Excellent, always glad to see more interest in this game! I think of it as ST mixed with a bit of Accent Core. =P
Shura tactics:
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Far st.HP is easily your best poke. Combos into roundhouse tiger knee (even as anti-air), though this is not always safe (see below). It also has a little autoguard. Some characters can crouch it, so be careful.
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Far st.MK is your closest substitute against small crouching chars or chars who can punish tiger knee. It combos into dash straight/upper and the super.
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Dash straight is a solid move in general, nobody can crouch it. Theoretically, it becomes especially dangerous at low life because it can link into the super - very difficult to master, but probably the only way to make Shura not suck.
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Dash upper works well as anti-air.
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EX dash upper is awesome - completely invincible, a lot of damage, and even a bit of frame advantage on block! EX straight is worse in every area, and can’t even link to the super. =(
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His flash kick is just d,u+K, no charge needed. You can also move left and right while landing, which forces the opponent to guess right to punish you.
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You can attack on the way down from tiger knee, but you CANNOT air-block. Against some characters, attacking is enough to keep you safe and continue the pressure, but DPs and high-priority ranged attacks will hit you. If the opponent cannot punish tiger knee, then throw it out whenever you can - it’s great in strings or by itself, and makes for a mean corner lockdown game.
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He has two guard-crush normals: Low MP and close st.MP. If the opponent doesn’t react quickly enough, you can st.HP -> tiger knee on some characters. Otherwise, you can sweep or s.MK -> dash upper…experiment!
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Far st.MP destroys high projectiles, low MK destroys low ones.
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His ABC is a dashing overhead that knocks down, not safe though. If you’re going to try it, always use back+ABC - it has shorter range (not an issue) but less startup. I particularly would not recommend this move against Muscle Power…he can throw you from the d/b position.
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The super is unsafe, but it combos from practically anything. Do not try to punish extended limbs with it or use it as anti-air; you’ll only get like 1 point of damage.
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His other practical combos are pretty simple. Close st.LK and low LK both link to low MK, and low MK can combo into dashes or super or even roundhouse tiger knee (have to be quick). Close st.HK hits twice, which makes for a nice super hit-confirm. Low LK -> Low MK -> super is probably the most important of these - definitely easier than the super link, and the main way to combo super with full meter.
Now for Fuuma…I wrote all this before Keits posted, but there should still be something useful. =)
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Keits’ videos show the basic idea of how he works. He’s actually quite similar to Dragon, focusing on the air game and rushdown, but his DP is pretty nice too.
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j.MK is one of the best crossups in the game, and an important part of his offense. Very annoying priority from wall jumps, too.
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He has almost nothing for combos. If you land a jump-in, just sweep or close st.HP -> jump cancel for more offense.
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He can jump cancel low MK as well, and link two low MKs at close range.
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Close st.HP, in addition to the jump cancel, gives frame advantage on block! Low MK will stuff just about anything the opponent tries afterward.
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The air-to-ground throw can be performed with forward to down/back+HP (like Killer Instinct specials). With his great air options and crossup, this is a perfect fit and a major part of his game. You can even grab people while jumping OVER them - have to perform the motion the same way.
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Close st.MP is the guard crush, just sweep or low MK -> whatever.
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EX projectiles are invincible. Piddly damage, but a safe reversal is nice to have. They can let you pressure the opponent if distanced properly, too.
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The big fireball super gives you nice guaranteed chip damage from some knockdowns. I don’t know much about the other one, Keits can help with that.
Hope this helps you out, and feel free to ask any more questions! =)
-Josh