Enter the Chaos Dimension! Shuma-Gorath Combo thread

So it pretty much seems like everything Shuma can do for decent damage involves the corner? That is, aside from something like throw into Hyper Mystic Ray. Disappointing. Although his loops seem to push people into the corner rather well, I’m just having trouble executing them online. lol

Pretty sick combo yo, seems to be the most reliable, damaging combo in the corner. You can totally nab a LVL 3 after that final Mystic Stare detonation as well, instead of the S. Does around 1.092 million.

You can combo into Hyper Mystic Smash from anywhere on the screen after a Mystic Stare. Follow it up with S > j.MHS > Hyper Mystic Smash.

I’ve found a couple of combos that lead up to this. The first one is c.M c.H > Stare > c.M c.H > [Depending on the character (I’ve only tried a few): Sentinel: j.MH:u:H j.SmashM or j.MMH j.SmashM, Cpt. Amer.: j.MM:u:H j.SmashM (graze him and land on the other side)] > Explosion > Stare > S > j.HMS > Hyper Mystic Smash. I think I got the the Sentinel MMH version to do up to 571,000 dmg (seems to vary a lot depending on the randomness of Hyper Mystic Smash) and it builds ~1.25 meters.

I tried it on Joe, but that combo didn’t seem to work on him, so I used a different one. I find it very impractical due to tricky timing on stuff, but maybe someone can find a way to use it (by not being bad) or alter it. c.M c.H > Stare > c.M c.H > TK SmashM > c.M c.H > Explosion > Stare > S > j.HMS > Hyper Mystic Smash. The tricky thing is that the explosion has to happen very shortly after you land your c.H, so you have to stall for as long as possible after each hit and especially time the TK SmashM correctly. This combo does similar damage to the first one. I don’t know how much meter it builds, but it should be around the same I guess.

The first combo works even with some additional hits before it (like initiating with instant overhead shenanigans or whatever). I don’t know about the second one.

EDIT: Oh, also: you can add Spencer’s H. Shot before Hyper Mystic Smash for funsies. Or maybe you don’t want to use the meter and would rather build some extra meter with a normal Mystic Ray or something.

What is the mystic smash loop? I don’t see it in the OP and don’t want to read through the Shuma general discussion.

Also, at around 55 minutes into the video I’m about to link James Chen is using Shuma. In his second match he does a really cool looking air combo. Someone want to transcribe it or if it’s already been posted, direct me to a transcription? Thanks.

Justin.tv - canadacup - Marvel Madness - March 19-20

EDIT: The combo(s) are at 1 hour 3 minutes in, maybe a little past that.

Im starting to add the mystic smash H into my combos a bit, but doing it online sucks lol.

The Mystic Smash loop is c.M c.H > tiger knee medium Mystic Smash > rinse and repeat. It can be done thrice.

I skimmed the video, and around 1h3-4min in he does an easymode version of the air H Mystic Smash combo. c.M c.H S > j.M j.SmashH > LMS > j.MMHS > Hyper Mystic Ray. The harder version is c.M c.H S > j.MMH:u:H j.SmashH > etc. You don’t need the L on the ground, btw; M is fast enough. I think you can add some extra stuff after the standing M before the launcher, but I’m too lazy to test it atm.

Seeing that easymode combo gave me an idea, and it worked out fantastically. It’s really easy to do and it works anywhere on the screen. c.M c.H S > j.M j.SmashH > c.M c.H Stare S > j.MHS > Hyper Mystic Smash. That’ll be my midscreen BnB for now :slight_smile:

EDIT: This combo even works on Joe. You end up crossing him up with j.SmashH, but maybe you can time stuff differently if you want to avoid that (I only tried it twice; I am out of time :C). I’ll have to try some more stuff tomorrow.

Okay, so I found another combo that works anywhere on the screen. c.M c.H Stare > c.M c.H S > j.:u:H j.SmashH > Explosion > Stare S > j.MHS > Hyper Mystic Smash.

There’s one problem with that ender though; the random nature of Hyper Mystic Smash. It seems like you need one of the eyes to move quickly across the screen, and sometimes that doesn’t happen, so the opponent ends up recovering before getting hit by the spiky eyes. You can, however, use Spencer’s H.Shot assist to eliminate this problem.

Improved version:
:d::m: :d::h: :s: j:m: :qcf::h: land :m: :d::h: j:m::h: :qcf::l: :m: :s: j:m::h::s:

630K with Hyper Mystic Ray in the corner. This is my BNB atm. Don’t know if it works on the smaller characters yet.

Eh sorry double post. Optimized my combo and recorded it. I accidentally made a corner combo I’ll find the midscreen variant soon:
[media=youtube]77aklRgxd5s[/media]

edit: my recommendation for midscreen. Do mystic smash B instead of mystic smash A and go for an airgrab. Make sure you sj towards the opponent for the upH or the mystic smash C will not connect. this does more damage and prorates less than using jM

rei-scarred I use basically the same BnB now with shuma. I saw you made a note about wondering if it works against small characters like ammy/joe etc. I’ve found that this combo can work on small characters u just need to go :d::m: :d::h: :s: j:m: :qcf::h: land :l: :m: :d::h: j:m::h: :qcf::l: :l: :m: :s: j:m::h::s:

Also if i’m comboing off an assist or more than 1 aerial hit I cut out the j:m::h: :qcf::l: :l: :m: because of fear of hit stun being to much.

Also shuma can pretty much infinte assists by just repeat :d::m: :d::h: :s: j:m: :qcf::h: land :m: :h: :s: j:m: :qcf:h: land :m: :h: :s: and so on…

Does this work mid screen well? And does anyone here prefer any of the jump cancel loops as bnbs to combos like this that start off with a launcher? I’m still looking or a reliable, versitile BnB for shuma.

And i hear people mention that the mystic smash loops cause massive scaling. Is the mystic smash just that weal, or are there too many jabs or mediums peppered in?

I doubt it has to do with mystic smash’s multi-hitting property, only because in SF4, scaling was based on a per-move basis, not a per-hit basis, it was a common misconception, at least in SF, that scaling is brought on by the number of hits instead of the number of moves.

Can anyone confirm/deconfirm if this is true for MvC3?

Combos scale based on the amount of hits in MvC3. Easily confirmed with the fact that combos that start off of assists such as Chun’s legs do a good deal less damage than ones started off of moves that hit less, such as Arthur’s dagger toss.

Scaling is deffinently per hit in MvC 3, its the reason spencer’s bionic arm loops do such good damage cause they only hit once.

Also I’ve stopped doing jump cancel combo’s to lead off of, I found alot of times either my assist was hitting them or I forgot to pause after the c.M or I was to far away etc, that I would miss the jump cancel loop at first. Its very easy to go magic series into an air loop in the heat of battle. It is very easy to do a jump cancel loop while in a combo, just hard to do on off the first or second hit of a string.

Also that above combo works mid-screen, if you can end with a super is based upon if you are in corner or midscreen.

thx for the input snadmonkey. yeah, starting with launcher stuff is just more natural feeling…it’s easier for me to get into that combo mindset after a launch to gain my composure than having to do the ground bs from the get go, and it allows you alittle more safety when catching an assist than his jump cancel stuff. and would it help scaling alittle if you replaced that last :qcf::l: with an :u:+:h:?

hmmm, so scaling’s different for the 2 games, guess that’s why guys like thor have 100% combos then.

In my experience j.upH leaves them to high to continue the combo properly. The fact remains that on most characters I think the :qcf::l: misses on most characters midscreen. snadmonkey does adding the :l:s you posted correct this?

I got another question. I actually stumble across a decent amount of combos from landing a j.:l:, but alot of them seem to drop alittle more frequestly when i start with this (although that might have more to do with spacing). Just wondering what combo most of you guys go with in this situation, i assume u just take your bnb and cut down out a chunk in the middle, but i was specifically wondering if anyone has a specific combo they like when catching someone with a mystic smash.

Also, rei-scarred, is that last :m: before the launcher inyour combo just for damage? Just wondering because i seem to wiff that alot and think just a raw :s: would be alittle easier, would help for scaling if you wanted to dhc afterward too. I like your guys combo alot, but just want to chissle it down alittle to maybe make it more accessible for me.

just been messing around with shuma nothing too serious but i’ve been pissing off my friend with hyper sentinel force dhc chaos dimension

my biggest combo in the corner is

c.m, c.h xx m.stare, S, sj.m 2 hits, sj.m 2 hits, sj.h, sj.S, bombs explode, l.stare, S, sj.m 2 hits, sj.m 2 hits, sj.h, sj.S, bombs esplode, l.stare xx hyper ray, bombs explode, S

damage varies depending on how many hits you get out of the ray. around 650k at best

at the end you can go for an air grab since the most you can get after the launcher is a sj.m before they pop out.

MERRY COMBO DAY.

Have a video guys! Minor variations to a very powerful combo I’m working with. Also shows how to combo from his LVL1 into LVL3, no X-Factor. FUN STUFF.

Shuma-Gorath: Inta’Dimensiona’ Hustla’
[media=youtube]VtO5WGXO36U[/media]

I’ve been practicing this new 518k meterless bnb that works anywhere and leaves them in the air for a reset. It also builds about 1.3 bars. The catch is it’s kind of touchy and has character specific timing based on size.

:d::m:,:d::h:,:s:,:u::h:, Mystic Smash :h:, (:m:,:s:,:u::h:, Mystic Smash :h:)x2

It is easier to do and does 6k more damage if you start with :d::h: for some reason.