Good stuff Justin! There is just one major problem with your gameplay that I saw and that was too many random supers. And, as you saw, DHCing into Mag’s shockwave is unsafe, and it’s usually a better idea to DHC into tempest.
As for the Spencer matchup, it can be pretty annoying, but the key to winning this matchup, as with many others, is to set the pace of the match and keep your opponent playing by your rules. Spencer’s typically want to assist + zip over into derp pressure. You must prevent this from happening.
cube does a great job at keeping Spencer from just zipping over, so this buys time to call in Doom missiles. From there, :l: blaster is good if they are still on the ground / called an assist. If they jumped, superjumping into a cube and a homing bomb might be good options, or just a homing bomb on the ground. If they are still far away at this point, throwing out a barrier is good and calling missiles, so that you don’t have to worry about horizontal assists, as long as bionic arm isn’t a problem. As an alternative, you can call missiles and :l: blaster, dash, :l: blaster, etc, in order to try to get in, and either try to do mixups/unblockable with the lockdown the missiles provide or try and bait a bionic arm for a killer illumination. The main thing is don’t let up and let Spencer get in. The last thing you want is Spencer in your face, especially if you don’t have missiles coming down to save you. If he gets in, good luck at trying to get him out. Hoping that your opponent gets lazy with their offense or trying your luck getting a normal grab are pretty much your only ways out… not the position you want to be in.
For the Taskmaster matchup, you want to watch his meter and SHIELD SKILLZ. Like the Spencer matchup, you want to keep him out, but I usually find this is easier to do. Unfortunately, he can play the range game well. You usually want to be calling out Doom missiles (depends if your opponent has at least 2 meters and a good DHC like hail storm), but expect Taskmaster to burn a meter to try to take out your assist. If you do call out missiles, be in a position to punish a hyper from Taskmaster (in other words, call missiles and super jump up). Because of shield skills, you do not want to go in without cover from assists, so you need missiles out there if you want to apply pressure at all. From a zoning standpoint, it can go pretty even, but if you are smart with your assist calls and your blasters, etc, I would say that dok wins. If Taskmaster tries to get in, throw out missiles and super jump out of there, dash around, fly, throw out some cubes, whatever it takes to avoid an air grab, then apply pressure and/or throw out a barrier. If they are still relatively close, call out your assist and throw out cubes and blasters to prevent your opponent from doing a hyper. Capitalize on any mistakes you can. If they are out of cube range, you want to revert to the blaster game, while throwing out missiles and going to super jump height when you want to. So looking back at this wall of text, Taskmaster seems to be the most vulnerable when he is in cube range, and you can only really force this when they are in the corner. This is then your goal. Play the zoning game, try and call out missiles while keeping them relatively safe, advance and apply pressure/barrier when they block missiles, repeat until they are cornered, cube/barrier/missile lockdown, unblockable/mixup, ???, profit.
Gotta stop procrastinating on work due in just a few hours >.> not to mention not getting any sleep lol