How Practical? St.H Cr.M

So, in my first day with Shuma in the lab, it struck me that St.H was really cool looking and had this disgustingly huge hitbox with decent startup time. As such, the first thing that I did was MASH THAT SHIZZ, and got the same realization we all get-- well, damn, that linked into itself? But the thing that struck me was that this shit just does RIDICULOSO hitstun, considering St.C is NOT Shuma’s fastest normal by any degree. Another thing I noticed was that Cr.M (DISGUSTING TINY HURTBOX, DISGUSTING LONG RANGE), on the second hit (maybe anti-air only?), happens to VACUUM IN TOWARDS SHUMA. What was I expected to do?

Land five reps and some twenty-five ticks of loop on Nemesis in the corner, that’s what.

The midscreen combo I’m running on Shuma right now looks like:
dash up cr.L xx (or tk smash linked into cr.l xx) st.c, cr.m xx st.c, cr.m xx cr.c (uf) j. m h u+h (uf) j.m h s, H-MYSTIC RAY xx hyper (mystic ray for damage, mystic smash for x-factor resets, chaos dimension to kill)

Now, I haven’t LANDED this combo yet (isuk), but with Hyper Mystic Ray, I’m guessing this is gonna hit for something like 800k mashed out. I don’t know how practical this is, actually-- i’m not that good at estimating how far it’ll scale, or if the last two jump loops even hit, but the link is super duper frickin’ braindead. I could hit that thing in my sleep. Another use would have to be for lockdown, which I’m using it for a lot with Sentinel. If I get pushblocked, I’ll usually just H Mystic Smash my slimy green butt back into the fray behind a couple of drones, but I haven’t played anyone very proficient yet, so I’m not sure how safe that’ll be in tournament play. It builds lots of meter, and the st.C gives you a wide window to call in assists, allowing you to keep pressure up or give a window for mixup. If they don’t pushblock, I’m a fan of throwing drones out during st.C and just spidercrawling infront of them. At the end of the drone stun, I’ll walk up and either command grab or sneak a cr.L in and start all over again.

Long story short, don’t do this. It makes your combos worse, its unsafe pressure and really doesn’t afford you anymore mixup chances than other normals. You’ll be much better off learning frame traps, hit confirms, and multi-hit overhead/mixup variations. To get you started, c.m -> c.m is actually a frame trap that will punish someone trying to chicken block after c.m, where as c.l pause c.l is a frame trap to catch advance guarders.

Wow. I feel a little dumb now.

Thanks. I’ll go put some labwork in now.
(EDIT: How is it punished? Just with pushblock?

Ya if they push block first hit or so your left doing the motion even without it connecting, sure it can be canceled but only into other unsafe moves on whiff.

I personally use St. H to cause a frame trap or catch an assist. At any time during the animation you can call an assist (I use Sentinel or Strider) and get a free mix up opportunity. Calling an assist during the move also can protect Shuma from being counter hit after a push block. The move has very deceptive range and I find myself using it as a great ground poke.

Monkey is right tho, do not base combos around it.