Lets discuss what new things we find out about Shuma in Ultimate.
Things Known -
He can wavedash in spider-form (Holding L + M and taping a directional button)
J.S causes a Hard Knockdown
Only Ground Chaos Dimension can be mashed.
Mystic Smash H - Has been damage nerfed slightly from 129,900 to 122,200
Devitalization has been buffed in damage, faster recovery. You can combo off it, other things.
-And they fixed the hit detection on his air Heavy Mystic Smash. On characters like Amaterasu, VJ, Arthur, Morrigan, and even Wolverine to some extent, a crouching series to Launcher - j.Medium - H.Mystic Smash would have Shuma cross over to the other side of small characters and he’d be unable to combo afterwards. Now, if Shuma lets both hits of his j.Medium connect and H.Mystic Smashes, he will not cross himself up.
-I’m also pretty sure than that removed a couple frames of end lag of Hyper Mystic Ray. It’s far easier following up the Mystic Stare Explosions after Hyper Mystic Ray.
-His ground and air grabs had their damage reduced to 40k but now absorb exactly 1/5 of a bar of the opponents meter.
Mystic ray assist is fast has less hitstun and shuma spawns closer to the point character making him easier to get hit. These are some major changes to this assist that i dislike, especially the last one.
anyone else having issues getting a combo off of an air or ground grab? in mvc3 i could follow up with a M. mystic ray into a S launcher for a sweet combo. but in umvc3 seems like the ray pushes them too far away expect for a select few characters. having no problem doing it with the command throw, but the directional throw is bugging me.
I’m also having issues with the air H mystic smash in x-factor. i could loop it for close to 1mil in vanilla but drop it after the 2nd loop now in umvc3. dag yo