Copy THIS! The Taskmaster thread!

Just wanted to point out that having more startup on a move makes it objectively worse.

Having 5f of startup means the opponent has MORE time to be safe from it, rather than less. 0F startup would be the best, because it would hit instantly and destroy any meaty attacks, etc.

no one is really going to try a full screen non-beam super on taskmaster, except during super flash with 0 bars (even then, XFC is possible)

however, taskmaster as 2nd character with a zoner on point the counter can really help the zoner in some match ups. for example

dormammu misses a black hole, spencer uses bionic arm, dormammu reacts with chaotic flame DHC asap into counter for free dmg

Counter doesn’t catch projectiles.

Also, I would always take a first frame inv 5+0 counter super over a 0+0 counter super. It’s straight out better in almost all circumstances.

if you don’t believe me, you could just see how many times Yukikaze hits in Blazblue, a 1+0 counter super. That game even has more frames your opponent COULD have fucked up, and it still almost never lands.

Just so I’m understanding what you said correctly. You are saying that something that starts up after 5 frames (even if they’re invulnurable) is better than something that starts up instantaneously?

Can I ask what circumstances you’re referring to that make having a 5 frame window for the opponent to recover what they’re doing better than being able to catch something as quick as…let’s say a cr. A attack?

The issue against this is that if you’re trying to catch a :d::l:, what are you reacting to? Nothing. Even if it could catch that, there would be little reason to use the move to begin with, 'cause they get a lot more from baiting your super than you get from succeeding with it. Using it in guessing games with fast attacks like that would still not be in your favor if it was faster, and otherwise, reacting to things, it’s certainly no worse for being 5+0.

… But then, I don’t think it’s any better for being 5+0 than it would be as 0+0.

cr. A was an example, my point is that 5 frames of startup is in no way superior to instant startup. I’ve attempted to catch long active jump attacks just as it reaches Task and somehow that window has gotten me killed since they just go through you and give them time to land/recover, whereas if it had activated instantly I would have caught the attack.

The reason it’s better is because there is a much broader range of time for your opponent to attack you while still successfully countering. Yes, on paper, 0+0 is the best, but in practice, you’re losing 5 frames of “my opponent can press a button here”

Take for example, you’re getting rushed the fuck down by Chun Li. She’s doing all kinds of jump cancel bullshit, and she has normals and specials that come out horrfyingly fast. Now, if you REALLY think you can place a super between the start up of her, say, light DP, which starts up in 3 frames (thats a one twentieth of a second window), then yes, 0+0 is better. However, if you’re like most human players (get the fuck off my planet), you might want an 8 frame window instead… because even if you were right, and she -wanted- to throw it, after your super flash comes out she’ll change her mind really quick.

TL;DR, if you’re assuming people can react to twentieth of a second attacks, 0+0 is much, much better. For everyone else, 5+0 will always, every time, produce better results.

Need some help, folks. I’ve been practicing this BnB: cr.L, cr.M, H, f+H, j.M, f+H, j.M, j.M, S, land, b+H, S, sj.M, sj.M, sj.H, sj.f+H, sj. M, sj. M, S, air qcf+H, MH Hyper.

I’ve been having lots of trouble with consistently hitting the S to b+H part (S to Shield Skills). It whiffs like half the time, so it isn’t a very reliable BnB for me. Any tips on the timing or could I add something in there to help make it more consistent? Just started using the guy.

A couple of things. after the second swing, finishing with a S does a tiny bit more damage, but makes the next hit harder to land. Before the first swing, standing H does a little more damage, but makes the combo a little harder to land. After the b+H, pause a second before hitting with the S. If you wait too long, then they will fall to the ground, if you do it too fast, then they will be too high to combo.

See here’s the problem with this theory, you’re throwing it out in assumption that they’re going to continue to attack, which sucks complete ass for catching slower moves, that 5 frame window means that you can activate as early as you want, but chances are their move will pass through you by the time the counter is active. This also means you’re using the move as a guess, not a reactionary counter. I want this move as a solid ass AA to a jump attack attempt to get over your arrow zoning, not something I have to guess with.

I’m not saying use it in between chuns goofy cr.A shit, but if you attempt to catch her SJ, air dash, j.B that was jump canceled out of a cr.C, you will activate, she will pass through you, and have an eternity to see the flash and stop pressing buttons…then kill you with desk like execution, while fucking up the rest of your team and laughing her head off :stuck_out_tongue:

I’ll use this thing like crazy to punish captain america’s charging stars and other hyper armor moves that are intended to plow through my pressure or zoning. I’ll DEFINITELY use it to punish dumbshit wekser players using his hyper as a safe chip attempt. I will not be for sure using it for anything else, I actually have WAY more luck with his regular L counter since it’s quite hard to see coming and can be used as a pretty damn good AA unless they jump and attack late.

Maybe I just have a lot of faith in my reaction time, but I like a counter I can use when I see something coming from the moment they activate it.

Okay, I like counter supering on reaction too, but you’re only kidding yourself when you say you’re going to use it as a reactionary counter super that won’t work in any case it normally would.

Here’s the bottom line; anything you mentioned you want to punish on reaction, you can punish on reaction with 5 frames missing. I do it every fight every time. And we get the added benefit of being ABLE to counter hard rushdown characters too. Win-win.

I dunno, 5 frames isn’t a lot missing, and you have 20 frames of activity on the other side. Most specials in this game have massive activity. So where you’re losing a lot of possibilities in having instant flash instant super, you lose a bit of reactionary utility on the other side. On one side, you literally have less options; on the other, you have less options if you fuck up. Your choice dude, I’ll take 5+0.

Whatever you could reaction counter with a 1-frame counter, you could with a 5-frame counter, barring a few special cases. But you can’t anticipatory counter as easily with a 1-framer than you could with a 5-framer.

How many superfreeze-saves have you seen in SF4?

I have both Wesker and Taskmaster on my team and I can tell you from experience that Taskmasters is much better in an actual match. I can’t tell you how many times I’ve tried to catch someone with Wesker just to have them cancel into something to avoid me completely or just stop their string completely after the move that I wanted to counter whiffed. With Taskmaster, you can catch an opponent in the situations that actually matter. Storm applying pressure with Float+S? Counter that bitch on reaction. Magneto keeping you in check with 2H xx fly.S? Counter that dude during startup. I can’t tell you how many times I’ve cancelled into Legion Arrow or Shinku or Lightning Attack etc in response to Wesker’s Super Flash.

On a side note (still on topic with the Counter discussion though), has anyone tried to DHC out of counter to give some supers better startup? I used to do that shit in TvC all the time (Doronjo’s counter super had 1f startup so it allowed for instant Kikosho punishes). It should work with most characters (in theory). I just haven’t really tried it yet.

hi, i use tasky in my team : zero/tasky, amaterasu

and i have a hard problem : break the opponent’s guard…
tasky doesn’t have a good crossup( i think!) i try to do a crossup with jump S peux hard to see le good setup…
he doesn’t have a really good overhead , his DP is too slow … but i love this character…

what can you use for break the opponent?

Really dumb question… but this “unblockable…” I don’t understand what you guys are talking about with the headbutt following the Sword Master L. Backwards shoryuken + L for the Sword Master right? Then what do you push? I can’t get anything to come out after that except for a hyper.

If I’m reading this right, you need a 2nd j.M after the first swing to make this much, much easier to land. Don’t do these two as fast as possible either. But the MMS after the 2nd swing should be done as fast as possible. That’s how I got it down.

Also, for some reason sometimes it will crossup (crossunder?) in the corner for the launching part. In this spot, I like to do j.M j.M j.H swing j.M j.H Arrow xx LM Legion Arrow. It deals similar damage to landing + parabolic legion arrow, but imo it’s easier, gives slightly more meter, and looks way cooler, plus you may be able to DHC with the right teammate.

Right as the sword master hits and is blocked, hit H for the unblockable headbutt. There are additional followups for M and H version. My personal favorite is to cancel into Legion Arrow after the low kick (3rd followup). There is a way to repeat a followup instead of doing the standard combo, but I haven’t played around with this yet, as I find the low kick deeply satisfying.

I see, thanks. Is this how you guys get into the swing combo? Tasky is so slow that I can basically never get into some crouching hits to start the combo. Doesn’t seem like it works very well unless it’s in the corner either, so do you guys mainly not bother with the swing midscreen and just do back+h instead of the swing to end the blockstring and into a launcher?

It actually hit confirms rather easily off of any hit. Just put anything into standing H, into forward H. If he picks them up, you can almost always go to full combo.

Whenever I do my BnB and get near the corner, I usually end up crossing over to the other side and finish my combo in the opposite direction pushing them out of the corner. What’s the trick to make Task stay on the side I started on and keep my opponent in the corner.

Ok. So I just figured out an awesome loop. I’m not going to say “infinite” yet, but I managed 4 loops before I messed up the execution. It’s a little tough, and I won’t post about it again until I can confirm one way or the other. It definitely is an infinite vs an assist.