Launcher 1.2.6

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Launcher 1.2.5

UNSG V2 | Next Chapter

Choose Characters, then a character; or Mechanics, then a topic. Version labels identify the scope of each change.

Characters
Asuma
Asuma

UNSG V2

  • Shorter recovery after the jutsu releases its projectile.
C
C (support only)

UNSG V2

  • Support-jutsu startup is 30% shorter; later attack waves keep their original spacing.
Chiyo
Chiyo

UNSG Balanced

  • Ordinary Kunai/Shuriken and Chakra Kunai projectiles travel at 80% of UNSG Base speed, including the corresponding puppet throws. Throw animations are unchanged.
Choji
Choji (PTS)

UNSG V2

  • Faster tilt startup and longer travel distance. Faster jutsu startup.
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.
Danzo
Danzo

All versions

  • Improved neutral and up-combo connections at 60 FPS.
Danzo

UNSG V2

  • After a missed grab, cancel into normal or chakra kunai sooner.
  • Tilt damage is reduced by 30%.
Deidara
Deidara

UNSG Balanced

  • The four affected travelling jutsu projectiles move at 50% of UNSG Base speed. Spawn, impact and expiry timing are unchanged.
Deidara

UNSG V2

  • Airborne tilt can cancel with directional X into Ninja Move. Neutral X does not grant an extra jump; aerial restrictions remain.
Gaara
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.
Gaara (TS / adult)

All versions

  • At 60 FPS: The air-combo finisher pulls the opponent into the ending hit.
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.
Gaara, PTS

UNSG Balanced

  • Jutsu chakra cost is 25% higher than UNSG Base: normally 37.5 chakra, or 18.75 for the corresponding awakened cost.
Guy
Guy

UNSG V2

  • Faster jutsu startup and recovery.
Haku
Haku

All versions

  • Fixed the side-combo ending at 60 FPS.
Haku

UNSG V2

  • The final tilt-recovery portion runs 50% faster after the projectile and movement have finished.
Hashirama
Hashirama

UNSG V2

  • Increased tilt travel distance.
Hidan
Hidan

All versions

  • Corrected late-hit jutsu chase movement at 60 FPS. The separate Substitution → Block report remains unresolved.
Hidan

UNSG V2

  • Shorter tilt and jutsu recovery, with improved air-combo opening timing.
Hidan, support

UNSG Balanced

  • A guarded support jutsu starts horizontal guard pushback at 150% of UNSG Base speed.
Hinata
Hinata (TS)

All versions

  • Fixed side-combo ending contact and cinematic alignment at 60 FPS.
Ino
Ino (PTS)

All versions

  • Down-combo final hit fixed at 60 FPS.
Itachi
Itachi

UNSG V2

  • 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.
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.
  • Fixed the roster retaining the second outfit’s picture when selection passes from Player 1 to Player 2/COM.
Jirobo
Jirobo (support only)

UNSG V2

  • Faster support-jutsu startup and 50% stronger projectile tracking.
Kabuto
Kabuto (regular)

UNSG V2

  • Shorter jutsu and down-combo ending recovery. Separate from Snake-cloak Kabuto.
Kabuto (Snake-cloak)

UNSG V2

  • Faster tilt and grab startup.
Kakashi
Kakashi (Ninja Hounds)

All versions

  • The dog-jutsu variant is selectable as a support and performs the dog jutsu. Other Kakashi variants remain available.
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.
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.
Kakashi (TS)

All versions

  • Fixed the neutral-combo hit after the teleport at 60 FPS.
Kakuzu
Kakuzu

All versions

  • Fixed down-combo connections at 60 FPS.
Kakuzu

UNSG V2

  • Shorter jutsu recovery.
  • Reduced full ground-combo damage and moved more damage to the ending.
Kankuro
Kankuro (PTS)

All versions

  • Fixed idle puppet jitter at 60 FPS.
Kankuro, PTS

UNSG Balanced

  • 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.
Kankuro, Salamander awakening

UNSG Balanced

  • 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.
Karin
Karin

UNSG V2

  • The settled tilt-recovery portion takes 69% of its original duration. Jutsu recovery is also shortened.
Kiba
Kiba (PTS)

All versions

  • Improved the late Akamaru hit and final shadow-clone hit in the down combo at 60 FPS.
Kiba (PTS)

UNSG V2

  • Jutsu costs 50% more chakra in UNSG V2.
Kiba (TS)

UNSG V2

  • Jutsu costs 50% more chakra.
Kiba — both versions

UNSG V2

  • Akamaru’s separate companion dash is disabled; Kiba’s own dash and second combo hit remain intact.
Kiba, including PTS Akamaru

UNSG Balanced

  • Akamaru no longer performs his companion dash. Kiba retains his own dash and second combo hit.
Killer Bee
Killer Bee

UNSG V2

  • Doubled the normal travelling jutsu’s approach-speed limit, from 65 to 130. Its original contact and timeout rules still apply.
Kimimaro
Kimimaro

UNSG V2

  • Larger tilt hitbox improves close-range contact. Some close-range misses remain.
Kisame
Kisame

All versions

  • Fixed side-combo ending contact at 60 FPS.
Kisame

UNSG V2

  • Reduced full ground-combo damage and moved more damage to the ending.
Konan
Konan

All versions

  • Fixed up-combo contact and the abrupt fall afterward at 60 FPS. Side-combo ending also connects correctly.
Konan

UNSG V2

  • Faster tilt and jutsu startup.
Kurenai
Kurenai

UNSG V2

  • The jutsu clone moves 25% faster horizontally, increasing unobstructed range while retaining its normal lifetime.
Lee
Lee (TS)

All versions

  • Fixed tilt movement and later hits at 60 FPS.
Lee (TS)

UNSG V2

  • Shorter jutsu recovery. Fixed the fourth jutsu hit missing after the third hit.
Masked Man
Masked Man

All 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.
Masked Man

UNSG Balanced

  • Jutsu chakra cost is 25% higher than UNSG Base.
Masked Man

UNSG V2

  • Jutsu costs 50% more chakra in UNSG V2.
Mei
Mei

All versions

  • 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.
Mei

UNSG Balanced

  • The travelling jutsu keeps gentle tracking after its initial guidance ends. Range is unchanged.
Mei

UNSG 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.
Minato
Minato

UNSG V2

  • Tilt damage is reduced by 36%.
Naruto
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.
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.
Naruto, Six-Tails awakening

UNSG Balanced

  • 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.
Neji
Neji (TS / adult)

All versions

  • Fixed a tilt crash and up-combo connections at 60 FPS.
Obito
Obito (young)

UNSG V2

  • Faster tilt startup and shorter recovery.
Onoki
Onoki

All versions

  • 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.
Onoki

UNSG Balanced

  • Jutsu chakra cost is 25% higher than UNSG Base.
Onoki

UNSG V2

  • Jutsu costs 50% more chakra in UNSG V2.
Orochimaru
Orochimaru

UNSG V2

  • Shorter jutsu recovery.
Pain
Pain

All versions

  • Fixed down-combo connections at 60 FPS.
  • At 60 FPS: The ultimate clone now continues running after it appears.
Pain

UNSG 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.
Raikage
Raikage

All versions

  • Fixed up-combo movement and enlarged the neutral-combo final hitbox to improve connections at 60 FPS.
Raikage

UNSG V2

  • Faster jutsu startup.
Sai
Sai

All versions

  • 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.
Sakura
Sakura (TS)

UNSG V2

  • Shorter recovery after the down-combo cinematic ending.
Sakura, TS

UNSG Balanced

  • The first tilt startup frame takes 250 ms instead of approximately 33.3 ms. Later attack and recovery timing are unchanged.
Sasori
Sasori

UNSG 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.
Sasuke
Sasuke (PTS, Chidori outfit)

UNSG V2

  • Added startup protection to Chidori and shortened its ending recovery. The backflip remains.
Shikamaru
Shikamaru (PTS)

UNSG V2

  • Faster grab and jutsu startup.
Shino
Shino (PTS)

All versions

  • Fixed the side-combo ending at 60 FPS.
Shino (PTS)

UNSG V2

  • Faster jutsu startup.
Temari
Temari (PTS)

All versions

  • Neutral-combo final hit fixed at 60 FPS.
Temari (TS)

UNSG V2

  • Faster jutsu startup and shorter recovery.
  • Chakra-kunai hitstun reduced by 50%.
Tenten
Tenten (PTS)

All versions

  • Down-combo final hit fixed at 60 FPS.
Tenten (PTS)

UNSG V2

  • Jutsu costs 50% more chakra in UNSG V2.
Tenten (TS)

UNSG V2

  • Air chakra dash uses the standard travel limit.
  • Shorter jutsu recovery, after the attack finishes.
Tenten, PTS

UNSG Balanced

  • 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.
Tobi
Tobi

All versions

  • Fixed down-combo ending contact at 60 FPS.
Tsunade
Tsunade

UNSG V2

  • Shorter tilt recovery and longer tilt travel. Shorter ground/air-jutsu recovery.
Yamato
Yamato

UNSG V2

  • Faster jutsu startup, shorter recovery and increased travel distance.
  • Slightly faster tilt startup.
Zabuza
Zabuza

All versions

  • Fixed the first-to-second ground-combo hit connection at 60 FPS.
Zabuza

UNSG V2

  • Adjusted tilt startup and travel, and shortened recovery. The aerial tilt route remains available.
Mechanics
Awakening

UNSG V2

  • 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.
Awakening charge

UNSG 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.
Chakra and charged jutsu

UNSG V2

  • 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.
Chakra Dash

UNSG V2

  • 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.
Combo and Kunai cancels

UNSG V2

  • 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.
Combo damage

UNSG 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.
  • 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.
Frenzy Pill, including its EX descriptor

UNSG Balanced

  • Effect duration is 70% of UNSG Base, including the EX version.
Guard damage

UNSG V2

  • Blocked chip damage cannot reduce health below 1. Existing damage from a clean hit remains lethal.
Kunai cancels

UNSG 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.
Ninja Dash and Ninja Move

UNSG V2

  • 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.
Opening-hit clashes

UNSG V2

  • Simultaneous opening melee hits cause mutual pushback.
Poison cover fire

All versions

  • 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.
Spark inputs

UNSG 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.
Substitution

UNSG V2

  • 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.
Supports and teams

UNSG V2

  • 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.
Tilts and grabs

UNSG 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.
Presentation
Fullscreen and launcher

All versions

  • 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.
Opening, title and artwork

All versions

  • 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.
Profiles and controls

All versions

  • 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.
Survival

All versions

  • Fixed the repeated opponent-list animation on entry, confirmation and return.