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{{MvC3HyperGuideCharacterBox | shumagorathface.jpg }} | {{MvC3HyperGuideCharacterBox | shumagorathface.jpg }} | ||
{{Nutshell|Shuma Gorath has many qualities that may make him appear to be a very bizarre character. For one, he's a walking eyeball with tentacles. Secondly, he possesses two charge motions for special moves, which may seem like it would limit his mobility. However, in reality, Shuma Gorath is a fairly straight-forward character with very accessible combos, including some nice jump loops off of his jump cancelable crouching {{ | {{Nutshell|Shuma Gorath has many qualities that may make him appear to be a very bizarre character. For one, he's a walking eyeball with tentacles. Secondly, he possesses two charge motions for special moves, which may seem like it would limit his mobility. However, in reality, Shuma Gorath is a fairly straight-forward character with very accessible combos, including some nice jump loops off of his jump cancelable crouching {{ h}}. Also, thanks to his Mystic Ray, he can be a very effective zoning character, as there is technically no way, outside of teleports and invincibility, to avoid the {{ h}} version of the move. Also, Shuma's Chaos Dimension may be one of the most powerful Level 3's in the game, as it is completely unblockable. This opens up a ton of opportunities to land this in pressure and in combos. }} | ||
== Video Walkthrough == | == Video Walkthrough == | ||
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{{MvC3CharacterAssists | {{MvC3CharacterAssists | ||
| Mystic Ray | {{ | | Mystic Ray | {{ {{shot}} {{tiltup}} }} | 20,000 per hit | otg | ||
| Mystic Stare | {{ | | Mystic Stare | {{ {{shot}} {{front}} }} | 20,000 per hit | | ||
| Mystic Smash | {{ | | Mystic Smash | {{ {{direct}} {{tiltdown}} }} | 20,000 per hit | | ||
| AlphaSuper=Hyper Mystic Ray | BetaSuper=Hyper Mystic Ray |GammaSuper=Hyper Mystic Smash | | AlphaSuper=Hyper Mystic Ray | BetaSuper=Hyper Mystic Ray |GammaSuper=Hyper Mystic Smash | ||
}} | }} | ||
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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Air Dash | f or b + atk + atk in the air | | }} | {{MoveListRow | Air Dash | {{f}} or {{b}} + {{atk}} + {{atk}} in the air | | }} | ||
{{MoveListRow | Standing Light | {{ | {{MoveListRow | Standing Light | {{ {{l}} }} | 33,000 | rapidfire }} | ||
{{MoveListRow | Crouching Light | {{ | {{MoveListRow | Crouching Light | {{ {{d}} + {{l}} }} | 33,000 | {{low}} rapidfire }} | ||
{{MoveListRow | Standing Medium | {{ | {{MoveListRow | Standing Medium | {{ {{m}} }} | 30,000 + 40,000 | }} | ||
{{MoveListRow | Crouching Medium | {{ | {{MoveListRow | Crouching Medium | {{ {{d}} + {{m}} }} | 35,000 x 2 | {{low}} 2nd hit: {{softknockdown}} }} | ||
{{MoveListRow | Standing Heavy | {{ | {{MoveListRow | Standing Heavy | {{ {{h}} }} | 20,000 x 6 | }} | ||
{{MoveListRow | Crouching Heavy | {{ | {{MoveListRow | Crouching Heavy | {{d + {{h}} }} | 70,000 | {{jcancel}} }} | ||
{{MoveListRow | Strange Gaze | {{ | {{MoveListRow | Strange Gaze | {{ {{f}} + {{h}} }} | 75,000 | }} | ||
{{MoveListRow | Standing Special | {{ | {{MoveListRow | Standing Special | {{ {{s}} }} | 75,000 | {{launch}} }} | ||
{{MoveListRow | Jumping Light | {{ | {{MoveListRow | Jumping Light | {{ air {{l}} }} | 38,000 | {{high}} }} | ||
{{MoveListRow | Jumping Medium | {{ | {{MoveListRow | Jumping Medium | {{ air {{m}} }} | 30,000 x 2 | {{high}} }} | ||
{{MoveListRow | Jumping Heavy | {{ | {{MoveListRow | Jumping Heavy | {{ air {{h}} }} | 75,000 | {{high}} }} | ||
{{MoveListRow | Air Strange Gaze | {{ | {{MoveListRow | Air Strange Gaze | {{ air {{u}} + {{h}} }} | 75,000 | {{high}} }} | ||
{{MoveListRow | Jumping Special | {{ | {{MoveListRow | Jumping Special | {{ air {{s}} }} | 80,000 | {{high}} {{otg}} {{softknockdown}} {{aircombofinisher}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Mystic Stare | {{ | {{MoveListRow | Mystic Stare | {{ charge {{b}} , {{f}} + {{atk}} }} | 10,000 per eyeball;<br>25,000 per explosion | }} | ||
{{MoveListRow | Mystic Smash | {{ | {{MoveListRow | Mystic Smash | {{ {{qcf}} + {{atk}} }} | 20,000 per hit | {{airok}} }} | ||
{{MoveListRow | Devitalization | {{ | {{MoveListRow | Devitalization | {{ {{hcb}} + {{atk}} }} | {{ {{l}} 110,000<br> {{m}} 140,000<br> {{h}} 170,000}} | {{throw}} }} | ||
{{MoveListRow | Mystic Ray | {{ | {{MoveListRow | Mystic Ray | {{ charge {{d}} , {{u}} + {{atk}} }} | 20,000 per hit | {{otg}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
===Hyper Moves=== | ===Hyper Moves=== | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Hyper Mystic Smash | {{ | {{MoveListRow | Hyper Mystic Smash | {{ {{dp}} + {{atk}} + atk}} | 15,000 per hit | {{otg}} }} | ||
{{MoveListRow | Hyper Mystic Ray | {{ | {{MoveListRow | Hyper Mystic Ray | {{ {{qcb}} + {{atk}} + atk}} | 25,000 per hit | {{otg}} }} | ||
{{MoveListRow | Chaos Dimension | {{ | {{MoveListRow | Chaos Dimension | {{ {{qcf}} + {{atk}} + {{atk}} , h}} | 50,000 for initial hit;<br>350,000 for grab | {{h}} attack: {{unblockable}} | level3 }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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* Learn the timing of when the eyeballs from the Mystic Stare explode. You can produce lots of combos that are perfectly times to take advantage of the explosions to extend your combos, as you can actually use the Mystic Stare in a combo and continue comboing after they connect. | * Learn the timing of when the eyeballs from the Mystic Stare explode. You can produce lots of combos that are perfectly times to take advantage of the explosions to extend your combos, as you can actually use the Mystic Stare in a combo and continue comboing after they connect. | ||
* The Chaos Dimension may be considered the most broken Level 3 Hyper Combo when all is said and done. Understand that the follow-up attack is not a throw. I repeat, it is NOT a throw. It is a bonafide unblockable attack. This means that you can catch people with the move while in a combo, which they are trying to block, and ''during blockstun''!!. So if you jump at the opponent and do a jumping {{ | * The Chaos Dimension may be considered the most broken Level 3 Hyper Combo when all is said and done. Understand that the follow-up attack is not a throw. I repeat, it is NOT a throw. It is a bonafide unblockable attack. This means that you can catch people with the move while in a combo, which they are trying to block, and ''during blockstun''!!. So if you jump at the opponent and do a jumping {{ m}} and they block it, you can cancel that into the {{ h}} and grab them right out of block stun. | ||
* Because the follow up {{ | * Because the follow up {{ h}} is considered a Hyper Combo, you can even use it to cancel Special Moves like Mystic Stare to produce delay-less Mystic Stares. And even if the opponent blocks all the Mystic Stares, you can still grab them. | ||
* To produce a nearly 100% unescapable Chaos Dimension, have the opponent block an Assist so they cannot push you away with Advancing Guard. Go right up next to them, activate Chaos Dimension. As soon as they block the initial hit, X-Factor Cancel that initial hit and just mash on {{ | * To produce a nearly 100% unescapable Chaos Dimension, have the opponent block an Assist so they cannot push you away with Advancing Guard. Go right up next to them, activate Chaos Dimension. As soon as they block the initial hit, X-Factor Cancel that initial hit and just mash on {{ h}}. You will grab them out of block stun and not even Advancing Guard can escape this trick. The ''only'' way to escape this is via Crossover Counter. But they have to be ready for it and also need at least one level of Hyper Meter. | ||
=== Basic Strategy === | === Basic Strategy === | ||
=== Advanced Strategy === | === Advanced Strategy === | ||
[[Category:Marvel vs Capcom 3]] |
Latest revision as of 00:54, 9 December 2020


Shuma Gorath
In a nutshell
Shuma Gorath has many qualities that may make him appear to be a very bizarre character. For one, he's a walking eyeball with tentacles. Secondly, he possesses two charge motions for special moves, which may seem like it would limit his mobility. However, in reality, Shuma Gorath is a fairly straight-forward character with very accessible combos, including some nice jump loops off of his jump cancelable crouching . Also, thanks to his Mystic Ray, he can be a very effective zoning character, as there is technically no way, outside of teleports and invincibility, to avoid the
version of the move. Also, Shuma's Chaos Dimension may be one of the most powerful Level 3's in the game, as it is completely unblockable. This opens up a ton of opportunities to land this in pressure and in combos.
Video Walkthrough
COMING SOON!!
Move List
Assist Types
Normal Moves


































Special Moves



25,000 per explosion













Hyper Moves









350,000 for grab


Apprentice Combos
Strategy
Tips and Tricks
- Learn the timing of when the eyeballs from the Mystic Stare explode. You can produce lots of combos that are perfectly times to take advantage of the explosions to extend your combos, as you can actually use the Mystic Stare in a combo and continue comboing after they connect.
- The Chaos Dimension may be considered the most broken Level 3 Hyper Combo when all is said and done. Understand that the follow-up attack is not a throw. I repeat, it is NOT a throw. It is a bonafide unblockable attack. This means that you can catch people with the move while in a combo, which they are trying to block, and during blockstun!!. So if you jump at the opponent and do a jumping
and they block it, you can cancel that into the
and grab them right out of block stun.
- Because the follow up
is considered a Hyper Combo, you can even use it to cancel Special Moves like Mystic Stare to produce delay-less Mystic Stares. And even if the opponent blocks all the Mystic Stares, you can still grab them.
- To produce a nearly 100% unescapable Chaos Dimension, have the opponent block an Assist so they cannot push you away with Advancing Guard. Go right up next to them, activate Chaos Dimension. As soon as they block the initial hit, X-Factor Cancel that initial hit and just mash on
. You will grab them out of block stun and not even Advancing Guard can escape this trick. The only way to escape this is via Crossover Counter. But they have to be ready for it and also need at least one level of Hyper Meter.