Marvel vs Capcom 3/Shuma Gorath

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Shuma Gorath

Shumagorathface.jpg

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 {{#motion: 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 {{#motion: 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

COMING SOON!!

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Mystic Ray
{{#motion: shot tiltup }}
20,000 per hit
otg
Hyper Mystic Ray
Beta.png Mystic Stare
{{#motion: shot front }}
20,000 per hit
Hyper Mystic Ray
Gamma.png Mystic Smash
{{#motion: direct tiltdown }}
20,000 per hit
Hyper Mystic Smash

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Air Dash
f or b + atk + atk in the air
Standing Light
{{#motion: l }}
33,000
rapidfire
Crouching Light
{{#motion: d + l }}
33,000
low rapidfire
Standing Medium
{{#motion: m }}
30,000 + 40,000
Crouching Medium
{{#motion: d + m }}
35,000 x 2
low 2nd hit: softknockdown
Standing Heavy
{{#motion: h }}
20,000 x 6
Crouching Heavy
{{#motion:d + h }}
70,000
jcancel
Strange Gaze
{{#motion: f + h }}
75,000
Standing Special
{{#motion: s }}
75,000
launch
Jumping Light
{{#motion: air l }}
38,000
high
Jumping Medium
{{#motion: air m }}
30,000 x 2
high
Jumping Heavy
{{#motion: air h }}
75,000
high
Air Strange Gaze
{{#motion: air u + h }}
75,000
high
Jumping Special
{{#motion: air s }}
80,000
high otg softknockdown aircombofinisher

Special Moves

Name
Command
Damage
Special Properties (glossary)
Mystic Stare
{{#motion: charge b , f + atk }}
10,000 per eyeball;
25,000 per explosion
Mystic Smash
{{#motion: qcf + atk }}
20,000 per hit
airok
Devitalization
{{#motion: hcb + atk }}
{{#motion: l  110,000
m 140,000
h 170,000}}
throw
Mystic Ray
{{#motion: charge d , u + atk }}
20,000 per hit
otg

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Hyper Mystic Smash
{{#motion: dp + atk + atk}}
15,000 per hit
otg
Hyper Mystic Ray
{{#motion: qcb + atk + atk}}
25,000 per hit
otg
Chaos Dimension
{{#motion: qcf + atk + atk , h}}
50,000 for initial hit;
350,000 for grab
h attack: unblockable

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 {{#motion: m}} and they block it, you can cancel that into the {{#motion: h}} and grab them right out of block stun.
  • Because the follow up {{#motion: 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 {{#motion: 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

Advanced Strategy