You’re also slow on the draw, i already had that bit of tech at the end of my now 2-and-a-half-months-old combovid. It’s a gimmick at best due to requiring V.Joe having slowed them down with Viewtiful God Hand, meaning severe meter cost just to set it up (1 for the slow, 3 for Chaos, and either a vastly sub-optimal and risky combo into raw tag or another meter to snap them out) and potentially not even getting landing the forced reset of the God Hand in the first place.
I had no idea, haven’t been in this subforum before. I just thought it was interesting.
What are some pointers to getting the S, sj HS at the end of mystic stare combos to connect? Often I’m having both moves whiff, or the sjH hits but Shuma too low to hit with S. this character has such awesome movement but his damned combos are so finnicky
You have to wait a second before launching them with S after the Mystic Stare so they are lower to the ground also, when you hit them with j.H, j.S wait a split second before you hit j.S so that the stun of j.H knocks em down a little.
Ok so as some of you know I’ve played shuma since he was released. I use a different BnB than most of you that I personally find more consistance and never have an issue with hit stun. My question is combo’n mystic stare after eyeballs explode, personally I rarely find myself in a situation where i need it but would like it just to be flashy. I basically always find opponent popping out before second stare connects, is there a timing trick, its been so hard for me to land in training I couldn’t see myself taking it to tournie without some further assistance on this.
Second to person above who thinks shuma anchor is good, I don’t play the character but I’ll pick Dr. Doom and all I’m going to do i s super jump air dash up finger laser stall and the footdive/airgrab option selects, and you show me how you can stop that even with xfactor lvl 3. Also I have:h: a pretty fast kill combo in lvl 3 xf, basically just any start up into c.H then just :uf: j. (1hit) j.:h: j.:u: land and just repeat this without the c.:h:, and basically you can at any point you can throw in a :l: smash and land into :s: . It kills pretty fast actually.
**Edit so never mind on needing double stare combo help, I just came up with my own that works mid screen thats super ez to land. Its nothing new just learned timing to get stare to explode mid air and then hit them with stare as falling is really ez…
i’d like to see your combo. i have been having a lot of trouble with shuma although my game has geratly improved. i STILL cannot get the sj HS follow up at the way end. prior tothat point, i’d say i’m about 80% with the execution. looking for something a little simpler and more universal.
Im kinda wondering why doesnt shuma have a TAC infinite id imagine J.M would have an infinite
[media=youtube]4CZ0iPM-yMI[/media] He does but that’s pretty funny though
I’m in dire need of a reliable Shuma combo that goes corner to corner or would allow me to bring my opponent back into the corner I’m in. I’m trying to run Shuma/Spencer and I need to be able to end all my Shuma combos with Mystic Ray in the corner with Mystic Stare active so I always Bionic Arm (eyeballs explode) Up Grapple.
The one I use is already efficient enough to use from my video already. All you have to get used to is his DP super in how it hits and tell which version it’s going to use.
Or, just do the standard Shuma combo and when you go for your air combo, just do sj.MMH, sj.u+H, mystic smash M, when you land dash back while your opponent is still in the air so that you cross under their body, and then jump up and do j.S. Hold upback when doing this so you hold a charge for mystic stare. After the j.S hits, just shoot a mystic stare L cancel into mystic ray and DHC into Spencer when your opponent’s body is slightly above or at the same height as Shuma. Bionic arm should hit and pass him, all you have to do is to dash back to adjust, up grapple and they’ll be in the corner, safe and sound. Do whatever extensions from there. This is going from corner to corner and from left to right.
I was saving some of these other combos for my other videos so I didn’t put them in my first volume I released.
Yes. But as I said in the previous thread, the combo that you’re doing with Shuma is much more difficult on smaller characters. When I’m playing, I want to think about combos as little as possible. I posted this up hoping for other variations to try out. No disrespect to you. I just want to keep things as simple and reliable as possible. Heck, thanks to you I have the option of being simple and reliable because you showed how much damage Shuma/Spencer does together. So yea, just looking for a little more reliability against the entire cast.
Haha, no problem bro. I was more so suggesting the more consistent way of landing the combo with the c.H into TK mystic smash M. That one is way more consistent and doesn’t really have a problem with hit stun. It is WAY easier to do then the whole c.H, j.M, mystic smash M since that link is a lot tighter and you having to be aware of your opponents height.
If you want to make it so you don’t have to think about a combo too much, use the same BnB for all your combos and just change the ending of it depending on where you are on the screen.
If you can’t at least even do that, you shouldn’t even play Shuma or just the game in general. You HAVE to think in this game as in spacing for certain combos, and doing combos at certain distances. This is even more important for Shuma since he rarely ever gets a solid hit on a good player and just him getting in and getting that hit is generally hard as it is. So as I said earlier, just do any Shuma combo you like, but change up the ending part, that’s it. That’s your best bet.
When I’m in fullscreen/midscreen distance, I always do the same combo but I just change the ending slightly to make a combo work full screen. If it’s midscreen, the combo I do with him naturally puts them in the corner already. If I’m near the corner as well, my corner combo puts them into the corner so it all works out. You’re going to have to think about combos whether you like it or not. This is why people drop combos sometimes. They do the incorrect combo and don’t differentiate the spacing and distances in their combos and mess them up.
Good luck though. You literally can do any Shuma combo you like, just change the ending for a different result based on where you are on the level.
I know what you mean. I can absolutely adjust my combo depending on where it happens especially when the mid screen works whether on the corner or not. But if I adjust the combo for the corner I’ll kill even Thor. I really just need the combo that is most reliable with the most carry to the corner. Damage doesn’t matter since I’ll get the real damage on the back end of the combo.
bnb with the most corner carry that works on everyone seems to be blah blah cr. H tk m smash, st. m, cr. h, tk m smash, st. l, st. m, cr. h xx stare, S, blah blah
Anyone have any consistent normal jump confirms that start with jump M?<br>
is the OP still ideal / relevant / optimal ? Kinda curious.
from quickly scanning it I would say no, definitely not ideal, relevant, or optimal.
Trying to find a good, damaging midscreen BnB with Shuma that, preferably, has no assists, and the OP is obviously dated.
look up a few posts for one…but really midscreen is pretty dependent on who else is on your team and what you’re trying to accomplish
we need some shuma tac infinites