LEARN / COMPARE / EXPLORE

Gameplay

Your starting point for inputs, game modes, and V2 mechanics.

Kakashi

QUICK REFERENCE

Community Notation

The shorthand you’ll see in guides and discussions.

U1
Jutsu
U2
Ultimate Jutsu
U3
Team Ultimate Jutsu
Amode
Awakening Mode

START HERE

Learn the inputs. Know your options.

Inputs Describe Actions

Read game tutorials →

What Frame Data Answers

Startup
Time from the defined accepted input to the first active collision.
Active window
The interval when the action can connect. Multiple windows may exist.
Recovery
The commitment after activity until the defined actionable state.
Cancel
A permitted transition into another action before normal completion.
Frame advantage
The difference between the players’ actionable times after contact, under specified conditions.

Choose a Useful Question

“Can I punish this at this distance?” needs startup, reach and both players’ actionable times. “Which combo should I use?” needs damage, resource costs, escape tests and failure rates. A tier list needs matchup and player-result evidence beyond individual move values.

BASE · BALANCED · V2

Choose your Generations.

Three ways to play: the familiar game, a balance-focused ruleset, or expanded movement and cancels.

Based on the cumulative notes imported September 13, 2026. Check your launcher for changes made after this snapshot.

01 / ORIGINAL FEEL

UNSG Base

Start here for the original gameplay with the project’s 60 FPS timing and compatibility fixes.

Browse Base fixes ↗
02 / BALANCE FOCUS

UNSG Balanced

Character and system adjustments, with gameplay closer to Base.

Browse Balanced changes ↗

Separate modes. A change listed for Balanced is not automatically part of V2, or vice versa. Each mode’s filter also includes shared fixes.

AT A GLANCE

What Changes in Play?

Selected documented differences. Follow a link for its exact conditions.
AreaUNSG BaseUNSG BalancedUNSG V2
Starting pointOriginal gameplay with shared corrections.Targeted balance adjustments.Expanded mechanics and V2 tuning.
Cancels & movementThe expanded routes linked here are documented for V2.Combo → Jump / Ninja Move; Kunai → combo .
Ninja Dash → Kunai or items .
Combat pacingBaseline for the listed adjustments.Revised awakening charge .
Shorter Frenzy Pill duration .
Lower Chakra Dash cost .
Shorter substitution regeneration wait .
Damage & rosterBaseline for mode-specific tuning.Character-specific damage, cost, speed and hitbox adjustments. See the roster changes ↗Less damage concentrated in early combo hits .
See V2 roster changes ↗

SHARED FEATURES

More Than a Frame-Rate Change.

Profiles & Controls

Saved player names and controller bindings, profile names in battles and results, and PlayStation/Xbox button prompts.

Read profile details

Launcher & Display

Launcher updates and version restoration, plus F11 or Alt+Enter for fullscreen/windowed play.

Read launcher details

Opening & Presentation

A 60 FPS opening movie at its original duration, alongside the project’s title and artwork changes.

Read presentation details

FIND YOUR CHARACTER

Check the Changes That Matter to You.

Character entries are alphabetical. Filter by mode, search a name or mechanic, and open the relevant entry.

About this comparison

This page summarizes the supplied cumulative notes labeled release 1.2.6 / gameplay 358, imported September 13, 2026. It is not a fresh audit of the current executable. The separate asset extraction is dated September 15, 2026 and labeled release 1.2.13 / gameplay 358.

A change’s absence from this overview does not prove it is absent from the game. Exact character, outfit, support-role and frame-rate restrictions are preserved in the linked notes. Extracted authoring fields are not verified final damage values.

Read the archived source notes ↗