They should be dead though so why would knockdown type matter?
Ok when I don’t do the hard knockdown in the corner into arrows super for the kill, its me screwing up or thinking to far ahead.
Why I like to do forward super midscreen is that I land on the ground first, and I can setup meaty arrows and call doom safely, which sets up more chip opportunities. I can dhc off the forward air super into ammy, but the timing is strict and sometimes impossible. I’ve been meaning to try to down arrows into dhc to ammy, but I’m free soooooooooo yah. Plus when I land first in the corner it allows me to dictate the corner pressure free, and not have to guess which way they will roll, and it allows me to capitalize on stupid things people do in the air constantly (wolvie dive kick for example)
Oo, if those are your goals then you can still achieve them with your team via some other techniques. If you kill a character you always get to do things before the next one comes in as Task.
Down arrows if it gets them to the ground does not DHC into Ammy, but you can however do 236H xx 236LH and maintain your DHC this is of course if you weren’t backed entirely into the corner. If you’re not planning to DHC I still think the jump 236H arrows after knock down helps Taskmaster more, on top of doing more damage you can summon assists since you landed from super jump so you can summon Doom just before you do arrows into super and have missiles come down just as it ends giving you a massive advantage! Depending on how long your previous combo was they may flip out at the very end of the missiles this is great however as then you get the free-est Ammy unblockable ever. <3
Hey honzo, i just saw the finals for ramnation…
You vs Daigo killa…
damn you got robbed… =S
I mean, for 5 straight matches you were leading 3 to 1, only for him to random spam whatever with lvl 3 x factor Dark phoenix… x_x.
What are your thoughts for this kind of match?
We all know that there are several thoughts around this match up for taskmaster vs phoenix…
But in your vids i noticed that you favored Doom, even raw tagging him out for Taskmaster… so we didnt really get to see Task vs Phoenix…
So any thoughts? tips?
tasky’s tools to deal with lvl 3 xfactor dark phoenix are arrows and shield skills
He’s great at shutting down random super jump fireballs via horizontal arrows, and if they excessively abuse M teleports you can just super jump down arrows and try and get lucky.
Shield skills actually goes through all her little feathers bullshit, and if they throw a fireball up close you can charge right through and counter hit her, then just launch and kill her. The problem with this is that the feathers will beat the start up of shield skills, so you have to time it right.
But yah doom is crazy better against phoenix than task, but I don’t like giving out all my moves, so that’s a topic for another day
Oh Honzo!! being sneaky huh???
I love your troll face in the vids hahaha Lol
My humble suggestion, especially with Taskmaster on point, is to rushdown to snap against phoenix. Unfortunately that isn’t your playstyle at all, but I think a zoning team outright loses to phoenix teams, given equal ability. Does this seem to be the case, or am I wrong?
The other alternative is chipping her out before she touches the ground which although possible I feel Ammy makes that harder with Honzo’s team.
I usually try and snap phoenix in depending on how I’m able to push the opponent in the corner, there I go for an unblockable setup/mixup to try and kill her. Once I see that phoenix is inevitable, I will focus on taking minimal damage and building 5 bars for doom
Nuking her with X-factored arrows super + sphere flame might work. I think Honzo runs Task/Ammy/Doom, which gives problems with DHC order.
Regarding Task unblockable, can’t Jean just fly up to avoid the Cold Star?
With Honzo’s team, if Phoenix comes in with Ammy on point, he can probably call hidden missiles and activate slowdown super to give ample time to make her guess wrong.
And yeah, zoning teams suck against Phoenix, because their damage usually relies significantly on chip, which is giving free gauge to Ph.
if she flys to avoid cold star I’ll catch on and react with an air grab or an arrow super to catch the startup of the dash or fly
Not air throw, Phoenixes that know what they’re doing option select the air dash with throw tech as apparently BC air dash is also a throw tech >.<. Angled super you would need to start early as she goes up very quickly, so unsure how practical it is.
As a zoning team, you could focus more on a low-damage zoning game and just try to time out against the first two characters before Phoenix even comes into play. If they tag in regular Phoenix, even with 5 bars, go ahead and kill her. Same if you get a combo, just do enough of one to make sure you are at least even on life/meter, then snap her in at the end and try to kill her. If they keep Dark Phoenix in, go ahead and try to kill her, too, since she won’t have level 3 X-Factor. If they tag in a different character, resume the slow battle of attrition. Just make sure you don’t kill both her team mates, but keep a life lead.
I don’t like running away from dark phoenix, prefer to kill her
On a completely separate and more appropriate topic, I think adding H’s in the air string of the bnb actually makes it easier to otg relaunch. I’m not certain but by either adding the two H’s or the one at the end allows you more time to jump arrows properly. If this was known then just canonize me.
I would agree, if you notice the way I do it I definitely use H. rising H into mighty swing to normalize the spacing, then MHS to get the same exact grounding every time.
The C/Hs are useful for controlling the height the character is at, a lot of the time if you don’t use one a B will whiff after mighty swing.
Taskmaster is a very lucky character, I’ve never played a character who had so many ways to normalize the spacing of his combos without a ground bounce or OTG.
And we just got another way to normalize it with H(1hit) 236M 4H relaunch, for if they are lower than you.
i think if you play against D.phoenix your anchor should be Ammy not Doom with meters low hitbox and semi safe hyper
Thank you for the input but I don’t want to turn this thread into “why honzo is stupid” or “how honzo can improve”, so make another thread for that