H. P. Lovecraft would be proud - The Shuma-Gorath thread!

I personally think of Hyper Mystic Smash as a weaker version of Hailstorm. It’s safe on block and it does a lot of chip damage. Also, you can DHC into it from full screen if you play the right characters. Like MODOK, Viewtiful Joe or Nova.

if shuma could cancel his air S that would be a big help to his futile attempt at getting in, or at least make it xfactor cancelable when he lands sheesh. being able to air dash cancel his normals mid combo would be a great perk too that would help his spacing on smaller characters with air mystic smash combos that like to get crossed up mid combo causing to drop. projectile counter needs to be tweaked in some way, dont care how, just fix it plz

I don’t think that shuma player at SCR knows that you can combo heavy berzerker barrage into mystic ray assist very easily. Great tool for stopping missles or other type of assists.

Congratulations to Angelic for his great display at SCR! Good job representing the elder god!

Also, loved that 8-bit keychain. Where on Earth would you get that? I know it is from that one Deviant Art picture, but I didn’t think you could get a keychain out of one of those.

alright so i just purchased shuma and jill today and will be downloading them soon. what are some things i should (seriously) concentrate when practicing with him like optimal combos, team compositions etc

uh… not sure why I would ever want to do that. The ray beats missiles already and I have plenty of other ways to play the neutral game.

Thanks man, we didn’t get to talk much but I did see you rocking it! you were in the same pool as my friend tsumuji the zero player. Really wanted you to use point shuma but he definitely knew that match up.

I got the 8 bit necklace at Revelations, but I actually saw a dude trying to sell one at SCR2013 as well.

Well honestly I only watched some of the matches. I just remember watching you play ChrisG, and he kept up backing with morrigan while keeping missles to chip/setup. I just kept watching thinking, call shuma then berzerker barrage, it comes out fast enough to stop any missles even if wolvie very far away, and shuma stops morrigan from punishing, then wolvie is in point blank and can go for pressure game. He kept getting missles off and even though you could get in, you wouldn’t be able to do anything cause have to block missiles.

That goes for me too! Yeah good stuff angelic, although I had my worst performance ever this tourney :frowning: Lost to tsumuji and another zero may cry player. I need more practice vs that team. When you got marn’s vergil at the end of round 3 with shuma I was screaming don’t drop it, and good thing you didn’t! The stream needs to see shuma’s actual damage output.

Whoa whoa whoa. I think you may be confusing me for Foo.

I’ve never been to a tournament and I live in Spain, so I definitely wasn’t at SCR. xD

And BTW, did you know that your keychain comes from this?:

Apologies, I did confuse you both. The names both start with an F! Not my fault!! :slight_smile:
No I didn’t know where it was from, my good friend Forward got it for me when we were at ReveLAtions.
I’ve been wearing it to majors since!

Thanks for the support guys, you won’t believe the amount of people who are telling me they are buying Shuma and going to mess with him now!

At the very least hopefully it means we won’t have to search too long for a DLC setup at majors!

Good stuff! It’s cool that there are players displaying dat elder god for the community to see.

Hello Shuma users. I’m visiting from the Nemesis forums and I wanted to simply talk a little about Shuma so I have a better understanding of him.

From what I know about Shuma and have seen of him on point, lemme ask, is the biggest drawback to him an absurdly high barrier of entry? From what I’ve seen from Angelic, Tonosama, and a few randoms, he has excellent mixups, including left/right, instant overheads, excellent normals, and the ability to combo off of all of them fairly easily, superb damage and meter capabilities, a half decent set of projectiles, and a semi-useful looking LVL3(verify me on this). Downsides seem only to be his wonky movement, strict combo timing, and crappy inputs. Is this more or less accurate? Does he have decent incoming mixup options? Like, perhaps cH into high/low mixup or something?

As far as I can tell, people have been using him more on point than was once believed. Is that because Mystic Ray assist is less powerful now, or that people have figured out how to make him a scary point character? Also, how useful is Mystic Stare Assist? Do the eyeballs go away if shuma and or his partner get hit?

And to that one dude a while back who mentioned HMS being an ass Hyper…have you SEEN Nemesis’s LVL3?

His biggest drawback is his movement and bad damage out of the corner. His mixups involve instant overheads and command throw, not so much left/right. His normals on the ground are good, but in the air not so hot and difficult to hit confirm. His damage is only good in the corner, otherwise he has a hard time even tacking on a super if he gets a happy birthday. His projectiles are ok, not great, and the fact that they’re charge moves further cripples them. His lvl 3 isn’t that good because damage is ass and you don’t get a follow-up. He has decent incoming mix-ups against characters without 8-way air dashes etc.

When the deck is stacked against a character, you put him on point so he can have two assists to help him out. Shuma needs assists to help him get in because his movement is so bad, and he needs an assist to lock an opponent down so he can go for his instant overhead mix-ups. Also shuma is free when he comes in, so if you play him second or third, you might not get to play him at all. Mystic ray is a good assist but not a great assist, best with a character like wolverine who can dash away from it to protect shuma.

I though Mystic Smash variants could be useful in left/right scenarios when back by an assist. The distance traveled is pretty large and that one that falls straight down adds to that. Furthermore, I read in the Brady guide of airdash ambiguity with M. While it is rather hard to land either of those without an assist(or so I would assume, otherwise I’d see it more), could both of those not be useable with, say, Sentinel?

That’s not always the reason you put a character on point, but yes, of course. This is giving me more backing to the theory that quite a number of assist characters in this game are actually decent point, but their assists are so good they get put in the back and then get opened up free on incoming. Shuma’s a good example it seems, along with Akuma, Haggar, Doom and Rocket Racoon.

Shuma’s biggest downside is that anything he does in the air is brain dead ez to air grab even in lvl 3 xf. He also has one of the slowest ground dashes in the game and gets no benefit from wave dashing meaning his only way to speedily approach someone is through the air, which is easily air grabbed. Also his high low came requiest point blank range to be effective, which without a tri jump can be much harder to get then you would expect.

Air mystic smash is a crippled move that should be used as safely and as little as possible. If you have them locked down with drones, you use it to get in close then go for your overhead mixups. Air M is Air M - you’re going up against someone with an air H with a better hitbox that also option selects.

And how often are these shortcomings overshadowed by assist calls? Like, is his lack of mobility still a noticeable flaw is Cold Star or Drones is thrown in there? Or even Plasma Beam? From each person’s own experience anyways.

several people use cold star as it’s one of the best lockdown assists, but it doesn’t really help him getting in if he’s full screen away. Drones are obviously great for getting in and locking down, but shuma has a difficult time protecting sent. Plasma beam is a little too quick to be effective - better beam assists for shuma would be unibeam, bolts of balthakk, and spitfire twice. Missiles is obviously also decent, although there is the same protecting doom problem as sentinel (although less so since missiles don’t disappear like drones).

Vajra is great because shuma can never get to the superjump corners, but he can’t really convert off the knockdown so it feels wasted

It probably helps that Ammy is one of the stronger anchor characters, so people might not feel like they’re sacrificing much by putting her in the back, unlike Doom or Sentinel.

<font face=“Arial”>I’ve been focusing on devitalization recently, trying to squeeze everything I can out of it. God how I wish the move had slightly faster recovery.  </font><div><font face=“Arial”>This is a good move to have in your arsenal because nobody you play against will be familiar with it, or even understand what is happening while it’s happening.  Seriously, nobody will.  </font></div><div><font face=“Arial”><br></font></div><div><font face=“Arial”>It’s possible to absorb all the hits of v.joe’s charged voomerang, and hawkeye’s net arrow.  It doesn’t absorb Hawkeye’s electric arrow or super, even though they’re one hit.  </font></div><div><font face=“Arial”><br></font></div><div><font face=“Arial”>It’s easiest to absorb the slower moving projectiles like soul fist and akuma/ryu’s fireballs, although in a case like akuma he’s usually dropping down to attack you as he throws the fb and you won’t recover in time to block the attack.  <span style=“line-height: 1.7em;”>It’s a good move to use against dooms that throw out finger lasers a lot  </span><span style=“line-height: 1.7em;”>Projectiles like Magneto’s blast and wesker’s gunshot are the most hindering to shuma in general, but absorbing them is risky as the start-up is too slow to do it on reaction so you have to guess each time.  </span></font></div>