The combo off H sword master has a slow input timing to it. Like when you see each move hit is when you input the next.
I use it every now and then when I have opponent in the corner block and I’m pressuring with my Hulk or Akuma assists. You can follow up the headbutt and knee kick with a hyper.
It’s ok, but it’s not something to use all the time.
in training room last night i found out you can pass through the opponent at point blank range by wave dashing and presing M attack so you slide through. i found out just as i was about to go sleep so didn’t test it. so i dont know if it works on blocking opponents, it was task v task in training mode might be character specific? il mess around with it next time im on
Edit: seems character specific but works on block hopefully it works on a few more characters
also how do you guys mount an offence with tasky? having a bit of trouble applying pressure with him
The wavedash Cr. only works on Viper, Storm and one other character I can’t remember right now.
I always mount my Tasky offense with either…
A) If far away, cover from Doom Rocks/Sentinel Drones and wavedashing or Spidey Swinging. I also throw some ground Aim Masters (usually :l: or :h:, but against fliers, ), but definitely air Aim Master is a great tool and should be used to close the gap as well.
B) Mid Screen and close range, throw out since it stuffs a lot of moves
I dunno, his taskmaster looked really good to me. He was just playing against opponents that made it look decisively average, whereas his she-hulk and spencer were just off the charts. Maybe his Taskmaster will shine another time.
I thought he could have use task sheld skill whenever tron assist cause is immune to some projector dont know if it will work though and also counter to prevent she hulk from tapping buttons but he won away so will played
Tron’s Gustaff Flame isn’t a projectile, it’s just like Charging Star and destroys them. If she’s on point, you counter it with Guard Master :l:, but not Guard Master :h:. It also has incredibly high priority, even more than Taskmaster’s st. /:h:, or j. :h:, so it stuffs Charging Star like it’s nothing. Cr. :l:/ can go under the flame and hit her if you space it perfectly. Cr. :h: can trade. It isn’t invincible while she’s on point, but as an assist it’s invincible until the flame is out, so you either have to time your attack to hit just as hers ends, cross her up while the flame is out, go under the flame, or just rain arrows on her head. The flame won’t destroy Legion Arrows, so that’s probably the best option if you’ve got the meter for it. Situations like this are why I liked having the hitbox viewer in HDR.
Did u watch all of top 16? There were 2 other taskmaster users in top 16, including myself. I was the one using the task/sent/doom combo. From what Ultradavid/Yipes were saying on commentary and the crowd reactions to what i was doing, i feel i “kicked ass” with him…shrugs
Quick question im struggling with super jumping up reaching my opponent after starting my BNB. They seem to go to high when I launch them. And also after the second webswing and you do two mediums and special attack i cant connect the two hit standing medium punch like 50 percent of the time. Any advice would help.
the easiest solution to your 1st problem would be to delay your launch after you do the charging star (b+:h:) so that they are lower to the ground when the launch connects. In a situation when you launch them too early, u can delay the 1st j. (in order to give tasky enough time to catch up to your opponent) and sometimes still be allowed to finish the air combo but thats character specific (and requires a small alteration to the air combo itself)
As to the 2nd problem…depending on how you start the combo, i believe hit stun decay would cause the combo after st. to whiff at some point where it shouldnt…or at least make it somewhat inconsistent to do w/o you being spot on with the height of the opponent and your timing (someone else can correct me if im wrong on this). damage wise, after the 2nd web swing, just do either , , :s:, land, b+:h: or , , :h:, land, b+:h: (i think im starting to be a fan of the 2nd variation since going into charging star immediately is alot easier…and in a tournament situation, id rather land what works, not necessarily the most damaging combo…unless im confident at that specific moment)
You can connect :h: after the web swings much more easily and in more situations than . :h: :h: is more meter and very nearly as much damage at the end, but lately I just haven’t been going for it at all, and in most of the videos I see of other tourney players, they haven’t been going for it either. Remember, combos you can hit are automatically better than combos that do a bit more and gain more meter except they don’t because you fail them every time.
Much thanks for both of you guys, this is great advice. I will be putting this to use asap. Taskmaster is the truth. Any other tidbits or strategies, guard strings etc you guys have?
His s.M is a surprisingly good poke, easy to hit confirm into BnB. Aside from that, I find that Taskmaster’s playstyle is totally based on his assists. He doesn’t excel at anything on his own, but each assist will dictate what are his comfort zones.
And Kevin Bacon, that was some good Taskmaster action there.
Right now, id say that the biggest tip i can give is to know when to zone and know when to rushdown. Taskmaster can do both well enough, but as Pwere said, its pretty dependent on his assist(s)…as well as who your opponent has on point
Guard strings are gonna depend on who’s on your team, but id make sure to start incorporating tick throws in there (something im personally working on doing better with, along with setting up his unblockable). His grab range is really good, so take advantage of it. I also see mighty swing being used less in guardstrings w/o proper coverage from an assist b/c the move (according to the guide) is unsafe…-8 on block i believe…but we’ll see whether or not people wise up to this fact.
More stuff may come to me later…ill post up if it does.