BASE · BALANCED · V2
What’s Changed
Every documented change. One reference.

SYSTEM CHANGES · UNSG V2
Changes Worth Knowing.
MOVEMENTCancel All Day
V2 adds new ways out: cancel a missed grab into Kunai, or Ninja Dash into Kunai or items.
See the rules ↗
CHAKRAKeep On Dashin’
Charge chakra 50% faster. Chakra Dash now costs half as much.
See the rules ↗
DEFENSEBack in the Fight
Substitution regeneration starts 2 seconds sooner. Save your escape for the right moment.
See the rules ↗
SUPPORTSCall Your Backup
Support cooldowns take twice as long. Plan your calls; named-team bonus portions also double.
See the rules ↗These highlights describe UNSG V2. Choose a mode below to explore its shared fixes, system changes, and character adjustments.
107 changes
Archived comparison material. The Air Chakra Dash block cancel is documented here separately from the original archive. Latest verified release notes ↗
Movement & cancelsNew routes, dash inputs, tilt and grab options.7 changes
| Topic & Mode | What Changes |
|---|---|
| Chakra DashUNSG V2 | Chakra Dash costs half; more eligible cancel and recovery routes. Read Full Details
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| Air Chakra Dash block cancelUNSG V2 | Press Guard during a forward Air Chakra Dash to cancel into an airborne block with the natural forward-jump animation. This does not grant another jump. |
| Combo and Kunai cancelsUNSG V2 | Ground combo → Jump / Ninja Move; Kunai → combo, plus ground throw → Jump. Read Full Details
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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. |
| Ninja Dash and Ninja MoveUNSG V2 | Double-tap Jump for Ninja Dash; more cancels; startup +10% speed, travel +5%. Read Full Details
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| Spark inputsUNSG V2 | Simultaneous Spark inputs keep a forward or backward dash instead of being replaced by a jutsu on the same frame. Normal chakra requirements and action restrictions still apply. |
| 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. |
Chakra & awakeningCharge speed, resource costs and transformation timing.3 changes
| Topic & Mode | What Changes |
|---|---|
| AwakeningUNSG V2 | Awakening: half duration + 3.5s; gauge charge takes twice as long. Read Full Details
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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. |
| Chakra and charged jutsuUNSG V2 | Manual charge +50%; charged-jutsu hold halved; selected jutsu costs +50%. Read Full Details
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Damage & defenseCombo damage, substitution, clashes and chip damage.4 changes
| Topic & Mode | What Changes |
|---|---|
| Combo damageUNSG V2 | Ground damage shifts to finishers; capped strings and separate air-combo reductions. Read Full Details
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| Guard damageUNSG V2 | Blocked chip damage cannot reduce health below 1. Existing damage from a clean hit remains lethal. |
| Opening-hit clashesUNSG V2 | Simultaneous opening melee hits cause mutual pushback. |
| SubstitutionUNSG V2 | Substitution wait −2s; extra separation after landed ground melee. Read Full Details
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Supports & itemsTeam bonuses, support cooldowns, cover fire and items.3 changes
| Topic & Mode | What Changes |
|---|---|
| Frenzy Pill, including its EX descriptorUNSG Balanced | Effect duration is 70% of UNSG Base, including the EX version. |
| Poison cover fireAll versions | Poison survives competing cover-fire results on accepted, unguarded hits. Read Full Details
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| Supports and teamsUNSG V2 | Support cooldowns 2×; team bonus portions 2×; hit Dash Cut recovery +3s. Read Full Details
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V2 character adjustmentsCharacter-specific tools, costs, damage and recovery.46 changes
| Topic & Mode | What Changes |
|---|---|
| AsumaUNSG V2 | Shorter recovery after the jutsu releases its projectile. |
| C (support only)UNSG V2 | Support-jutsu startup is 30% shorter; later attack waves keep their original spacing. |
| 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. |
| DanzoUNSG V2 | After a missed grab, cancel into normal or chakra kunai sooner. Tilt damage is reduced by 30%. |
| DeidaraUNSG V2 | 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 | Faster normal jutsu preparation. Sand Burial costs 22.5 chakra. Its hands-raised preparation runs at twice the original speed. |
| 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. |
| GuyUNSG V2 | Faster jutsu startup and recovery. |
| HakuUNSG V2 | The final tilt-recovery portion runs 50% faster after the projectile and movement have finished. |
| HashiramaUNSG V2 | Increased tilt travel distance. |
| HidanUNSG V2 | Shorter tilt and jutsu recovery, with improved air-combo opening timing. |
| ItachiUNSG V2 | Crow tilt → Jump; faster ground fireball and walking-clone startup/travel. Read Full Details
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| Jirobo (support only)UNSG V2 | Faster support-jutsu startup and 50% stronger projectile tracking. |
| 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 (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. |
| KakuzuUNSG V2 | Shorter jutsu recovery. Reduced full ground-combo damage and moved more damage to the ending. |
| KarinUNSG V2 | The settled tilt-recovery portion takes 69% of its original duration. Jutsu recovery is also shortened. |
| Kiba (PTS)UNSG V2 | Jutsu costs 50% more chakra in UNSG V2. |
| Kiba (TS)UNSG V2 | Jutsu costs 50% more chakra. |
| Kiba — both versionsUNSG V2 | Akamaru’s separate companion dash is disabled; Kiba’s own dash and second combo hit remain intact. |
| Killer BeeUNSG V2 | Doubled the normal travelling jutsu’s approach-speed limit, from 65 to 130. Its original contact and timeout rules still apply. |
| KimimaroUNSG V2 | Larger tilt hitbox improves close-range contact. Some close-range misses remain. |
| KisameUNSG V2 | Reduced full ground-combo damage and moved more damage to the ending. |
| KonanUNSG V2 | Faster tilt and jutsu startup. |
| KurenaiUNSG V2 | The jutsu clone moves 25% faster horizontally, increasing unobstructed range while retaining its normal lifetime. |
| Lee (TS)UNSG V2 | Shorter jutsu recovery. Fixed the fourth jutsu hit missing after the third hit. |
| Masked ManUNSG V2 | Jutsu costs 50% more chakra in UNSG V2. |
| 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. |
| MinatoUNSG V2 | Tilt damage is reduced by 36%. |
| Naruto (Sage Mode)UNSG V2 | Faster ground-tilt startup. The selected Sage clone-grab startup is approximately 407 ms, with the owner and clone moving in sync. |
| Obito (young)UNSG V2 | Faster tilt startup and shorter recovery. |
| OnokiUNSG V2 | Jutsu costs 50% more chakra in UNSG V2. |
| OrochimaruUNSG V2 | Shorter jutsu recovery. |
| RaikageUNSG V2 | Faster jutsu startup. |
| Sakura (TS)UNSG V2 | Shorter recovery after the down-combo cinematic ending. |
| Sasuke (PTS, Chidori outfit)UNSG V2 | Added startup protection to Chidori and shortened its ending recovery. The backflip remains. |
| Shikamaru (PTS)UNSG V2 | Faster grab and jutsu startup. |
| Shino (PTS)UNSG V2 | Faster jutsu startup. |
| Temari (TS)UNSG V2 | Faster jutsu startup and shorter recovery. Chakra-kunai hitstun reduced by 50%. |
| 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. |
| TsunadeUNSG V2 | Shorter tilt recovery and longer tilt travel. Shorter ground/air-jutsu recovery. |
| YamatoUNSG V2 | Faster jutsu startup, shorter recovery and increased travel distance. Slightly faster tilt startup. |
| ZabuzaUNSG V2 | Adjusted tilt startup and travel, and shortened recovery. The aerial tilt route remains available. |
Balanced character adjustmentsChanges for the balance-focused ruleset.15 changes
| Topic & Mode | What Changes |
|---|---|
| ChiyoUNSG Balanced | Ordinary Kunai/Shuriken and Chakra Kunai projectiles travel at 80% of UNSG Base speed, including the corresponding puppet throws. |
| DeidaraUNSG Balanced | The four affected travelling jutsu projectiles move at 50% of UNSG Base speed. |
| Gaara, PTSUNSG Balanced | Jutsu chakra cost is 25% higher than UNSG Base: normally 37.5 chakra, or 18.75 for the corresponding awakened cost. |
| Hidan, supportUNSG Balanced | A guarded support jutsu starts horizontal guard pushback at 150% of UNSG Base speed. |
| Kankuro, PTSUNSG Balanced | Puppet tilt startup 100 → 240ms; smaller hitboxes and longer ending recovery. Read Full Details
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| Kankuro, Salamander awakeningUNSG Balanced | Salamander jutsu damage −20%; smaller radii, earlier ending, revised protection/guard drain. Read Full Details
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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. |
| Masked ManUNSG Balanced | Jutsu chakra cost is 25% higher than UNSG Base. |
| MeiUNSG Balanced | The travelling jutsu keeps gentle tracking after its initial guidance ends. |
| Naruto, Six-Tails awakeningUNSG Balanced | Six-Tails damage reduced; first air phase blockable, second breaks guard. Read Full Details
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| OnokiUNSG Balanced | Jutsu chakra cost is 25% higher than UNSG Base. |
| 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. |
| Sakura, TSUNSG Balanced | The first tilt startup frame takes 250 ms instead of approximately 33.3 ms. |
| 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. |
| Tenten, PTSUNSG Balanced | Tracking reduced; ultimate guard drain −60%; extra body attack removed; jutsu cost +25%. Read Full Details
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