Copy THIS! The Taskmaster thread!

His mighty swing BrB is god like I’v been using him with Skrull and he builds meter fast and damage is great he is one of the best point characters in the game one up close. I stay on top of my opponent so they can’t get free and if you land it full on it leads them all the way to the corner or very close to it.

And for the person who is mad because he doesn’t have a lv 3 he doesn’t need one honestly.

I really wish that his counter super did more damage or atleast let you combo off it but it doesn’t. That’s my only real flaw about him is that is counter super isn’t all that great in terms of damage.

L is so ass, I’ve been just starting with M.

L and cr.L are both terrible. They are out-prioritized by EVERYTHING.

Still, they are his quickest moves.

His counter super is already probably broken powerful, you shouldn’t complain. He is one of the only zoners immune to projectile immune approaches, as if they use projectile immune attacks you counter super them for free. It’s too good, if it did MORE damage, that would be really stupid.

Im having some problems getting an ender of the Spidey Swing BNB, i get the 3rd Swing but it seems the OP is too high for me to followup. What i wanna know is:

  • is it the jump after S that im doing wrong?
  • is there a specific Swing combo to make the OP at the correct height for the ender to connect?
  • do i have to time right the 4H , S?

Thanks in advance! Btw im using Swing , M M , Swing M M S , 4H , S , M , M , 6H - as a swing combo

MH swing H swing MHS land MH charge S LMH swing MHS (super)

I’ve been spending most of today using this version of the b&b. From what I’m seeing is that during the 4H, S part, you want to be hitting the opponent closer to the middle of your shield on the 4H. If you hit the opponent at the top of your shield they will be too high when launched.

So what I’ve been doing is staggering the inputs for the 1st 2 sets of swings, not just the 1st swing set as someone else said. The jM, jM after the swings should be as high as possible. I’ve also staggered the input on 4H, S.

When it comes to the last swing set before the hyper, I think you have to use jM, jS on certain characters that float too high like; Cap, Magneto, Spiderman, Dante. Don’t know who else is floaty like them but I’m sure there’s more.

Ahhh i see!

I will work on that tomorrow, its 4:19 in Lisbon xP So im kinda tired xP Thanks bro!

I wanna have that Swing BNB timmed right! TASKMASTAH!!! <3

In case some people don’t check the video section:

900,000+ damage with Taskmaster/Akuma (Tatsu Assist). I started with 0 meter and a Light attack. Dante starts with full health. This combo always carries to the corner, even if your back is in the other corner when you start.

[media=youtube]bIAeSBy-6gc[/media]

Taskmaster is a beast.

Lol, I just noticed that one of the “tags” for this thread is “fucking dumb character”.

Sick shit. I’m gonna work on replicating that combo with ChunLi now :]

I can OTG with TKairHarrows into chun assist… let me see where I can go from there, when I can.

DHC that shit, yo.

Also known as “gdlk.” He’s so fucking good, it’s dumb.

The best part is that the combo builds 2 meters, meaning that you never have to worry about how much meter you have when starting the combo. No only that, but if you have 1 meter already, then you can DHC into Sent qcf+2Atk and make it 1,098,600 damage. With Sent added in, the combo kills all but 9 characters (I think it is 9) in the game. AND since you start with 1 meter, it means that the first time you hit a grounded opponent, you can most likely kill them. Without the added super from Sent, the combo kills 17 characters (I think it’s 17).

Spooty, Amazing combo!!

Any chance we could get the notation from that combo? That seems like a pretty legit bnb to be able to throw out there.

The video quality is a bit low and I can’t really see exactly what you’re doing…

How the hell do you aim Tasky’s super diagonally in the air? Can you do this on the ground aswell?

Yeah, the video quality is bad because I used my shitty laptop camera. The notation for the combo is in the description of the video. Here it is though:

cr.L, cr.M, cr.H, f+H, j.M, j.H (2 hits), f+H, j.M, j.M, j.H (2 hits), M (2 hits), H, b+H, S, sj.M, sj.M, f+H, sj.M, sj.M, sj.S, Partner 1, j.qcf+H (3 arrows), b+H, qcf+L (3 arrows), qcf+LM, qcf+MH (hold H)

It’s completely usable as a BnB. It’s like his normal BnB with a few changes to increase meter build.

To super diagonally you press qcf+LH. Straight is qcf+LM. Up/down is qcf+MH

My combo with tasky:

st.M st.H f+H j.M delay j.H st.M st.H f+H j.M j.H st.M b+H S sj.MM j.H j.f+H j.M j.H j.S land tiger knee jumping H arrow into downwards arrow super.

Does a BUTTLOAD with no assists, starting meter, or x factor.

If you have an Assist that will allow you to juggle after the tiger knee jumping H arrow, then you can get a second set of arrows off. Arrows do great damage and build plenty of meter. Just look at the video I linked in post 810.

I’m still learning the ins and outs of MvC3 in general, but maybe someone can do something bigger with this idea:

j.S> land> j.M, j.H, j.S, st.M, st.H, f+H, etc. etc. etc.

I’ve been able to get a meter-less 462 damage combo with that starter (plus meter gain), but I obviously drop the ball after maybe the 3rd Spidey Swing because I’m not sharp enough to finish it yet. I’d imagine being able to cancel at some point in the air to arrows, Hyper, DHC for pretty big damage. My combo drops off just before I get to that though.

Oh yes, the first j.S must land as Task is coming DOWN from the jump, not as an instant air. j.M, j.H, j.S must be started instant-air though (and can be done by themselves as well). I’ve only tried this on a standing Captain so far. Maybe more testing required, but it seems to be a strong combo starter that can be canceled before you go into anything really unsafe. Pair it with a low-hitting assist for a big unblockable.

[edit] Got up to 486700 now in the corner with a spike and a launcher after the second Spidey swing. Seriously, this has some oomph to it, no assist or meter usage so far. I’m sure you pros out there can really tack on a lot with an OTG assist/combo extenders.

Right now I’m working on going through all the characters and seeing mostly how their projectiles interact with Taskmaster’s shield skills, reflect, and arrows, as well as how Aegis Counter and Legion Arrows can counter their hypers. Here’s what I’ve got so far:

Sentinel

[details=Spoiler]Sentinel Force L/M: Reflect only destroys 2 and doesn’t last long enough, shield skills doesn’t last long enough, and 2 arrows per drone
Sentinel Force H: Reflect comes out neutral, shield skills and Aim Master can go through (3 bombs per arrow)
:h:: Aim Master misses the shot, reflect is neutral, shield skills goes through
cr. :h:: 2.5 arrows/beam
Plasma Storm: Legion Arrow outlasts it
Hyper Sentinel Force: Legion Arrow outlasts it on reaction from full screen
Hard Drive: Goes right through Legion Arrow, is counterable during the cinematic if done low enough[/details]

Ryu

[details=Spoiler]Hadoken: Shield skills and reflect work, 2 arrows/fireball
Shinku Hadoken: Both lose if they try during the flash, Legion Arrow has slightly faster start up
Skinku Tastu: Can counter after the flash
Shin Shoryuken: Can not counter during the flash, but can counter if predicted[/details]

V. Joe

[details=Spoiler]Voomerang: 1.5 arrows, reflect only hits close, shields skills work
Charged Voomerang: 3 arrows to beat, reflect is hit afterwards, shield skills go through, but the Voomerang isn’t destroyed unless you hit him
Shocking Pink: Can hit it back, arrows go through, can reflecting explosion is neutral, can shield skills through
Desperado: Fireball beats Legion Arrows, but Legion Arrows starts faster
Viewtiful God Hand: Can counter during flash
Mach Speed: Can counter during flash[/details]

Wesker

[details=Spoiler]Samurai Edge: Can reflect, can destroy with shield skills, Aim Master misses the shot, but the shooting stance makes the shot miss, too
Jump Samurai Edge: same, but shot can be hit and negates 1 arrow
Low Samurai Edge: Can reflect but the shot itself won’t hit unless close enough that the sword hits, can destroy with shield skills, Aim Master will usually be too high, but it’s possible for a shot to be negated with the 3-shot
qcf specials: all countered with high counter
command throw: not counterable
Phantom Dance: can counter after flash
Lost in Nightmares: can counter after flash[/details]

Doctor Doom

[details=Spoiler]j. :h:: Arrows negate, reflect is neutral, shield skills destroys
Plasma Beam: reflect is neutral, can shield skills through :l:/:m:, 1.5 arrows for :l:, 2.5 for :m:, loses to :h:
Photon Shot: can reflect, can destroy with shield skills, 1 arrow/shot
Molecular Shield: can reflect :l:/:h:, :m: is neutral on reflect, arrows destroy shots but miss most, shield skills destroys shots, but trades with :h: start up, start up destroys arrows
Photon Array: horizontal Legion Arrow outlasts it on the ground, diagonal Legion Arrow loses to air version unless at edge and then it trades
Sphere Flame: randomly loses/wins/trades with upwards Legion Arrow
Doom’s Time: can not counter during flash, but can counter if predicted[/details]

Chris

[details=Spoiler]Gun Fire :l:: reflectable, can shield skills through, 2/3 arrows make it through
Gun Fire :m:: reflect is neutral, outlasts shield skills, eats 2.5 arrows
Gun Fire :h:: reflectable, destroyed by shield skills, goes through top arrow if 3 are shot and others miss the bullet
Grenade Toss :l:: reflect is neutral, shield skills goes through, arrow destroys the mine, explosion negates an arrow
Grenade Toss :m:: grenade explodes from 1 arrow, but explosion destroys all 3, only the bottom arrow is negated from the normal explosion, the grenade itself isn’t reflectable, but explosion is neutral, shield skills ignores the grenade and goes through the explosion
Grenade Toss :h:: same as M, except that explosion outlasts reflect invincibility and fire is left even if you shoot the grenade, the fire can be gone through with shield skills, and is missed by arrows, 3 downwards arrows stop the fire’s damage
down down :h:: reflectable, destroyed by shield skills, an arrow negates the shot
Grenade Launcher: can be beaten by Legion Arrow during the flash from far enough away, but if you’re too close, you’ll blow up the ice grenade while you’re in its radius and be frozen for the rest of the hyper; if you block the ice grenade, you can Legion Arrow while he does his up shot
Sweep Combo: magnum shot and rocket launcher are not reflectable, counterable during flash
Satellite Laser: counterable during flash with Legion Arrow[/details]

Dormammu

[details=Spoiler]Dark Hole: reflect is neutral, beats arrows, outlasts shield skills unless you wait until late
Purification: same as Dark Hole
Liberation (0c/0d): reflect is neutral, destroys 1 arrow, shield skills goes through
Liberation (0c/1-3d): destroys arrows, reflect is neutral, shield skills goes through
Liberation (1-2c/0d): destroys 1 arrow, reflect is neutral, shield skills goes through
Liberation (3c/0d): reflect and shield skills have no effect
Liberation (1c/1d): destroys arrows, reflect is neutral, outlasts shield skills
Liberation (1c/2d): (part 1) reflect is neutral, destroys arrows, shield skills goes through, hitting him prevents part 2, (part 2) reflect is neutral, destroys arrows, shield skills is too short
Liberation (2c/1d): reflect invincibility is too shot, destroys arrows, shield skills is too short
Chaotic Flame: Legion Arrows doesn’t come out fast enough if done during the cinematic and this move can actually beat Legion Arrow if used during its cinematic
Stalker Flare: can beat with Legion Arrows if started before the cinematic, but the arrows negate most of the damage if done during it and still lose, H Arrow Master can go over top and hit Dormammu to kill the fireball if he isn’t thinking to block, super jump LH Legion Arrows might also hit him
Dark Dimension: not counterable and Legion Arrows doesn’t hit fast enough full screen, so hold up or block and hope for the best[/details]

Akuma

details=SpoilerHadoken: Shield skills and reflect work, 2 arrows/fireball
Messatsu-Gohado/Tenma-Gozanku Agyo: The fireballs eventually go through your arrows if you don’t beat the start up
Messatsu-Gohado/Tenma-Gozanku Ungyo: Beats Legion Arrow even if started during your cinematic
Messatsu-Goshoryu: counterable during cinematic
Raging Demon: not counterable, just hold up[/details]

Tron

[details=Spoiler] f+:m:: not a projectile, counter with :l:
f+:h:: reflectable, goes through arrows, destroyed by shield skills
Beacon Bomb: reflect is neutral, arrows miss it, destroyed by shield skills, if you hit her before it hits, it seems to negate it
Servbot Launcher: reflect is neutral, 2 arrows destroy it, shield skills destroys it
Servbot Takeout: not counterable, Legion Arrow only wins if far enough away, might as well just block it
Servbot Surprise: counterable during cinematic if close enough: the tiny servbot is counterable before it grows, but not after
Shakedown Mixer: this seems to hit instantly after the cinematic and isn’t counterable[/details]