"WASTE OF FLESSHHHH!!!!" I love this character! Shuma is just so cool! Who else but Capcom would have thought of putting in a squid with one huge eye as a character? Well I have to admit though, he was slightly better in MSH than in this game cause the Chaos Dimension takes three whole levels to work, you can't combo after it anymore and he loses sooooo much life! His special moves are also kind of weak too! So what does Shuma have to offer? The pure fun that arises from the fact that you're playing with a huge squid and the respect that you receive from your opponents because you've mastered this guy! His throw range and throw priority are both excellent and if you like to fight up close and brawl, then he is your guy! Shuma relies heavily on his partner to help him pull off his awesome team super and to help him regenerate his life which gets drained very easily. Concentrate on air combos, confusion tactics, smart switching, constantly attacking and throwing while playing as Shuma! Not a character for beginners!
Mystic Stare 
+P
Shuma shoots out a whole bunch of eyes at his opponent that stick if they connect! After a period of time they'll blow up, doing decent damage and leaving them vulnerable to attack! This takes off a good amount of block damage but it does little regular damage if the eyes are shaken off! This can only be accomplished by hitting Shuma or by switching out! It also plays a mind game with human players because they usually go totally offensive when the eyes are stuck on! Block their feeble attacks and counter with a devitalization or Chaos Dimension! A good strategy to use when your opponent has only one character left, is to hit him with the eyeballs, turtle, wait two seconds, activate the Chaos Dimension and grab him when the eyes explode!
Mystic Smash 
+K
Shuma squishes into a little ball and bounces to his opponent! If he connects, then he hits five times! It does ok damage and it comes out very fast so it's good for countering or getting out of corner traps! It also launches the opponent high into the air in the direction that Shuma came from! This can be followed up by an air combo if Shuma's back is to the corner! It can be done in the air as well to surprise opponents with a quick attack! Watch out though cause if he is blocked, he bounces off and the recovery time can be taken advantage of by as fast opponent! The kick determines the arc of his hop and the Roundhouse will combo after his launcher!
Devitalization 



+K
Shuma turns into a little blob with tentacles that grab your opponent, Shuma then stretches upwards and slams them down! This is his most powerful special move cause it is a throw that hits twice! It also has very good recovery time even if he misses so don't be afraid to throw one of these out every now and then! If your opponent doesn't roll, you can keep doing it in the corner to be cheap! After a sucessful grab Shuma faces the players and says, "Who's the bessssst?!" I love it!
Stone Drop
+MK
This move can only be done while Shuma is in the air. Shuma turns his body into stone and falls down very very fast! This move has very high priority and can be chained into air combos as a finisher! You can even use it to surprise opponents who are right under and waiting to launch you! However, recovery time is horrible so don't use it unless you're certain of impact! Watch out cause Chun-Li's launcher will counter this!
Regeneration
+K(up close)
I know I know...it's a throw but I still consider it a special move cause it's not like other throws! Shuma grabs his opponent and starts glowing yellow! It actually gives you a little boost of energy while hurting your opponent cause he sucks the life right out of them! Ram on the buttons to squeeze every last drop! Even if they tech hit, it doesn't really do much against this move, cause they break free after he sucks the life out!
Chaos Dimension 

+2P(Level Three)
Shuma glows while snapping a big pair of jaws to charge! Then he has ten seconds to grab his opponent before time runs out! All of his attacks become grabs while he is like this and if he manages to connect, he turns into a huge ball that carries the opponent up and then rips them up as he becomes a whirlwind of pink flesh! Half a life bar every time! It kinda ticked me off that this is now a level three super but I guess I can understand why they did it. The problem is that if you don't manage to connect, then you'd have wasted three levels of super meter! Try to activate it near your opponent so that they get caught in the snapping jaws! Then, just dash and grab them as they're falling back!
The Spawning 

+2K(Level One)
Shuma splits into two and the second Shuma will mimic what the first did a split second afterwards! While in this mode, he can't throw and he can't do the devitalization, so you can scratch three of his best moves! The second Shuma even disappears if the first one is hit or if the time runs out for the super! If you're not that experienced, then save your meter for a Chaos Dimension or a team super! However, if you're really good, and you can avoid getting hit...this super has many benefits and can result in some huge combos! Check out the theoretical combo section for details! This is a great move to surprise your opponents with! They never expect it and they'll waste all of their supers trying to hit you out of it! His J.Roundhouse gains incredible priority and damage power in this form!
Mystic Smash MP+MK
This is a very good as a team attack cause he comes in very fast, hits five times and then teleports out! Use it often even though it doesn't really hurt that much!
Mystic Smash 

HP+HK
Works just like his team attack but with one difference....it wastes one level of super meter! It's not really worth it for the weak damage that it does.
Mystic Bash 

HP+HK(Level Two)
Like Zangief, Shuma has a brand new super for when he is used in team attacks! He jumps into the screen and shoots out fifteen to twenty miniature Shuma balls at his opponent! This super works really well! It hits faster than any other team super in the game! It almost always connects because the opponent has almost no time to block! I think they did this to make up for his lack of effective supers! If Shuma is your character, Team Supers are the way to go!
The Chaos Dimension, though extremely powerful, requires three whole levels of super meter! Those three levels will be wasted if your opponent is able to avoid you until the time limit of the super runse out! Also, what can I say about his Double Trouble super, other than it sucks! Really badly! He cannot throw and he cannot air combo while his twin is running around with him! These are his best assets and now they're unavailable cause of this stupid super which will end once one of them is hit!
As I previously stated, Shuma is dependant on up close fighting, air combos and throwing! This gives him a problem against keep away characters like Cyclops, Akuma, Blackheart, Omega Red and Dhalsim! His crappy Mystic Stare doesn't help him at all against them! It's slow, it has recovery time and it takes over ten seconds to do any real damage! Stick to super jumping against these guys to get close to them!
Power characters will just punish him because he loses the most life per hit out of any character in the game! The fact that he has to stay close to his opponent opens him up for a lot of Zangief's SPD's and Hulk's Fierce punches! Learn to do combos because his speed will easily make up for the damage factor! If they're stuck reeling from your hits, then they can't hit you right?
Surprisingly, Shuma can hold his own against Spidey and Wolverine! He doesn't have a big problem with them because he has a lot of good air defense moves and his throw priority will keep them off his backs!
This is probably the longest Weakness section that I will be writing because Shuma is such a hard character to deal with! However, just play smart by throwing a lot, switching wisely and sticking to your opponent! Shuma can really kick ass once you master him!
Combos!
Ground Magic: Punch to Kick
Air Magic: Punch to Kick
Super Jump Magic: Zigzag
Air Launchers: S.Forward
AC Finishers: UP.Fierce, Roundhouse, Stone Drop, Kick Throw, Punch Throw
2) C.Short --> Mystic Smash
3) J.Roundhouse \/ C.Jab, C.Roundhouse
4) J.Strong, J.Short \/ Devitalization
Harder Combos
1) J.Strong \/ S.Forward --> Roundhouse-Mystic Smash
You have to begin charging for the Mystic Smash as soon you jump and you have to cancel the S.Forward immediately after it connects! The window for attack is very small because the S.Forward is his launcher!
2) J.Strong, J.Roundhouse \/ Mystic Stare
Simple enough to pull off, just charge as soon as you jump and release the eyeballs as soon as you land!
3) D.S.Strong, S.Roundhouse --> Mystic Stare
This is pretty much the same idea as the previous combo. Begin charging right after you connect with the Strong and cancel the Roundhouse after the third or fourth hit!
4) D.S.Strong, S.Forward /\ SJ.Short, SJ.Strong, SJ.Forward, AC Finisher
5) In corner: J.Strong, J.Roundhouse \/ C.Jab, C.Forward --> Mystic Stare
6) Grab with Roundhouse, S.Forward /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, AC Finisher
7) Chaos Dimension Activation, Run under jumping opponent,
C.Roundhouse /\ Chaos Dimension grab
This isn't really a combo but an easy way to catch an opponent with a Chaos Dimension! When they see the activation, their normal rection will be to jump up! Run under them and the Roundhouse will knock them upwards! Jump up and grab as soon as they're in range!
8) J.Strong, J.Short \/ S.Strong --> Team Super
Ouch! This combo hurts! this is if you wanna use your team super offensively instead of defensively! Shuma's Team super is lightning fast and will connect because the opponent will still be in a stun animation!
9) In corner: J.Strong, J.Short \/ D.S.Jab, S.Forward /\ SJ.Short, SJ.Strong, SJ.Forward, SJ.UP.Fierce(FS), SJ.Strong, SJ.DN.Forward
10) In corner: J.Strong, J.Short \/ S.Jab, S.Forward /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.UP.Fierce, Kick Throw, SJ.Strong, SJ.Roundhouse
11) In corner: S.Forward /\ SJ.Short, SJ.Strong, SJ.Forward, SJ.UP.Fierce(FS), SJ.UP.Fierce, C.Jab(OTG), C.Roundhouse
All of the combos above rely on just one thing, the correct timing of the follow up move after the first SJ.UP.Fierce. Watch the flight path of your opponent to determine when to hit the seconf Fierce or the throw!
Theoretical Combos
1) The Spawning, S.Roundhouse --> Mystic Stare
Simple and easy! While his twin is around, Shuma will hit for twice the damage and this combo will result in seven to ten hits!
2) The Spawning, J.Strong, J.Short \/ S.Jab, S.Forward /\ SJ.Jab, SJ.Short, SJ.Strong --> Stone Drop
If this combo connects, it just does incredible, amazing damage and it really racks up the points on your combo meter! It does from ten to twenty hits and if you manage to make all twenty connect, it really hurts!
Go to the Silver Sage Shuma Guide for some more good info!
� 1998 Migs Rustia: [email protected]
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