Shuma-Gorath changes for UMVC3 2013 update?

It’s either an oversight/glitch in the finished product or they decided during testing that it was too poweful/broken(???) and removed it. It was obviously intended at some point as the strategy guide talks about being able to do it

I heavily agree with your first two changes P.Gorath, but I would also like to see j.A cancellable by mystic smash once it touches the ground, because as it is, if it’s blocked you’re gonna get punished by every single member of the cast. I also feel the instant recovery on devitalization if a projectile is absorbed is necessary because as it is the move is pretty worthless unless your playing against somebody who is completely clueless.
I know I’ve posted this before but I had an idea where if you absorbed a projectile with devitalization you had a short window of time to press l, m, or h and shuma would teleport to a tracking location (think dormammu’s tele locations). Just use the chaos dimension animation where shuma crawls out of the hole

yeah some kind of teleport counter with devitalization would be very interesting…cool idea

or you could just give his mystic stare a ceiling bounce

I’m a long time Shuma Player since Vanilla and have compiled a list of major and minor changes that can help him.
-Eyes on contact can have a crowning effect similar to Vergil. “Mystic Stalker” activate with S+Atk when an eye is on opponent. 1 bar cost
Maybe it could be immune to raw tags or Shuma being hit similar to Modoks reverse controls.
-Can Cancel Air S into Super or A1+A2 attacks immediately after touching ground.
-Increase Air S Hard knockdown time especially after sj. combos.
-Give Shuma a hard knockdown move similar to Franks down+C to bring them straight down near him and combo into Hyper Mystic Stare or link to regular Mystic Ray.
-Eye explosions cause hard knockdown otg state on airborne opponents(Similar to Deadpools bolo) and crumple state on standing opponents.
-When Eye explosions are being blocked Shuma is immune to advancing guard.
-Air S is dash cancel in the air or on the ground. Or Air S has 1 hit of Super Armor
-Air S has a wider hit box.
-Mystic Smash can be canceled out of in air or off ground with S+Atk. Then you can dash then do another mystic smash or block etc.
Can only be used once per airborne period. Would conflict with Mystic Stalker input if both moves were used.
-Mystic Stare H goes full screen and has + frame advantage.
-Devitalization stays up as long as button is held similar to Amaterasu. L version absorbs beams or projectiles for meter. M version reflects projectiles or nullifies beams.
H version warps you to opponent if touched by a projectile or beam (Can call assist while in devitalization stance or warping). If opponent is within range command throw comes out instead or whiffs.
Probably needs to be a separate move from the command throw.
-Standing C is dash cancel
-Chaos Dimension properly mashable at sj. heights. During Sj. combos Chaos Dimension can be followed by a tac exchange.
-Standing crouching and air M hit stun increased.
-Strange Gaze causes hard knockdown on counter hit or airborne opponents.
-Mystic Ray brings opponent closer to Shuma when used as an otg during hard knockdown or Devitalization.
-Mystic Stare eyes are permanent till explosion on counter hit.
-Mystic Stare eye explosions can be delayed by holding an attack button.
-Mystic Ray has set hitstun

Not all of these need to be used but just some ideas.