Before I start,
Shuma is pretty unexplored,
so I’ll start with his basics so that hopefully you too can bring ideas and tech to the table.
FYI: Tech coming tommorow
Crouching Normals
Spoiler
/+ [ :atk:+:atk: ] Backdash. Complete invincibility while active.
:f::f:/:atk:+:atk: Dash, might dodge certain moves, testing needed.
:l: Spammable,hit’s Low. Stays at crouch height.
Sweep’s opponent, nice speed and range, pulls foe closer, hit’s Low. Dodges certain moves.
:h: Launches opponent to jump height, doesn’t hit low, lacks range and recovery.
Use only in combos.
:s: Good vertical, bad horizontal range, similar to Iron man’s.
Standing Normals
Spoiler
:l: :Spammable, nice hit confirm.
:Lacks speed and recovery, nice hitbox, use as mid combo extension.
:h: :Good range, hitstun,multi hitting, beware of it’s pushback, mash Cr to hit confirm.
:f::h: :Knocksback foe, use for setups or corner combos. Does not chip.
Clever use of certain assist’s can also let you convert of this.
:s: Good vertical, bad horizontal range, similar to Iron man’s.
Air Normals
Spoiler
:f::f:/:atk:+:atk: Air Dash! Improves mobility/getting in, gives him better range for crossups.
:l: Useless outside of combos,resets or any other setups.
Great horizontal range, fair hitstun, crosses up easily.
:h: Good angle, okay range, very good hitstun, versatile.
:u::h: Same as above but with tricky angle, “rejuggles” opponents, launches grounded foes.
:s: Bad recovery, bad startup unless from a cancel, strict range.
Sends Shuma straight to the ground.
Active till he hit’s the floor or opponent, when done right, easy otg followups.
Specials
Spoiler
:qcf::atk: [Mystic Smash](in Air Ok): These have minimal bad range, but the mobility balances this.
This poor range means a lot of moves can beat it including throws.
Use this to hit confirm off your assists if you’ve already used your dash or airdash.
You can also use these to make assists’ randomly crossup, adjust your strategy based on what assist’s you use.
:hcb::atk:[Devitalization]: His command grab, range is not cheap at all, use to surprise opponents or as a “kara throw” since they have virtually the same followups (OTG).
(Charge):f::atk:[Mystic Stare]: All have decent startup, but varying ranges.
Cause opponents to explode after certain time, this OTGs if explosion is on a knocked down foe.
On hit, most opponents will try and block ,grab, command grab or go nuts.
It might go away if they tag out though.
This is used to extend certain combos or increase damage.
(Charge):d::u::atk:[Mystic Ray]: 120 Degree beam from the ground up,
OTGs, varying damage, hitstun and recovery depending on which one.
Hypers
Spoiler
:dp::atk:+:atk: [Hyper Mystic Smash]: Projectile,OTGs,
Damage depends on how many balls hit, so closer range = more damage.
Does up to approx 350K
:qcb: :atk:+:atk: [Hyper Mystic Ray]: OTGs, Shuma enter’s his pose after it hit’s,
so you have more time to THC afterwards compared to most Beam hypers.
Does approx 280K
:qcf: :atk:+:atk: [Chaos Dimension]: Unblockable,
must be initialized on ground but can be done in air.
actual range is equivalent to Shuma’s standing and air :l:
Mashable with max 445K damage