Shuma Gorath (MSH)

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Introduction

Moves List

Normal Moves

Magic Series
Ground: standard zig-zag
Jumping: standard zig-zag
Super Jumping: standard zig-zag

Throws


Standing

LP:
MP:
HP:
LK:
MK:
f.MK:
HK:
f.HK (hold):
b.HK:

Crouching

c.LP:
c.MP:
c.HP:
c.LK:
c.MK:
c.HK:

Jumping

j.LP:
j.MP:
j.HP:
j.LK:
j.MK:
j.HK:
u.j.HK:

Special Moves

Mystic Stare: B(charge 2 sec.)F+P

This projectile does good damage and has excellent range. It has fairly good speed and hits up to 6 times, blocking or not. In my opinion I mainly use this move to chip my opponent to death, it just chips so much block damage, its incredible, just like Iron Man's Uni-Beam. You can combo this move in for alot of hits, or you can use it to play keep away.

Mystic Smash: B(charge 2 sec.)F+K

An excellent move to use all the way through, it not only does good damage but you can OTG after it as well. Depending on which button he uses will determine the height and arc of the Mystic Smash, this can also be used as an anti-air attack but you'll often find yourself trading hits with the opponent's jumping attack instead. You can put this move in combos and also it chips alot of block damage as well.

Devitilization: F,DF,D,DB,B+K(close)

This move is Shuma Gorath's special grab, it does alot of damage as you can expect and even be put in combos. This grab hits twice as Shuma Gorath picks the opponent up and slams them onto the ground then proceeds to tack on an extra hit. As far as I can tell you can't tech hit out of this, and the move does have good range for a throw, but like Zangief's Spinning Pile Driver in the other games, if Shuma Gorath performs this while away from his grab range, that means he will go into his miss pose and be open to attack

Super Moves

Chaos Dimension: D,DF,F+2P, SP/FP/FK/RK(close) - Infinity Combo

With the Chaos Dimension you can easily win practically any battle. It does a TON of damage and you can even OTG afterwards as well. Once activated Shuma Gorath will glow and for about 10 seconds you can grab your opponent into the "Chaos Dimension." The first half of the damage comes from the vortex Shuma Gorath creates then the opponent drops back to the floor hard. Only his jabs and shorts will not be effected by the Chaos Dimension, all of his other moves will result in him going into a grab pose, jumping or crouching or standing. If you are lose to the opponent they will be hit by the activation of this move that pops them up, but for me I have trouble following up with a grab after that. Both the start up and the duration of the Chaos Dimension are both unblockable. Use this whenever you can.

The Basics

  • BASIC COMBOS*

1. J.Roundhouse, C.Jab -> C.Roundhouse 2. J.Roundhouse, S.Jab XX Roundhouse Devitalization 3. Roundhouse Throw, S.Roundhouse 4. (corner) Fierce or Roundhouse Throw into corner, S.Strong -> S.Roundhouse

  • INTERMEDIATE COMBOS*

5. (corner) Roundhouse Throw, D.S.Forward -> SJ.Short -> SJ.Strong ->

   SJ.Forward -> SJ.U+Fierce (FS)

6. D.S.Strong -> S.Forward -> SJ.Short -> SJ.Strong -> SJ.Forward ->

   SJ.U+Fierce (FS)

7. (corner) Fierce Throw into corner, jumping Air Throw 8. (corner) Fierce Air Throw, J.Strong (OTG), S.Forward -> SJ.Short ->

   SJ.Strong -> SJ.Forward -> SJ.U+Fierce (FS)

9. J.Strong -> J.Roundhouse, S.Roundhouse (2-3 hits) XX Mystic Stare 10. (corner) J.Strong -> J.Roundhouse, D.S.Jab -> S.Forward -> SJ.Short ->

   SJ.Strong -> SJ.Forward -> SJ.U+Fierce (FS); While enemy starts falling 
   back down and passes you (you'll still be in same Super Jump), SJ.Strong 
   -> SJ.D+Forward

11. (corner) S.Forward -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.U+Fierce

   (FS);  While enemy starts falling back down and passes you (you'll still 
   be in same Super Jump), SJ.U+Fierce, C.Jab (OTG) -> C.Roundhouse

12. (corner) Grab with Roundhouse, S.Forward -> SJ.Short -> SJ.Strong,

   Roundhouse Air Throw, Air Forward Mystic Smash

13. J.Strong -> J.Roundhouse XX Roundhouse Mystic Smash, C.Jab (OTG)

   S.Forward -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.U+Fierce (FS)

14. Grab with the Chaos Dimension, J.Strong (OTG), S.Forward -> SJ.Short ->

   SJ.Strong -> SJ.Forward -> SJ.U+Fierce (FS)
  • ADVANCED COMBOS*

15. (corner) J.Strong -> J.Roundhouse, D.S.Forward XX Chaos Dimension

   (Activation), Chaos Dimension Grab, J.Strong, S.Forward -> SJ.Short -> 
   SJ.Strong -> SJ.Forward -> SJ.U+Fierce (FS)

Advanced Strategy

Match-Ups