UNSG V2 / PUBLIC UPDATES

Patch Notes

Balance changes, gameplay fixes, and online updates.

Season 5 · Patches 5.1–5.2

PUBLIC UPDATE Season 5 · Latest

5.2

Character & Combat Fixes

Character fixes, Singles vs Teams loading, clearer menu controls and improved launcher diagnostics.

LarsHanzoNagatoMifuneDarui

Available on Stable and Experimental. Update through the launcher to retain your saves, profiles and settings.

Online
Singles vs Teams loading

Fixed a match-loading failure caused by different empty-support slot data on the two players.

Characters
Imported strikeback damage

Corrected excessive strikeback damage for Nagato, Hanzo, Mifune, and Darui to match native characters.

Imported awakening stability

Fixed a crash involving imported awakening states, including the reported mid-match online crash.

Hanzo and Nagato — Projectiles

Corrected normal projectile volleys on the ground, in the air, and while awakened.

Lars — Chakra kunai

Corrected close-range aiming, including throws over the opponent, and made his gun and upper body follow the target.

Lars — Balance cover fire

Uses a shorter eight-kunai volley with faster animation and departure. His main-character chakra volley keeps its full projectile count.

Imported cinematic combo endings

Hanzo, Nagato, Mifune, and Darui now require contact with the opponent before entering their combo cinematics.

Imported awakening movement

Corrected Hanzo, Nagato, and Mifune’s awakened walking speed.

Nagato and Mifune’s blocked awakened dashes now leave the opponent guarding.

Imported awakening guard damage

Adjusted awakening guard damage for Hanzo, Nagato, Mifune, and Darui. Nagato’s awakened jutsu retains its existing guard damage.

Hanzo and Mifune — Ninja-move throws

Corrected movement during ninja-move kunai throws.

Nagato — Down combo and jutsu sounds

Corrected down-combo projectile damage to respect the combo damage limit.

Restored missing awakened jutsu sound effects.

Darui — Tilt and lightning sounds

Restored first-slide jump and ninja-move cancels after chakra charging.

Restored missing grab and up-combo lightning sounds.

Menus
Combo List

Fixed imported characters’ pause-menu Combo List data and move labels.

Character-select pages

Added native R3 Next Page and L3 Previous Page prompts to the bottom control strip.

Launcher
Repair errors and Save Logs

Improved installation and repair error details, including missing or unsupported original archives.

Expanded Save Logs diagnostics for Windows access errors and security-related events affecting the game files.

Startup crash diagnostics

Save Logs now records the failing code location for guest null-address crashes, helping identify startup failures.

PUBLIC UPDATE Season 5 · Previous release

5.1

Five New Fighters

Lars, Hanzo, Nagato, Mifune and Darui join the roster, alongside Direct connection recovery and combat fixes.

LarsHanzoNagatoMifuneDarui

Available on Stable and Experimental. Update through the launcher to retain your saves, profiles and settings.

New characters
Lars — New playable character

Added with moves, ultimate, awakening, voices, selection artwork and battle portraits.

Hanzo — New playable character

Added with moves, ultimate, awakening, voices, selection artwork and battle portraits.

Nagato — New playable character

Added with moves, ultimate, awakening, voices, selection artwork and battle portraits.

Mifune — New playable character

Added with moves, ultimate, awakening, voices, selection artwork and battle portraits.

Darui — New playable character

Added with moves, ultimate, awakening, voices, selection artwork and battle portraits.

Named teams

Added named-team combinations for the new characters.

Mechanics
Singles versus teams

V2

  • During support selection, select your main character again to finish choosing a single fighter with no supports. A single fighter can face a full team.
  • Character select shows the chosen fighter's portrait for this selection. No support characters appear on the loading screen or become available in battle.
  • Fighters with no supports receive 20% higher attack, defense, and movement speed throughout the fight.
Connectivity
Direct connection recovery

Direct connections can retry once automatically after a timeout, including between matches, without leaving the room.

Reduced connection-status polling to avoid signaling rate limits during extended attempts.

Direct does not silently switch to Relay.

Bug fixes
Naruto — PTS awakening

Fixed the awakened side-combo finisher failing to connect.

Naruto — Sage Mode

Fixed the side combo leaving the opponent stuck in its cinematic reaction.

Fixed late substitution during the jutsu still allowing cinematic damage after the opponent escaped.

Team Ultimate substitution

Fixed overlapping Team Ultimate contacts overwriting an already accepted substitution.

Season 4 · Patches 4.1–4.6

PUBLIC UPDATE Season 4

4.6

Character & Puppet Adjustments

Jutsu improvements, earlier Sasuke air-combo cancels, a Tenten support fix and puppet adjustments.

KonanYamatoShippuden TentenSasori
Characters
Tenten (Shippuden)

Fixed her support jutsu preventing substitution at point-blank range.

Sasuke (Taka and CTS/Kirin)

The final air-combo hit can now be cancelled into a chakra dash at the earlier timing.

Ino

Flower Bomb travels 30% faster.

Yamato

Jutsu starts 20% sooner and travels 20% faster.

The attack continues forward across the arena instead of ending in the ground.

Tobi

Jutsu recovery is 20% shorter.

Karin

Jutsu starts 10% sooner, with 20% shorter recovery.

Konan

Jutsu tracking improved by approximately 52%.

Zabuza

Jutsu tracking improved by 32%.

Hashirama

Jutsu reaches across the arena, starts 20% sooner, and has 20% shorter recovery.

Third Hokage, Kabuto, Gaara (Shippuden), Sakura (PTS), and Temari (PTS)

Jutsu starts 20% sooner.

Temari (Shippuden and PTS)

Jutsu reaches across the arena.

Puppet characters

PTS Kankuro, Shippuden Kankuro, and Sasori tilts restored to their Base behavior.

Sasori grab restored to its Base behavior.

Puppets move 25% faster when manually moved while guarding.

PUBLIC UPDATE Season 4

4.5

Direct Connections & Pain Tilt Cancel

Direct connection improvements, Pain’s tilt jump cancel and more useful network diagnostics.

Pain

Update through the launcher to play online with Patch 4.5 players.

Online
Direct connections

Direct connections now stay Direct. If a connection cannot be established, a clear message lets you cancel and retry or create a room with Relay selected.

Connection timeout

Direct connections have more time to establish before timing out.

Input redundancy

Recent inputs are sent redundantly over Direct connections to reduce stalls caused by lost or delayed packets.

Characters
Pain · Tilt jump cancel

Pain: a confirmed tilt hit can now be jump-cancelled. Whiffed, blocked, and substituted hits keep their existing behavior.

Launcher
Save Logs

Save Logs now includes recent network timing CSVs and rotated logs, making one diagnostic ZIP more useful for investigating connection issues.

PUBLIC UPDATE Season 4

4.4

Support Recovery & Online Fixes

Support adjustments, corrected recovery, spectator fixes and improved final set-report delivery.

MeiSakura

Update through the launcher to retain your saves, profiles and settings.

Characters
Sasuke (Susano'o) · Support explosion

Sasuke (Susano'o): one substitution press no longer triggers a second substitution against his support explosion. You can guard after substituting the attack.

Chiyo · Support recovery

Chiyo: you can guard the continuing support attack after substitution.

Support entry speed

Karin, Chiyo, TS Tenten and TS Shino: support entry is 30% slower than the standard support entry. Orochimaru returns to standard entry speed.

Mei · Jutsu guidance

Mei: jutsu guidance increased by 20% as both main character and support.

Sakura · Airborne support

Sakura: airborne support attacks stop at the opponent instead of carrying her past them before landing.

Mechanics
Sideways knockback recovery

Corrected recovery eligibility for sideways knockback, including Kid Lee's jutsu finisher.

Combat-effect timers

Combat-effect timers now follow battle progress during online input waits.

Online
Spectator results progression

Fixed spectator results progression so watching can continue without manual confirmation.

Playback status

Cleared the preparing-playback message when spectator playback ends.

Character-selection confirmation

Character selection locks when both teams are confirmed, preventing late cancellation from separating the two players.

Session status placement

Session status text stays within the search-results panel.

Spectator indicator

Restored the spectator indicator during online fights.

Matching release versions

Online rooms require matching release versions, with update guidance for outdated clients.

Launcher
Final set reports

Improved final set-report delivery when closing the game or launcher.

PUBLIC UPDATE Season 4

4.3

Training, Spectating & Online Play

Practice while waiting, faster spectator catch-up, smoother room controls and Sasuke combat adjustments.

Susanoo SasukeKirin Sasuke

Update through the launcher. Existing players should update their current installation to keep their saves, profiles and settings.

Online Battle
Training while waiting

Hosts can practice in Training while waiting alone in Player Match, Ranked and Endless. When an opponent joins or your turn arrives, you return to the lobby without automatically readying up.

Room join sound

Restored the Player Match sound when an opponent joins your room.

Leaving Endless

Leave Endless after returning to the lobby without waiting for the other player to leave their results screen.

Opponent disconnects

Return safely to the online menu when an opponent disconnects.

Spectator catch-up

Watching a match already in progress catches up at up to five times normal speed. Watching before the fight starts and following subsequent matches use normal speed.

Spectator results playback

Spectator playback advances through victory and results without requiring controller input.

Current fighter profiles

Endless and Tournament spectators see the current fighters' names and profiles, including when the queue rotates.

Unlocked room access

Refreshing the room list retains Watch access to password-protected rooms you have unlocked.

Password dialog controls

Controller navigation stays inside the room-password dialog. Confirming Cancel closes the dialog without selecting a room behind it.

Ranked account linking

Ranked explains how to link your launcher account when one is required to create or join a room. Browsing and watching remain available.

Room status placement

Room status sits at the right of each search result, clear of player names.

Connection notices

Room-removal and connection-loss notices keep menu input paused until you acknowledge them.

UNSG V2 — Combat

These combat changes also apply to UNSG Balanced.

Susanoo Sasuke · Awakening finisher

Susanoo Sasuke's awakening ground-combo finisher deals 50% less damage. Earlier combo hits keep their existing damage.

Kirin/CTS Sasuke · Ground fireball

Kirin/CTS Sasuke's ground fireball tracks targets through the same angles as the air version.

Presentation
Training reset

Press R3 in Training, or use the compact Reset control next to Hide UI, to restart the same setup with a brief black fade and no VS screen or VS sound effects.

Ninja Info Card

The Ninja Info Card editor displays your saved player name.

Character-selection portraits

Sasuke's portrait stays level with the other portraits during online character selection.

PUBLIC UPDATE Season 4

4.2

Online Play & Support Balance

Training while waiting in Endless, password-protected rooms, support adjustments and combat fixes.

KarinKiller Bee

Update through the launcher. New players can use the Patch 4.2 fresh-install download. Existing players should update their current installation to keep their saves, profiles and settings.

Download · Fresh Install ↗

Online Battle
Training while waiting

Practice in Training while waiting for your turn in Endless. When you move into the next fighting position, you return to the lobby and choose when to ready up.

Private rooms

Password-protected rooms are available for Player Match, Ranked, Endless and Tournament. The password controls both joining and watching.

Ranked set lengths

Ranked sets now include First to 7 alongside First to 1, 3, 5 and 10.

Spectators

Spectators remain with a Player Match session between games, including after catching up with a match already in progress.

Character selection

Press Back to revise your character selection while the other player is still choosing. Stage selection begins once both players finish.

Post-match choices

Press Back to reopen your post-match choices while waiting for the opponent.

Endless room information

Endless displays the room's player count in search and the leading player's win streak on the loading screen. Returning from Training leaves you unreadied.

Search menus

Removed unused Rank and Region search options and tightened the menu layout.

Room exits and player information

Improved room-exit handling, online-to-main-menu transitions, replay player-name placement and player-rating display in search.

Compact panels

Smaller privacy and input-delay panels keep more of the native game interface visible.

UNSG V2 — Supports
Manual support entry

Manual support calls use their drop-in animations again. The previously instant-entry group drops at 2.1 times the original speed.

Slower support entry

Hidan, Onoki, Kimimaro, Anko, Masked Man, PTS Tenten, PTS Gaara, TS Shino, Orochimaru, Kabuto and Pain use a slower drop-in, at 60% of the original speed. Automatic Dash Cut remains instant.

Red team orbs

Red team orbs now boost support damage instead of Team Ultimate damage: +8%, +16%, +24%, +32% or +40% for one through five orbs. Named teams double the bonus, up to +80%.

Single-support recharge

Reduced the single-support recharge timer by two seconds before other recharge bonuses.

UNSG V2 — Combat
Jutsus, grabs and rebounds

Launching main-character jutsus and grabs prevent rebounds; support jutsus allow rebounds.

Bomb items

Bomb kunai, bomb tags and bomb balls allow rebounds.

Minato and Chiyo

Corrected Minato's Rasengan Strike Back bounce and recovery after Chiyo's completed hits.

Karin

Karin's support jutsu can be guarded immediately after substitution, on the ground and in the air.

Chiyo Cover Fire

Chiyo throws 50% fewer chakra kunai during Cover Fire, with 30% less stun.

Killer Bee

Killer Bee's travelling jutsu reaches farther.

Guarding and substitution

Corrected premature guarding after a forward-dash/backdash clash and excessive protection after substitution.

Presentation
Training HUD toggle

F9 hides or restores the full Training HUD, including health, chakra, substitutions, supports, names, timer and items.

Hide UI control

A compact Hide UI control sits in the top-left corner.

PUBLIC UPDATE Season 4

4.1

Online Battle & Launcher

A redesigned online hub and launcher, mid-match spectating, replay saving, and support and awakening adjustments.

PTS ShikamaruPTS Tenten

Update through the launcher. Already on Patch 4.1? Select Check for updates, then Download repair to install the latest fixes. All players in a room must use the same version.

Online Battle
Auto input delay

Auto input delay accounts for connection variability and missed replies, with support for up to 10 frames.

Lobby timeout

Fixed a false lobby timeout when a server response had already arrived during a long client stall.

Online hub

Redesigned in-game online menus for room search, ready checks, Endless, Tournaments, battle records and replays.

Endless

Endless now includes a shared ten-second countdown, spectator rotation and updated win/loss streak indicators.

Tournaments

Tournament brackets are displayed in-game, and waiting entrants can spectate the current match.

Spectating

Full Player Match and Ranked rooms can be joined as a spectator. Spectators can join matches already in progress.

Replays

Public replays can be saved locally and favorited. Recordings from linked profiles can be uploaded through the launcher.

Battle records

View Battle Record displays rated-set statistics from the website.

Results screen

Players can leave the results screen without waiting for their opponent to confirm.

Online menu fixes

Leaving an Endless room now clears its player panel from Online Battle. Restored public replay browsing. An empty library shows that no replays have been shared yet. New online replays now show the players’ profile names.

Mechanics · UNSG V2
Supports and recovery

Attack-type automatic combo-support damage reduced by 30%. Eligible ground supports enter directly into their jutsu. Dash Cut supports enter directly into their guard action, with recovery reduced by two seconds. Launched characters can rebound closer to the ground.

Combo and substitution fixes

Prevented premature voluntary cancels from interrupting cinematic combo finishers. Fixed inconsistent substitution spacing on first-contact and overlapping ground-combo hits.

Awakenings

Awakening duration reduced by two seconds. Non-giant awakenings can be grabbed and hit by ultimates, with exceptions for certain transformation awakenings. A landed ultimate ends awakening before the cinematic.

Base Gens
Awakening gauge

Corrected awakening gauge fill speed at 60 FPS.

Characters and items
Danzo · V2

Air-combo damage reduced to account for the finisher’s additional damage. Side-combo projectiles connect more reliably against grounded opponents, with total damage kept within the normal combo limit.

Haku · V2

Prevented jumping out of the side-combo finisher and leaving the opponent frozen.

Hiruzen · V2

Increased the side-combo finisher hitbox to prevent missed final hits.

PTS Shikamaru

Jutsu recovery shortened by 20% after the attack ends. Fixed overlapping jutsu hits preventing substitution during Strike Back.

PTS Tenten

Jutsu chakra cost restored to Base Gens. Jutsu guard damage reduced by 10% and ultimate guard damage reduced by 20%. Melee combos now deal normal character damage.

Frenzy Pill · Balanced and V2

Duration reduced by two seconds in Balanced and V2, including the EX version.

Presentation
Effects at 60 FPS

Fixed slow effect animations at 60 FPS, including Raikage's lightning, Mei's water and lava, and Kurotsuchi's puddles.

Title credits

Updated title credits.

Launcher
Account connection

Fixed the disabled Disconnect account button after reopening a linked account, and improved connection retry handling.

Save logs

Save logs includes recent launch sessions and startup failures.

Game Mode layout

Redesigned Game Mode layout with in-game artwork, font and an animated background.

Navigation and settings

Updated button styling and compact Patch Notes, Roadmap and Discord links. Tabbed Graphics and Controls settings.

Updates

A clear Update Available indicator and animated update progress.

Community

Online-player count and Discord room invitations.

Season 3 · Patches 3.1–3.3

PUBLIC BUILD Previous release

3.3

Air Defense & Balance

Forward air-dash guard cancels, chakra-kunai pressure, support tracking, and character tuning. Gameplay changes apply to V2.

KisamePTS ShikamaruKakuzu
Characters · V2 only
TS Kiba · Awakened jutsu

Awakened normal-jutsu health and guard damage are reduced by 30%.

Kakuzu · Awakened air combo

Awakened air-combo damage is reduced by 50%.

Kakuzu, PTS Gaara, TS Gaara and Kisame · Ground combos

The first ground-combo attack starts four frames later at 60 FPS, equivalent to two frames at 30 FPS.

Regular Kabuto · Main jutsu

Startup is 20% faster. Its knockdown cannot be rebounded.

PTS Shikamaru · Jutsu

The jutsu retains multiple hits, but total damage is capped at 16 base damage across the entire cast, including wall explosions.

Kisame · Main and support jutsu

Tracking improves against normal movement, with weaker steering during ninja movement and momentum dash-jump cancels.

Konan · Support jutsu

Tracking improves against moving targets.

MRB Naruto, NTR Naruto and Kirin Sasuke · Combos

Ground- and air-combo hitbox radii are reduced by 20%.

Kisame and TS Gaara · Air combos

Air-combo hitbox radii are reduced by 20%.

Mechanics · V2 only
Air chakra-dash block cancel

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.

Chakra-kunai guard pressure

Main-character chakra kunai deal 2.2× native guard damage. Health damage and support/Cover Fire guard damage are unchanged.

Awakening air-combo cancels

Repeated chakra-dash cancels during awakening now escalate chakra cost as intended.

Support tracking

Corrected shortened chase duration at 60 FPS for eligible melee supports, including Chojuro and Ao. Eligible support projectiles steer better against non-movement, but less strongly during ninja movement and momentum dash-jump cancels.

Display · Offline and online
Live APM

Separate P1 and P2 counters appear beside FPS and ping in offline and online fights when the FPS display is enabled. APM counts fresh button presses with a continuously decaying rate; holding a button does not repeatedly count.

PUBLIC BUILD Previous release

3.2.2

Character & Combat Adjustments

Changes since public 3.2.1. All gameplay changes below apply to V2.

TS TentenOnoki
Characters · V2 only
TS Tenten · Ground kunai combos

Removed the prolonged artificial attack-input lock. After the initial windup, the throwing sequence is 25% faster and projectile speed is 18.75% lower than in public 3.2.1. Damage is unchanged.

Onoki · Side and up ground combos

Reduced total damage, accounting for the extra rocks, to respect the 21.14 ground-combo damage cap.

TS Temari · Chakra kunai

Recovery tail is 20% shorter for main-character use and Cover Fire, on the ground and in the air.

Mechanics · V2 only
Support protection

Ordinary attacks—including tilts, chakra dashes and shuriken—can no longer interrupt support entry or jutsu. Jutsus, other support jutsus, Ultimates and Team Ultimates can still interrupt or clash as appropriate.

Bomb Cover Fire and Strikeback

Fixed unintended Strikeback triggers from PTS Shikamaru, TS Shikamaru and PTS Sakura bomb Cover Fire, including bombs released during interruption and their explosions. Main-character bombs retain their intended Strikeback behavior.

First-hit versus chakra-dash trades

In the specified ground and air trades against a forward chakra dash, melee attacks gain a 2-frame recovery advantage at 60 FPS (1 frame at 30 FPS). Ordinary first-hit stun is unchanged.

Awakening charge

At full chakra, holding another button while charging no longer prevents awakening charge from starting. The short deliberate hold remains.

PUBLIC BUILD Previous release

3.2.1

Combat Fixes & Quality of Life

V2 support and combat adjustments, a Kiba substitution fix, and faster diagnostic saving.

Massive Rasengan Barrage NarutoTS Kiba
Mechanics · V2 only
Support protection

Supports resist melee combos while still allowing jutsu clashes.

First-hit trades

When a first-hit melee attack trades with a forward chakra dash, the melee attacker now recovers first.

Characters · V2 only
TS Kiba

Substituting Akamaru during his ground combo now places you behind Kiba.

Launcher
Frenzy Pill

Fixed Frenzy Pill preventing attacks during incoming combos.

Save logs

Log processing is faster while preserving diagnostic evidence.

PUBLIC BUILD Previous release

3.2

Character Balance & Combat Mechanics

V2 character tuning, support and dash adjustments, and focused online and launcher updates.

PainMei
Characters · V2 only
Kisame

Jutsu tracking is reduced, including the charged jutsu.

Deidara

Jutsu tracking is reduced by 15%. Melee ground- and air-combo damage is increased by 20%; projectile damage is unchanged.

Mei

Second air-combo hit damage is reduced by 20%, and air-combo finisher damage is reduced by 15%. Opponents can no longer rebound from her jutsu.

Chiyo

Chakra kunai release immediately instead of being stored before firing.

Pain

Jutsu damage is dealt in one hit, with a base total of 10 damage.

Onoki

Jutsu preparation is slower and produces fewer rocks. If main-character Onoki is interrupted before launch, his remaining unlaunched rocks are cancelled. Down-combo damage is reduced.

Hidan · Support jutsu

The active animation is 20% faster, with more pushback and shorter blockstun on blocked hits.

PTS Shino

Reduced hitstun from chakra kunai.

Melee ground- and air-combo damage is increased by 20%; projectile damage is unchanged.

TS Tenten

Melee ground- and air-combo damage is increased by 20%; projectile damage is unchanged.

TS Temari

Melee ground- and air-combo damage is increased by 20%; projectile damage is unchanged.

PTS Tenten

Melee ground- and air-combo damage is increased by 20%; projectile damage is unchanged.

TS Shino

Melee ground- and air-combo damage is increased by 20%; projectile damage is unchanged.

Mechanics · V2 only
Ultimates

Regular Ultimate damage is reduced by 15%, except following a guard break, where it deals 10% more damage. Team Ultimate damage is reduced by 15%; after a guard break it is reduced by a further 20%. Team Ultimate attempts consume the full chakra bar, including on a miss.

Support Drive

Cover Fire activations fill the Drive gauge twice as much.

Support protection and Strikeback

Supports are protected from interruption during their jutsu entrance and jutsu action. Bomb kunai fired through Cover Fire do not trigger Strikeback; main-character bomb kunai retain normal Strikeback eligibility.

Movement and projectiles

Ground chakra-dash speed is increased by 10%. Dash clashes leave fighters closer together. Forward chakra dash recovers sooner against backward chakra dash, while the backdasher can still guard.

Chakra-shuriken travel speed is reduced by 20%. A short delay is added before transitioning from a grounded chakra-shuriken throw into a melee combo; regular shuriken cancels are unchanged.

Online
Dash synchronization

Fixed a reproduced source of desync during dashes. This addresses that reproduced cause; it does not claim that every desync is fixed.

Spectator vibration

Controller vibration is disabled while spectating.

Name moderation

Online lobby and profile names are checked by the moderation filter. Offline control-profile names remain private and unrestricted.

Launcher
Automatic result uploads

Automatic result uploads continue while the game is running, even after the launcher window is closed.

Save logs

Opens File Explorer to the saved diagnostics archive.

PUBLIC BUILD Previous release

3.1

Performance & Online Play

Lower renderer overhead in measured support-heavy scenes, retained spectator sessions, and website-linked match records.

PTS GaaraItachi
Characters
PTS Gaara · Jutsu and support

UNSG V2 When Gaara is the main fighter, normal jutsu damage is reduced by 20%. During awakening, jutsu damage is reduced by 50% instead; the reductions do not stack. Gaara’s support pellet now appears one second later.

Awakening duration

UNSG V2 All awakenings last five real seconds longer, with equivalent timing at 30 and 60 FPS.

Older Kiba · Main jutsu

UNSG V2 Damage is reduced by 20%.

Onoki and Hidan · Support jutsu

UNSG V2 Onoki’s support startup is 10% longer and its rock count is reduced from five to four. Hidan’s support startup is 10% longer.

Itachi · Walking clone

UNSG V2 Startup is 15% longer, followed by a further 20% increase relative to the previous V2 timing. Active lifetime is reduced by two seconds.

Older Neji · Rotation

Rotation no longer protects Neji during startup, active motion, or its ending.

PTS Neji · Tilt

At 60 FPS, the final tilt hit now connects behind a nearby opponent.

Naruto · Tilt startup

UNSG V2 Older/base Naruto and Massive Rasengan Barrage Naruto have 20% longer tilt startup.

Naruto and Susanoo Sasuke · Combo recovery

WSRS/NTR Naruto’s third combo hit and Susanoo Sasuke’s fourth combo hit no longer leave the defender unable to move or guard after the hit.

PTS Shikamaru (Balance) · Bomb kunai

Bomb kunai no longer cause an unintended Strikeback when an Attack support withdraws during knockback.

Kirin / True Spear and Taka Sasuke · Airborne kunai

Airborne chakra kunai no longer gain repeatable upward momentum, and their fall has been tuned to feel natural. Their normal and chakra shuriken travel 30% slower.

Older Sakura and Tsunade · Aerial jutsu

Aerial jutsu recovery is shortened again. Sakura’s approach overshoots nearby opponents less.

Mechanics
V2 Attack Up / Defense Down

Strength from relevant items and Karin effects is now 40.32% of the native magnitude. Other status effects and durations are unchanged.

Guard support · Dash Cut

Recovery after its body is hit increases from three to five seconds.

Ninja Move landing

Re-pressing Jump during the landing can now jump.

Online
Spectator match flow

Spectators stay connected through Rematch and Character Select into the next fight. The set score is retained and victory music is cleared.

Spectator and room information

The spectator HUD shows both fighters’ website profile names, and the lobby displays Spectators: N.

Room search

Search now defaults to compatible rooms rather than filtering to open slots.

Website match history

Completed Player Match sets from linked players appear in website history as unrated matches. FT1/3/5/7/10 and Tournament FT1/2/3 rooms show their match type and upload completed sets as rated when both linked players’ reports agree.

Performance
Reduced material-queue wake work

The renderer does less repeated work preparing materials. In one repeatable offline heavy-support setup, the lowest measured frame rate rose from about 34 to about 50 FPS. In one three-player online session, the lowest observed range was about 44–48 FPS. These are test examples; results vary by scene and system.

Launcher / Controls
Connect Website

Register or sign in on the website with Discord, then use Connect Website below Play in the launcher. Account status and a linking code appear there, with a one-click option to open the code-entry page. View sets opens match history. Completed Player Match sets appear as unrated history and contribute to character data. Supported rated sets update Elo and XP when both linked players’ reported results agree.

Keyboard controls

Added Clear all. Cleared bindings remain inactive while controller input continues to work.

Online Battle label

Hover text no longer refers to Xbox Live.

Move names

Added optional partial Brazilian Portuguese move-name text.

Internal debug shortcut

The internal Shift+` shortcut is disabled.

Season 2 · Patches 2.1–2.3

PUBLIC BUILD Now available

2.3

Character Balance & Online Fixes

V2 character tuning, more reliable combat interactions and improved automatic delay.

Characters · V2 only
PTS Shikamaru · Balance cover fire

Throws sooner: 9 → 5 authored frames, with equivalent timing at 30/60 FPS. Projectile speed is unchanged.

Older Sakura · Tilt

Applied Balanced’s tilt startup timing to V2. The reported input-lock bug is not fixed in this patch.

Kabuto · Jutsu

Removed the slowdown effect.

Deidara · Jutsu

Tracking reduced by 20% from 2.2.1. Other jutsu properties are unchanged.

Kankuro · Kid tilt / Timeskip awakening

Applied Balanced’s existing Kid Kankuro tilt and Timeskip Kankuro Salamander awakening nerfs to V2.

Sasori · Puppet grab

Applied Balanced’s puppet-grab startup timing to V2.

Hashirama · Down combo

Fixed the affected late down-combo hit reaching far behind him.

Older Hinata · Jutsu

Fixed repeated-hit timing at 60 FPS for both main and support jutsu.

Older Shikamaru · Grab

Fixed the grab sequence when Masked Man support hits simultaneously.

Mechanics · V2 only
Explosive chakra kunai

No longer trigger Strikeback supports.

Online · All versions
Automatic delay

Uses the worse player’s 95th-percentile ping: 2F at ≤40 ms, 4F at ≤80 ms, 6F at ≤250 ms, and 8F above 250 ms. Insufficient probe replies fall back to 8F. Manual delay is unchanged.

Disconnect audio

Fixed victory music persisting after a disconnect returns to the main menu.

Launcher / interface · All versions
Background controller input

Controllers now honor background input while the game is unfocused.

Show data

Renamed “Show frame data” to “Show data,” preserving the saved preference.

Profile names

New profile names are limited to 12 characters. Existing longer names are preserved.

Diagnostics

Improved exports with recent match traces and available Windows crash/hang details.

Coming soon

Spectating coming soon.

Update through “Check for updates” in the launcher. Both players must update and restart.

PUBLIC BUILD Now available

2.2.1

Singles & Combat Fixes

Online Singles, V2 character fixes, free chakra actions and controller improvements.

Characters · V2 only
Deidara

Normal jutsu startup reduced by 15%, with equivalent timing at 30/60 FPS. Damage, tracking, projectile speed and recovery are unchanged.

Pain

Fixed the main character’s airborne Almighty Push second hit failing after the first hit was substituted. The second hit can now connect or be blocked normally.

Mechanics · V2 only
Chakra items

Chakra-restoring items grant one free chakra action instead of refilling chakra. The benefit is consumed only when an action activates and cannot stack. Ultimates consume it correctly. Sustained actions receive free activation only; continued drain costs chakra normally.

Online
Singles rooms

Added Singles rooms with native character selection and no supports. Singles/Teams are identified during room creation and browsing, and preserved through rematches and Character Select.

Lobby controls

Added controller navigation and compact on-screen keyboards for room names, search and passwords. Physical keyboard typing no longer also navigates menus.

Connection information

Region and wired/Wi-Fi information appear in lobbies; unavailable information shows “Unknown.” The in-game display remains compact: FPS, ping and delay frames.

Results screen

Removed duplicate custom Rematch/Character Select buttons. Use the normal results-screen options.

Launcher / interface
Display selection

The game opens on the launcher’s monitor unless an explicit display override is selected.

Profile naming

Added a compact controller keyboard for profile naming.

Upcoming priorities

Spectating comes next, followed by assessment of hub/website integration versus stage-performance work. Translations and longer-term platform support follow. These are future work; no release dates are announced.

Update through “Check for updates” in the launcher. Both players must update and restart.

PUBLIC BUILD Now available

2.2

Black-Screen Fix & Combat Updates

A confirmed fix for the reported post-load black screen, with more room to respond in V2 combat.

In This Update

2.2
Renderer

Black-screen fix

Fixes the reported black screen after loading with audio still playing. Confirmed by a previously affected player.

V2

First-hit loop nerf

Blocked first-hit → Ninja Move loops cannot restart until blockstun ends. No extra delay; on-hit routes unchanged.

V2

Wider chakra-dash clashes

2.2× the original separation setting gives players more space after a clash.

V2

Air-combo substitution distance

1.5× the original requested separation gives more room to react after substituting an air-combo hit.

Characters
Minato

V2

Corrected regular/chakra-kunai cancels from missed kunai grabs for both affected outfits. Cancels wait until after the projectile disappears and the later recovery window begins; successful grabs remain uncancellable.

Sasuke’s charged Dragon Flame

V2

Improved range and corrected tracking, including excessive U-turns.

Kisame

V2

Corrected normal/charged sharks diving into the ground instead of travelling across the arena, with improved tracking.

Older Gaara

V2

Removed backward reach from his first combo hit. Being interrupted before grounded chakra-kunai sand activates now cancels that premature attack.

Onoki

V2

Increased jutsu startup by the equivalent of seven frames at 60 FPS, with corresponding real-time timing at 30 FPS.

Hidan support

V2

After substituting the opening jutsu hit, the defender can guard the remaining attack.

Haku

V2

Fixed the side-combo ending into Ninja Move leaving the opponent frozen.

Young Lee

V2

Blocking his awakening-jutsu opener now stops the follow-up instead of continuing to hit guard across the arena. Successful openings still work.

Regular Kabuto

V2

Successful jutsu slowdown now lasts six seconds.

Older Kankuro

V2

Tilt startup takes 50% longer; affected shuriken travel speed is reduced 40%.

Older and young Kankuro

V2

Approximately halved regular puppet-shuriken counts, rounding odd counts upward.

Chiyo

V2

Chakra-kunai count reduced from eleven to six.

Temari

V2

Further chakra-kunai stun reduction now also applies to Balance cover fire. Smoothed the recovery animation without restoring the longer stun.

Naruto and Zabuza

V2

Smoothed the affected tilt animations, with Naruto approximately 5% slower and Zabuza approximately 20% slower.

Pain’s grounded/airborne Almighty Push

Balanced and V2

Split the original total damage across its two hits. Either hit now applies knockback independently. Substitution followed by guarding remains available.

Kimimaro

Balanced and V2

Corrected unintended body collision during ultimate activation that stopped incoming dashes.

Deidara

Balanced and V2

Corrected excessive jutsu tracking and the unintended 30 FPS projectile slowdown.

Mei

Balanced

Corrected jutsu tracking against the original 30 FPS baseline, with corresponding 60 FPS behavior.

Mechanics
First-hit loop nerf

V2

After a blocked first hit followed by Ninja Move, another first-hit attack must wait until the defender leaves blockstun. Restart becomes available immediately afterward, with no additional delay. This weakens repeated pressure loops while preserving on-hit combo routes. Escape opportunities still depend on the character and situation.

More space after chakra-dash clashes

V2

Chakra-dash clashes now use 2.2× the original separation setting, giving players more space afterward. Normal dash startup and jump-cancel timing remain unchanged.

More room after air-combo substitutions

V2

Substituting an air-combo hit now uses 1.5× the original requested separation, including first-hit substitutions. This gives more room to react to the return attack. It applies specifically to air-combo substitutions, not every airborne substitution. Normal air-dash speed remains unchanged.

60 FPS projectile travel

Base and Balanced

Corrected additional projectile travel scaling at 60 FPS, including chakra kunai. Intentional balance differences are preserved.

Repeated on-hit air Sparks

V2

Increased repeated on-hit air-Spark costs, especially the early Sparks: 2.25×, 2.5×, 2.75×, 3×, then another 0.25× per repeat.

One-support automatic refill

V2

Automatic refill for one-support teams is slower: approximately 23.67 seconds before bonuses and assist-related pauses. Named-team bonuses remain active. Two-support refill timing is unchanged.

Online
Lobbies and match flow

Online

Public or password-protected Private rooms.

Online

Visible lock indicator and incorrect-password retry.

Online

Clearer host/room identification, occupancy and availability, plus host/room search.

Online

Clear stale private-room password prompts when leaving the lobby browser.

Online

Improved reconnect handling, lock alignment and themed scrolling.

Online

Corrected results music continuing over menu music after leaving/disconnecting.

Display

Display

Compact FPS, ping in milliseconds and active input-delay frames. Auto displays the selected delay. Unavailable network values show “—”.

Offline

FPS display is available offline too.

Launcher / Fixes
Black-screen rendering fix

Renderer

Corrected the renderer issue that could leave the game black after loading while audio continued. A previously affected player confirmed the fix. This does not cover every possible startup failure.

30 FPS menus

Base and Balanced

Corrected sluggish menu/character-selection timing in 30 FPS mode.

Launcher and input

Launcher / input

Saved Background Input On/Off setting.

Launcher / input

Keyboard-binding editor.

Launcher / input

Controller reconnection/reassignment and secondary-controller profile-handling improvements. Some intermittent controller failures may remain.

Launcher / input

“Save logs” creates a diagnostic ZIP and opens Explorer with it selected.

Launcher / input

Clearer exit codes and accessible full error details.

Launcher / input

Direct3D 12 startup, with saved Vulkan preferences migrated while Vulkan support is deferred.

Discord Rich Presence

Launcher / input

Website and Join Discord buttons are being included in the release candidate. Verification from a second account, including both links, is still pending. These are website/community links, not native Join Game or Spectate actions.

Known issues
  • Rematch and long-session slowdown remain under investigation.
  • Heavy effects, puppets, simultaneous supports, and certain stages can still cause slowdown.
  • This is not the major performance update. Expanded ReShade compatibility is not a headline fix.
Future work
  • Spectating and tournament features are deferred and are not included in 2.2.
  • Major performance work, online singles, native hub/website integration, translations, and Linux followed by macOS remain future work. No release dates are announced.

PUBLIC BUILD Now available

2.1

Combat & Online Updates

Character balance, combat fixes, online match flow, and launcher improvements.

In This Update

2.1 · PUBLIC RELEASE
Kabuto
V2 · JUTSU

Kabuto

Successful jutsu hits briefly slow opponents. Blocked hits do not apply the effect.

Pain
BALANCED & V2 · COUNTERPLAY

Pain & Jutsu Defense

Almighty Push uses two strikes. Substitute the first hit to block the follow-up.

Kiba
V2 · CHARACTER BALANCE

Kiba & the Roster

Kiba’s second air-combo attack no longer hits behind him. More damage, tracking, and combo changes below.

ONLINE & LAUNCHER

Smoother Match Flow

Lobby join alerts, rematch and Character Select fixes, and clearer launcher controls.

Full Patch Notes

SELECT A CATEGORY
Characters
Kabuto

UNSG V2

  • Regular Kabuto’s jutsu briefly slows opponents on a successful hit. Blocked hits do not apply the effect.
Kiba

UNSG V2

  • The second air-combo attack no longer hits behind Kiba.
  • Jutsu guard damage is reduced by 25%.
Masked Man

UNSG V2

  • Jutsu damage is reduced by 20%, with corrected contact behavior.
Deidara

UNSG V2

  • Jutsu projectiles now travel at the slower speed used in Balanced.
Mei

UNSG V2

  • Fixed recovery gaps that allowed opponents to guard during connected grounded neutral, side, and down combos at 60 FPS.
Hinata (TS)

UNSG Balanced and UNSG V2

  • The final tilt hit has less pushback, allowing an immediate normal combo to connect.
Neji (TS)

UNSG Balanced and UNSG V2

  • Opening jutsu hits allow normal substitution.
  • Rotation’s protection ends with its ending animation.
Kimimaro

UNSG Balanced and UNSG V2

  • Opening jutsu hits allow normal substitution.
Pain

UNSG Balanced and UNSG V2

  • Grounded and airborne Almighty Push use two strikes. After substituting the first hit, the follow-up can be blocked.

All versions

  • Corrected ultimate travel timing at 60 FPS.
Tenten (PTS)

UNSG Balanced and UNSG V2

  • Jutsu tracking is reduced by a further 50%.
Gaara (PTS)

UNSG Balanced and UNSG V2

  • Sand Shower tracking is reduced by a further 50%.
Lee

All versions

  • Corrected support forward-movement timing at 60 FPS.
Mechanics
Air-combo Spark

UNSG V2

  • Corrected Spark direction after air combos, including Naruto and both default older Sasuke variants.
Puppet Guard supports

UNSG V2

  • Breaking a Guard-support puppet’s guard also guard-breaks its puppeteer support. This applies to supports only.
Ground chakra dash

UNSG V2

  • Ground chakra-dash startup is a further 15% shorter.
Named teams

UNSG V2

  • Named teams with one support receive an extra 20% faster automatic support refill in addition to their existing team bonus.
Guard-break ultimate damage

UNSG V2

  • Ultimates and team ultimates that connect during guard break deal 60% of their normal damage—a 40% reduction. A 30-damage ultimate deals 18 damage.
Re-awakening

UNSG V2

  • Corrected the cooldown before awakening again.
Team ultimates
  • Corrected substitution during the opening of team ultimates.
Generations teams

All versions

  • Added Generations team names for standard young/older character pairs, with the native team bonus.
Online
Lobby notifications
  • A sound and visible notification announce when an opponent joins your room.
Controller vibration
  • Vibration follows each player’s local setting.
Setup cancellation and departures
  • Canceling match setup or an opponent leaving returns players to the main menu with a notice. Closing the game normally promptly notifies the opponent of the departure.
Stage selection
  • After teams are agreed, online stage selection can no longer be canceled.
Rematch and Character Select
  • Fixed transitions into rematches and Character Select.
Internal resolution
  • Online play requires Native/1x internal resolution. The game explains how to change this setting and restart. Higher internal resolutions are available offline; window size can be set independently.
Launcher and maintenance
Launcher layout
  • Centered layout, distinct mode colors, game-font buttons, hover effects, and a separate update button.
  • Direct links to the Website, Discord, Patch Notes, and Roadmap.
Save diagnostics
  • Exports a ZIP to Downloads covering the latest three available launches, including startup failures, available rotated log sections, and online diagnostics.
Updates
  • Updates back up explicitly retired files before removing them and preserve saves, settings, and optional ReShade files.
Season 1 · Early Releases
1.2.15 · Online and Support Fixes

PUBLIC BUILD 15 SEPTEMBER 2026

1.2.15

Online Jutsu
& Support Fixes

Corrected move selection. Reliable support attacks. Compatible lobby searches.

Fixed in This Release

ONLINE PLAYTEST
PTS Sasuke
MOVE SELECTION

PTS Sasuke

The black outfit no longer incorrectly retains Chidori online.

PTS Kiba
JUTSU & SUPPORT

PTS Kiba & Kimimaro

Jutsu fixes include Kimimaro’s support failing to attack and staying on stage.

PTS Sakura
ROSTER & OUTFITS

Correct Move Selection

Corrected affected roster selections. PTS Sakura and PTS Temari’s second outfit also passed gameplay checks.

LOBBY COMPATIBILITY

Find Compatible Players

Numbered runtime logs no longer separate otherwise compatible players into different lobby searches.

Before Your Next Match

  1. 01Select the launcher’s Stable update channel.
  2. 02Both players update to 1.2.15.
  3. 03Restart the game. No fresh installation needed.
Save Compatibility & Bug Reports

Saves, profiles, graphics settings, supported ReShade files, and shader caches are preserved. No server restart is required.

Online remains a playtest. Include your version, characters/supports, stage, and diagnostics when reporting an issue.

Earlier Season 1 Changes

Browse the earlier changes leading up to 1.2.15. For a simpler overview by mode, visit the gameplay overview.

127 of 127 changes

Public Build Details

Verified release 1.2.15 · 123 entries
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.

ChiyoUNSG Balanced

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

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.

DanzoAll versions

Improved neutral and up-combo connections at 60 FPS.

DanzoUNSG V2

After a missed grab, cancel into normal or chakra kunai sooner. Tilt damage is reduced by 30%.

DeidaraUNSG Balanced

The four affected travelling jutsu projectiles move at 50% of UNSG Base speed.

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)All versions

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

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.

Gaara, PTSUNSG Balanced

Jutsu chakra cost is 25% higher than UNSG Base: normally 37.5 chakra, or 18.75 for the corresponding awakened cost.

GuyUNSG V2

Faster jutsu startup and recovery.

HakuAll versions

Fixed the side-combo ending at 60 FPS.

HakuUNSG V2

The final tilt-recovery portion runs 50% faster after the projectile and movement have finished.

HashiramaUNSG V2

Increased tilt travel distance.

HidanAll versions

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

HidanUNSG V2

Shorter tilt and jutsu recovery, with improved air-combo opening timing.

Hidan, supportUNSG Balanced

A guarded support jutsu starts horizontal guard pushback at 150% of UNSG Base speed.

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.

ItachiUNSG V2

Shorter tilt recovery; the crow sequence can cancel into Jump.

Read Full Details
  • 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

New base-form artwork across character select, loading, main and support portraits, with context-specific framing and transparency. The damaged/awakening artwork is retained.

Read Full Details
  • 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

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)All versions

The dog-jutsu variant is selectable as a support and performs the dog jutsu. Other Kakashi variants remain available.

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.

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.

KakuzuUNSG V2

Shorter jutsu recovery. Reduced full ground-combo damage and moved more damage to the ending.

Kankuro (PTS)All versions

Fixed idle puppet jitter at 60 FPS.

Kankuro, PTSUNSG Balanced

Puppet tilt startup increases from 100 ms to 240 ms, and its two offensive hitbox radii decrease from 100 to 80 units.

Read Full Details
  • 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

Jutsu health damage is reduced by 20%, and the affected attack radii decrease from 120 to 78 units.

Read Full Details
  • 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

The settled tilt-recovery portion takes 69% of its original duration. Jutsu recovery is also shortened.

Kiba (PTS)All versions

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

Kiba (PTS)UNSG V2

Jutsu costs 50% more chakra in UNSG V2. Corrected his online jutsu selection so the attack executes normally.

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.

Kiba, including PTS AkamaruUNSG Balanced

Akamaru no longer performs his companion dash. Kiba retains his own dash and second combo hit.

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.

Read Full Details
  • Larger tilt hitbox improves close-range contact. Some close-range misses remain.
  • Online Battle: corrected his jutsu selection as a main fighter and support. His support attack now executes and he leaves the stage normally.
KisameAll versions

Fixed side-combo ending contact at 60 FPS.

KisameUNSG V2

Reduced full ground-combo damage and moved more damage to the ending.

KonanAll versions

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

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)All versions

Fixed tilt movement and later hits at 60 FPS.

Lee (TS)UNSG V2

Shorter jutsu recovery. Fixed the fourth jutsu hit missing after the third hit.

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.

Masked ManUNSG Balanced

Jutsu chakra cost is 25% higher than UNSG Base.

Masked ManUNSG V2

Jutsu costs 50% more chakra in UNSG V2.

MeiAll versions

Fixed up-combo contact at 60 FPS.

Read Full Details
  • 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

The travelling jutsu keeps gentle tracking after its initial guidance ends.

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 (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.

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.

Naruto, Six-Tails awakeningUNSG Balanced

Ground and air jutsu deal 25% less health damage. The affected ground/air combos and Chakra Kunai deal 20% less.

Read Full Details
  • 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

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

Obito (young)UNSG V2

Faster tilt startup and shorter recovery.

OnokiAll versions

At 60 FPS: Down-combo damage and knockdown now line up with the cinematic.

Read Full Details
  • 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

Jutsu chakra cost is 25% higher than UNSG Base.

OnokiUNSG V2

Jutsu costs 50% more chakra in UNSG V2.

OrochimaruUNSG V2

Shorter jutsu recovery.

PainAll versions

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

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.

RaikageAll versions

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

RaikageUNSG V2

Faster jutsu startup.

SaiAll versions

The air-combo bird finisher now produces its intended knockdown at 60 FPS.

Read Full Details
  • 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 Ninja Dash → Chakra Kunai follow-up.
Sakura (PTS)Online Battle

Corrected online move selection for her jutsu.

Sakura (TS)UNSG V2

Shorter recovery after the down-combo cinematic ending.

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.

Sasuke (PTS, Chidori outfit)UNSG V2

Added startup protection to Chidori and shortened its ending recovery. The backflip remains. Online Battle: the black outfit now retains Chidori instead of attempting the wrong jutsu.

Shikamaru (PTS)UNSG V2

Faster grab and jutsu startup.

Shino (PTS)All versions

Fixed the side-combo ending at 60 FPS.

Shino (PTS)UNSG V2

Faster jutsu startup.

Temari (PTS)All versions

Neutral-combo final hit fixed at 60 FPS. Corrected online move selection for her second outfit; its support attack works online.

Temari (TS)UNSG V2

Faster jutsu startup and shorter recovery. Chakra-kunai hitstun reduced by 50%.

Tenten (PTS)All versions

Down-combo final hit fixed at 60 FPS.

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.

Tenten, PTSUNSG Balanced

Jutsu and ultimate tracking strength is reduced by 25%. Ultimate projectile guard…

Read Full Details
  • 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

Fixed down-combo ending contact at 60 FPS.

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.

ZabuzaAll versions

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

ZabuzaUNSG V2

Adjusted tilt startup and travel, and shortened recovery. The aerial tilt route remains available.

AwakeningUNSG V2

The awakened form lasts half its original duration plus 3.5 seconds.

Read Full Details
  • 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.

Chakra and charged jutsuUNSG V2

Manual chakra charging is 50% faster, and passive chakra recovery is increased.

Read Full Details
  • 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

Chakra Dash costs half as much chakra. Quick Chakra → Jump cancels…

Read Full Details
  • 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 and air Kunai can cancel into a combo. Ground throws can cancel into Jump.

Read Full Details
  • 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

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.

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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.
Frenzy Pill, including its EX descriptorUNSG Balanced

Effect duration is 70% of UNSG Base, including the EX version.

Guard damageUNSG V2

Blocked chip damage cannot reduce health below 1. Existing damage from a clean hit remains lethal.

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

Two distinct quick Jump presses trigger Ninja Dash; the first press still performs its usual action.

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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.
Opening-hit clashesUNSG V2

Simultaneous opening melee hits cause mutual pushback.

Poison cover fireAll versions

Corrected poison being lost when a successful poison Chakra Kunai hit and…

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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 successful, unguarded contact. Guarded hits do not gain poison.
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.

SubstitutionUNSG V2

The regeneration wait is shortened by two seconds. Regeneration retains the frame-rate corrections needed at 60 FPS.

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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 and teamsUNSG V2

Support cooldowns last twice as long.

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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.
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.

First-use shader preparationAll versions

A starter shader cache prepares the included effects before gameplay to reduce first-use stutters. Initial startup may take longer while your GPU compiles them.

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  • A starter shader cache prepares the included effects before gameplay to reduce first-use stutters. Initial startup may take longer while your GPU compiles them.
  • The update preserves your existing shader cache and adds the supplied entries. No fresh installation or separate download is required.
  • Coverage is currently partial. Untested effects and sustained graphics load may still cause slowdowns.
Fullscreen and launcherAll versions

Alt+Enter and F11 toggle fullscreen/windowed during gameplay. The launcher follows the selected window mode.

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  • 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.
  • Stable is selected by default. The launcher can open and play offline without requiring an update.
  • Discord Rich Presence is enabled by default for new settings. Existing saved choices are preserved; it can be disabled in Graphics.
Graphics and ReShadeAll versions

ReShade and its launcher toggle were removed from the current installers. The normal renderer remains available.

Opening, title and artworkAll versions

The opening movie plays at 60 FPS at its original duration with the usual audio.

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  • 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.
Optional FPS counterAll versions

Graphics includes Show FPS, off by default. During online play it shows…

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  • Graphics includes Show FPS, off by default. During online play it shows advancing combat frames per second, including pauses while waiting for input. No RTT or input-delay number is overlaid on the fight.
Profiles and controlsAll versions

Create and select offline player profiles at character select, with separate saved names and controller bindings.

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  • 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

Fixed the repeated opponent-list animation on entry, confirmation and return.

Character and support selectionOnline Battle

Team setup now preserves the roster-defined move choice across affected characters and outfits, including stale-selection recovery. Roster-wide data checks and targeted gameplay tests passed.

Connections and disconnectsAll versions

Before creating a room, choose Direct / P2P or Relay only. Direct / P2P is the default and automatically uses relay if a direct connection cannot be established. Relay only uses the hosted relay for both players. The host choice applies to both players and is retained through rematches.

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  • Before creating a room, choose Direct / P2P or Relay only. Direct / P2P is the default and automatically uses relay if a direct connection cannot be established. Relay only uses the hosted relay for both players. The host choice applies to both players and is retained through rematches.
  • Online matches cannot be paused with Start. Offline Free Battle retains its normal pause menu.
  • If the connection fails during a match, an Opponent disconnected panel offers Return to launcher. Failed match checks are reported separately.
Lobby compatibilityOnline Battle

Generated numbered and rotated runtime logs no longer prevent otherwise matching installations from finding each other. Both players should update and restart the game.

Player MatchAll versions

Open Online Battle to create, search for or join a two-player room on the hosted service. No Xbox Live account is required.

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  • Open Online Battle to create, search for or join a two-player room on the hosted service. No Xbox Live account is required.
  • Each player chooses their own team using one controller; the host chooses the stage. Build, game-content and gameplay-setting checks prevent incompatible matches.
  • Auto measures the selected connection before each match and agrees on 2, 4, 6 or 8 frames. Manual 2, 4, 6 and 8 frame choices remain available.
  • Rooms show the host and guest profile names before team selection. These are player-chosen display names.
  • Find a room lists all compatible rooms. The room-name field names a newly created room and does not filter search results.
  • Fullscreen shows the mouse pointer while the online panel is open and restores normal cursor behavior afterward.
  • Online selection now validates the finalized single-support record instead of rejecting its temporary duplicate.
  • Starting a fresh room after leaving a completed match clears the previous room startup state.
  • Imported Itachi and dog Kakashi selections preserve their native jutsu identifiers during online team validation. The single-support correction remains included.
Playtest limitationsAll versions

First use of a support, jutsu or ultimate may briefly stutter. Later uses were much smoother in testing. Asset and graphics-pipeline preparation remain under investigation.

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  • First use of a support, jutsu or ultimate may briefly stutter. Later uses were much smoother in testing. Asset and graphics-pipeline preparation remain under investigation.
  • This is an Online Playtest. Start with UNSG V2 at 60 FPS, and report connection, synchronization and performance issues. The original online hub and Endless Battle remain future work.
Rematch and profilesAll versions

Rematch and returning to character selection are available after the result screen. If choices differ, Character Select takes priority over Rematch.

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  • Rematch and returning to character selection are available after the result screen. If choices differ, Character Select takes priority over Rematch.
  • The waiting player cannot choose the opponent team. Online profile names and support-button prompts use the correct player side without rearranging saved offline profiles.
ReShade compatibilityAll versions

Recognized ReShade presets, shaders, textures and supported graphics add-ons no longer prevent compatible players from finding each other. Graphics logs may be written while the game checks compatibility.

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  • Recognized ReShade presets, shaders, textures and supported graphics add-ons no longer prevent compatible players from finding each other. Graphics logs may be written while the game checks compatibility.
  • The update does not install ReShade or its add-ons. Graphics effects that reduce a player's performance can still slow a synchronized match; disable effects that cause sustained slowdowns.
  • The reported RenoDX DLSS add-on version is recognized alongside the previously supported graphics add-ons. Custom add-on files are preserved by the updater.
Installation and automatic updatesAll versions

Fresh Install imports your own North American Xbox 360 game. Upgrade Setup preserves saves, profiles, controls and settings from supported existing installations.

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  • Fresh Install imports your own North American Xbox 360 game. Upgrade Setup preserves saves, profiles, controls and settings from supported existing installations.
  • Version 1.2.15, release sequence 38, supports updating supported older installations, including 1.2.6 through 1.2.14.
  • Online compatibility checks game content, executable files and gameplay settings while ignoring recognized ReShade cosmetic files and the specifically supported graphics add-ons. Unrecognized runtime files remain checked.
  • Restore previous version correctly locates this installation’s backup when several installations share the same parent folder.
  • The update backs up verified obsolete gensrecomp.exe builds from supported older releases that could hide compatible rooms. Unknown files are retained. Launcher displays the installed version in its footer.
  • Fixed a launcher shutdown repaint error (Parameter is not valid) caused by released background artwork, including when closing for an update.
Online diagnosticsAll versions

Export diagnostics saves a compact report for comparing online sessions. It includes timing summaries and observed connection routes without exporting profiles, credentials or raw controller inputs.

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  • Export diagnostics saves a compact report for comparing online sessions. It includes timing summaries and observed connection routes without exporting profiles, credentials or raw controller inputs.
  • Timing summaries help investigate a report; they do not by themselves identify whether a slowdown came from networking, rendering or first-use asset preparation.