CURRENT INSTALLATION / V2 REFERENCE
The numbers behind V2.
This reference focuses on UNSG V2, including its documented damage and gameplay adjustments. Extracted asset settings retain their source evidence; V2 runtime changes can alter the final in-match result. Older Base or community damage figures are not treated as verified V2 damage.
A literal value in the current installation. Engine units and V2 code overrides may still affect its runtime meaning.
A rule stated in the installed V2 patch notes. This is documentation, not a measured result.
Reserved for confirmed in-match values. No per-hit damage has reached this status yet.
DOCUMENTED V2 VALUES
V2 system rules
Current installed patch-note statements. Relative modifiers are preserved as written; they are not converted into guessed absolute damage or frame values.
| System | Documented value / condition |
|---|---|
| Awakening | The awakened form lasts half its original duration plus 3.5 seconds. |
| Awakening | 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. |
| Chakra and charged jutsu | Manual chakra charging is 50% faster, and passive chakra recovery is increased. |
| Chakra and charged jutsu | 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 | Chakra Dash costs half as much chakra. Quick Chakra → Jump cancels and charged ground-dash inputs are supported; normal affordability checks remain. |
| Combo damage | 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. |
| Guard damage | Blocked chip damage cannot reduce health below 1. Existing damage from a clean hit remains lethal. |
| Ninja Dash and Ninja Move | Two distinct quick Jump presses trigger Ninja Dash; the first press still performs its usual action. |
| Ninja Dash and Ninja Move | Ninja Dash startup runs 10% faster and travel runs 5% faster. |
| Substitution | The regeneration wait is shortened by two seconds. Regeneration retains the frame-rate corrections needed at 60 FPS. |
| Supports and teams | Support cooldowns last twice as long. |
| Supports and teams | The bonus portion of named-team buffs is doubled; for example, a 10% bonus becomes 20%. |
| Supports and teams | A hit Dash Cut support stays unavailable for an additional three seconds during its recovery. |
Source: release 1.2.13 app/docs/PatchNotes.html · 0782cf7e7daec95c90daaf05da977a5017251ef282c09859b237474abd99fd82

DAMAGE RESEARCH / HIDAN
How much does Hidan’s second hit deal?
Final V2 damage: not established yet. The current animation records contain collision and damage-ID references, but those are not damage amounts or a confirmed hit sequence. V2 also adjusts combo damage at runtime.
See the Hidan evidence and remaining gap →Character filters include matching character-file families and explicitly referenced skill slots. These associations do not confirm a particular costume, awakening, or runtime route.
| Skill / source | Parameter | Installed value | Evidence |
|---|
Download all extracted values (JSON) · Build identity and coverage
What still needs decoding?
Binary damage-record semantics, final health loss for individual hits, startup/recovery timing, costs and runtime modifiers remain unresolved. We do not treat script thresholds as measured frame data, count collision references as hits, or label old community totals as V2 values.
Coverage is the 542 parameter and skill assets selected by the supported parser, not every possible numeric field in the executable or every game asset.

