What grounded anti-air options does Taskmaster have? Do any of them work against Haggar’s pipe (whether it’s early/late, close/far, please specify)?
I swear you can do the hyper counter, but I always think about it too late and get bonked. H might be an option if you catch it early. I really have no idea, though. To the lab!
Also, really don’t sleep on that hitbox behind Taskmaster during j.H. Friend tried to dash under me while Taskmaster was coming in and catch me with some lows. One j.H and a bnb later, he had a dead character.
You can do regular counter or hyper counter. But the safe way is simply to push block and keep zoning. Haggar can’t move in on Taskmaster usually, so unless he has some pretty sick assists, he’s free.
Hyper counter does wonders vs Xfactor Haggar though. It lasts long enough to waste some precious seconds, too.
I have a feeling that web swing is terribly unsafe if it’s blocked up close, but about even when you hit with the tip. I really don’t see the point of using it in a blockstring without a low hitting assist or some sick lockdown. And if you’re going to lockdown, there’s an unblockable that says Hi.
But as you said, most people are conditioned to stay defensive after a far web swing, so they usually won’t punish up close web swing. But mashing does beat it. Mashing is pretty good.
I always thought the point of M was that it was actually easier (!) and that, if whiffed, M recovers in time. But really, to make it easier to connect, simply switch the j.S before that for a j.H. Less meter/damage, much, much easier against a good part of the cast.
I would just meet him in the air with either M or H and combo from there and try tostuff him. Task’s usual st.M and st.H anti-airs don’t work very well and his counters are always inherently risky.
I find hyper counter is risky in most situations because it has startup so stuff tends to go through it alot during its invincibility frames and by the time the opponent lands, he already knows what you were going for so the only thing left to do is try to DHC into something safe.
The best thing is definitely to zone him though. Taskmaster beats Haggar pretty badly.
I dunno how could ever be easier than
:h: considering it is a slower move, although it’s definitely easier than the :h: you can sometimes land if the opponent is high and you’re just feeling cool, although no one goes for that because it’s dumb even if it is significantly more damage. And, Whether I do j.:s: or j.:h: depends on the height my opponent is at. It’s super easy to judge partway through which is the best to use.
Erm. What are you talking about. The hyper counter is risky because of its startup? The startup just means you shouldn’t try to counter jabs and the like, but then randomly throwing out a counter is not a good idea anyway and that’s usually what you’d be doing if you went for that. The pipe is definitely active enough to be countered regardless. But consider: If Taskmaster’s hyper counter had no startup, it would actually be significantly less usable. All those five frames allow the move you saw to become active, or a travelling move to reach you, in order for them to be countered the frame after you use them. And except in the case of a few air specials where people don’t have air hypers or times when your opponent just has no meter, any time you hyper counter and it DOESN’T catch them that first active frame, they can cancel to something that won’t hit you or is a projectile. If this was every time, this would just be a terrible move.
Hmm, I tend to always use S actually, I simply delay it based on the height I’m at. But I do drop some BnBs in max range mid-screen BnBs; that’s probably when I should look at the height of the opponent and use H. Good stuff.
About the hyper counter, I think it’d be just as usable with 0 frames, it’d simply be different. The real dealbreaker for any hyper counter is the stupid hyper freeze upon activation, instead of when the opponent actually triggers it. I still don’t understand why they didn’t realize this yet.
Or it could just, you know, start faster, have more active frames and the same total number of frames. I don’t really see how you can argue that extra startup is a good thing for a counter. I wouldn’t just say this for no reason; stuff goes through it alot, especially jump ins. 5 frames startup can be alot and jumpins can be timed to get around that; especially tri jumps. If it works for you, go nuts; but I usually just use it to counter supers, or if my opponent is being extremely predictable. Right now I mostly see it as either a risky predictive tool, or a solid counter to physical supers.
I’m totally fine with it though, Task is already very strong as is; he doesn’t need anything.
I would actually argue similarly; 5 frames startup is a good thing. 5 frames is incredibly fast, so chances are if you failed to react fast enough for 5f to be enough your opponent’s move will whiff, it was an execution error. On the flipside, that 5f startup allows your opponent to push buttons after activation, even if it’s a very short amount of time. This unlocks the ABILITY to use it for reads as well, on incredibly fast jabs and the like, whereas a 0f or 1f counter wouldn’t allow them to push the button and it would be literally useless for those scenarios.
Hope that makes sense. I would take 5+0 over 0 or 1+0 start up every time.
Okay, allow me to explain this just a bit better, since I guess I failed before. Say your opponent does a physical super, or some other move that can be countered, and use your counter in response. As it stands, the way the move is now, GREAT! That worked great. They sunk that nice meaty move right into your counter and there was nothing they could have done about it. But say, say the move was faster. Say it was 2 frames. Then for example, Bionic Lancer, with its 4+3 frame startup… You do your move. And then they react to the super flash by DHCing to a projectile or throw or non-hit super, because their move isn’t active yet.
But it’s not just hypers that this is true of. Anything you see coming, the shorter the activation time on Aegis Counter is, the harder it is to use because you have fewer and fewer frames to trap moves with. And if that move isn’t inside the counter as of the super flash, then they can cancel into whatever they like, because this game has whiff cancelling. I’ve seen people say it should be 0+0, which is just baffling because then it would be totally useless except against stuff like air specials coming from people who don’t have air supers.
I can’t believe people are defending that 5 frames of startup is better than 1f/instant activation on ANYTHING, especially a counter.
OH ITS DACIDBRO, THAT EXPLAINS EVERYTHING. :rolleyes:
Do you fine gentlemen understand that its the active frames that really matter, the faster you get aegis counter active the better. All of these scenarios and arguments are seriously retarded.
(none of this actually matters, realistically the difference between 5 frames and 1 frame is impossible to gauge. The 5 frames of startup pre-flash are invincible, Its pretty good unless youre countering a jump-in and they landed before your counter became active because you were sleeping and did it way too late IN WHICH CASE 0/1+0 WOULD BE MUCH BETTER BECAUSE THEIR MOVE WOULD ONLY GO THROUGH YOU FOR 1 FRAME AND THEN BAM THE BACK OF THEIR HEAD JUST MET YOUR GAT)
So, let me ask you, are you capable of perfectly judging whatever one frame is the correct choice for countering in this situation? Yes, the longer the startup, the more time the opponent has to pass through you and hit the ground. But at the same time, counter too early, and the opponent will just whiff cancel to some air special. I guess if you’re fighting say Chun-Li they’d get hit, but most other characters? Iron Man or Mags coming in with the triangle jump overheads, you think the counter would be safe to do if it was 1+0? Hell no it wouldn’t, they’d just cancel to an air special on reaction and you’d have wasted a bar for nothing unless you happened to start it the exact frame. And if it was 0 frame startup, it’s just completely worthless. Do you really just not realize that whiff cancelling is completely a thing in this game?
A lot of times I react to hypers with Aegis Counter. Even if he’s not on point, if they counter my hyper I can counter their counter by bringing in Taskmaster. That sort of thing, that wouldn’t work at all if it was a shorter startup, because they could just DHC out themselves on reaction, because if it had no startup, there would be no time for the opponent’s move to go active in order to grab it.
you just took this topic into a completely random direction. In your situation it doesn’t matter how fast the counter becomes active. Now I’m not saying its hard to react to a super freeze but holy shit you are being silly. In your world full of robots eyeballs and bionic fingers we would all just react perfectly and never get hit by anything ever or drop combos or get hit by mixups.
But I like to talk about the real world because I actually play the game in the real world and not just net-warrior-theory-craft on forums like you do. If you enjoy pretending, thats fine but I think most of the people here would like to talk about the game in a realistic sense.
In general, for anything fighting game related, faster startup is better. Its ok to admit you’re wrong, don’t argue for the sake of arguing, we all know you have a small ween.
Oh my goodness, really? Of course it doesn’t matter, that’s why your argument saying it’d be bad against jump-ins doesn’t make any sense since if it was faster it would still be bad against jump-ins. Meanwhile, on things you actually see coming or react to, IE when you should actually be using the move, the amount of startup you have is exactly how many frames you have to catch the opponent. You say, you agree with me that super flashes are not hard to react to. They’re so easy to react to, has anyone ever actually failed to react to a super flash? So given that, how can you honestly tell me, that it would be good to have less effective time to counter? That’s not theory fighter, that’s you being an idiot if you think your opponent can’t react to over a second of cutscene and cancel to something that beats your stupid counter because their move wasn’t active when your counter triggered.
If your super counter cannot start while they’re active in a game where you can whiff cancel, that is the same situation you have with a super throw which is like 0+1. When was the last time you were playing Super and you saw someone hit with Guy’s Ultra 2 against someone at neutral? Never, that’s when, because you can just hold up and get out. So why would you want your counter to come out in 0 frames? That would be the same situation. One frame is not much better, because then you have one frame to counter and that frame depends on what the opponent did so I hope you have the startups of everything you might want to counter completely memorized. Five frames? Not so late that most of what you’d want to counter stops being active and more than enough time for most anything in this game to go active. You can argue that 3 or 4 would be better, but 0 or 1? Of course not.
I actually play the game in the real world, too, as it turns out. You want to come to Washington State, I absolutely will money match you. 'til then, stay free, guy.
That reminds me, first thing when I get back up to Washington, me & you MM in MvC3 and Battle Coliseum?
He’s actually very good on his own, without assists. His aim master startup is pretty god like. Don’t charge it like a ****** and you’ll be fine.
SHIELD SKILLS! JUST LIKE CAP!
So satisfying. Every time.
when someone blocks your light whats a good block string combo im always getting hammered right after im done with block strings
Anyone else here use Tasky with Doom rocks? Spidey Swing and Sheild Skills allow for a really good pressure and chip game.
Wow man, I don’t even know who you are, but your arguments are seriously horrible. Really embarrassing. Stark is right.
Hey there guys, i have been playing with tasky from the beginning, and right now i feel like i reached his max level, i mean, im no pro-player but his mix ups are assist based, and although my assists give me options and high damage potential, if the opponent knows how to block, then im fucked, i have to outplay the other guy.
And while thats not a huge problem (easily solved by switching tasky for another teammate), the real problem is the fact that if he is alone, high-low mixups are non existant in his game.
Any tip on how to expand his options? His unblockable is so telegraphed that its a no go for me, and spidey/mighty swing is very unsafe on block ( it has been mentioned before that the opponent can mash L ) and thats his only real option for high low mix up game.
Ive been having a lot of trouble with good phoenix players, their runaway game into teleport its just insane, and they seem to be able to block anything… Once they get into the air, taskmaster becomes a bad character…
Help