Enter the Chaos Dimension! Shuma-Gorath Combo thread

Yeah I rock Shuma and Dante. That assist is amazing for mixups with Shuma.

That’s a nice set up dododonpachi, but it’s already known that Shuma can X factor right after air S and land next to the other guy with mystic smash M.

anyone have a good easy xfc loop yet? my old one doesnt work anymore :frowning:

if you want a lvl 3 xfactor one I’ve got a couple, the one i posted in other thread or you can do this one.

either start with normal c.:m: c.:h: :s: j.:m: :qcf: :h: land :uf: j.:m: j.:h: j.:u::h: land :uf: j.:m: j.:h: j.:u::h::uf: j.:m: j:h: :qcf: :l: :s: into ender.
or you can just go straight into ground loops, the two types are :uf: j.:m: j.:h: j.:u::h: and :uf: j.:m: j:h: :qcf: :l: or :m: or you can use the opening starter but you can squeeze 4 reps in before you launch into air ender. The difference between lvl 3 ground loops and normal is that after you get started skip the c.:h: and only do 1 hit of j.:m:

I just use anything into crouching h JC JM JH J8 H JC JM JH J8 H repeat.

In the corner
Hit confirm into crouching h JC, j h, j light mystic smash repeat

This is of course assuming you’re talking about xf3. These might work in xf2 tho. I don’t know tbh.

I’m surprised that this wasnt mentioned but heres a kinda old combo from a video posted awhile ago that allows Shuma to get decent damage midscreen without that much difficulty.
LMcrH, jump, MHupH, land, crH, jump H air mystic smashL, crH, mystic stare, launch, MMH air mystic smashL eyes explode hyper mystic smash.
The Ms both have to hit twice after the lanch. Does about 606Kish. It might be possible to add another loop before mystic stare for more damage.

First off to reliably do that combo you need to ms.l s.M c.H. Also there is an easier more reliable combo imo. Basically midscreen here is combo i’ve been using if I want to use meter. ground series into j.M j.ms.H land s.M(1 hit) c.H stare.L S j.M(2 hits) j.H S land HMS if they are to far to dash in and combo (eyeballs explode before super gets there but late enough it still combos with super), if they can be combo’d i usually dash in and do normal jump j.h S into a super.

If you don’t like super jump loop then I recommend the following.

c.L c.M c.H UF j.M(2) j.H j.u.H land UF j.M(2) j.H j.u.H j.mysticsmash.M land s.M(1) c.H stare.L into whatever you want to do after stare.

Hey I"m trying to do the combo below and I"m trying to find out how to do j.mmhs>s How do you get out the 2 “S” to work I can’t seem to relaunch them.

cr.:m: > cr.:h: > j.Mystic Smash :m: > cr.:h: > j.Mystic Smash :m: > cr.:h: > Mystic Stare :m: > cr.:m: > :s: > j.:m::m::h::s:* > :s: > j.:h: > j.:s: > :qcb::atk::atk: Hyper Mystic Ray*

Does anyone have any tips for working mystic ray into combos? I can never seem to get the timing for the charge right.

this is the shuma bnb I’m doing now. Anywhere on the screen, no assists, no mystic stares, decent damage and meter build without difficulty

cr. M, cr. H, S, j. M xx H mystic smash, st. M, st. H (a few hits), S, j. up + H xx H mystic smash, st. M, S, j. MHS -> hyper mystic stare

I only do the hyper mystic stare if I carry them to the corner (which it will do if you do it from midscreen or so) otherwise go for reset on the last loop. You can vary the amount of hits the st. H does in order to space them out so that the normally tight j. up + H into H smash hits correctly every time. I also throw in chaos dimension after the last H mystic smash if I have meter

Not as flashy as the stare combos but I find them too unreliable in the heat of battle

how much damage does that do?

Also i find the mystic stare combos more reliable than the H mystic smash relaunch combo. Maybe im doing something wrong but the timing for the relaunch after mystic smash H seems to vary a lot depending on the opponent’s size, how far they are off the ground, how soon you did the air combo etc.

I just picked up shuma a few days ago so im sticking to the more basic stuff atm but a good and reliable midscreen BnB im trying to get down consistently is:
cr.MH, j.MH u.H, cr.MH xx air mystic smash M, cr.H xx mystic stare L, launch, j.MHS, launch, j.HS, Hyper mystic ray.

Does 650K, carries corner to corner and if you manage to get to the corner after the first air combo you can go for the usual corner Mystic stare extensions.

In the corner i do:
cr.MH, j.MH u.H, cr.H xx Mystic stare L, cr.H, j.HS, mystic ray H, Explosion, Mystic stare L, launch, j.HS, mystic ray H, Explosion, Mystic stare M xx HMR, j.S, mystic ray H.
Does 800K.

You really only need to learn two combos for shuma, the best as far as setups, damage, dhc options, and the like are
Mid screen. c:m: c:h: :s: j:m: (onehit) :h: smash :m: c:m: c:h: Stare :s: j:m: j:m: j:h: j8:h: Msmash (bombs explode in air) HMR, you can DHC into pretty much everybody from this combo and you get near max damage with the super, you can even combo more with select assists, or even to the combo slightly faster and run under them as the bombs explode getting a reset.

Corner is c:m: c:h: :s: j:m: (onehit) :h: smash :m: c:m: c:h: Stare :s: j:m: j:m: j:h: j:s: c:h: Stare (timing here is you c:h: RIGHT when the bombs go off or when they stop bouncing) :s: j:h: j:s: H Mystic Ray, Mystic stare, HMR, j:s: HMR. Corner combo does a million damage IIRC and is very very important to TOD characters in the corner as shuma as that is one is his strengths (well so can spencer but he is not a cool squid monster).

Our crew streamed last wed and I played Shuma a lot on stream I’m testing out a zero with with him. Anyway I do said combos on stream link is here

I First get on at 29:00 but I always drop things for my first couple games of the day, but I’m on there for a while though so I do some interesting things with shuma a little later on.

If its a combo you drop even 10% of them time it really shouldn’t be your go to combo. Also I tried to learn that combo a while back and found the :m: c:m: c:h: Stare part of the combo unreliable though I could land it, just didn’t seem sure fire enough to use in any match that means anything.

I disagree if that combo is a touch of death which shuma’s corner combo is. Mihe drops the lighting loops combo maybe once out of 9 or 10 times does that mean he shouldn’t go for it? In corner dash under crossup c:h: leads into the full TOD combo.
Now the part you have trouble with I find only difficult to do when comboing off of a random assist hit or an anti air c:h: as the timing is slightly different. I find if I land a solid c:m: I’m pretty spot on with the rest of the combo.
Anyway when going for the c:h: to stare in corner wait till they stop bouncing then hit c:h:. When doing the H Ray OTG its the same timing.
My shuma execution wasn’t as good as it normally is that day. So this vod probably isn’t my best shuma showcasing lol. I was trying to learn Zero the past two days before that. I play on pad so I need to position my hand slightly differently when I play zero. It probably messed me up a bit.

Anyway I will say that combo isn’t completely reliable against Joe, frank, arthur and other short characters it can be done but it’s difficult, the midscreen version that is. If you want to learn an easier mid screen combo that is understandable, but I think every shuma player should really try to learn the corner TOD.

Would doing 1 hit of st.M into cr.H xx Mystic stare L be more consistent? Im still trying to get the mighty smash H combos down, how well do they work against big/small characters? cuz big characters usually land too fast and small ones land too slow.

Also for the midscreen combo isnt it better to do j.MHS into relaunch instead of just doing mystic smash M into hyper? it isnt any harder to do, does more damage and puts them in the corner, mystic smash M usually crosses them up so it gets them out of the corner.

Neo that combo st.m c.H into stare is what I do midscreen if I need big damage. I find it alot easier and reliable especially when starting off multi hit openers. Also the midscreen, problem is going for just j.MHS sometimes puts them out of range for relaunch, thats why its not considered better.

Also here is a few points for the heavy mystic smash combo. Basically the faster the better, especially going from the j.m into heavy mystic smash. Also don’t mash s.M it is something that needs to be timed. Also sometimes you can neutral jump to make the link easier, especially in the corner.

Thats why you do j.MHS instead of j.MMHS, makes it very easy to go for a relaunch even midscreen, Just dash then crouch cancel half way through or at the end of the dash so that you can do a second dash, its pretty easy even with shuma’s slow dash.

I dunno man, you were dropping that first combo a lot, and I see why after trying it out for a while, as you have to time it just right to get the eyeballs explosion to combo after the air smash, and then to time the hyper mystic stare right (without being able to see yourself landing) in order for it to combo after the eyeballs. Another problem is that you get crossed up when you land to do the hyper mystic smash input, although you don’t always get crossed up, so you’re essentially guessing, and then there’s that small amount of instances where you hyper mystic stare and the opponent floats BEHIND you, missing the super entirely (and punishing you)

Also I didn’t get to a point where you did the corner TOD combo…would you mind going over your notation above and correcting it? I’m assuming jumping H from launcher height can never chain into cr. H

haha my bad I forgot to put an :s:.
I dropped that first combo because after the launch you don’t want to hit j:m: j:m: j:h: j8:h: at the normal speed, you want to do it sightly slower. Also you don’t need to time the super at all you just do it when you hit the ground. As far as the whole crossup thing goes, what I actually was trying to do there was dash under them and do a quick j:s: that way I would keep them in the corner. However when I really think about it if i’m close enough to the corner that I would need to do that, doing that combo really isn’t that necessary. That combo is for midscreen combos that wont get you to the corner anyway. The real reason I actually do that combo is normally I play Shuma, Dante, Strange but I was testing out this team, and after the HMR midscreen, dante can do a nasty 50/50 reset. I never did it as I wasnt playing the team in the correct order.Also unless I fucked up horribly (I mean like real bad) I can’t ever recall a time where they floated behind me and the super just whiffed. Normally My execution is very good, but not so much that day. Sorry guys if we stream again I’ll do better next time lol. Honestly some of the older videos that we streamed probably do a better showcasing of my shuma combos.
As for that tod combo… at 1:38:15 I use c.:h: as an anti air into it but do the otg ray slightly too early, but when frank comes in next I do the TOD combo, you can start if off of an ambiguous c.:h: in the corner, but I knew that he was going to knee drop. He wasn’t at full hp but if he was he would have died anyway, just barely though.

I still dont see the point in doing mystic smash M into hyper instead of j.MHS > relaunch > j.HS, im pretty sure this can carry corner to corner while doing more damage. Good combo though, i might start using it if its consistent on all/most characters in the game. I rly cant get the corner version to work though, by the time you go for the 3rd relaunch there is too much HSD so you cant rly delay your attacks that much, when i try to do the mystic ray > Mystic stare xx hyper they always tech out before the 1st MS explodes. Looks like it has rly strict timing since you can barely delay your attacks at all but still have to do it to time the explosion correctly, im probably gonna drop some attacks to make the timing more lenient.