Hey folks…haven’t posted here in a while and thought I’d come back (I’ve mostly been lurking through the Shuma forum for the last few months). I just picked up Ultimate, but it’s killing me that my new TE Fightstick hasn’t arrived from UPS yet. I previously used a TE with my Xbox…but I recently sold my Xbox and my Xbox TE…I’ll be doing all my gaming on my PS3 from now on.
Anyway, hope to see some of you fellow Shuma fans online. Perhaps I can join up with some of you more experienced Shuma users and learn some things about the character. I used him in vanilla MvC3 quite a bit with Dormammu and Taskmaster.
I used Shuma on point. Whenever I started a combo and it was being blocked, I’d throw out standing H while calling in a Dorm Dark Hole. Then, while the opponent was busy blocking that I’d go for jumping M mixups. Seemed to work rather well for me. How’d you work Dorm and Tasky into your team with Shuma, and do you have any particularly useful info I could perhaps use?
So here is an idea since we are a bit into UMvC3 now and have good understanding of lots of things. Your thoughts about the new Shuma. My thoughts:
Shuma’s mission number 10 is dumb, the second mystic stare is one thing but the having to use air H on chaos dimension is dumb since air activation is not mashable and hard to land.
Xfactor shuma seems worse overall mainly because I can’t find a reliable combo to land off any hit in lvl 3 xfactor as all of them I come up with seem to randomly cross up. Also his damage is worse so its harder to kill a character with lvl 1 of lvl 2 xfactor.
Being able to mystic smash to one side xfactor in middle and mystic smash back to other side is awesome for opening someone up.
New command grab being comboable is nice though seems to be difficult to work in but I feel it is a tool that I should use more.
Mystic ray spam seems better but I think his air grabs got worse.
Alt costume is godlike love it.
Mystic ray assist randomly lose to moves or not hitting cause another character in the way is annoying, like other day the assist got canceled out by c.H from vergil…
Hyper Mystic smash is dumb for couples reasons. In one match i was trying to chip out a wesker about have the screen away and every single ball bounced overtop of him crouching and he easily punished me. I have had people fall out of the super because the space between balls is to great. The comboability after certain ones is nice but I still feel the randomness of this super is way worse.
F@#$ dooms jumping in corner dorm teleports being to high to punish or chase down when done correctly.
Air dash nerf really really hurts especially against characters like Mags and hawkeye.
why can’t you mash chaos dimension in the air? who thought of that? why? did they really think something shuma had was over powered? really? isn’t it another example of saying screw innovation or discovery, as skipping a longer combo in favor of mashing will do almost as much damage?
But when I think about it was probably to discourage us from calling an assist on incoming characters and hitting them with Chaos Dimension before they land. It was stupid, but I don’t care. I want to be able to mash in the air darnit…
I am. But I’m having problems figuring out the most reliable and worthwhile combo for Shuma while incorporating the Mystic Stare into it.
Correct me if I’m wrong, but I’m under the impression that Shuma’s best combo is:
s., cr., cr.:h:, s.:s:, sj.:h:-Mystic Smash, land, s., cr., cr.:h:, Mystic Stare, s.:s:, sj. ( :h::s: ), land, dash x 2, Eyeballs explode, s.:s:, sj. ( :h::s: ), Hyper Mystic Ray (assuming they are now in the corner)
…I’m having serious problems executing the combo though, with especially difficult times connecting the s., cr., cr.:h:, Mystic Stare right after doing the air Mystic Smash. Seems like half the time the air Mystic Smash puts the opponent in a position where the follow-up ground combo won’t connect. I can almost always connect the s. portion…but the cr. after that is totally difficult.
Any advice?
Also, I tried doing a more simple combo where I would start the combo with Mystic Stare earlier. However, after my air combo, it seems like I cannot dash across the screen fast enough before the eyeballs explode. Is there some trick to this follow up or something?
Yes there are actually. One Thing I see wrong is that you are doing the full air series twice but you aren’t even supposed to do it once. For your problem connecting cr.M after s.M only do 1 hit of s.M and they will fall into both hits of c.M, the second hit bringing them closer in for the Mystic Stare setup. After the first launcher you do MHS instead of the full magic series, and if you only do 1 hit of M and delay the S after the H then you will be much closer to your opponent and have an easier time dashing in for the relaunch. As for the relaunch the scaling at this point becomes so bad that you could really only do HS after the launcher. This part is very tricky and the secret to getting it consistently is to wait for them to fall really low before the final relaunch and doing H early then delaying the S because you rise up a little bit after the H. Also make sure you don’t do up H by mistake.
Using only one hit of s. to link into both hits of cr. fails against most characters in the corner, single hit s. should only be used 100% of time vs Frank West, Firebrand, and MODOK due to weird hurtboxes. The key is to only hit once with air:m: and then immediately mystic smash :h:, it works on everyone and makes the mystic stare set up a hundred times easier.
Nemesis and Shuma ain’t too bad together Waste of Flesh.
if you have Nemesis on point (where he should be, DO NOT USE HIM AS AN ANCHOR, HE SUCKS THERE) and you get a combo into Bio Weapon Assault (the rocket launcher hyper), it puts him RIGHT in front of the opponent after the jump at the end, with only vertical momentum on the opponent.
since all of Shuma’s Hypers are best at point blank, and nemesis can combo into that hyper super duper easy, it makes for good DHC synergy. Mystic ray also makes nemesis a larger threat on point, especially since nemesis is shockingly good at zoning and keepaway for a heavy character.
their DHC’s work well the other way around as well
for Shuma on point, other than DHc synergy, I dont see anything AMAZING that Nemesis has for him (nemesis’s assists are ok at best) . I could see his rocket projectile assist helping Shuma’s rushdown and full screen defense, since it covers that “airdash” height, and would make other airdashing characters a little more afraid of dealing with him.
his launcher slam assist has armor as well, so that could help in point blank poke wars, or against foot-dive happy dooms.
Both of those attacks in the corner, make for good tech throw setups and other various mixups. If you want damage you should also incorporate them into your combos as well (online not included).
I don’t use mystic stare’s in my combo’s though i’ve thought about coming up with one for the corner where you have alot larger window to get the mystic stare in.