale
3 / 3 / 2Sampled decreases in the three tests
3 / 3Total decrease matched to 0.00001

What players can use now

Training returned the observed value to full after all three throws. Taking a delayed snapshot can therefore miss the decrease. Capture the health change during contact when testing damage.

This is a measured change in a candidate health field. Its correspondence to the game’s official damage units still needs validation. Do not use this pilot to rank characters or calculate combo damage.

Observed sequence in the first two trials

StageValue, rounded
Before throw100.0
First decrease99.8
Second decrease99.6
Third decrease99.4
Later baseline100.0

The third trial sampled a combined ≈0.4 decrease followed by ≈0.2. Its HUD still showed 3 Hits. Sampled changes are not necessarily individual hit events.

Test conditions

Naruto versus Sasuke · Single Match Training · Health 100% · normal form · controller X via temporary mouse binding. This is a basic ranged action. The 11 extracted Naruto command rows do not contain a standalone normal-shuriken entry; no combo or jutsu ID has been assigned to it. The no-attack capture stayed at 100.

Training screenshot showing Naruto versus Sasuke and a 3 Hits counter

Repeat-trial capture. The screenshot supports the HUD count; numeric changes come from the separate read-only memory trace.

Still unverified

Startup, recovery, hitstop, authoritative health storage, damage units, other forms and matchups, guard interaction, and balance-mode differences. Wall-clock sampling was not converted into frame timing.

Download detailed observation and evidence hashes · Research log

What was actually controlled?

Use this checklist to judge whether a result applies to your match. Unknown conditions stay explicit.

Character identity

Partly observed

Naruto versus Sasuke is visible; exact runtime character/form IDs remain unmapped.

Attack input

Observed

One normal controller-X ranged throw; no canonical command ID has been established.

Starting health

Observed

Training Health 100%; the tracked field starts at 100 in all four captures.

Guard / COM behavior

Not recorded

COM Settings were not captured for these trials. A later setting check cannot establish their past state.

Range and positioning

Not measured

No reproducible distance or starting-coordinate measurement was collected.

Damage scaling

Not isolated

Combo scaling and prior-hit effects have not been tested independently.

Health units

Provisional

Repeated candidate-field decrease of approximately 0.6 on an observed 100-point scale; authoritative damage units remain unknown.

Per-hit damage

Unresolved

HUD hit count and sampled decreases are different observations; one capture combines multiple decreases.

Startup / active / recovery

Not measured

An accepted-input event, simulation clock, collision events and actionable-state boundaries are still needed.

Other modes and builds

Not tested

These observations do not establish default settings, other balance options or other builds.

Next measurements, in order

  1. Launch an isolated session and recalibrate candidate fields

    Record process creation identity; save a same-session reversible health-setting trace and evidence hashes.

  2. Record defender behavior and repeat the baseline throw

    Capture COM/guard settings, exact fighter variants and starting position; collect at least three fresh attack traces plus an idle control.

  3. Validate health meaning and damage units

    Independently confirm player mapping and health storage with controlled interventions; compare a second attack and document refill behavior.

  4. Establish simulation timing

    Validate a gameplay update counter and input/action boundaries; report hitstop and frame-count conventions explicitly.

  5. Publish an identified action, then expand coverage

    Attach build, conditions, units and repeat evidence to each metric; keep a basic-action identity if the extracted command list has no matching row.

Reproduce and audit this result

Recorded launch settings: requested 60 FPS, experimental 60 enabled, enhanced mechanics enabled, balance changes 0, resolution scale 2, VSync enabled. These are launch arguments; their live effective values were not independently checked for each attack. The simulation update rate remains unresolved.

Build executable SHA-256: ba63e513feb5f58884e83e5e7266f99bc373acf1ca93d30387b0e5ae70230ffb.

CaptureSamplesSampled dropsTotal dropDownload
Capture 01548530.59999084Field trace
Capture 02548600.00000000Field trace
Capture 03548530.59999084Field trace
Capture 04545220.59999847Field trace

Capture 02 contains no attack; input setup failed. It is retained as an idle comparison. Downloads contain the sampled field and read intervals, rather than a full process-memory dump.

  1. Use the same executable and recorded launch settings; choose Naruto versus Sasuke in Single Match Training with Health 100%.
  2. Confirm a stable baseline before one normal controller-X throw. Preserve the HUD hit count and a continuous health trace through the return to baseline.
  3. Calculate total decrease as baseline minus minimum. Count observed decreases separately from HUD hits; several events may occur between samples.
  4. Repeat before generalizing. Do not convert these wall-clock intervals into startup, recovery or hitstop frames.

Memory addresses belong to this process session. A new launch needs address validation before using them.