Forums - Worth while strategys for Shuma? Show all 4 posts from this thread on one page Forums (http://www.shoryuken.com/forums/index.php) - Strategy & Tactics (http://www.shoryuken.com/forums/forumdisplay.php?forumid=10) -- Worth while strategys for Shuma? (http://www.shoryuken.com/forums/showthread.php?threadid=2127) Posted by Joshua on 11:19:2000 09:10 AM: I'm curious to know if any Shuma Gorath players out there would like to share with me a few thing about his game that makes him fun and efective. Like traps, and who should back him up. I am using Shuma (b), Spiral (g), and Capcom (b). All help and suggestions are appreciated. Thank-you. evangelion! http://twelve.hypermart.net/Kriz.gif Posted by triptacon on 11:19:2000 10:21 AM: Shuma suffers in this game quite a bit. he really can't get out of traps and he lost his ability to spawn. I guess if you're playing for fun and your opponent isn't using any traps then you will do alright. I personally like to team shuma with BH's AAA. If the person blocks the assist walk up and devitalization them. Always use down and HK it pushes people back and you can follow up with the eyes. Use the kick throw as often as possible. Use devitalization as much as possible. Avoid the traps if possible. Don't always go for the chaos dimension. Posted by Joshua on 11:19:2000 09:00 PM: Where is he best played air or ground? When I use him I always promise myself I'll stay ground and back him up with Capcom, but I always end up jumping around like a fool. His Mystic Smash seems to have less recovery time when come from the air at least that is how I see it. I never played Shuma in any other vs. games so I can't remember his prime- ahh well I still think he's cool! evangelion! http://twelve.hypermart.net/Kriz.gif Posted by triptacon on 11:20:2000 05:04 AM: Don't use the mystic smash in the air or on the ground unless you know it going to connect. People least expect the mystic smash when you have super jumped and are on the way down but use that tactic rarely. Basically, you should turtle by doing down roundhouse plus for example Doom's AAA, followed by the mystic stare, run up and do standing roundhouse, mystic stare, then down roundhouse and start over again. This isn't a very good trap but it should slow down the pace and let you build super quickly. Shuma is best on the ground. If you must jump, make sure you always super jump. Shuma is basically helpless against the Sentinal,BH trap so try and avoid this trap at all costs by pitbulling the hell out of Sentinal before he can start the trap.(Easier said than done) All times are GMT. The time now is 04:53 PM. Show all 4 posts from this thread on one page Powered by: vBulletin Version 2.2.4 Copyright © Jelsoft Enterprises Limited 2000, 2001.