UMVC3/Shuma-Gorath

From SuperCombo Wiki


Introduction

A godlike and possibly omnipotent being, Shuma-Gorath conquered and ruled over uncountable dimensions before deciding to take over Earth. In fact, Shuma succeeded back in prehistory, and ruled the Earth for ages before being banished. Since that time, Shuma has constantly tried to return to Earth. Each time, he has been foiled by powerful users of magic, but even his mildest incursions bring forth calamity.


In UMvC3, Shuma-Gorath is fairly unique due to being partially a charge character, requiring held directions for multiple important specials. Although several other characters have at least one charge motion, these moves tend to be fairly niche. Shuma has multiple charge moves that serve as important tools for both neutral and combos. While Shuma's movement tools are not the strongest, and are further limited by his need to store a charge whenever possible, he can also move around the screen using his Mystic Smash (236X) special. Shuma has historically been an unpopular character due to his technical requirements and awkward movement, but he brings many powerful mixup tools and an incredible assist to players who master him.

Strengths Weaknesses
  • Top-Tier Assist: Mystic Ray is one of the game's best assists, with massive screen coverage, great durability, short cooldown, and built-in OTG potential.
  • Corner Damage & Pressure: Shuma can easily pressure the opponent into a corner, and once he does, his mixups and aerial conversions can make for strong, highly damaging combos.
  • Difficult To Hit/Combo: Due to Shuma's unusual shape and hitbox, he is not easy to combo or hit confirm with opponents that excel in close range.
  • Unblockable Attack: Has an (expensive) unblockable attack in his Chaos Dimension Level 3 Hyper.
  • Struggles With Approaching: Shuma struggles to make a consistent approach, regardless of being defensive or offensive.
  • Limited Projectiles: Shuma's projectiles are ground-only, limiting his versatility in zoning.
  • Technical Requirements: As a charge character, Shuma needs to maintain Down and Back inputs in order to access his Mystic Stare and Mystic Ray specials, limiting his ability to move forward or input other specials.

Unique Mechanics

Shuma's back dash causes him to disappear off-screen for a short period. He is invulnerable from frames 12-31 of his backdash. Additionally, his forward dash has a very low-profile hurtbox for the majority of its duration.

UMVC3 Shuma-Gorath Nameplate.png
UMVC3 Shuma-Gorath Portrait.png
Health 950,000
Invulnerable Reversal(s) 236XX, 214XX
Grounded Magic Series Full
X-Factor Damage Boost (1/2/3) 27.5% / 45% / 62.5%
X-Factor Speed Boost (1/2/3) 12.5% / 25% / 37.5%
Air Movement Options
Air Actions Air Jumps? Air Dash? Flight? WallJump?
1 Yes 2-Way No No
Minimum Attack Scaling
Normals Specials Hypers
25 25 35

Move List

Assists

Mystic Ray H
Assist A
UMVC3 Shuma AssistA.png
Assist
A1.png or A2.png
Damage Startup Active Recovery
20,000 x10 52 30 95, 65
On Hit On Block Guard Properties
- - Mid Shot.pngTiltup.png
Priority: Low, Beam
Durability: 1 per frame for 10 frames.
Proj.pngOtg.pngStrk.png

THC Hyper: Hyper Mystic Ray. Recommended assist. Shuma channels for a moment, then starts firing a full-screen beam. The beam is initially aimed directly down at the ground, but sweeps upwards towards the air, ultimately covering most of the stage.

This assist is very powerful in neutral, as it is almost impossible to avoid except by passing behind Shuma, and will force the opponent to guard long enough for your point character to close the distance and start an offense. Its assist recovery is among the shortest in the game, making it very spammable. It can also be used as an OTG assist for characters whose solo OTG options are poor, although its long startup requires it be called fairly early to be used for this purpose.

Mystic Ray's weakness is its extremely lengthy startup. Is is susceptible to being counter-called by an opponent's faster assists, or even by quick long-range attacks from the opponent's point character. Additionally, while it does have a good amount of durability, Mystic Ray's "sweeping" nature means it does not remain in one place long enough to negate other beams, and will usually lose to them.

Mystic Stare L
Assist B
UMVC3 Shuma AssistB.png
Assist
A1.png or A2.png
Damage Startup Active Recovery
10,000 x6 + 20,000 x6 46 29 120, 90
On Hit On Block Guard Properties
- - Mid Shot.pngFront.png
Priority: Low, Beam
Durability: 1 per frame for 6 frames
Proj.png

THC Hyper: Hyper Mystic Smash. Shuma shoots a ring of six eyeballs directly forwards. The projectiles remain active for 29 frames, during which time they travel roughly 1/2 of fullscreen distance.

Every one of the six eyeballs hits twice - once immediately on contact, and then again by exploding for additional damage. However, unlike the point version, the eyeballs do not stick to the opponent on contact for a delayed explosion, but instead explode immediately on contact. As a result, this assist can not be used for delayed hit shenanigans, or hit as an OTG, and its usefulness is very limited.

Mystic Smash L
Assist Y
UMVC3 Shuma AssistY.png
Assist
A1.png or A2.png
Damage Startup Active Recovery
20,000 x8 37 32 110, 80
On Hit On Block Guard Properties
- - Mid Direct.pngTiltdown.png

THC Hyper: Hyper Mystic Smash. Shuma curls himself into a ball, and throws himself forward as a multi-hitting active hitbox. Compared to Mystic Ray, this attack starts up faster and can keep an opponent in blockstun slightly longer, but has much worse range.

Ground Normals

Stand Light
5L
UMVC3 Shuma 5L.png
L
L.png
Damage Startup Active Recovery
33,000 4 3 11
On Hit On Block Guard Properties
0 0 Mid Rpdfire.png

-

Stand Medium
5M
UMVC3 Shuma 5M.png
M
M.png
Damage Startup Active Recovery
30,000 + 40,000 5 2(2)3 19
On Hit On Block Guard Properties
-3 -3 Mid -

Hits twice.

Stand Heavy
5H
UMVC3 Shuma 5H.png
H
H.png
Damage Startup Active Recovery
20,000 x6 9 12 10
On Hit On Block Guard Properties
+12 +12 Mid -

Hits six times (!!). Its primary use is to stall out a grounded confirm long enough for Shuma to build a back charge so he can use Mystic Stare. In practice, its high hitcount and lengthy duration cause too much hitstun deterioration and damage scaling to be worthwhile, so optimized combos avoid using it.


Crouching Light
2L
UMVC3 Shuma 2L.png
L
D.png + L.png
Damage Startup Active Recovery
33,000 5 3 13
On Hit On Block Guard Properties
-2 -2 Low Rpdfire.png

-

Crouching Medium
2M
UMVC3 Shuma 2M.png
M
D.png + M.png
Damage Startup Active Recovery
35,000 x2 6 3(1)4 15
On Hit On Block Guard Properties
- 0 Low Strk.png (second hit)

Hits twice. Has a suction effect, pulling the opponent closer to Shuma on hit or block.

Crouching Heavy
2H
UMVC3 Shuma 2H.png
H
D.png + H.png
Damage Startup Active Recovery
70,000 10 4 20
On Hit On Block Guard Properties
+7 0 Mid Strk.png, Jcancel.png

Shuma thrusts his tentacles upwards. Has a solid anti-air hitbox. 2H is jump-cancelable, doing so is a standard hit-confirm route. 2H also juggles opponents long enough to cancel into Mystic Stare, and thus it is the primary way to get eyeballs loaded onto the opponent for further extensions.


Launcher/Special
S
UMVC3 Shuma 5S.png
S
S.png
Damage Startup Active Recovery
75,000 7 4 28
On Hit On Block Guard Properties
Launch -8 Mid Launch.png, Nocancel.png

-

Aerial Normals

Jumping Light
j.5L
UMVC3 Shuma jL.png
L
j.L.png
Damage Startup Active Recovery
38,000 4 3 16
On Hit On Block Guard Properties
+8 +8 OH -

-

Jumping Medium
j.5M
UMVC3 Shuma jM.png
M
j.M.png
Damage Startup Active Recovery
30,000 x2 6 7 18
On Hit On Block Guard Properties
+17 +17 OH -

Shuma flattens out into a horizontal disc and spins his tentacles, hitting all around himself. Can work as a cross-up.

If Shuma chains j.5M into itself, the second attack will spin vertically rather than horizontally. This almost never has a noticeable effect.

Jumping Heavy
j.5H
UMVC3 Shuma jH.png
H
j.H.png
Damage Startup Active Recovery
75,000 11 4 21
On Hit On Block Guard Properties
+19 +19 OH -

Shuma shoots a short-range beam from his eye at a down-forward angle. Because it is aimed downwards, it has a tendency to whiff against opponents who are being juggled too high.

Jumping Special
j.5S
UMVC3 Shuma jS.png
S
j.S.png
Damage Startup Active Recovery
80,000 8 Until grounded 22
On Hit On Block Guard Properties
- -3 OH Aircombofinisher.png, Hardknockdown.png, Nocancel.png

Shuma turns his body to stone and plummets straight down towards the ground. Unlike most j.5S attacks, this will cause a Hard Knockdown even if used outside of a Launch combo. Besides its regular use as an Air Combo Finisher, it can be useful as an aerial movement tool in order to quickly escape to the ground. It also can be useful as a fast overhead attack.

If you start holding a downward charge immediately after performing this move, Shuma usually can follow up with a Mystic Ray after landing. Alternatively, Hyper Mystic Ray also works and does not require holding a charge.

Command Normals

Strange Gaze
6H
UMVC3 Shuma 6H.png
H
F.png+H.png
Damage Startup Active Recovery
75,000 15 6 15
On Hit On Block Guard Properties
- +3 Mid Strk.png

Short-range eye laser similar to Shuma's j.5H, but aimed directly forwards and performed on the ground.


Air Strange Gaze
j.8H
UMVC3 Shuma j8H.png
H
j. U.png + H.png
Damage Startup Active Recovery
75,000 11 4 21
On Hit On Block Guard Properties
- +19 High Strk.png

Short-range eye laser similar to j.5H, but aimed at an up-forward angle. It juggles higher than regular j.5H, which can be useful for canceling into Air Mystic Smash.


Special Moves

Mystic Smash
236X
UMVC3 Shuma 236L.png
L
Qcf.png + L.png
Damage Startup Active Recovery
20,000 per hit 13 32 18
On Hit On Block Guard Properties
+2 +2 Mid Airok.png
M
Qcf.png + M.png
Damage Startup Active Recovery
20,000 per hit 15 36 18
On Hit On Block Guard Properties
+2 +2 Mid Airok.png
H
Qcf.png + H.png
Damage Startup Active Recovery
20,000 per hit 18 40 18
On Hit On Block Guard Properties
+2 +2 Mid Airok.png

Shuma curls up into a small, spiked ball and launches himself forwards as an active, multi-hitting attack. Button strength determines the arc that the ball travels:

  • L version is a short hop that travels roughly 1/3 of fullscreen distance.
  • M version is a high jump that quickly reaches the same distance as the L version, then drops straight down towards the ground.
  • H version is a large parabolic arc that travels fullscreen distance.

In addition to being able to simply jump over opponents with this attack, Mystic Smash also passes through opponents while traveling. It can be used as a crossup, either by itself or paired with an assist call.

Grounded Mystic Smash is largely rendered obsolete by the Air version, which has better recovery and frame advantage.

Air Mystic Smash
Tremble!
j.236X
UMVC3 Shuma 236X.png
L
(in air)
Qcf.png + L.png
Damage Startup Active Recovery
25,000 per hit 12 Until grounded 13
On Hit On Block Guard Properties
+7 ~ +10 +7 ~ +10 OH -
M
(in air)
Qcf.png + M.png
Damage Startup Active Recovery
25,000 per hit 15 Until grounded 13
On Hit On Block Guard Properties
+7 ~ +10 +7 ~ +10 OH -
H
(in air)
Qcf.png + H.png
Damage Startup Active Recovery
25,000 per hit 18 Until grounded 13
On Hit On Block Guard Properties
+7 ~ +10 +7 ~ +10 OH -

Air version of Mystic Smash. Like with the grounded version, the arc Shuma travels in is determined by button strength:

  • L version has hardly any forward momentum and mostly causes Shuma to fall straight down towards the ground.
  • M version causes Shuma to shoot forward quickly while falling.
  • H version causes Shuma to "hop" a small amount upwards before arcing back down towards the ground.

It is a very strong movement and pressure tool for Shuma, and largely outclasses ground Mystic Smash due to having much better frame advantage and being an overhead. Even when Shuma is on the ground, he can access Air Mystic Smash using a tiger knee input (2369X) to use as a fast, evasive overhead.


Mystic Stare
[4]6X
UMVC3 Shuma 46X.png
UMVC3 Shuma 46X Effect.png
Eyeballs which hit an opponent will stick to them.
UMVC3 Shuma 46X Explode.png
After 3 seconds, eyeballs stuck to an opponent will explode.
L
Cb.pngF.png + L.png
or
Cdb.pngF.png + L.png
Damage Startup Active Recovery
10,000 x6 (initial hit)
25,000 x6 (explosions)
22 29 23
On Hit On Block Guard Properties
+10 +10 Mid Otg.png (explosions only), Priority: Low, Beam Durability: 1 per frame for 6 frames
M
Cb.pngF.png + M.png
or
Cdb.pngF.png + M.png
Damage Startup Active Recovery
10,000 x6 (initial hit)
25,000 x6 (explosions)
22 29 18
On Hit On Block Guard Properties
+5 +5 Mid Otg.png (explosions only), Priority: Low, Beam Durability: 1 per frame for 6 frames
H
Cb.pngF.png + H.png
or
Cdb.pngF.png + H.png
Damage Startup Active Recovery
10,000 x6 (initial hit)
25,000 x6 (explosions)
22 29 33
On Hit On Block Guard Properties
0 0 Mid Otg.png (explosions only), Priority: Low, Beam Durability: 1 per frame for 6 frames

Shuma fires a ring of projectiles that travel directly forwards, acting as a short-range beam attack. The beam remains active for 29 frames before disappearing. On hit, Mystic Stare deals minor damage and leaves "eyeballs" attached to the body of the struck character, equal to the number of times the projectile hit.

The eyeballs are bombs that automatically detonate 180 frames (3 seconds) after attaching the the opponent. These explosions deal solid damage, cause a good amount of hitstun, and are OTG-capable. Shuma can use Mystic Stare for solo combo extensions, by timing his combos so that the explosions cover the recovery of his other attacks, or by scoring a Hard Knockdown and letting the explosions OTG for him.

Button strength determines the speed of the initial projectile, and therefore the amount of distance covered during its 29 frame duration. L version only covers about 1/4 of the screen, while H version can reach fullscreen. Lighter versions have faster recovery, so it is recommended to use the lightest version that can actually reach in most situations.

Shuma can dash forward while maintaining a back charge for Mystic Stare by utilizing the "Block Dash" glitch. To perform this glitch, input a two-button dash at the same time as switching from a standing block to a crouching block. The input would read as: "4,1+XX".

Additionally, Shuma can store a back charge just long enough to perform a single forward dash if needed. To do this, release the stick to a neutral position and input a two-button dash, then immediately input forward followed by the button strength desired:

[1] > 5+M+H > 6+L


Mystic Ray
[2]8X
UMVC3 Shuma 28H.png
L
Cd.pngU.png + L.png
or
Cdb.pngU.png + L.png
Damage Startup Active Recovery
20,000 x6 22 30 9
On Hit On Block Guard Properties
-10 -10 Mid Strk.png, Otg.png, Beam Durability: 1 per frame for 6 frames
M
Cd.pngU.png + M.png
or
Cdb.pngU.png + M.png
Damage Startup Active Recovery
20,000 x8 25 30 6
On Hit On Block Guard Properties
+12 +9 Mid Strk.png, Otg.png, Beam Durability: 1 per frame for 8 frames
H
Cd.pngU.png + H.png
or
Cdb.pngU.png + H.png
Damage Startup Active Recovery
20,000 x10 28 30 3
On Hit On Block Guard Properties
+11 +9 Mid Strk.png, Otg.png, Beam Durability: 1 per frame for 10 frames

Shuma fires a full-screen laser from his eye. It is initially pointed downwards toward the ground, but Shuma sweeps this upwards towards the sky. Button strength determines how far upward Shuma sweeps the laser:

  • L version stops rising when it is aimed directly forwards.
  • M version stops rising when it is aimed at an up-forward angle.
  • H version keeps going until it is being aimed directly upwards.

It has great coverage and can be used to snipe assists or stuff an opponent's projectiles, but is fairly slow, holds Shuma in place on the ground, and lacks combo potential outside of the corner.


Devitalization
63214X
UMVC3 Shuma 63214X.png
UMVC3 Shuma 63214X Grab.png
L
Hcb.png + L.png
Damage Startup Active Recovery
50,000 + 80,000(130,000) 5 22 23
On Hit On Block Guard Properties
- - Throw Hardknockdown.png, Projnull.png (1 hit only)
M
Hcb.png + M.png
Damage Startup Active Recovery
50,000 + 110,000(160,000) 3 1(2)21 23
On Hit On Block Guard Properties
- - Throw Hardknockdown.png, Projnull.png (1 hit only)
H
Hcb.png + H.png
Damage Startup Active Recovery
50,000 + 140,000(190,000) 1 2(3)21 23
On Hit On Block Guard Properties
- - Throw Hardknockdown.png, Projnull.png (1 hit only)

Command grab special. Shuma grabs the opponent, knocked them up into the air them slamming them back down on the ground. Afterwards, it is possible to link an OTG Mystic Ray.

During the active frames of this special, Shuma will "block" a single hit of any projectile attack. This is largely useless against beams or other multi-hitting projectiles, as the remaining hits will connect on Shuma normally. If Shuma successfully counters a projectile hit this way, he will gain 10% of a hyper meter bar.

Hyper Combos

Hyper Mystic Smash
623XX (1 bar)
UMVC3 Shuma 623XX.png
Atk.png
Dp.png + Atk.pngAtk.png
Damage Startup Active Recovery
15,000 per hit, up to ~60 hits 18+10 73 69
On Hit On Block Guard Properties
- -42 Mid Invuln frames 16-41, Otg.png, Hardknockdown.png, mashable, Priority: High, Durability: 3 per ball,scales by 0.97

Shuma unleashes a barrage of Shuma-shaped balls, similar to the ones he transforms into during Mystic Smash. However, these balls are projectiles rather than physical hits, and the real Shuma is not included among them. The balls bounce randomly while advancing forward, but cover most of the space in front of Shuma.

Hyper Mystic Smash deals heavy damage if all hits connect, so it works as a combo ender. However, the damage is very inconsistent due to the random nature of the projectiles, making his other hypers valid choices as well.


Hyper Mystic Ray
214XX (1 bar)
UMVC3 Shuma 214XX.png
Atk.png
Qcb.png + Atk.pngAtk.png
Damage Startup Active Recovery
25,000 x20 20+4 30(29)12 100
On Hit On Block Guard Properties
- -88 Mid Startupinv.pngOtg.png, Hardknockdown.png, Priority: High, Beam Durability: 1 per frame for 20 frames per beam, scales by 0.93

Hyper version of Mystic Ray. Shuma fires two sweeping lasers in quick succession. After the attack, Shuma poses for a significant amount of time, making this hyper catastrophically unsafe on block. On hit, it causes a lengthy Hard Knockdown, covering Shuma's recovery. Invulnerability starts frame 1 ends on frame 19.

Invincibility does not last long enough for the attack to become active, so it is not functional as a reversal.

If Shuma cancels Mystic Stare directly into this hyper, the bombs will detonate just as Shuma recovers, allowing him to follow-up afterwards.


Chaos Dimension (bite)
236XX (3 bars)
UMVC3 Shuma 236XX.png
UMVC3 Shuma 236XX Effect.png
Atk.png
Qcf.png + Atk.pngAtk.png
Damage Startup Active Recovery
50,000 10+1 5 20
On Hit On Block Guard Properties
- -1 Mid Startupinv.pngStrk.png

Shuma transforms most of his body into a large mouth and bites the opponent. The attack knocks the opponent high into the air on hit, allowing Shuma to follow up with additional attacks. It is Shuma's only "real" reversal attack as the invulnerability ends on frame 15 well after the attack.

After activation, regardless of whether the bite hits, Shuma enters the "Chaos Dimension" state for 300 frames (5 seconds). This state can be visually confirmed by Shuma having a yellowish hue over his entire body. In this state, Shuma's H attacks are replaced by Chaos Dimension (consume), detailed below.

Chaos Dimension (consume)
(During Chaos Dimension) H
UMVC3 Shuma 236XX Cinematic.png
H
H.png
Damage Startup Active Recovery
350,000 - 495,000 4 3 11
On Hit On Block Guard Properties
- - Unblockable.png mashable, Airok.png, Hardknockdown.png

While in Chaos Dimension mode, pressing H will perform a modified, Unblockable attack. These attacks have animations based on Shuma's L normals, so 2H or 5H will have similar hitboxes and frame data to 5L, and j.5H will have similar properties to j.5L.

This attack is a true Unblockable, and not a grab. This means it can be comboed into, used against opponents in blockstun, and used in situations where the opponent is throw-immune, such as on incoming. In most cases, it is trivial to combo the Chaos Dimension Bite directly into this attack. Connecting the attack will begin a cinematic that deals heavy, unscaled damage and resulting in a Hard Knockdown.

Universal Mechanics

Ground Throw
6H, 4H
UMVC3 Shuma GroundThrow.png
H
B.png + H.png
or
F.png + H.png
Damage Startup Active Recovery
40,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png, steals health and meter

Shuma coils his tentacles around the opponent and absorbs their energy. A successful throw will steal 40,000 health from the opponent, and 20% of a hyper bar(also still generates meter from the damage, for a total of 24% bar gained). The throw animation also lasts long enough for Shuma to fully charge a Mystic Ray, which he can use to OTG afterwards.

Like Morrigan's Soul Drains, Shuma is unable to steal meter the opponent does not have. However since the throw itself also generates meter, it is glitched; throwing an opponent with 0 bar will result in 2000 meter(20% of a bar) being generated instead.

Air Throw
j.6H, j.4H
UMVC3 Shuma AirThrow.png
H
j. B.png + H.png
or
j. F.png + H.png
Damage Startup Active Recovery
40,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png, steals health and meter

Largely identical to Shuma's grounded throw. It also has the same health/meter stealing properties.


Snap Back
236A1.png 236A2.png
UMVC3 Shuma 6H.png
Assist
Qcf.png+A1.png
Qcf.png+A2.png
Damage Startup Active Recovery
50,000 2 6 15
On Hit On Block Guard Properties
- +3 Mid Snapback

Animation and hitbox based on 6H.


Hard Tag
A1.png/A2.png
UMVC3 Shuma HardTag.png
Assist
HoldA1.png
HoldA2.png
Damage Startup Active Recovery
30,000 - 22 34
On Hit On Block Guard Properties
- -17 OH Softknockdown.png

-

Team Position

Shuma is typically chosen as an Anchor character. His Mystic Ray assist is among the game's best, so placing him in the third slot maximizes the amount of time that this assist will be available for the team. He also performs very well with X-Factor; the speed boost allows him to quickly sail around the screen with Mystic Smash, and his j.5S instant overhead becomes lightning fast, while also allowing him to convert it into big damage. Shuma has many solo relaunch options and combo extensions, so he is less dependent on assists for damage than other characters.


Notable Synergies

Wolverine: Shuma's Mystic Ray assist is among the best in the game, and in particular provides a lot of what Wolverine is looking for in an assist. It is a beam attack with massive coverage, hitting almost the entire screen for at least part of its duration. It connects OTG, can snipe opponents at superjump height, and punish the opponent's assists. On hit, it causes a significant amount of hitstun, more than enough for a prepared Wolverine player to convert into a combo. Lastly, although it has quite long startup, Mystic Ray has a very low assist cooldown period - one of the few assists in the game whose self-recovery period is less than 100 frames - making it very spammable.

Players to Watch: Angelic (Wolverine/Dorm/Shuma, sometimes Firebrand/Dorm/Shuma)

Hulk: Shuma's "Mystic Ray" is a fantastic all-in-one assist that covers just about all of Hulk's weaknesses. It hits OTG, which can help Hulk work around the more awkward parts of using his Gamma Wave as a solo OTG. It sweeps the entire stage, destroying projectiles along the way, so it can cover Hulk's approach very effectively (similar to Sentinel Drones). Although expensive, Hulk/Shuma can also perform an Unblockable setup by DHCing Gamma Quake (623XX) to Chaos Dimension (236XX) and then using Chaos Dimension's unblockable finisher while the opponent is stuck blocking rocks.

Players to Watch: Jan (Hulk/Shuma/Haggar), Bangr (Shuma/Hulk/Strider)

Other Players to Watch: Tonosama (Shuma/Raccoon/Ammy), SalutexMO (Shuma/Dorm/Raccoon),

Alternate Colors

Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Alt Color
UMVC3 Shuma-Gorath Color 1.png UMVC3 Shuma-Gorath Color 2.png UMVC3 Shuma-Gorath Color 3.png UMVC3 Shuma-Gorath Color 4.png UMVC3 Shuma-Gorath Color 5.png UMVC3 Shuma-Gorath Color 6.png UMVC3 Shuma-Gorath Color Alt.png