BASE · BALANCED · V2
What’s changed?
See the documented character changes, new mechanics, and quality-of-life improvements without downloading the game.
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The familiar game.
60 FPS timing and compatibility fixes, with the original gameplay as the starting point.
See documented Base fixes →Balance adjustments.
Character and system adjustments for the balance-focused mode. Shared fixes are included in its filter.
See Balanced changes →More ways to play.
Expanded cancels, movement options, and V2 gameplay adjustments, alongside shared fixes.
See V2 changes →Documented changes, with a dated source. These 110 entries come from the supplied cumulative release notes imported September 13, 2026 (labeled release 1.2.6 / gameplay 358). They are not an exhaustive audit of the latest build or measured frame/damage data. The separate asset extraction is dated September 15. View the archived notes.
AsumaUNSG V2
Characters
- Shorter recovery after the jutsu releases its projectile.
C (support only)UNSG V2
Characters
- Support-jutsu startup is 30% shorter; later attack waves keep their original spacing.
ChiyoUNSG Balanced
Characters
- Ordinary Kunai/Shuriken and Chakra Kunai projectiles travel at 80% of UNSG Base speed, including the corresponding puppet throws. Throw animations are unchanged.
Choji (PTS)UNSG V2
Characters
- Faster tilt startup and longer travel distance. Faster jutsu startup.
Choji (TS)UNSG V2
Characters
- Shorter jutsu recovery.
- Fixed the opponent disappearing after two air-combo hits followed by a Spark forward or backward dash before the finisher.
DanzoAll versions
DanzoUNSG V2
Characters
- After a missed grab, cancel into normal or chakra kunai sooner.
- Tilt damage is reduced by 30%.
DeidaraUNSG Balanced
Characters
- The four affected travelling jutsu projectiles move at 50% of UNSG Base speed. Spawn, impact and expiry timing are unchanged.
DeidaraUNSG V2
Characters
- Airborne tilt can cancel with directional X into Ninja Move. Neutral X does not grant an extra jump; aerial restrictions remain.
Gaara (PTS, first outfit)UNSG V2
Characters
- 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
Characters
- At 60 FPS: The air-combo finisher pulls the opponent into the ending hit.
Gaara (TS / adult)UNSG V2
Characters
- Shorter tilt recovery. Normal jutsu startup and quiet recovery are each 20% shorter. Chakra Kunai travel speed is reduced to one-third.
Gaara, PTSUNSG Balanced
Characters
- Jutsu chakra cost is 25% higher than UNSG Base: normally 37.5 chakra, or 18.75 for the corresponding awakened cost.
GuyUNSG V2
HakuAll versions
HakuUNSG V2
Characters
- The final tilt-recovery portion runs 50% faster after the projectile and movement have finished.
HashiramaUNSG V2
HidanAll versions
Characters
- Corrected late-hit jutsu chase movement at 60 FPS. The separate Substitution → Block report remains unresolved.
HidanUNSG V2
Characters
- Shorter tilt and jutsu recovery, with improved air-combo opening timing.
Hidan, supportUNSG Balanced
Characters
- A guarded support jutsu starts horizontal guard pushback at 150% of UNSG Base speed.
Hinata (TS)All versions
Characters
- Fixed side-combo ending contact and cinematic alignment at 60 FPS.
Ino (PTS)All versions
ItachiUNSG V2
Characters
- 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
Characters
- 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 (support only)UNSG V2
Characters
- Faster support-jutsu startup and 50% stronger projectile tracking.
Kabuto (regular)UNSG V2
Characters
- Shorter jutsu and down-combo ending recovery. Separate from Snake-cloak Kabuto.
Kabuto (Snake-cloak)UNSG V2
Kakashi (Ninja Hounds)All versions
Characters
- The dog-jutsu variant is selectable as a support and performs the dog jutsu. Other Kakashi variants remain available.
Kakashi (Ninja Hounds)UNSG V2
Characters
- 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
Characters
- 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
Characters
- Fixed the neutral-combo hit after the teleport at 60 FPS.
KakuzuAll versions
KakuzuUNSG V2
Characters
- Shorter jutsu recovery.
- Reduced full ground-combo damage and moved more damage to the ending.
Kankuro (PTS)All versions
Kankuro, PTSUNSG Balanced
Characters
- 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 awakeningUNSG Balanced
Characters
- 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.
KarinUNSG V2
Characters
- The settled tilt-recovery portion takes 69% of its original duration. Jutsu recovery is also shortened.
Kiba (PTS)All versions
Characters
- Improved the late Akamaru hit and final shadow-clone hit in the down combo at 60 FPS.
Kiba (PTS)UNSG V2
Kiba (TS)UNSG V2
Kiba — both versionsUNSG V2
Characters
- Akamaru’s separate companion dash is disabled; Kiba’s own dash and second combo hit remain intact.
Kiba, including PTS AkamaruUNSG Balanced
Characters
- Akamaru no longer performs his companion dash. Kiba retains his own dash and second combo hit.
Killer BeeUNSG V2
Characters
- Doubled the normal travelling jutsu’s approach-speed limit, from 65 to 130. Its original contact and timeout rules still apply.
KimimaroUNSG V2
Characters
- Larger tilt hitbox improves close-range contact. Some close-range misses remain.
KisameAll versions
KisameUNSG V2
Characters
- Reduced full ground-combo damage and moved more damage to the ending.
KonanAll versions
Characters
- Fixed up-combo contact and the abrupt fall afterward at 60 FPS. Side-combo ending also connects correctly.
KonanUNSG V2
KurenaiUNSG V2
Characters
- The jutsu clone moves 25% faster horizontally, increasing unobstructed range while retaining its normal lifetime.
Lee (TS)All versions
Lee (TS)UNSG V2
Characters
- Shorter jutsu recovery. Fixed the fourth jutsu hit missing after the third hit.
Masked ManAll versions
Characters
- 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 ManUNSG Balanced
Masked ManUNSG V2
MeiAll versions
Characters
- 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.
MeiUNSG Balanced
Characters
- The travelling jutsu keeps gentle tracking after its initial guidance ends. Range is unchanged.
MeiUNSG V2
Characters
- 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.
MinatoUNSG V2
Naruto (Massive Rasengan Barrage)All versions
Characters
- 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
Characters
- 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 awakeningUNSG Balanced
Characters
- 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 (TS / adult)All versions
Obito (young)UNSG V2
OnokiAll versions
Characters
- 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.
OnokiUNSG Balanced
OnokiUNSG V2
OrochimaruUNSG V2
PainAll versions
Characters
- Fixed down-combo connections at 60 FPS.
- At 60 FPS: The ultimate clone now continues running after it appears.
PainUNSG Balanced
Characters
- 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.
RaikageAll versions
Characters
- Fixed up-combo movement and enlarged the neutral-combo final hitbox to improve connections at 60 FPS.
RaikageUNSG V2
SaiAll versions
Characters
- 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 (TS)UNSG V2
Characters
- Shorter recovery after the down-combo cinematic ending.
Sakura, TSUNSG Balanced
Characters
- The first tilt startup frame takes 250 ms instead of approximately 33.3 ms. Later attack and recovery timing are unchanged.
SasoriUNSG Balanced
Characters
- 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 (PTS, Chidori outfit)UNSG V2
Characters
- Added startup protection to Chidori and shortened its ending recovery. The backflip remains.
Shikamaru (PTS)UNSG V2
Shino (PTS)All versions
Shino (PTS)UNSG V2
Temari (PTS)All versions
Temari (TS)UNSG V2
Characters
- Faster jutsu startup and shorter recovery.
- Chakra-kunai hitstun reduced by 50%.
Tenten (PTS)All versions
Tenten (PTS)UNSG V2
Tenten (TS)UNSG V2
Characters
- Air chakra dash uses the standard travel limit.
- Shorter jutsu recovery, after the attack finishes.
Tenten, PTSUNSG Balanced
Characters
- 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.
TobiAll versions
TsunadeUNSG V2
Characters
- Shorter tilt recovery and longer tilt travel. Shorter ground/air-jutsu recovery.
YamatoUNSG V2
Characters
- Faster jutsu startup, shorter recovery and increased travel distance.
- Slightly faster tilt startup.
ZabuzaAll versions
Characters
- Fixed the first-to-second ground-combo hit connection at 60 FPS.
ZabuzaUNSG V2
Characters
- Adjusted tilt startup and travel, and shortened recovery. The aerial tilt route remains available.
AwakeningUNSG V2
Mechanics
- 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 chargeUNSG Balanced
Mechanics
- 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 jutsuUNSG V2
Mechanics
- 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 DashUNSG V2
Mechanics
- 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 cancelsUNSG V2
Mechanics
- 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 damageUNSG V2
Mechanics
- 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 descriptorUNSG Balanced
Mechanics
- Effect duration is 70% of UNSG Base, including the EX version.
Guard damageUNSG V2
Mechanics
- Blocked chip damage cannot reduce health below 1. Existing damage from a clean hit remains lethal.
Kunai cancelsUNSG V2
Mechanics
- 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 MoveUNSG V2
Mechanics
- 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 clashesUNSG V2
Poison cover fireAll versions
Mechanics
- 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 inputsUNSG V2
Mechanics
- 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.
SubstitutionUNSG V2
Mechanics
- 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 teamsUNSG V2
Mechanics
- 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 grabsUNSG V2
Mechanics
- 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.
Fullscreen and launcherAll versions
Presentation
- 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 artworkAll versions
Presentation
- 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 controlsAll versions
Presentation
- 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.
SurvivalAll versions
Presentation
- Fixed the repeated opponent-list animation on entry, confirmation and return.
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Source: installed app/docs/PatchNotes.html · imported September 13, 2026. Original document ↗
