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The Greatest Uchiha: Madara, Omni's Official Side Project-New Screenshots!!!

Omniscient X

Smash Journeyman
Joined
Mar 6, 2010
Messages
326
The Greatest Uchiha: Madara


Welcome to my Madara Uchiha thread, this has been my side-project for sometime and I've been writing the moveset when I get spare time, and I've made some progress on him and he's nearly ready for a beta release. One of the reasons that he's been making so much progress while Sasuke hasn't is because I have all the necessary materials and effects to make Madara so I've just been doing him piece by piece. Keep in mind that although I did balance him, Madara is still an A-Rank possibly S-Rank Brawler as he could hold his own against MK in competitive play.

Madara is over Link for need of external graphics and his unique animations and body. I'm open to changing maybe one or two moves like one of Madara's taunts but not his core moves I like the way he turned out :) Also I made this moveset about Madara with his Eternal Mangekyo Sharingan and the Rinnegan and I figured he looks better in his younger appearance with armor but i'll make 2 masked versions for the final release.

Statistics:

Size: 6/10
He’s the same size as Link

Weight: 3/10
Madara is a light character, as should be very susceptible to damage and knockback because of his advanced age and so he is a light character without any of the advantages.

Walk: 5/10
Kind of fast, very good for cautious approaches.

Run: 8.5/10
Madara is faster than Link and moves about Marth’s speed.

Power: 8/10
Despite his age Madara still possesses extreme physical strength and his jutsu and specials are also powerful, as far as power goes he’s up there with the best of them.

Attack Speed: 7/10
Madara’s physical attacks are quiet fast, and equally powerful but this is offset by most of his effective killing moves suffering from ending/cooldown lag.

Range: 10/10
Madara’s range is one of the best things he has going for him, his jutsu sacrifice a lot of power in order to gain range providing Madara with a vast arsenal of medium-long range moves.

Priority: 8/10
Sasuke’s main attacks that a variants of Chidori possess high priority and Susano’o attacks have even greater almost unchallenged priority being able to attack through even the strongest of projectiles and damaging barriers!

1st Jump: 5/10
An average first jump.

2nd Jump: 6/10
Nothing really special here just a slightly below average jump.

Recovery: 8/10
His recovery can be great, provided you’ve mastered his Space-Time Migration technique but if you haven’t then it’s rather terrible.

Fall Speed: 8/10
Madara has a fast fall speed, similar to heavy characters this is a limitation I created to limit Madara’s aerial abilities and make it tougher to abuse the Space-Time Migration.

Air Speed: 9/10
While Madara falls fast he also can cover a lot of ground in the air but he’s still faster on the ground unless your using Space-Time Migration.

Crouch: 5/10
Decent can be used to avoid small projectiles.

Hover: No

Crawl: No

Wall Jump: Yes + Wall Cling

Glide: No

Dodge: Is accelerated but there is more startup time, also Madara becomes invisible when he dodges/rolls. The startup time is to force Madara to rely on Space-Time Migration to dodge attacks and hazards.

Shield: Shrunk the start size and time you can use it forcing Madara to dodge attacks and use Shinra Tensei to deflect/defend against them.


Completed Moveset:
Special Attacks:

Neutral Special: Shinra Tensei, The first of Madara’s Rinnegan attacks and easily one of his strongest moves in which he quickly thrusts both hands out creating a visible sphere of swirling energy, that is rather transparent in appearance, and an invisible explosion of kinetic energy! The sphere will reflect, deflect and repel all objects: enemies, summons (damageable/moveable from pokeball/assist trophy), and projectiles. The windboxes produced by the attack have decreasing power as they enlarge, the largest covers a little bit outside the sphere, this means next to Madara is the strongest windbox and they all possess transcend priority so they don’t “clang” with other hitboxes. With a startup time of 5 frames, approximately 1/12th of a second, this attack is extremely fast which increases its lethality and reliability in reflecting and countering other attacks. The windboxes are quiet strong as the weakest can KO an opponent from the edge of FD and can fling opponents away, note that the windboxes also have a 100% tripping rate causing the opponents to fall when they land and a little hitstun resulting in a small time before the knockback. The downside to this nearly instant speed and incredibly ability to throw opponents backward is that firstly the knockback is set and will not increase not matter how much or how little damage the opponent has and secondly there’s a 2 second (160 frame) cooldown animation where Madara just stands there, in addition to a 3 second delay before you can use the move again. This makes it more of a last resort and although a total of 5 seconds without being able to use it sounds short that’s quiet long, long enough for Samus to charge up a Charge Shot and nail you with it full blast! Plus for 2 of those 5 seconds you can’t move or attack. The windboxes in this move each appears a frame before each other and together last just long enough to negate a dodge but if dodged in the epicenter of the explosion of kinetic energy at the correct time then you will withstand the move. As a precaution an invincible/intangible opponent, or an untouchable summon can break through the sphere but as kinetic energy is resonating from you, you possess super armor during the frames of the attack (not the cooldown) negating KB but not damage! In addition to this drawback an opponent who shields before the hitboxes appear, mostly just from a lucky guess, will withstand Shinra Tensei and reflect the KB back upon Madara!

Side Special: Wood Release: Great Forest Technique, Madara outstretches his arm and, in a masterful demonstration of Hashirama’s abilities, grows a large amount of wooden stakes from his arm that twist and grow forward at a rapid pace and end up covering a distance of about 4 stage builder blocks. The stakes grow at a faster pace than Mario can run and have constant hitbox on every stake that does 7% slash damage and medium forward knockback, every piece of wood from the body of the stake also has a constant hitbox that deals 3% impaling damage (this hitbox will meteor smash airborne opponents). These constant hitboxes negate the effectiveness of simply dodging or rolling to evade the move as it will still hit you, unless you’re able to roll behind Madara. However, since the stakes only really grow horizontally in front of Madara, enemies can just jump over them and attack him from the air so this move can only unlock its true potential if the enemy cannot jump so a low-ceiling corridor is ideal to inflict maximum damage!

Up Special: Space-Time Migration, Madara appears to shrink and warp himself in space and time as he slowly disappears from view! This technique uses time manipulation and turns Madara invisible and in effect: the ability of free flight for a limited amount of time and intangibility. During the warp you can’t see yourself, although if you run out of time the technique will end and you’ll become visible again and go into a helpless state. Coming on contact with the ground or any walls after your initial “warp” will cause the technique to end and you to appear where you touched the ground/wall. This technique will take some time to master but it will surely become a staple move in Madara’s strategy! This move is similar to Meta Knight’s Dimensional Cape move except longer and without an attack at the end, although you don’t need one since your intangible during the move.

Down Special: Rinnegan Nature Transformation, Madara is now in possession of the Rinnegan allowing him to use any type of Nature Release technique and this move is the perfect example of it. Madara has access to a couple of powerful and useful techniques through this move, which can be used through different button combinations. Here they are:
• No extra buttons pressed: Lightning Release: Electromagnetic Murder, Madara thrusts both hands forward and unleashes a storm of lightning bolts that cover about 2.5 stage builder blocks in front of him and deal 1% electrical damage with hitstun per hit for about 20 frames after which there’s a powerful hitbox that deals 5% electrical damage and medium forward KB.
• A-Button pressed in conjunction with Down-B: Water Release: Water Dragon Bullet, Madara demonstrates a mastery of Water Release techniques by using one of the most complex Water Release moves: The Water Dragon Bullet, with a single hand seal! This is something only the 2nd Hokage could accomplish and is something to behold indeed. Madara makes a single hand seal and a mass of water stirs at his feet and then he produces a massive dragon made of water from the water which slowly rises above him before rapidly charging forward in a winding pattern! The water then dissipates and the technique ends, although such a high-level move causes Madara to have about 2 seconds of ending lag. The dragon does 4% standard damage and weak forward KB while it’s still, but when it’s dashing it inflicts 8% standard damage and strong forward KB! The move is hard to picture without a visual representative but it’s similar to Rayquaza’s “dash” attack in Boss Battles, though the dragon is a bit smaller than Rayquaza.
• Z-Button or L or R Buttons pressed in conjunction with Down-B: Wind Release: Godly Wind from the Mountains, Madara blasts a vortex of wind from his hands that covers an area of about 4 stage builder blocks ahead of him. This stream will be covered in windboxes with 100% tripping flags making the wind bowl people over and toss them backwards like rag dolls. Unlike Shinra Tensei this technique’s power is constant throughout the stream, although it is only as powerful as the outermost hitbox of Shinra Tensei; it still deals enough KB to kill in certain opportunities. Due to the inability of this technique to inflict damage it will most likely be used as an attack to position the enemy for a combo, toss enemies away from objectives or deflect thrown objects.
• Y or X-Button pressed in conjunction with Down-B: Bansho Tenin, Using this button combination will allow Madara to use another Rinnegan ability that manipulates gravity. Only this time he will outstretch his hand and create a black orb in his grasp that causes everything in a vicinity of about 7 stage builder blocks to be attracted to this “orb”, which acts as a gravitational center. Similar to its counterpart Shinra Tensei, Bansho Tenin also has increasingly powerful windboxes as you go inward, this means that the closer you get to Madara the stronger the pull is. The windbox also has 100% tripping flags causing it to knock people & objects over and then pull them inward while they’re helpless. The technique lasts for about a whole second then everything falls to the ground and the technique ends. Note that there is barely any cooldown lag to this move allowing Madara to immediately counterattack with a melee or close combat move! Also take heed that this move also has the 5 second timer, like Shinra Tensei, before it can be used again, this is to prevent spamming the technique.
• An important note is that in the air only Lightning Release Electromagnetic Murder can be used and the only difference it has from the grounded version is that it slows your fall a little similar to Fox’s Reflector.

Standard Attacks:

A+A+A Combo: Ninja Combo, Madara throws two punches, each dealing 5% regular damage and weak KB with mild hitstun and finishes the combo with a leaping kick that deals mild hitstun, 6% regular damage and medium forward knockback. (Almost a clone of Snake’s neutral combo, except slightly faster and a little weaker)

Upward-Tilt: Flip Kick, Madara throws himself into a back flip while also extending his legs kicking opponents with 6% regular damage and medium upward KB. This attack can also hit enemies standing directly in front/behind Madara.

Forward-Tilt: Kama Slice, Madara quickly summons his Kama (scythe) and slashes in a forward arc with it. The pole deals 1% damage and weak forward KB but the blade deals 7% slash damage and medium forward KB.

Downward-Tilt: Leg Sweep, Madara does a crouched leg sweep to knock the opponent’s legs out from underneath them. This attack does 4% regular damage, weak forward KB and has a 95% tripping rate allowing him to trip enemies and follow up with another attack. Use this move to start/continue combos to rack up damage and it can also be used to hinder approaches.

Dash Attack: Uchiha Flash, Madara warps while sprinting and reappears about a stage builder block away for 6 frames doing a punch that does medium forward KB in conjunction with 5% regular damage, before reappearing another stage builder block away. This move relies heavily on spacing put can also allow Madara to cover lateral ground faster than his Space-Time Migration technique.

Note: Ledge Attacks and Get-up/Fall Attacks are going to be edited, just not planned for at the moment.

Aerial Attacks:

Neutral Aerial: Scythe Whirlwind, Madara draws his Kama (scythe) and spins with it held outward, his body dealing 3% regular damage and weak downward KB, his scythe pole doing 5% regular with medium forward KB, and his scythe blade dealing 9% slash damage and strong forward KB. An effective killing move and great all-around attack, this move is capable of hitting opponents 360 degrees around Madara.

Forward Aerial: Fire Fist Smash, Madara uses Fire Release and sets his hand aflame and punches in a downward arc, his fist doing 9% fire damage and a powerful meteor smash KB. This attack is similar in timing to Mario’s F-Air, although Madara’s fist doesn’t enlarge giving him less range.

Backward Aerial: Double Backwards Kick, Link’s original back aerial has been kept, seriously I love this attack same damage and animation as always.

Upward Aerial: Space-Time Uppercut, Madara warps upward about a stage builder block and immediately punches upward in a devastating uppercut that deals 7% regular damage and medium upward KB.

Downward Aerial: Earth Release: Earth Spear, Madara holds both hands above his head and then swings his arms down in a hammerfist swing, while hardening his skin to a steel-like quality causing his body to drop through the air at a rapid pace. Due to his near invincible body he possesses super armor frames throughout the fall, where his fists do 7% regular damage and strong meteor smash and his body does 4% regular damage with medium meteor smash KB. When he collides with the ground he causes an explosion of earth and dust producing a shockwave that impales opponents and inflicts 6% damage while the explosion itself deals 8% regular damage and medium forward KB. Madara actually sinks into the ground and must pull himself out and cancel the technique leaving him vulnerable during the cooldown lag, because he loses his super armor after the initial “explosion”. Overall, an effective stall-then-fall attack that possesses interesting abilities and moderate strength, but the lag at the end nerfs its effectiveness.

Z-Air: Scythe Throw, Madara tosses his scythe out in front of him which reaches about 1.5 stage builder blocks the blade dealing 8% slash damage and medium forward KB while the pole deals 4% regular damage and weak forward KB.

Throws:

Grab: It is now simple an arm grab, but Madara uses his Space-Time Migration to create a dimensional whirlwind and pull nearby opponents into his hand, only works from a couple feet away and pull/vacuum can be resisted.
Pummel: Kept the same
Up Throw: Kept the same
Down Throw: Kept the same
Forward Throw: Shinra Tensei Blast, Madara hurls the enemy with a concentrated explosion of kinetic energy deals 1% damage with no flinch only strong forward KB from the windbox.
Backwards Throw: Kept the same

Smash Attacks:

Forward Smash: Amaterasu Stream, in a terrifying display of his Eternal Mangekyo’s ocular powers Madara unleashes a blast of Amaterasu flames from his palm! He creates it using his Mangekyo and then manipulates it into a stream of flames that he blasts the opponent with! The stream does 3% fire damage with hitstun and very weak forward KB for the majority of the attack until the final few frames where the stream does 9% fire damage and powerful forward KB! The stream stretches about 4 stage builder blocks and has great range for a smash attack. However, in order to not make this move truly “broken” I added a drawback: Madara sears his hand in the process of the attack doing 7% damage to him and it has a couple seconds of cooldown lag as he examines his hand.

Up Smash: Scythe Smash, Madara does an uppercut with his scythe than spins in the air and falls back to the ground smashing his scythe into the earth. The scythe has dozens of hitboxes on it during the uppercut, the blade doing 5% slash damage per hit and the pole doing 3% regular damage per hit and they drag enemies caught in the uppercut up with Madara. The spin has a hitbox only on the blade, which does 7% slash damage and more hitstun, Madara then plunges to the ground with the opponent caught on his scythe (which does about 1% every hit) and smashes the scythe into the ground dealing an impaling hitbox with 9% damage. An interesting note is that right after the spin you can interrupt/cancel the attack and aerial combo the opponent if you want.

Down Smash: Earth Release: Rising Stone Spears, Madara slams his hand into the ground causing spikes to rise up in front of him for about 2.5 stage builder blocks in front of him. The spikes rise quickly but cumulatively, meaning some rise directly in front them some more start a little in front of those ones and so on and so forth. The spikes get more powerful as they move outward, the nearest ones to Madara dealing 3% slash damage and weak upward/forward KB, the middle ones dealing 7% slash damage and medium forward/upward KB and the farthest ones dealing 9% slash damage and strong forward/upward KB. There is also severe hitstun for each hitbox giving people hit by the spikes a “skewer” effect. This move relies heavily on spacing and the timing of the user as it has many functions it can clear out damageable objects/obstacles as well as summons, it can be used as a shield from items and such and finally it can be a great offensive weapon to attack opponents at a range. Plus, this move just looks awesome!

Taunts:

Madara’s Taunts: Once Madara hits 150% he has access to his unique set of Rinnegan-based taunts, which are powerful and have unique effects and abilities.

Up-Taunt: Chibaku Tensei, Madara sends a black sphere of gravitational energy into the sky about 1.5 stage builder blocks away from him and 2 blocks into the sky which quickly collects earth into a large boulder-like ball about 2.5 times the size of Charizard’s rock from his attack Rock Smash. The ball then drops and slams into the ground and does 10% regular damage and medium forward KB, it also releases a shockwave (1 stage builder block radius) that impales opponents. In addition to an increase in stale moves Madara rests on his knees for approximately 40 frames giving this move a huge disadvantage.

Side Taunt: Blocking Technique Absorption Seal, Madara uses the Preta Path’s trademark ability and holds out both hands for approximately 60 frames, close to about a whole second, and will absorb any elemental hitboxes that come in contact with him during this time. Note: Madara can only heal himself a maximum of about 10% damage per use of the technique, but if he goes below 150% he’ll lose the ability to use his taunts.

Down Taunt: Wood Release: Destructive Shockwave, Madara slams his palm into the ground causing wooden pillars to rapidly shoot out of the ground in front of him for about 3 stage builder blocks. These pillars deal 8% regular damage and strong forward/upward KB and are an effective weapon to use to survive at higher percentages.

Final Smash:

Summoning Technique: Nine-Tailed Fox, Madara summons the Kyubbi to the battlefield who roars dealing 6% regular damage and stunning opponents in the immediate vicinity and swings its tails around which inflict 10% fire damage and strong forward KB. The fox finally charges a Tailed Beast Ball and unleashes it in a blast of energy/flame that goes straight forward dealing 22% fire damage and incredibly powerful knockback, basically a One-Hit-KO.


Playstyle:
Coming Soon


Playing Against:
Coming Soon


Screenshots, Proof of Progress, Videos etc:

Messing around with the water dragon, I'm making it larger/rounder and overall more intimidating as it's too skinny in its current appearance.


Using the Water Dragon again, and CPU Avatar Ness's hilarious attempt to kill the dragon LOL


Madara's newly vertexed hair in Brawlbox haven't had a chance to put it in game yet, and I'm vertexing the armor and will remove remaining silver with red plate armor and ninja boots/shoes with bandages around the shins.


Check out that vertexed hair! Courtesy of me and the fact my Autodesk is working again!

 

JetAurion

Smash Journeyman
Joined
Apr 19, 2009
Messages
392
Location
Bay Area
Guess you're really into Naruto.
Meh.

I always did like this guy more than Sasuke.
 

Omniscient X

Smash Journeyman
Joined
Mar 6, 2010
Messages
326
Thanks for the support guys, and @ RoyalBlade not sure it was in my hoard of mdl0s I've found and saved over time and I used it for this PSA since it looks awesome and could be incorporated into the moveset. I'm currently working out the kinks in the Side-B Wood Release: Great Forest Technique since the wood keeps disappearing on me :/ I'm constructing the PSA for the Down-B and linking it to other subactions, Shinra Tensei is pretty much done and I'm using Hollow's coding for flight mixed with invisibility to make Space-Time Migration. Honestly, this could take awhile so don't expect anything soon but when I do get the specials up and running I'll release a beta for testing and to please my supporters! :D
-Omni
 

Omniscient X

Smash Journeyman
Joined
Mar 6, 2010
Messages
326
*Bump*

Just letting you guys know I finally got those wood release effects to appear in game!! Thank god now I can finish Madara's Side-B I'll upload new pics and updates when I do. In the meantime here are some quick ones I took after my experiment proved successful:



Don't worry these have just a minimum animation to make sure the animation CHr0 files were problem free, in the actual attack the wooden stakes will twist, turn, grow and they'll be pointed at the end! Also working on figuring out the Texture animations? It'd be dope if I could get the wood to look like it was "flowing" as it grew. Anyway just updating to keep those supporters/watchers of this project appetite up! Until my next update,
-Omni
 

Omniscient X

Smash Journeyman
Joined
Mar 6, 2010
Messages
326
Third bump lol, keeping the thread alive!! Anyway I've pretty much finished Amaterasu Stream, Madara's Side Smash and I've got some eyecandy for you guys!!

Beginning:


Uncharged Version:


Fully Charged:

Fire should be even blacker but I think it looks pretty good:)
Ya I know the fully charged blast is kinda overkill so I'm going to shrink it before I release the beta! Let me know what you guys think of this project so far. Also the model still hasn't been hexed I'll get to that...until next time.
regards,
-Omni
 

Omniscient X

Smash Journeyman
Joined
Mar 6, 2010
Messages
326
It's good vertexed him a scythe finished his tilts its just not stuff that's visually appealing in images. Very focused on finishing Thor right now go to the link in my sig and try him out!
-Omni
 

metatrongrhm

Smash Rookie
Joined
May 8, 2011
Messages
11
yeah, thor seems pretty good, the only thing i have with the finished moves is that the side B seems a little... unpolished? but oveerall, considering it's the first beta, it's good.

oh, ok, so you're making progress. i was just wondering, hadnt heard anything in a while.

Edit-just looked through the second page of thor, you've already changed the side B
 

Omniscient X

Smash Journeyman
Joined
Mar 6, 2010
Messages
326
yeah, thor seems pretty good, the only thing i have with the finished moves is that the side B seems a little... unpolished? but oveerall, considering it's the first beta, it's good.

oh, ok, so you're making progress. i was just wondering, hadnt heard anything in a while.

Edit-just looked through the second page of thor, you've already changed the side B
You are absolutely correct the Side-B is such a pain but it will soon be a small, condensed stream of lightning that will be polished/finished this time. So far Thor has been roadblock free as he's pretty much a malgorithm of everything I already know how to do.

My to-do list before I release v1.0 is:
-Finish the Z-air make sure there aren't any glitches
-Polish off the graphics and coding for Side-B
-Lookover floating speed of down-B: lightning storm
-Finish Cyclone and get a cool F-Smash
-complete the Down-Aerial: Earthshaker
While this may take awhile I asure everyone it will be well worth the wait :)
-Omni
 

metatrongrhm

Smash Rookie
Joined
May 8, 2011
Messages
11
so it should be a culmination of your past psa's? sounds good just from that.

What's a while? days or weeks?
 

Omniscient X

Smash Journeyman
Joined
Mar 6, 2010
Messages
326
Well I leave in a couple days and no computers so I say I could get one out friday night but if not then it'll have to be when I get back! Keep an eye out for Thor v1.0!
-Omni
 
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