Sasuke now holds his complete recoil pose when hit, without showing neighboring turn-around poses or partial extra sprites. His supplied artwork, damage and combat timing are unchanged.
Chidori pixel repairPreview update
Sasuke stays whole during Chidori
Restored Sasuke's complete original charging stance. Hand lightning animates separately instead of cutting pixels out of his clothes and body. Both directions keep the same damage, controls and cooldowns.
Chidori alignment fixPreview update
Lightning in Sasuke's hand
Chidori's supplied lightning artwork now sits at Sasuke's forward hand instead of his torso. The body stays anchored through the rush, in either direction; damage, cooldowns and controls are unchanged.
Sasuke animation fixPreview update
Fireball Jutsu, not fireball Sasuke
Sasuke stays visible while his separate fireball travels across the arena.
Removed a detached-foot jump frame and stray sprite fragments; running uses a quicker cycle and idle poses change more gently.
Damage, cooldowns, controls and Susanoo rules remain unchanged.
Sonic animation fixPreview update
Clean kicks, clean movement
Sonic Rising Kick: rebuilt the rising attack from isolated original poses, removing neighboring legs and feet.
Sonic dash: cleaned spinning attack frames that included shoes from the next row. Damage, controls and move timing remain unchanged.
Fighter display rework
Victory belongs to your fighter
K.O. screen: winning fighters now appear with their existing animated artwork, bold victory text, earned coins and Rematch controls. Team results show the winning lineup.
Health and Transform bars: circular fighter badges, reworked names, slanted ends and segmented energy tracks.
Combat audio update
Every swing counts
Swing sounds: punches and kicks now make a whoosh when thrown, even when they miss. Melee specials use the swing sound; projectile specials keep their shot sound.
SFX on/off: combat sound effects have a separate switch beside Music, with your preference remembered on this device.
Punch timing: custom fighter attacks animate through windup, impact and recovery in step with combat. Swing sounds start when an attack is accepted; impact sounds play on contact.
Laptop punching: both P and J trigger punches.
Known limitation: online guests do not yet hear host-resolved hit, block and K.O. sounds.