BASE · BALANCED · V2

What’s Changed?

Every documented change. One reference.

Generations V2

WHAT’S NEW IN V2

Changes Worth Knowing.

Explore all V2 changes ↗

Cumulative V2 rules · Select a change for its full explanation.

106 changes

Cumulative archive · release 1.2.6 / gameplay 358 · imported September 13, 2026. Latest verified release notes ↗

Movement & cancelsNew routes, dash inputs, tilt and grab options.6 changes
Topic & ModeWhat Changes
Chakra DashUNSG V2

Chakra Dash costs half; more eligible cancel and recovery routes.

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  • 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

Ground combo → Jump / Ninja Move; Kunai → combo, plus ground throw → Jump.

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  • 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.
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%.

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  • 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.
Spark inputsUNSG 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.

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 & ModeWhat Changes
AwakeningUNSG V2

Awakening: half duration + 3.5s; gauge charge takes twice as long.

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  • 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

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

Manual charge +50%; charged-jutsu hold halved; selected jutsu costs +50%.

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  • 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.
Damage & defenseCombo damage, substitution, clashes and chip damage.4 changes
Topic & ModeWhat Changes
Combo damageUNSG V2

Ground damage shifts to finishers; capped strings and separate air-combo reductions.

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  • 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.
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.

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  • 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 & itemsTeam bonuses, support cooldowns, cover fire and items.3 changes
Topic & ModeWhat 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.

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  • 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.
Supports and teamsUNSG V2

Support cooldowns 2×; team bonus portions 2×; hit Dash Cut recovery +3s.

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  • 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.
V2 character adjustmentsCharacter-specific tools, costs, damage and recovery.46 changes
Topic & ModeWhat 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.

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  • 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.
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 air tilt is unchanged. 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 & ModeWhat Changes
ChiyoUNSG Balanced

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

DeidaraUNSG Balanced

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

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.

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  • 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

Salamander jutsu damage −20%; smaller radii, earlier ending, revised protection/guard drain.

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  • 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.
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. Range is unchanged.

Naruto, Six-Tails awakeningUNSG Balanced

Six-Tails damage reduced; first air phase blockable, second breaks guard.

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  • 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.
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. Later attack and recovery timing are unchanged.

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%.

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  • 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.
Shared fixes & roster updatesCorrections and updates that apply across modes.29 changes
Topic & ModeWhat Changes
DanzoAll versions

Improved neutral and up-combo connections at 60 FPS.

Gaara (TS / adult)All versions

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

HakuAll versions

Fixed the side-combo ending at 60 FPS.

HidanAll versions

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

Hinata (TS)All versions

Fixed side-combo ending contact and cinematic alignment at 60 FPS.

Ino (PTS)All versions

Down-combo final hit fixed at 60 FPS.

Itachi (Tsukuyomi outfit)All versions

Tsukuyomi outfit portraits updated; roster handover image fixed.

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  • 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.
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 (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.

KakuzuAll versions

Fixed down-combo connections at 60 FPS.

Kankuro (PTS)All versions

Fixed idle puppet jitter at 60 FPS.

Kiba (PTS)All versions

Improved the late Akamaru hit and final shadow-clone hit in the down combo at 60 FPS.

KisameAll versions

Fixed side-combo ending contact at 60 FPS.

KonanAll versions

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

Lee (TS)All versions

Fixed tilt movement and later hits at 60 FPS.

Masked ManAll 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.

MeiAll versions

Up-combo contact fixed; landed third-hit stagger extended 100ms at 60 FPS.

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  • 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.
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.

Neji (TS / adult)All versions

Fixed a tilt crash and up-combo connections at 60 FPS.

OnokiAll versions

60 FPS fixes to down-combo cinematic, up-combo and late neutral hitbox.

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  • 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.
PainAll versions

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

RaikageAll versions

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

SaiAll versions

Air finisher knockdown fixed; original first-hit startup retained after Chakra Kunai.

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  • 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.
Shino (PTS)All versions

Fixed the side-combo ending at 60 FPS.

Temari (PTS)All versions

Neutral-combo final hit fixed at 60 FPS.

Tenten (PTS)All versions

Down-combo final hit fixed at 60 FPS.

TobiAll versions

Fixed down-combo ending contact at 60 FPS.

ZabuzaAll versions

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