Having a hard time against haggar. Seems to shut down everything shuma does. Cr. H doesn’t work against him, nor stares
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Having a hard time against haggar. Seems to shut down everything shuma does. Cr. H doesn’t work against him, nor stares
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I usually dash under him and catch him with the st.:l: when the player is pipe happy or a well timed back dash then f+:h: into :s:. Those usually work for me all the time.
He’s pretty hard to approach, you can either try to throw him before he does a late pipe, or if he does an early pipe you can sometimes force him into blockstun after blocking that with stand L. Alot of haggars just jump over and over but if they don’t do a late pipe they aren’t always positive aka cr. L or stand L to force them to block/catch the jump. I would not try to anti-air with cr.H and if you absolutely have to, S is a better normal /hitbox for it. I would just try to zone with H mystic stare + zoning assist.
I definitely would not try to dash under, shuma’s forward dash is terrible and he will get hit if not timed precisely. Little reward for such a huge risk.
Don’t let him get near you is the general rule of thumb.
If he gets near you, call assist then standing h mystic smash. It’ll put you back on the other side of the screen. It’s a bad matchup if he has the right assists though.
zoning him out isn’t easy because of the recover on mystic stares…one ill-timed stare and you get piped into death combo. he can also pipe all of your smashes (or air grab them). I’m using unibeam now and it isn’t that great for character jumping at you with a move that high priority.
lesson: yes rok, everything is easier with missiles
honestly thinking when it’s shuma vs haggar to start the round (like last night vs. paradigm) I’d be better off starting iron man since mystic ray assist actually is decent against him.
I don’t use missiles
So my old training partner played hagger a lot so I know this matchup pretty well. So basically the game boils down to a rock paper scissors match.
Here are haggers 3 options: Early Pipe, Late Pipe, a.f+h.
Here are shuma’s options: jump forward grab, AA c.h, c.m (just stay crouched and c.m him as he is trying to land)
F+ H ties with grab and beats out c.m but loses to AA.
Late pipe loses to grab, beats out c.m (can win at max distance) and its a crap shoot with AA
Early pipe beats AA, but loses to c.m and who wins with air grabs is based on positioning
If he is grounded don’t bother mystic smashing but spam c.l and c.m as much as you want.
Just remember that Haggar is basically a walking frame trap.
I apologize if this is my lack of practical match experience talking again, but… wouldn’t the pipes potentially tie with airgrabs too, depending on their timing? j.df+H is both pipe and grab, meaning it can also tech grabs.
well the problem is his air pipe actually has tons of start up frames, so basically he is in mid start up frame when u grab him, meaning he can’t tech it.
I’ve also been debating how effective back dash dodge duck cancel and c.l. I feel like its possibly effective strat against something things like helmet breaker jumping normals etc.
[media=youtube]v1QScUzCkBo[/media]
Dropped alot of my shuma stuff, or kept it basic but I got a crazy amount of chaos dimensions in this match! I got away with alot of things because he didn’t know the matchup but hey that’s not my problem in tournament !
Y2jay is the nicest guy ever btw, I hope to play him 9999 times in the future
Nice play, dude!
It is fucking impossible to play Shuma online. I’ve got all these combos down in training mode but drop everything online and I have no one to play with locally. Feels bad :[
When you play online like I do, I think that it is most advisable to keep your bnbs simple with Shuma-Gorath. His advanced combos will do you no good with lag, so it is best to not even try them.
And he is not impossible to play online, it is just that you can’t perform his advanced combos.But his neutral game can still be applied perfectly.
I probably just suck. I’ve been running Haggar/West/Skrull for all of UMVC3 but have always messed around with Shuma in the second spot. I have the combos, I’m still just not sure how to apply his normals, how to get in, etc. I’ve been using ch.H as an anti air combo starter and using ch. l more, but other than super jump M mystic smash, I’m not sure how to get in. Usually I just get lucky with an empty jump Devitalization lol.
With Shuma-Gorath, you just have to be very careful and patient overall. You have to do the right thing at the right time, or else you will be left open to attack. Rather than try to get in with Shuma-Gorath, I personally find that it is best to bait stuff and then punish it. Of course, he can be pretty damn nice with a good assist backing him up. Sentinel Drones can make him look top tier. Shopping Cart should do the trick too, although I am not sure.
Crouching M is by far his best normal. Jumping M is also great for crossing up the opponent air-to-ground, since it hits on both sides of him. You can make his air dashes safe-ish and travel a longer distance by cancelling them into jumping H.
Oh, and never swing very much with him. His normals have odd hitboxes and if you’re a bit far, your opponent may drop out of the combo, and you will be open to attack. Also, if you see your opponent is going to pushblock your blockstrings, you can cancel his normals into a Mystic Smash, which will immediately place you back on his face.
Calling Sentinel drones + using H ground Mystic Smash is a neat cross-up (should work with shopping cart)… that’s about all the advice I can give you.
Oh, and I thought I’d post this here, since someone may find it interesting.
It is a MODOK versus Shuma-Gorath match, which is a pretty unusual match-up.
[media=youtube]15asGVHFQyY[/media]
It’s a pretty cool set, there are some pretty epic combos all over. And the Shuma-Gorath player is rather good.
I’ve been thinking about Shuma’s matchups overall and I decided to make a scrubby tier list.
Should make note that I feel a lot of Shuma’s matchups vary greatly upon circumstances. Like, I feel if Shuma’s up against Strange with no meters he has a distinct advantage, but against a Strange with bars stocked he loses. Or if he’s facing Doom with the life lead Doom has no way to harm Shuma running without putting himself at risk, but if Shuma needs to kill Doom he has huge problems getting in on him. I’m not taking assists into consideration, but I’ll say anything with Missiles gives Shuma loads more trouble, more than Vajra or Drones that’s for sure.
Yeah, I think I should just add in some kind of lockdown assist, either drones, bolts, or missiles, but I refuse to play Doom.
Also, that tonosama combo is fucking hard. They always flip out after my hard mystic ray before I can get eyeballs into super.
The corner kill extender, M-Stare S j.HS H-Ray L-Stare HMRay? If yer having the problem i think you are for comboing it, and I’m pretty sure i’ve said this before in the thread, though it mighta been in another thread… The trick is to try and hit the OTG Ray as late as possible. The eyes need to start exploding midway through, or they will indeed drop out.
Against most characters, a nice visual cue is to watch their landing animation after being hit by the j.S. They’ll hit the ground, bounce up a little, and then hit the ground a second time. You want to get as close to that second landing as possible without overshooting it. Too early, they’ll flip out before the eyes explode. Too late, and the ray doesn’t pick up in time… they roll, you die.