Uchiha Madara V4 Jus Fixed (RECOMMENDED)
Uchiha Madara v4 Jus Fixed: Is The Ghost of the Uchiha Finally Balanced?
If you have stepped into the competitive hellscape of Jujutsu Shenanigans (or similar Roblox battlegrounds games) in the past month, you have felt it. The screen goes dark. The music shifts to a haunting orchestral swell. And then, you see the Susanoo.
For weeks, the Uchiha Madara v4 moveset (often abbreviated by the community as "Jus" or "JJS") was the source of endless rage quits, Discord nerf cries, and "broken" tier-list placements. But a new update has dropped, and the patch notes contain the three words everyone wanted to hear: "Madara v4 Jus Fixed." uchiha madara v4 jus fixed
But is it actually fixed? Did the developers simply tweak the damage numbers, or have they fundamentally changed how the Ghost of the Uchiha plays? Let’s break down the update, the new combo routes, and whether Madara is still a top-tier pick. Uchiha Madara v4 Jus Fixed: Is The Ghost
VIII. Final Patch Notes Summary (Changelog Style)
- Rinbo: Hengoku – Now visible & interruptible. Blocked clone attacks punish Madara.
- Yasaka no Magatama – No longer homing. Ammo system added.
- Perfect Susano’o Ascension – 2-step input, no cancel into aerials.
- Shinra Tensei – Blockable except on perfect counter.
- Deep Forest Bloom – Destroyable tree, reduced screen coverage.
- Jinchuriki Passive – Damage reduction 20%→10%, refill on melee only.
- Awakening mode added at 150% damage.
- Universal frame data nerfs to normals & wake-up.
What "fixed" typically implies (technical details)
- Corrections to rigging: bone weights, IK/FK switching, or joint hierarchy fixes so animations don't deform oddly.
- Texture/UV fixes: reducing stretching, correcting seams, better normal maps, or added PBR materials.
- Model optimization: reduced polygon count, LODs added, collision mesh improvements.
- Animation adjustments: timing fixes, smoother transitions, corrected eye/blink/mouth morphs.
- Compatibility patches: adapting the model to different engines (Unity, Unreal, Source), game versions, or rig standards (Humanoid vs Generic in Unity).
- Bug fixes for gameplay mods: hitbox alignment, move-frame corrections, balancing (damage, speed), or script errors.
III. Support Koma (3 Koma) – “Wood Style: Deep Forest Bloom”
- Old: Summons a giant tree that covers 2/3 of the screen, dealing 50% damage over 5 seconds. No counterplay.
- Fixed: Tree covers 1/2 screen. Deals 10% per second (max 30%). Can be destroyed by dealing 40% damage to the trunk hitbox. Tree does not hit airborne opponents above platform height.
- Support Cooldown: 20 seconds after tree disappears.
- Result: Still a strong stage control tool but requires timing and can be punished.
What Was Broken Before the "Fix"?
To understand the "Fix," we need to recap the pain. Prior to this patch, Uchiha Madara v4 suffered from two critical bugs and one balance issue: Rinbo: Hengoku – Now visible & interruptible
- The Infinite Stun Glitch: Using the Wood Clone variant into Summoning: Nine-Tails created a desync where the opponent was pinned for 4.5 seconds. This allowed Madara players to land two full Dragon Flame cycles for a true one-shot.
- Susanoo Armor Stacking: The passive "Ghost Phase" (v4 exclusive) stacked improperly with standard Hyperarmor. Madara could walk through Hollow Purple and Maximum Meteor without flinching, let alone taking damage.
- The "Shattered Heaven" Unblockable: The awakened Perfect Susanoo Slash had a hitbox that extended 20% further than the visual animation, hitting players who were clearly dodging behind pillars.
The community consensus was clear: Madara wasn't a character; he was a boss fight.