Copy THIS! The Taskmaster thread!

I’m running Nova/Taskmaster/Akuma and there’s one thing I’ve been trying to do but it’s not working. I’ll not sure if I’m buffering it wrong or just plain impossible. I’m trying to punish projectile supers by using Secret Move’s invincibility to DHC into High Speed Tackle or Goshoryu Reppa. Is this possible or does the lack of invincibility frames after the flash prevent a DHC?

That doesn’t work, no. It takes a frame to DHC.

I’m new to Taskmaster. running him second for my main Strange team since I like his DHC options, damage, and meter building better than Hawkeye. I have his B&B down, but I was just wondering if there’s anything particularly important I should know about the character. the team is Strange (Eye)/Task (H.Arrows)/Dante (Jam Session), btw. execution is no problem at all for me.

learn how to rope cancel otg off a forward throw cause you might be able to combo with eye, im pretty sure you can off of jam sesh

And back throw and counter super into the corner.

I’ve done it (Aegis->DHC) against Gimlet on reaction.

gimlet’s a special case. It’s not active very long. Hell, you can hard tag to avoid it.

I have some questions about Taskmaster.

1.Which assists benefit him the most?

2.Which assist do you people prefer Taskmaster to use? (I think Horizontal shot is the most common right? Right now using Wright (Press the Witness), Iron Fist (Rising Fang), and Taskmaster (Horizontal shot)

  1. How is he as an anchor in your opinion?

Thank you.

  1. Task can benefit from assists in two major method:
    [LIST]
    []His keep away game, almost anything that cover part of the screen, task can cover the other parts. it is useful, but all in all, task’s zoning is moderate at best.
    [
    ]Make his 4.H safe. This is kinda huge, this is by far one of his best ways to catch almost any swing on the screen, bypass projectiles etc. its downfall lie in it’s safety, you can ether do some delay S shenanigans, which by definition will stop working at certain level. Or cancel to some arrows, which will probably lead to lot less damage on hit. almost any assist will cover for the recover of the move, and might even let you start some more pressure.
    [/LIST]
    Using assists for extending his combo is less effective imo since he get most of the possible damage alone, and any extends won’t really add that much damage to be worth it.

  2. H. shot is the obvious choice. As his D.shot have almost no use. His V.shot actually can be helpful if you already got something to cover the ground and you really need something to pick them up from the air. in Vanila i ran a Storm/Wesker/Task team, and i found the V.shot very useful for shooting down spidy, trish, and of course, Phoneix (after wesker snap her and she tries to fly fly away…)

  3. He his solid anchor imo. He doesn’t have the “snowball affect” that XF-3 Wesker or Doom have, but he got decent normals, decent damage alone (can he still connect alone two hypers in the corner? didn’t manage it in training mode…).
    I feel like he has all around tool to start making the comeback, not random teleport mixups like Wesker, buy he can work his way to victory without changing his game plan too much.

QCF+S makes b+H safe on block, no assist needed.

if you can confirm it 100% then by all mean do it. If you do you are way better player then me (and probably all the other Task users)

Sting Master ( :d::df::f: + :s:) is -3 on block and pushes the opponent back far enough to be pretty safe. However, because it’s -3 on block, you are turning over momentum to your opponent and in essence giving them the opportunity to rush Task down without concern (assuming they know this). Since Task has slow normals, it pretty much forces you to block (on the ground as well) which can open you up to mix-ups. Characters to be wary of are She-Hulk (She’s a monster up close), Wolvie (B.Slash), Skrull (E.Slam), Spencer (Overhead, Low, or Dash xx Command Throw), Deadpool (Mad wheel + Low Assist) and the like who can close the distance quickly and punish you heavily (chances are they will even use an assist to make it even harder on you.) Also, smart players can use snap backs (range permitting) on you to get at other members of your team after they block Sting Master (Most notably trying to prevent Dark Wesker.) since they are active in 2 frames. By adding an assist to Shield Skills ( :b: + :h: ), you can use it as a true pressure tool since you also end generally end with a massive frame advantage and can’t be AG’ed since the assist will be holding down the opponent. While it’s certainly pretty safe given how awesome of an attack it is when cancelled into Sting Master, knowledgeable players can easily put the pressure on you after blocking it and since marvel is a touch and die sort of game, not allowing the opponent to attack free-willy is a huge boost to any gameplan (or at least to me it is since my blocking is not godlike >.< ).

Agreed! In vanilla it was actually easier to confirm Shield Skills ( :d::df::f: + :s:) into either Arrows or Launcher as you could just buffer the QCF motion and then either hit :l: or :s: depending on the confirm or not. Since you can’t buffer anymore, I find it kind of hard as I can’t my hands fast enough. Does anyone find it harder or easier to use Shield Skills safely now?

Also, if you can extend combos with assists for Task to gain two meters, then all the better if the DHC synergy is there in the corner since all Task combos should end in the corner (assuming Task on point). Task builds a lot of meter on his own and if you can make it 2+ meters, you pretty much have an easy ToD with DHC’s. Just successfully (I think) did my first ToD against Thor in the Training Room (albeit a hard one that I’m still getting down because the timing and spacing are tight) that can be started anywhere so long as I have 1 meter in stock.

Dorm Hole = :a1: / Doom Beam = :a2:

j. :s:, cr.:l: , cr.:m: , cr.:h: xx Spidey Swing ( :f: + :h: ) j. :h: [1 hit] xx j. Aim Master :m: ( :d::df::f: + :m:) [3 Arrows], cr.:m: , :h: xx Spidey Swing ( :f: + :h: ), [slight delay] :h: xx j. Aim Master :l: ( :d::df::f: + :l:) [1 Arrow], :m: xx Shield Skills ( :b: + :h: ) xx :s: , sj , j.:m: j.:m: j.:h: slight delay :s:

Depending on spacing when I land, either :a1: ~ TK Aim Master :h: ( :d::df::f::uf: + :h:) [1 Arrow], Sting Master ( :d::df::f: + :s:) or baskdash ~ :a1: , Spidey Swing ( :f: + :h: ) xx j. Aim Master :h: ( :d::df::f: + :h:) [1 arrow], Sting Master ( :d::df::f: + :s:)

Then :a2: + j. Aim Master :h: [3 Arrows] ( :u::d::df::f: + :h: ), land, :s: sj. j.:s: on the way down j. Aim Master :h: [3 arrows] xx Legion Arrows [ :d::df::f: + :l::h:] xx Chaotic Flame [ :d::df::f: + :atk::atk: ] xx Sphere Flame [ :f::d::df: + :atk::atk:].

Don’t know if I got all the mash damage, but end with slightly above 1,250,000 IIRC. Any of you combo/execution fiends out there know if there are betters ways to go about this combo with my team as it was really tight to get it once after about 30 tries?

Task (H.Arrows) / Dorm (Hole) / Doom (Beam)

What do you mean by “confirm it”? I do QCF+S as my standard followup to a (poking) b+H on hit or block, so it’s not exactly hard on the reflexes. (My BnB after b+H->QCF+S is ~450k, ~630k with super, and builds 1.5 meters.) The only time it’s a problem is if I happen to whiff the b+H (usually if they superjumped or teleported). And in that situation, using an assist would probably just mean happy birthday for my opponent anyway.

The distance that QCF+S pushes the opponent to makes it an extremely good bait. Most characters have to dash in to reach you, which allows you to do stuff like jump straight up and come down with H, or just do another b+H.

That’s a fair point, though I would add that you always have the option to Aegis Counter->DHC that.

The most damaging BnB I’ve found is still:

j. :s:, cr.:l: , cr.:m: , :h: xx Shield Skills ( :b: + :h: ) xx :s:, sj.:m: xx Spidey Swing ( :f: + :h: ), [slight delay] sj.:h: xx sj. Aim Master :m: ( :d::df::f: + :m:) [3 Arrows], Shield Skills ( :b: + :h: ) xx :s:, sj.:m: sj.:h: xx Spidey Swing ( :f: + :h: ), sj.:l: sj.:m: sj.:s:. (I’m sure you can insert some more seasoning if you have the skills.)

I’m not sure how that will affect your hitstun for the rest of the combo, but the sequence above deals ~516k damage, compared to the ~473k on your opener.

BeastEG - Your combo feels a bit tight, i prefer to avoid the more technical combos if they don’t prove to significantly improve the combo.

Spider-Dan - What is your followup after the QCF+S? my guess is it involve some kind of otg assist, but i still would like to hear it.
Task travel quite the distance with his shield skill, so it help avoid those happy birthday situation (in my experience anyway), but anyway, whiffing an attack with assist deserve a happy birthday :stuck_out_tongue:

The assist method is more aggressive, and in marvel. As i prefer not to give away the initiative if i don’t have to.

Thanks! Tried it out and it’s leagues easier to hit including the followups into the Dorm Hole since I only needed to do the back dash one every time. Still need to get more consistent but managed to break (just barely) the 1.25 mil on a successful attempt of the full combo :slight_smile: . Couldn’t really hit the full combo online since there are so many spot that have tight timing but by cutting out the Dorm assist part, I was able to make it pretty easy on myself. Also, since so few characters have over 1.1 mil, didn’t really need the Dorm Hole juggle part to ToD with DHC into Chaotic Flame.

Yeah, I’ve realized that the main issue with my game now is inflicting enough damage when I get the chance and hit-confirming since my team doesn’t really have the best options for opening up people as I’m dedicated keep-away. I’ve been trying to find ways of making my combos more damaging so that I can ToD nearly any character. Problem is my execution just isn’t so good that I can hit amazing technical combos but they tend to be the damaging ones. However, the one Spider-Dan recommended is actually a lot easier than I would have anticipated as I was hitting about with about 70% consistency after only 1 hour, which is ludicrous progress for me.

Marvel is game of efficiently more the anything, most of the cast don’t get a 2nd chance to drop something.
I myself still use the vanilla version of his combo, and it suit me fine, I should though compare the damage output for the two combos, as sometime you don’t get the nice ground hit for the spidey swing combo.

jump forward QCF+H (charged) + call Arthur (daggers), land, s.M-s.H-Web Swing, air M-M-Web Swing + call Hawkeye (scatter), air M-M-S (scatter hits), land, s.H-Charging Star-S, sj.M-H-Web Swing xx (horizontal Legion Arrow or TAC).

Scatter shot is soft knockdown which makes the transition to ground a lot easier, and you have to cancel the last Web Swing into super or TAC because the only thing you can land after it is an air L (due to hitstun).

Is there any trick to timing the the hidden missiles assist in the corner to get an OTG after the L+H super in the corner? I’m talking about the ‘honzo gonzo’ combo.

I think you just have to hit with all 3 arrows, and cancel it into super, you can tell if the missile will hit by how high the character rises as the super hits them up.

Pretty sure Honzo gonzo said something like time the arrows just after taskmaster dips from the jump.