Copy THIS! The Taskmaster thread!

Its kind of a basic question, but now that the games had some time to develop, just wondering which you guys think are Task’s best assists? Seems like tatsu, cold star, drones, and missiles are the obvious favorites, but figure there are prob some others I wouldn’t have thought of that Task likes just as much or close? Just curious.

I’m sure more of the universally strong assists could be good. Like, I’m sure task wouldn’t complain about having a jam session available or whatever. But are there maybe some with some specific functions that give em particularly oppressive tactics he wouldn’t otherwise have access to?

Personally, I think tatsu is his best. But id be really surprised if that was the concensus lol

I think Jam Session is his best assist period and it gives him no bad matchups in this game while giving him very dominating matchups vs a lot of the cast that cant deal with his keepaway with jH and arrows. The pushback on it is insane which makes them restart all over again. I’ve been playing this team recently with Task/Dante and I think it’s the optimal way to play him, and Task end game teams will probably be Task/Dante/Akuma or Task/Dante/Vergil.

Here’s what jam session does:
-Let’s him set up fuzzy guard anywhere on the screen after jH + Assist
-Gives him unblockable setups in the corner
-Makes his zoning almost impossible to deal with unless you have a beam super that will beat out Task’s L+H air super, the pushback on it is insane
-Allows him to rush down extremely easily with Shield skills + assist
-Allows him to confirm off Sting Master
-Taskmaster also easily confirms off jam session by simply doing mighty swing into basic bnbs.
-I think it’s possible to confirm off air throws in the corner, but I don’t think it’s possible midscreen.
-It controls one part of the screen that no other assist really does and one that Task can only control using standing H arrows but not to the same efficacy.
-Jam Session simply makes Taskmaster the master of all zones in the screen with the exception of super jump up back, upclose shield skills and his fast normals can dominate, midscreen his sword normals and jump normals do, and full screen his arrow zoning is great with Jam Session.
-It also allows him to extend combos easily. And setup grounded M+H Super for easy double otg.

I’m running Magneto/Task/Dante right now and I’m loving it, extremely solid team with very good synergy, and very few bad matchups.

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Bomb assist obviously. #kappa

Hi there, I’m new to this subforum. Haven’t really ventured outside of the Nemesis forums until now, but I’m here, so yeah. Hi guys. I’m a new Taskmaster, about a week old, but I played him in vanilla, so I’m learning quickly. Still crappy so far, though. Anyway, I should be silent, just learn a bit more before making my calls on safety and team synergy and stuff, but I’mma throw my opinions all over the place anyway, because I’m smart like that.

I found the same problem in my limited time of playing Tasky. My current tactic is to go from b+H and call dorm assist into one arrow, and the dark hole covers my ass immediately after the arrow, so I can do what I please. And it all combos if they happen to get hit, though it reduces like crazy. I will usually will try a simple TAC into Dormammu combo in that situation, just to give myself a bit more damage.

Just from what I’ve seen, the classic lockdown assists work great. Tatsu, Jam Session, Weasel Shot, Cold Star, Drones, Missiles. I personally like the orbs (Eye of Avocado, Dark Hole) for him, as well as Felicia’s low assist (extension, pressure, opening up, nothing wrong). I’ve also seen some very intense pressure from Taskmaster with Doom beam (Josh Wong is probly my example for this), and that beam helps just about anyone win ranged wars, so yeah, that’s fun stuff. In vanilla I liked MODOK’s barrier with him, but sharp sting made Task safer, so that’s a less needed assist now. Also, Joe’s bomb assist has silly loops that just seem trolltastic, and also pretty powerful. Oooh! And Nova’s overhead bounce, I forgot about that one. That’s just grand for Taskington.

EDIT: Just saw the recent post and the video. Yeah. Bomb assist. So very bomb assist.

Starting to see some of the better Taskmaster players use swing cancels to negate pushblocks really well. Swing cancelled into charged arrows makes you whiff the arrows so close to the ground you recover quickly and relatively safely whilst also gaining gound from the spidey swing. Its similar to how Doom uses dash cancels to stay in.

cr.L, cr.M, Swing xx charged arrows is a good string for hit comfirming. You can turn it into a combo if any of that hits and if they pushblock any of it you stay in their face thanks to the swing cancel.

Moons was using this tactic with lockdown assists a while ago but Ive now also seen him use it how I described above. I think its the next step for Task players to take him to the next level.

I just started to use the swing cancels and DAMN! they’re working wonders for me.

And you also get the cool ass quadswing combo.

Can somebody do a video tutorial on doing it? I saw it in your rock & derpwinkle video Guy… at around 00:22…

How much damage does it actually do?

My guess is that it does a little less than the Main BnB Relaunch combo. I need to see the notations to replicate the combo and get some numbers.

Hm? The timing is odd at first, yeah. And swing + single arrow midscreen is definitely the hardest Task combo I’ve ever tried. Once you realize how to input arrows and f.H repeatedly (just slow it down, remember, Marvel buffer), quadswing is easy. Note that doing it after c.H doesn’t work or is harder to do since they’re higher now, and s.H does work but you’ll have to alter the timing just a bit since they’re farther away after that. c.L/s.L c.M/s.M into quadswing is easier, and sets up for that swing canceled arrows pressure you all were talking about in case they block.

If you get the whole thing, meaning doing j.M f.H j.M j.M j.H, after the fourth of the quadswing, then the air series, I believe it does more than the usual downforward arrows combo (tested, does somewhat less, mah bad), but I’d check it yourself. I’ll do so now just in case.

That midscreen single arrow combo? It actually does over 400k before launching I think. I didn’t optimize it either. Weird.

Edit: Maybe I’m seeing things.

Can I get the notations on the Quad Swing combo? I could probably hit the lab and get solid numbers for this here combo on your vid.

How do people DHC off of Throw>Down Legion Arrow Super? I saw combofiend doing air grabs and DHCing into Bionic maneuvers every time, but I cant seem to dhc into anything (chaotic flame for example). I thought they were grounded the whole time they are getting hit OTG?

hit them at the same time the arrow is hitting them

It’s all about the visual cue, you have to make sure that at least one arrow is still in the air while you’re doing the DHC, by then the next character begins their super and then the Legion Arrow hits and continues the combo.

Generally, it’s easier when doing it from super jump height rather than ground throw height.

The trick is to DHC while an arrow is still in the air so that it only hits and pops them up (however briefly) once the DHC’d super is active. Don’t do it at the same time the last arrow is hitting unless the super you’re DHC’ing to is like +1 or +2 after the super freeze at most. The higher Taskmaster is, the more arrows can still be on screen when you DHC and the easier it is to connect with the second super. OTG supers are easy of course.

Edit: Blah just repeating, but Co-Jones has it right.

lmh f.H qcf.L f.H qcf.L f.H qcf.L f.H, from there you can try to extend it or just go into an air series, etc.

Thanks, I’ll probably try to tinker with the combo to get some good damage/meter gain from this and I’ll post anything if I can find something good.

Here’s a dumb question: How do you control the direction of “You’re in for a world of hurt”?