Marvel Super Heroes - Strategy Guide (Page 07)
Below are the cheat codes, hints and help for Marvel Super Heroes - Strategy Guide (Page 07).
SPECIAL MOVE ANALYSIS:
**********************
-EM Disruptor-
(Magneto exclaims "EM Disruptor!" and fires an electromagnetic beam straight
across the screen)
This is Magneto's primary projectile, and has its ups and downs; it reaches
across the whole screen and if the enemy is a distance away you can play a
pretty good game of keep-away with it. The big disadvantage of this is its
recovery; Magneto recovers VERY slowly from this move, so you must be careful
it connects, or make sure the enemy is far away enough not to counter if they
block. For this reason it cannot be consistantly used for keep-away, because
if they manage to jump it Magnus is in trouble. For the same reason it cannot
be used up close with any reliability, because if blocked they're right there
to counterattack. It does, however, do great damage and always knocks down
(unless the Space Gem is being used by the opponent, or the opponent is the
Juggernaut); it is great in combos if used right, i.e. if it connects, fine,
but if it is blockable, make sure knocked the enemy far enough away so they
can eat block damage and can't retaliate.
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-Magnetic Wave-
(Magneto throws his hands downwards in front of him, whipping off a pink wave
of magnetic energy)
This is much slower than the CPU's from X-Men: CotA, and the motions are
really annoying for me. If I use it, it is not repeatedly, but rather as part
of a pestering tactic, combined with Air EM Disruptors and Hyper Gravs. The
point is, you have to make REALLY sure the enemy isn't under you when you
throw one, because they can use a quick DP move to knock you down, or a
Jumping Combo. Ditto if they're above Magnus in a Super Jump.
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-Hyper Grav-
(Magneto exclaims "Hyper Grav!" and produces four spheres of EM energy; if
the enemy is caught with these, they will be floated over to Magneto for a
beating)
The Hyper Grav is now blockable, unlike in X-Men:CotA (thankfully, I think),
but still is an effective move standing or in the air; this tracks the enemy
considerably, although it is still avoidable if they get far enough away (the
spheres will dissolve eventually), best with a Super Jump. But, it can
frequently catch the enemy by surprise, especially when they're in the air.
As well, you can perform a great fake-out when jumping in; start to jump in,
ready for a combo, but stop short to them and fire off a Hyper Grav--
likely, they'd have thrown out some sort of air counter, and you will grab
them for a combo. Be careful not to use this too close, because like many of
his other moves, he has considerable recovery time. Once you do grab the
enemy with this, get ready for a good combo, because this is your best
chance; you're best to do either the Shockwave right in their face, and if
you don't have one charged do a crouching Fierce into an Air Combo. NOTE:
technically, the opponent is actually airborne when caught in the Hyper Grav.
It is for this reason that the S.Jab -> S.Fierce combo will not usually get
both hits. But, the Launcher into Air Combo still works fine, as do a few
other ground combos. But, the best part is that you can actually jump in at
them when they're caught and get all SIX hits of your Regular Jumping Magic
Series, because you aren't Super Jumping and the opponent has not been
launched, so no "finisher" will come out. You can even tack on a Special Move
to finish it as well! See tactics for more info.
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-Gravitation-
(Magneto takes to the skies)
This is controllable in all directions, and if going up it can go just a bit
further than a Super Jump. It is also possible for him to put on an extra
burst of speed for an "air dash" in ANY direction, i.e. you can air dash D/F
by tapping diagonal down and forward and hit all three punches like a normal
dash. To land, do the same motions again. I don't find myself using this as
often as Iron Man's Flight, because Magneto's initiation time is slower and
he can be hit when he first starts to float. Still, once you get up there it
is easy to avoid your opponent, which can be a good thing if they have a
Power Gem going, for example. When you are flying, pester the opponent A LOT
with Magnetic Waves and Hyper Gravs to keep them at bay and force them to
back off, then move in. Note that you CANNOT air block during Flight, so keep
your distance unless the opponent leaves themselves open for a big Air Combo.
NOTE: To quickly gain Infinity Meter energy, fly near the top of the screen and
repeatedly perform a regular attack.
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-Scrap Hold-
(Magneto grabs the opponent, surrounds them with scraps of metal, then
releases them)
This is one of the best Throws in the game, as it allows you to follow up
with ANY major combo of your choice! This is because after Magneto releases
the opponent from his grip, they remain held in the metal for long enough to
connect with ANY attack before they are released. Note that they can escape
from the metal faster by shaking the joystick and pressing buttons rapidly,
but even then you should be able to get just about anything in.
When it hits, dash in for a combo, best into a C.Fierce and Air Combo, or
Shockwave; you can also start with a jump-in attack if you wish, but provided
you're not full screen away, the Hyper Grav will bring them to you--remember
that in some cases dashing in would be faster, however. Also note that there
are also some cool combos possible after this with the Magnetic Tempest...
NOTE: you can also direct which way Mags Throws the enemy as with the Strong
one...
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-EM Repulse: F or B+Strong (close)
(Magneto grabs the opponent in one hand, then flings them in the desired
direction with a burst of EM energy)
Although IMO not as effective as his Fierce Throw, it has the advantage of
being directed; if you aim it down, Magneto will slam them directly into the
ground, where you can do at least a C.Short -> C.Roundhouse OTG combo. You
can throw them straight, and in the corner this can be followed with an OTG
combo as well. Or, if you direct it upward Magneto will fling them up and
forward slightly. Because of the forward slightly part, I have yet to connect
with a Super Jumping Air Combo, although a Magnetic Tempest may combo...
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-Air Scrap Hold: F or B+Strong or Fierce (close in mid-air)
(Magneto grabs the opponent in the air, surrounds them with scraps of metal,
then drops them to the ground)
Basically the same properties as the ground version, if you grab them way up
high in a Super Jump, it is doubtful you will reach them in time for a combo
before they wriggle free. If you catch them low to the ground, dash in when
you land for a big combo or Hyper Grav+big combo, and if you cannot reach
them in time do a Magnetic Tempest IC!
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-Best Gem: Space-
This is Magneto's best Gem; when activated, he exclaims "Force Field!"
initiating his Force Field from X-Men: CotA--Magneto is COMPLETELY
invulnerable when the Field is around him :), and he can attack as he likes.
Go totally offensive when this is going, it's really your only chance. Beware
though, it doesn't last very long.
NOTE: The field will actually take damage from hits, making it waste away
quicker. Therefore, if the enemy can repeatedly smack the field, they can get
rid of it pretty quickly (forgot to mention this before; Wolverine can make
short work of it with repeated S.Strongs!)
ALSO NOTE: Blackheart can still grab you with his Fierce/Roundhouse Demons,
and Shuma can actually still grab you with his IC!
-----------------------------------------------------------------------------
-Forward Dash; Grav Dash-
(Magneto floats forward quickly)
A fairly fast dash, mixing this up with the backward dash is quite effective
at keeping the opponent guessing, until they make a mistake and you can
connect with a dashing combo.
-----------------------------------------------------------------------------
-Backward Dash; Backward Grav Dash-
(Magneto floats backward quickly)
Identical to the forward dash in every respect (except it goes back ;) ), use
it along with the forward version on the ground to keep the opponent on their
toes, or just to avoid certain attacks and make a hasty retreat.
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-Infinity Counter; Shockwave Surge: B, D/B, D+any punch
(Magneto blocks an opponent's attack, then xclaims "Shockwave!"and fires a
wave of EM energy from his open palm into the ground; a single geyser of
energy rises from the ground to hit the opponent)
For his ICO, Magneto performs one blow of his Magnetic Shockwave. This is IMO
one of the best Counters in the game; it does decent damage, looks painful,
and can counter both ground and air attacks fairly easily. It is especially
good when the enemy jumps in with an attack, because the Infinity Counter
fires up vertically. If an attack leaves an opponent up close to Magneto you
can use it as well, although I would prefer a combo myself... Just make sure
not to block a projectile or long-range move with Magneto's Counter (eg.
after blocking Iron Man's Proton Cannon!) because it will miss and Magneto
will be left open for a long moment.
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-Infinity Combo; Magnetic Shockwave-
(Magneto exclaims "SHOCKWAVE!" and fires a wave of EM energy from his open
palm into the ground, creating consecutive geysers of EM energy to surge up
from the ground across the screen)
This is my favorite, and IMO best looking Infinity Combo in the game, because
the whole screen shakes and the opponent goes literally FLYING into the next
screen, and it sounds like an explosion; whatever geyser the opponent gets
hit with, they will be blown into the next hit, then the next, etc..., so if
you hit the opponent up close you'll smash 'em with all of the geysers for
maximum damage--and the maximum damage is quite respectable.
It can be put in many combos and is PERFECT after you grab 'em with the Hyper
Grav. It should, however, stay in combos; the only other place I can think of
to use it is after blocking a slow recovering move from fairly close (eg.
Juggernaut's standing F+Fierce). This is because, again, Magneto's recovery
time is horrible after the Shockwave, and the Shockwave can be avoided by a
simple Super Jump, and Magnus will be left at the enemy's mercy when they
land; same if they block it fairly close. It is quite ineffective from more
than a few steps away, because it's extremely slow moving, and the geysers
get progressively weaker as they go. This will hit the enemy OTG and the
damage off of a C.Roundhouse is QUITE good.
Like the Final Justice, this also has high priority against most attacks up
close, so with proper timing, it can be used against jumpers...
The Shockwave gets a max of 13 hits (see below).
NOTE: the number of hits you get with the Shockwave is dependant on screen
position. For some reason, when you hit the enemy right in the corner, you
will get maybe 5 hits, then they will fall to the ground and you will go into
recovery. Ideally, if YOU'RE back is in the corner and you hit a close enemy
with a Shockwave, you will get the full 13 hits (and huge damage)--when this
occurs, the enemy undergoes the Flying Screen, and they land almost in the
other corner. Therefore, the further away you're opponent is from the corner,
the more hits you get. For this reason, the Shockwave must be used carefully;
if you Hyper Grav, C.Roundhouse or Fierce Throw the enemy and they end up
close to the corner, the Shockwave may not be a good option. If the Hyper
Grav or Fierce Throw puts them near the corner, go for a C.Fierce+Air Combo
or D.C.Jab -> C.Fierce+Air Combo respectfully, as opposed to a Shockwave--
chances are you'll do more damage. As for the C.Roundhouse, you won't be able
to do anything else but a Shockwave, but IMO it will be a waste of IC energy
if you do it close to the corner... see combos.
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-Magnetic Tempest-
(Magneto exclaims "Magnetic Tempest!" and calls forth scraps of metal, which
he immediately flings at the opponent)
This is weaker than the Shockwave :(, but has the advantage of being able to
track the opponent; not the greatest choice of attacks when you nab 'em with
the Hyper Grav, but it can also be done in the air, even in a big combo. It
also comes out VERY fast, so use it to nail offensive opponents when they try
and come in for the kill. Also quite potent if the enemy misses with a
slow-recovering move (scratch that, just about any move) and you cannot get in
in time for a combo. To top it all off, you can OTG after it if you hit an
opponent who's on the ground. Definetely under-used, but it is actually one
of his best weapons outside of combos because of its speed. The Magnetic
Tempest gets 10 hits.
COMBOS:
*******
-Safe Air Magic Series: Jab -> Short -> Strong -> Forward -> Fierce or
Roundhouse
-Safe Ground Combo: NONE! (Magneto has NO moves to finish a combo with that
will leave him relatively safe when blocked! Another
reason to be careful with Magneto...)
-Ground Magic Series: Weak Start
-Jumping Magic Series: Zig-Zag (3 hits average)
-Launchers: S.Strong, C.Fierce, S.Roundhouse (both hits)
-Air Launchers: none
-Straight Launchers: S.Fierce, C.Strong
-Small Launchers: none
*BASIC COMBOS*
1. D.S.Jab -> S.Fierce
2. D.S.Short -> S.Roundhouse (1st hit) XX Jab EM Disruptor
3. J.Fierce, D.S.Short -> S.Roundhouse (both hits)
4. J.Roundhouse, C.Short -> C.Strong
5. C.Roundhouse XX Shockwave (OTG) (FS)
6. Hyper Grav, Shockwave (FS)
7. D.C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
SJ.Roundhouse (FS)
8. Fierce Throw, D.S.Jab -> S.Fierce
9. Fierce Throw, D.S.Short -> S.Roundhouse (1st hit) XX Jab EM Disruptor
10. Fierce Throw, Shockwave (FS)
11. C.Fierce XX Shockwave or Magnetic Tempest (can be an air counter :)
*INTERMEDIATE COMBOS*
12. D.C.Jab -> C.Fierce -> SJ.Strong -> SJ.Forward -> SJ.Roundhouse (FS)
13. Hyper Grav, C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX
Jab EM Disruptor
14. J.Strong -> J.Fierce, D.S.Short -> C.Fierce -> SJ.Jab -> SJ.Short ->
SJ.Strong -> SJ.Forward XX Magnetic Tempest
15. Air Dash diagonally Down/Forward. FL.AD.Jab -> FL.Short -> FL.Strong ->
FL.Forward -> FL.Fierce -> FL.Roundhouse XX Jab EM Disrupter
16. Fierce Throw, D.C.Jab -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong ->
SJ.Forward XX Magnetic Tempest
17. J.Jab -> J.Strong -> J.Fierce, D.C.Jab -> C.Fierce -> SJ.Air Throw,
Shockwave (FS)
18. (corner) J.Jab -> J.Strong -> J.Fierce, D.C.Jab -> C.Fierce -> SJ.Air
Throw, D.C.Jab -> C.Fierce -> SJ. Jab -> SJ.Short -> SJ.Strong ->
SJ.Forward -> Magnetic Tempest (FS)
19. Fierce Throw, D.C.Short -> C.Roundhouse XX Shockwave (OTG)
20. J.Short -> J.Roundhouse, D.S.Short -> C.Roundhouse XX Shockwave (OTG)
21. J.D+Short -> J.Forward -> J.Roundhouse, D.C.Short -> C.Fierce XX
Shockwave (FS)
22. D.S.Short -> S.Roundhouse (1st hit) XX Shockwave (FS)/Magnetic Tempest
23. (in or near corner) Strong Throw U, Shockwave (FS)
24. (corner) J.Jab -> J.Short -> J.Strong -> J.Fierce, D.C.Jab -> C.Strong
XX Magnetic Tempest
25. Fierce Throw, Magnetic Tempest, D.C.Roundhouse (OTG)
*ADVANCED COMBOS*
26. J.Fierce -> J.Roundhouse, D.C.Short -> S.Fierce XX Magnetic Tempest,
D.C.Short -> C.Fierce XX Shockwave (FS)
27. Fierce Throw, Magnetic Tempest (from just inside mid-range), D.C.Short
-> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Magnetic
Tempest
28. J.Jab -> J.Strong -> J.Fierce, D.S.Short -> C.Roundhouse XX Roundhouse
Hyper Grav, C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX
Magnetic Tempest
Comments (#26): Thanks to Onaje Everett for this kick-ass combo. Try to hit
as late as possible with the Tempest...
Comments (#28): special thanks to James Chen for this great combo; note that
the Hyper Grav must be very fast and catches the opponent off
the ground, and according to James, this only works on
Blackheart, although I have yet to get it to work period :(
Good for 21 hits.
COMBO OVERVIEW:
***************
GROUND COMBOS: The only really good Ground Combo he has is D.S.Short ->
S.Roundhouse (1st hit) XX Jab EM Disruptor. This does good damage, but is
VERY dangerous to Mags if it is blocked or avoided. Only use it in obvious
situations. Other than that, he as his options for comboing into either IC
recently added to this compendium, these combos give Mags much more options
for damage on the ground... thanks to Onaje Everett :).
AIR COMBOS: Probably the best Air Comboer in the game, Magnus' SJ.MS is
smooth and fast, allowing for all 5 hits to connect with ease. It also does
good damage off of the C.Fierce AND, if you have it available, you can finish
the Air Combo with a Magnetic Tempest too. Definetely Magneto's best combo
option, next to his Ground IC comboing...
THROW COMBOS: Pretty much already said. The Fierce Throw will set the enemy
up for anything you want; go for Magneto's D.S.Short -> S.Roundhouse
(1st hit) XX Jab EM Disruptor, or D.C.Jab -> C.Fierce+Air Combo. If you have
a level charged, go for a Shockwave or C.Roundhouse XX Shockwave. JUST
REMEMBER your screen position; if you think you've thrown the enemy too close
to the corner, sacrifice the C.Roundhouse OTG possibility and bring them to
you with the Hyper Grav for a lone Shockwave. If you've thrown the enemy
right into the corner and you yourself are also close to the corner, just go
for a regular combo.
As for the Strong Throw, I tend not to use it much, with the Fierce Throw
being dominant. You can OTG afterwards, but only in the corner, and it is not
very consistant.
OTG COMBOS: The only thing to really talk about here is Magnus' C.Roundhouse
slide; when you have an opening for a combo with an IC charged, C.Roundhouse
XX Shockwave (or variations of it) makes a VERY potent combo. REMEMBER to
check your screen position (see Shockwave section). Because of the recovery
of the C.Roundhouse, other OTG combos are not possible (except in the rare
#12 Hyper Grav combo; see above).
TACTICS:
********
Offensive:
Flying and dashing combinations work best. He has a quick dash, but the
problem lies in not having a Safe Ground Combo, meaning when you get up close
you must rely on Jabs and Shorts only, mixed in with C.Short/C.Forward for
those who block high; try to work this in most on the ground in hopes for a
Throw. Another option is his excellent S.Forward, which will poke well, and
combo into a Jab EM Disruptor.
An air offense with Flying and jumping is also useful, mixing in the Hyper
Grav (from safe distances) as well as the occasional Magnetic Wave, and jump
in, mixing in C.Short to start combos when they block high, and Throws when
they block low.
From Onaje Everett: here's a good fake when going for a launch: D.C.Short ->
Fierce XX Jab EM Disruptor. Sometimes, if you delay the Disruptor, your
opponent will twitch and get hit by it.
Dashing Jump:
(OOPS! :) Magneto has none :). He doesn't really need one--he has a quick
dash, good jump range and of course he can fly.
Defensive:
Magneto is all around better on defense, unfortunately. The Hyper Grav can
grab an offensive jumper, or slower dasher, if done early enough. S.Fierce
also works well to deter dashing opponents, and in the air, the EM Disruptor
can push jumpers back. S.Roundhouse also, surprisingly, has high priority on
jump-in attacks... Up close rely on your Shorts and Jabs, as well as C.Strong
for priority. Above all else, be careful with Hyper Gravs and EM Disruptors,
as the start-up and especially recovery time makes them more weapons here.
In the air:
Most of Magnus' jumping attacks are angled downward, to deal best with
grounded enemies. The J.Strong deals fairly well up close with jumping
enemies, and the EM Disruptor works wonders from a distance. J.Forwar also
hits well air-to-air...
BEST JUMP-IN CHAIN: Again, J.Fierce -> J.Roundhouse is best for solid damage.
J.D+Short -> J.Forward -> J.Roundhouse is an easy chain
to use for more hits...
MAGNETO'S ENDING:
*****************
(NOT word for word...)
Magneto becomes all-powerful with the Infinity Gems now in his possession,
and uses them to create a second moon orbiting Earth, fully habitable, for
homo superior to live and thrive without prejudice. Magneto rules this new
world of mutants, and is heralded as a savior and ruler of the new "Avalon".
#############################################################################
SHUMA GORATH:
-------------
Beginning Pose: Shuma Gorath drops out of a portal.
Winning Pose 1: Shuma crosses two tentacles and peeks out his eye.
Winning Pose 2: Shuma goes into a weird pose, kinda like he's
modelling (!)
Taunt: Shuma Gorath crosses two of his tentacles, and says
"Waste of Flesh!"
Regular Color: Pink/Purple skin
2nd Color: Green skin (looks awesome :)
Background: In a deserted desert-like landscape, littered with bones
of many different animals. There are no corners, since
once you are hit at the edge of the screen, you break
through it and loop the background over.
Post-Match Quotes:
Vs. Shuma-"Remember well, when you fight yourself, you are always
victorious!"
Close Fight-"For the pain you have caused me, I will feed on your
immortal soul!"
-"No one can stand against my tentacled fury!"
-"Your struggles amuse me, but my powers are too great
to waste here."
STORY:
******
(Thanks to Charles Washington for this info)
Shuma is an enemy of Dr. Strange. In his dimension, he was the Sorceror
Supreme, as Strange is the Sorceror Supreme of the Marvel Universe. At first
he was good, but eventually events transpired to make him hate his people,
and he got mad and went on a hunt for power like Thanos did with the Infinity
Gauntlet. Unlike Thanos, he succeeded, and destroyed every living person,
planet, star, galaxy, and even the fabric of space itself in his dimension
until he was that dimension's entire universe. His lust for power was not
satiated, so he traveled to other dimensions, destroying their universes as
well. Until he came to Earth and went against Dr. Strange who, after Shuma
pulled him into the `Chaos Simension' used the Eye of Armaggaddo (it
contains the mystical power of every known dimension) to seal Shuma in his
own dimension, as Strange himself escaped.
Apparently Shuma has now escaped his dimension, and seeks the Infinity Gems
so that none can stop him from fulfilling his infinite hunger...
CHARACTER OVERVIEW:
*******************
A VERY difficult fighter to get used to, Shuma Gorath's moves are devastating
but you have to be VERY careful how to use them. He also has some really
effective setups and an extremely effective Infinity Combo. Zangief players
will probably find him as the grappler in the game, and if you do NOT Throw,
you will NOT win with Shuma Gorath IMO. If you use him carefully and you
don't waste opportunities to Throw, he can be a really tough opponent. My
favorite character.
MOVES LIST:
***********
-Mystic Stare: charge B, F+any punch
-Mystic Smash: charge B, F+any kick (can be done in mid-air)
-Devitalization: QCB+any kick
-Blob Drop: F or B+Strong or Fierce (in mid-air; close)
-Stone Drop: D+Forward in mid-air
-Bite `n' Throw: F or B+Strong or Fierce (close)
-Energy Drain: F or B+Forward or Roundhouse (close; can be done in mid-air)
-Best Gem: Time
-Forward Dash; Crawl: F, F or all three punches
-Backward Dash; Teleport: B,B or B+all three punches
-Infinity Counter; Short Mystic Smash: B, D/B, D+any punch after blocking an
attack
-Infinity Combo; Chaos Dimension: QCT+all three punches, then Strong,
Forward, Fierce or Roundhouse to grab (can be done in mid-air)
REGULAR MOVES ANALYSIS:
***********************
S.Jab and S.Short are VERY useful up close as ticks; use often to open the
enemy up to Shuma's damaging Throws. In addition, these attacks are also the
only regular moves that will actually COMBO into the Devitalization.
S.Strong is the best of his punches to cancel into kicks quickly, as it it is
his most powerful NON-STRIKE attack. It also has good range. Used to start
most of his ground combos. Also has good priority against long-ranged poking
attacks. S.Fierce is a Strike with great damage and range, but it is NOT an
airborne projectile. The C.Fierce is the same thing, just lower. S.Forward
is Shuma's Regular and only Launcher, a must for any of his really big
combos. A decent air counter if timed right. Its range is minimal, so make
sure you're in a combo or right up close when you do this. S.Roundhouse is
another Strike, Shuma Gorath's most powerful regular move. It can hit a
maximum of 6 times if started right up close. To cancel this into a Mystic
Stare, let 3 or 4 of the hits land and then cancel. If blocked it pushes
Shuma Gorath far away enough to avoid a lot of counters. C.Roundhouse is
another Strike; Shuma Gorath crouches and throws all of his tentacles upward.
This is IMO his best air counter, but cannot be followed up by anything.
Still, good damage so use as an air counter often. J.Fierce is his eyebeam
(the same as S.Fierce) in mid-air, and can be directed diagonally upward as
well by holding any upward direction. Good all-around for air-to-air attacks
and combos. J.Roundhouse is Shuma Gorath's best single jump-in, as it is
angled downward slightly. J.Forward is the spinning "helicopter" attack;
despite what other guides might say, this move is simply his J.Forward, NOT
U+Forward in mid-air. Anywho, this is a fast and effective air-to-air attack,
and O.K. for jump-ins. J.Strong will hit the enemy OTG and is involved in a
LOT of big combos with the Chaos Dimension :).
SPECIAL MOVES ANALYSIS:
***********************
-Mystic Stare-
(Shuma Gorath exclaims "Mystic Stare!" and throws a ring of eyeballs at the
opponent)
When this connects it can do up to 6 hits. It is not very damaging, nor does
it knock down. It comes out fairly fast and his recovery is OK, but he can
still be hit by a jumping attack if they get over the Stare in time. All in
all you have to be careful with this move. Stick with this as much as
possible in combos, or to pester from across the screen and allow you to get
closer.
-----------------------------------------------------------------------------
-Mystic Smash-
(Shuma Gorath exclaims "Mystic Smash!", rolls into a spiked ball and flies
toward the opponent in an arc)
The Roundhouse version travels the whole screen in a high, wide arc, the
Forward version around half screen with a lower arc, and the Short goes about
a quarter of a screen with an almost horizontal arc. If blocked Shuma Gorath
will bounce off, but is not safe from long-range or dashing counters, as well
as of course ICOs. If this is air blocked, (i.e. the enemy jumps at you and
you try and counter with it), then it will bounce enough away to be safe.
The Roundhouse version should be used to surprise opponents from full screen,
especially if they are taunting you or doing some other move from that
distance. It is also great for countering some ICs from that distance, like
Iron Man's Proton Cannon if you block from across the screen. Since the
Roundhouse travels the furthest, it also bounces away the furthest, leaving
Shuma Gorath less vulnerable to a counter. Note that up close this attack
will usually fly over most opponents (except the Juggernaut, Blackheart and
Hulk). The Roundhouse is also in most cases a good air counter, especially
against a Super Jumping enemy.
The Forward version is good if the opponent is a few steps away, but the
bounce when blocked leaves him open to a lot. Generally not used unless the
opponent foolishly misses a move from that distance. It can also be used
after blocking slower recovering moves from here (eg. blocked EM Dirsuptor
from mid-range).
The Short version is both one of his best moves and one of his worst. The
recovery leaves Shuma Gorath quite close to the opponent for any any
counter. This is however, an excellent counter to a lot of low attacks and
blocked moves up close, and is guarenteed to hit even little guys like
Spider-Man from here. It is ideal after blocking a lot of slow recovering
moves from up close (eg. Wolverine's Berserker Barrage or Super Berserker
Barrage.)
In the air, this is used mainly as a surprise or defensive tactic, as you
require the charge back. Use immediately after blocking an airborne attack,
or projectile. The Roundhouse version is great after a Super Jump to get over
the opponent, especially if they're doing an IC.
The Mystic Smash hits 6-8 times for good damage.
-----------------------------------------------------------------------------
-Devitalization-
(Shuma Gorath grabs his opponent, stretches into the air, then slams them to
the ground and hits them again as they land)
This is unblockable, unlike Hulk's Gamma Tornado, and because of this, it
should be mixed up frequently within your offensive game, i.e. pester/tick
your opponent with lots of Jabs and Shorts, and then suddenly spring
this on them, which is easier than usual, as the Devitalization has extended
range. It has a great weakness though; if it misses, the recovery is horrible
and the enemy has plenty of time to counter--it can also be ducked. It is
possible to combo this out of a S.Jab or S.Short...
-----------------------------------------------------------------------------
-Bite `n' Throw-
(Shuma morphs into a large toothed maw, grabs the opponent, and tosses them
away)
Throwing is one of Shuma Gorath's best assets, IMO. This does decent damage,
and in the corner it can be followed up with a nice juggle. This is also
great for putting some distance between you and your foe.
-----------------------------------------------------------------------------
-Energy Drain-
(Shuma Gorath wraps the enemy in his tentacles, and glows yellow, sapping the
life out of them)
This is a GREAT move, and Shuma is the only character with the ability to do
this! It doesn't give you an amazing amount, but it can be enough to continue
the fight. After Shuma Gorath releases them, you can actually juggle them;
out of the corner you can usually tag them with a few hits from the
S.Roundhouse, and in the corner, the possibilities are high. Provided the
opponent doesn't tech hit, you can jump and re-Throw with this before they
land for more energy to you!
-----------------------------------------------------------------------------
-Blob Drop-
(Shuma Gorath morphs into a blob, slimes the opponent and drops them to the
ground)
The Roundhouse and Forward Air Throws are the same as the ground ones; this
Throw is different than its ground version, and if you're ahead in health
this should be the one to go for. It does a little more damage than the
Energy Drain, and it can be followed up with an OTG combo in the corner (see
the combo section).
-----------------------------------------------------------------------------
-Stone Drop-
(Shuma Gorath angles his tentacles upwards, then petrifies himself and falls
to the ground)
Contrary to popular belief, this does NOT petrifiy, unless of course you have
the Time Gem activated. Still, if you end up directly over your enemy as they
miss a move, especially a projectile, the Stone Drop is a powerful counter.
Beware, if blocked Shuma is left significantly open to attack.
-----------------------------------------------------------------------------
-Best Gem; Time-
Once the Time Gem is activated, ANY regular attack you perform (including
the Stone Drop), will momentarily turn the opponent to stone. The
petrification lasts long enough to plot a juicy follow-up, including
re-petrification. What I mean by the last technique is this: once you petrify
the opponent, ANY attack, PERIOD, will bring them immediately back to normal.
So, you simply have to make it so when they unpetrify you can immediately
petrify them again before they can do anything about it. A prime example is
with Shuma Gorath's S.Roundhouse; because it hits 6 times, you can use it
repeatedly on them until the Time Gem run out, once you have already
petrified them! This is because the first hit unpetrifies (after already
hitting them with a regular attack), the 2nd hit petrifies, the 3rd
unpetrifies, the 4th petrifies, the 5th unpetrifies, and the 6th will leave
them petrified again! Repeat until the Gem runs out...
The disadvantage about this is that if you don't manage to get in all 6 hits
(not close enough, opponent was in the air, etc...) the combo is over. I
have found something much better and more effective: because his S.Fierce is
a Strike, you can use it repeatedly in the corner! The Strike will launch
the enemy EVER SO SLIGHTLY forward and up, but because they're in the corner
they cannot fly forward and will be petrified in the air against the wall;
repeat! But here's the best part--keep going while watching the meter for the
Time Gem. Just before it runs out, make sure the enemy is still petrified,
then nail 'em with any of the following:
-jumping Roundhouse Grab for more life off them and more to you!
-Mystic Smash/Stare
-jumping Fierce Throw -> OTG combo!
-S.Roundhouse for a few extra hits
-Chaos Dimension Activation to juggle, then hop up and grab! Follow the IC
with an OTG combo!
The latter will do the most damage of course, but you may not have a full
Infinity Bar, or you badly need life. If so, hop up and grab with Roundhouse;
then you may be able to juggle with another Roundhouse as you fall from the
grab! Total Devastation!
NOTE: if you can get off the right number of hits in a combo, it will
re-petrify and you can go from there--for example (thanks to Onaje Everett):
J.Strong -> J.Roundhouse, C.Strong (2 hits) XX Mystic Stare, follow with what
you want!
WORDS OF ADVICE: once the Time Gem is activated, don't waste your time with
a Mystic Smash/Mystic Stare after petrifying, or any Special Move for that
matter, especially the Chaos Dimension, because it wastes much too much time;
time in which you could be repeatedly petrifying the opponent!
-----------------------------------------------------------------------------
-Forward Dash; Crawl-
(Shuma Gorath gets down low and crawls forward on all six legs)
Great for avoiding a lot of high attacks and projectiles, but it's fairly
slow ON START-UP :). Be careful only to do it when you're sure the enemy
can't hit you low at first. Excellent once it gets moving though.
-----------------------------------------------------------------------------
-Backward Dash; Teleport-
(Shuma Gorath disappears with only his eyeball floating bakwards, then
re-forms around it)
He doesn't go very far, but he is TOTALLY invulnerable during this. Use it
best to avoid various dash-in attacks and keep holding back when dashing so
you can come out of it with a Mystic Stare.
-----------------------------------------------------------------------------
-Infinity Counter; Short Mystic Smash-
(Shuma Gorath blocks the opponent's attack and counters with a Short Mystic
Smash)
This is a GREAT Infinity Counter, doing respectable damage and racks up some
good hits. It is ideal for most standing attacks, and even up close
projectiles (eg. if Psylocke throws a Strong PsiBlast from a few steps, you
can ICO and it should connect). It is OK to counter some jump-in attacks, but
only deep hits, otherwise Shuma Gorath may pass underneath his airborne foe.
-----------------------------------------------------------------------------
-Infinity Combo; Chaos Dimension-
(When activated, Shuma will lunge out slightly with a shorter version of his
S.Strong; he will then begin glowing, and if he grabs the enemy during this
time, he will morph into a large sphere and envelope his opponent. He then
carries them into the center of the screen high in the air, spread out into
a hurricane-looking form, and exclaims "Chaos Dimension!!". The opponent is
then dropped hard into the ground from the hurricane, and Shuma Gorath
appears just overhead, falling from a portal)
The opponent first takes damage when the hurricane-form begins, then even
more damage as they hit the ground. Quite powerful, and IMO one of the most
effective ICs in the game, it is extremely difficult to avoid up close. Once
Shuma Gorath begins glowing he cannot perform any Special Moves, nor any
regular moves. By tapping any button, he will jab out with one tentacle a
VERY short distance. However, the really powerful thing about this is that
the activation of the Chaos Dimension itself can hit the opponent. If it
connects, you can calmy move up to the opponent and perform the grab for an
easy and powerful combo! The easiest way to do this is to use the Chaos
Dimension activation as an air counter, or up close to snuff regular attacks,
OR in a combo, and the grab will be virtually unavoidable. In addition, the
Chaos Dimension can be followed with an OTG combo! (See the combo section).
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