Enter the Chaos Dimension! Shuma-Gorath Combo thread

Aah so that’s it. Sounds really hard if you ask me :s

I currently do a ground magic series, cr.l cr.m cr.h into a shuma loop(j.m, j.h, 8h)x3 and after that I do standing M into S into j.mmhs Hyper Mystic Stare. It does about 550k and it’s kinda easy for me to do atm so I guess I should stick to it for a while until I master those more advanced stare combos?

I have not seen this posted in here yet, use it often, and I find it very useful. HTCs (IMO) are crucial to keep the flow of battle fast and give your self a safe tag-out to get dat redbar back, plus they are way way stylish and give you good opportunities to follow up TACs back to the dimension. Here is an example of a good HTC with Shuma/ Amaterasu with a TAC finisher into Chaos D.

(Hold charge) J.MSmash -> C.M -> C.H -> LStare -> S.M -> C.M -> C.H -> J.M -> J.S -> Hardtag -> dash -> S.S -> J.Hx3 -> d.S -> J.Mx2 -> J.H -> J.uH -> J.HSmash -> ChaosDimension -> S.S -> J.H

Try it out, let me know what you think. I will film some combos when I get home from work and post a follow up with different characters and a few other practical applications.

Hey, guys. I’m brand new to Shuma and UMvC3, having only downloaded the former 30 minutes ago. As I like to figure out combos for myself before I try other peoples stuff (I feel it helps me get a good grasp of the character) I went into Mission Mode, got some ideas from that and then went into Training Mode. I know that ‘midscreen’ combos are hard to come by, so that’s what I worked on first. I want to try and perfect my own combo before I do anything else, so could anybody give me some tips to tack on more damage/meter gain here?

cr.LMH xx J.M, H xx Mystic Smash M, land, cr.M, cr.H xx Mystic Stare M, cr.M, S xx sj MMHuH xx Mystic Smash M (Mystic Stare spheres blow up) land, Mystic Stare M xx Hyper Mystic Ray, hyper finishes (Mystic Stare spheres blow up), Mystic Stare L xx Hyper Mystic Ray, hyper finishes and then sometimes I’m able to link a j.S after it.

This can usually carry the opponent from 3/4 of the screen to the other corner, but I know that it probably isn’t optimal. It does around 850,000 damage when everything goes perfectly. Can anybody give me some ideas on what to add to the general formula of it? It’s very easy and means I don’t have to constantly hold a charge, which I feel will do wonders for starting out.

for all of the different bnb variations, I now believe that st. L, cr. M (one hit), cr. H is the optimal link to get you from the air smash to the stare. Definitely seems to be the most reliable and gives you the biggest window in terms of your opponent’s height from the ground.

I don’t think the eyes will explode soon enough after the first hyper mystic ray if you aren’t in the corner, and if you are in the corner then you should transition into the 1 mil corner combo which also doesn’t require the incredibly small charge window of that air smash, land, stare

someone find a reliable side switch combo that doesnt use too much hsd, so you can still go into the corner tod. I’m tired of landing hits next to the corner and having to forfeit a possible corner tod to go for a shitty fullscreen combo.

If you do c.m, c.H, S, UP H, Mystic Smash H, it crosses over on a good amount of characters (don’t know who exactly but it seems to work on medium sized characters). That’s all I got right now :frowning:

c.m c.H tk msmash dash M c.m c.h ect will side switch.

Yeah this is a lot better than the one above, but it’s kind of hard if u have a starter besides magic series. You have to start with light which makes the combo finnicky.

I made a new combo that kills thor with a 2 meter build. Pretty practical.

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in this video tonosama does this shuma combo that goesstring into jump loop into land cr H then he follows up with a mystic smash.

Is that grounded or tiger knee? And anyone know what power the mystic smash is? He does it a lot jn the video

tiger knee’d mystic smash M. you have to get the timing just right or you will end up crossing yourself up with the smash. the combo he uses does less damage than the current bnb around here, and I’m not convinced it travels any further to the corner (current midscreen bnb: opener > jump loop x1 > S > air. M xx air H smash > [st. L, cr. M(1 hit), cr. H - my version] xx M stare > S > air M (2 hits), air M (2 hits) air H, air u+H xx air M smash > land, ender. Or if you’re close enough to the corner do air MMHS into the corner kill combo)

I need a better ground throw combo…anyone?

midscreen? backthrow? corner?

that’s similar to the one foo posted right? except u use a jump loop first… hmm that might be easier for me to hit confirm as well.

One question about the part in brackets. why st L? do you find it easier to juggle into cr M that way? I’m guessing the other way is st M, cr M, cr H… I’m new to the character so whatever makes the execution simpler i’m all for. He’s my anchor and I know many don’t suggest them there but I want him primarily for the assist. I need to develop some stuff with him definitely though.

Sorry one more question. you mentioned if close enough to the corner to do air mmhs into the corner kill combo… is that opposed to MMH, u+H air M smash?

Also, for ender, do you mean let bombs explode then cr H, mystic stare, S, sj MHS, land qcb+atkatk, twice? Sorry I want a bnb that is fairly optimized and modular that I can use in most situations. Something I can use as a starting point before I start going HAM with this guy.

Sorry if it seems interrogative. I truly am trying to read through the thread to learn on my own. its difficuilt tho becuase there isn’t a lot of stuff out there.

yes…and foo or someone else ended up adding the jump loop at the beginning. Usually if I do a longer opener (like crossing them up with air M’s into cr. MHS, or a 3-4 hit tk smash overhead) I’ll skip the jump loop due to hitstun concerns, but it’s good to do because it takes you farther towards the corner.

Yes, I’ve played around with a lot of different combinations there, and find that the st. L one is the most reliable. St. M is just too finicky and timing changes w/ different characters etc.

Yep

No, eyeballs explode then you hit them with any one of the three supers as they fall…the japanese guy adds an air S as they fall, but I haven’t really found a good reason for it.

im new to shuma . what is the current bnb if you are not gonna reach the corner , unless all his combos corner carry

Instead of a TK M smash you just press up back then do it, its much easier.

what’s the one that your using?

I tried to make a thread for gimmicks, shenannigans and stuff but the SRK mod must have misunderstood so whatever,
I’ll just have to post here even though they’re not combos.

Command Grab Hyper Failsafe

Spoiler

Hyper Mystic Ray has little block stun and is active long after the beam is over, this means on block you can cancel into a command grab hyper etc.

Ambiguous Double Crossup

Spoiler

Jump over opponent> call assist > airdash back to their front.
recommended assists (hit both sides of char): jam session, Drones, lariat etc
you can cancel the airdash into air :m: so it can still hit them from the back or you can delay for the shimmy cross up.

Trap Assist Setup

Spoiler

Jump over opponent> call assist > airdash back to their front
difference is you call assist before your over them so if timed right they have to block the assist in the opposite direction.

5 Meter unblockable setup (corner,5 Meters, X Factor)

Spoiler

Basically with 5 meters and a living partner, you can convert off a knockdown via
Crossover Combination> X Factor after Mystic Ray> Go into unblockable hyper
*Use Proton Cannon, Dante’s Gun Hyper, RRacoon’s Rock and Roll etc

*Side Note: Shuma has an infinite, has it been discovered yet?