Marvel Super Heroes/Shuma Gorath: Difference between revisions

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==Introduction==


==Moves List==
==Normal Moves==
'''Magic Series'''<br>
Ground: standard zig-zag <br>
Jumping: standard zig-zag <br>
Super Jumping: standard zig-zag <br>
'''Throws'''<br>
===Standing===
'''LP:''' <br>
'''MP:'''  <br>
'''HP:''' <br>
'''LK:''' <br>
'''MK:''' <br>
'''f.MK:''' <br>
'''HK:''' <br>
'''f.HK (hold):''' <br>
'''b.HK:'''<br>
===Crouching===
'''c.LP:''' <br>
'''c.MP:''' <br>
'''c.HP:''' <br>
'''c.LK:''' <br>
'''c.MK:''' <br>
'''c.HK:''' <br>
===Jumping===
'''j.LP:''' <br>
'''j.MP:''' <br>
'''j.HP:''' <br>
'''j.LK:''' <br>
'''j.MK:''' <br>
'''j.HK:''' <br>
'''u.j.HK:''' <br>
==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==
[[Category: Marvel Super Heroes]]

Latest revision as of 15:44, 15 August 2024