Enter the Chaos Dimension! Shuma-Gorath Combo thread

Foo got a good shuma combo off on stream last night (http://www.twitch.tv/leveluplive/b/322279617 @2:15:18) …made me feel stupid because I never thought about putting a mystic stare in between air S and hyper mystic ray…

Yeah it build a little more meter and does more damage, you also get the meter from the explosions after the dhc, it also lets certain other characters extend combos after the dhc too. I wish I got the spiral swords and not dimension slash though, I got mind fucked after that error.

-Using mystic stare before Hyper Mystic Ray is a great technique, that helps the next character to do follow ups after the DHC or if you’re solo, use the stares explosion to have a mixup, the kind of things that you can do with most of the chars after hypers are crazy…-

someone tweeted about some good shuma play on a Portuguese stream?

Theres the tournament. The Shuma player is called ‘Kaze’. I have no idea what constitutes good shuma play but I guess you can judge for yourself if you look at his matches.

-Sadly, it was not a good Shuma, he kinda reminds me, because he uses Dorm-Shuma, and mystic ray is one of the best assist for teleport mixups with Dorm, i learned Shuma with him on anchor and it’s not a good place for him to be, since he relies on xf to be useful, he’s better on mid or point. One thing that makes a good Shuma is just the fact that you can do an advanced combo with him, that makes the difference between a potential good Shuma and a mystic ray only assist Shuma, at least, that GR was fun, heh…-

I like to use Shuma before Dorm because I prefer having a Shuma-ToD ready in the corner. The Dorm mixup is definitely awesome too, I think it´s a matter of preference. Also, I wouldn´t call myself a Shuma main without playing him on point :wink:

What’s Shuma’s best combos mid-screen and corner that work on all characters? I can’t seem to find the go to combos. I’ve got a 700k solo corner combo, but it only does 620k mid screen. (builds around 1.2 metre)

Also, any tricks to getting Shuma to land next to his opponent from a mid-screen air S. Even if I do it really low to the ground, Shuma winds up far enough away to not get max damage from Hyper Mystic Ray.

I’ve been able to consistantly get next to them with j.S after my midscreen ender (M-Stare Relaunch setup, j.MMHupH M-Smash j.S)… The trick is to jump towards them immediately when you land from the smash, and hit with the j.S backwards after having passed under them. Their flying-screen knockdown will shove them into your stone body, and bring you along for the ride. Or pass immediately under you if the j.S was late, which lands you next to them anyways but on the opposite side.

This link doesn’t seem to work properly - vid is only 2h long. Was it corner stare into hyper ray?

So maybe someone else can complete what I can’t. The starter for the corner down tac infinite is down tac is just J. b, J. C, J. 8C
It’s not impractical but the timing to get the 8c to “glitch” is pretty tight. You know if you’ve initiated the infinite if u can jump and go into another tac, proving that the infinite has begun because the tac state is still intact. The problem I’m having is finding a loop to continue throughout the infinite.

Rok I’ve been trying to start the infinite all day, what’s the timing on that J.b, J.c, J. 8c?

It’s tricky as fuck. I don’t know how to describe it haha. You want to time it so that the hit stop of the 8c happens as soon as u touch the ground. There might be another method, but I haven’t really tested it too much. Try air dash h up h and once again timing it with 8c landing on the hitstop. I’m 100% certain the first method works though. You’ll figure it out :slight_smile: !

Where’s the Shuma talk? I can get it to glitch now but as you mentioned before, finding an actual loop is difficult. I’ll keep trying unless anyone has found a good loop.

Nope
On another note about tacs, I’d fucking kill for cancellable mystic smash. Imagine the tac combos possible with cancellable mystic smash… elevator loops and staircase combos… hmmm hmmm hmmm

Capcom might shoot you for these ideals.

Haha that would be ridiculous, you would be able to make it safe and do some sick cross-ups. But back to regular combos, what’s the best combo after a mid screen grab/ command grab?

The same midscreen combo as one usually does, just with a bit of a modified start. Grab, H-Ray, very fast dashing cr.M, S j.M (usually 1 hit midscreen) H-Smash, then work into a stare relaunch combo. Since hitstun is going to be tighter than usual, i recommend the stare relaunch be started with s.LM (first hit only) straight into cr.H.

I actually have an idea for combos where you are too far from the corner to just finish with c H, mystic stare, s, J h, Js Mystic ray, mystic stare super. . . like fullscreen combos. In theory, since you can actually do the following combo from fullscreen:
Magic School Bus series :s: SJ :m: qcf+:H: yada yada mystic stare relaunch into air magic series hard knockdown. If you plink dash to their hard knockdowned body, you can actually follow up with a crouching H. I don’t even know if this is possible, and I have no way to test this since my execution is ass, but shouldn’t you be able to charge partition while plink dashing, so that when you get there, you can actually convert the crouching H into a mystic stare combo. This would essentially give shuma the option to do the corner combo from ANYWHERE although it would be incredibly incredibly difficult. Maybe someone with better execution can do t his.

If you can explain charge partitioning in detail to me ( I’ve seen you mention it before) then I might be able to do it. You could also try to do an air M Mystic Smash to get over there faster. That’s what I usually do anyway.