For Doom, TK L arrows get up to SJ height pretty fast, try those. Tasky is okay against Doom in a zoning war, and close up, both people are kinda scared to rush in, because foot dive and shield skills. That’s what I have experienced anyway. I play without an air-control assist, and you have to be patient. OR just switch to Dorm and laugh a bunch, but that uses a DHC.
I also have another topic of discussion.
Why don’t I see people using swing into one m arrow for Tasky, during strings, I mean? Between that and swing cancels, you can get, like, endless pressure with two decently pressurey assists. I’m finding it really good for giving my assists time to recharge.
With Dark Hole and Quick Work, mashing advancing guard is the only thing that doesn’t result in chip forever, and then a staggered cr.L gives me a combo when they try it. What do other people think about it?
I always use swing xx 1 m. arrow. If it hits I can confirm, and if they block it, I recover fast enough to crouching M them into a combo, or just into continued swing > m arrow pressure with my Akuma assist. I agree, I abuse it all the time and nobody else seems to. I’m trying to learn Dorm in second slot since I play Task/X/Akuma and I need someone who can extend Task combos, help his pressure, do good DHC damage, and can benefit greatly from tatsu. I’m still pretty clunky with him, but he seems like he goes pretty well with Task. I wish his dark hole was a little easier to time to extend with in the corner. I have to dash back, call assist, swing + downward arrow, sharp sting nearly immediately. Sometimes I can do shield skills > sharp sting but I feel like they pop out, and sometimes they even pop out before the sharp sting as well and I eat a punish. I doubt any of his other assists would be worth using with Task right?
Ooh, I love seeing good Task/Dorm pairs, let me know how that works out. I’ve never really tried Tatsu with Dormy.
Liberation picks up off of throws, but with Tatsu available it’s hardly worth it. No reason not to use Dark Hole, the confirms are great.
I usually try to press dark hole right after pressing dash, then when the dash is done, swing forward and arrow, it times easier for me, and you do have time to shield skills before sharp sting if it’s not superlate in hitstun.
Also, I use him as the first extension, and what works for me is being scrubby, instead of j.MH swing MHS on that relaunch I jumpback with j.MMHS and land in a spot to perfectly space call Dorm, swing and arrow, st.H Shield Skills Sharp Sting. It’s consistent, loses some damage, but I’m cool with that.
It is a game of chicken and should be played very lame. I like doing Shield Skills into H arrows and using Jam Session to lame him out.
Also vs Footdives as a ground based Taskmaster you can Up Arrow super on reaction to blow it up. It’s a fairly even matchup and it heavily depends on the assists each char is playing. Good luck making a comeback vs a Doom with an advantage as a solo Taskmaster. And you gotta watch out for those sj addf jMs. Task with a good anti air assist(HM,JM,Vajra) beats Doom, but Doom with a horizontal assist, Vajra or Ammy THC can also give Task trouble.
Sooooo with this chip out cross rush glitch thing, does Task have any way of doing the dead body glitch? I use tatsu assist so chipping in the corner isn’t necessarily a problem but I’m just not exactly sure how it works.
The other night I was playing online against a guy with a team of Task and Akuma. The guy would get in for free with charging star + tatsu assist and then pressure with spidey swing > air spidey swing into air normals, which point he’d land and be just about ready to start the charging star + tatsu shenanigans again. How do I punish this? I tried to mash back+H on the ground to grab him out of it but the frame data was not in my favor. Should I / when should I pushblock? Should I be chicken blocking and OS throwing?
Also, what’s the best way to use cold star for combo extensions? I thought I saw someone on a stream OTGing with down arrows in the corner and then doing the first part of the unblockable, then connecting with QCF+S. It seems as though cold star lifts them too high for QCF+S to connect under normal circumstances.
Weird question but I feel like it is kind of important:
What should Taskmaster look like in the neutral game? Things to do and not to do. I feel like I find myself doing WAY TOO MANY arrows in the air and when I play people that are actually good, I get punished and start feeling mind fucked.
Taskmaster imo is a character with a really good ground game. Yes, aerial arrows are good and nice but you’re missing out on all of the good things he has on the ground like shield charges, swings, and the range on his normals. If youre going to commit to aerial arrows or (aerial) swing cancelled arrows you have to be very mindful of their distance to you and their meter as well. If they have a couple of bars most characters can punish/beat taskmasters aerial arrow & super (assuming diagonal is usually what you do or whatever).
If you see them getting too comfortable using projectiles or calling assists or whatever, do a shield charge, it’s okay. It’s what you have assists/cancels for. I really think Tony is just a big footsies kind of guy. His ground game neutral is hella good. You can shoot some shit on the ground from a distance and abuse your range/throw OSs up close.
I get in the habit of shooting a lot of air arrows too and I need to fix that as well. The way I think of it now is, why would I shoot air arrows if I could do the same thing on the ground if theyre full screen? Disregarding assist calls, Air m arrows go to the same place as the horizontal ones. And if they were to block/jump over it, then whatever. youre grounded. use that to your advantage. if theyre close to you, doing air arrows is pretty risky anyway since it leaves you open underneath (unless youre doing H arrows but…lol)
don’t do air arrows unless you are zoomed in fullscreen minimum (or if they’re in the air, or if you’re doing defensive/retreating j.l 2x arrows instead of full charged ones)
midscreen air arrows are a death sentence vs anyone with good movement
in general with task you want to have a strong ground game- make it so you’ve got good spacing on your dash shield charge punishes/pokes, st.m/cr.m pokes, offensive j.m, defensive j.h, swing->arrow+assists, and other stuff. you can force the opponent into playing your game, or at least trying to get their game started when you’re both backed by assists but it takes like actual thought vs autopiloting with him due to how vulnerable he is unlike a lot of other chars when they do their options.
it very much depends on your assists but the general idea is to use arrows to force them into action and then punish them with shield charge/pokes. or use arrows to shut down their assist calls/bring them down from the sky so you can get your rushdown game started. just make sure you use your assist to cover whatever hole you have when doing whatever option you’ve got because every single one of his options does have a serious hole in them that usually have to be backed up by either calling an assist or canceling into an emergency super to hit the guy from the angle you missed or getting the fuck outta dodge/playing chicken with counter->dhc
Like Tabs wrote… Task has this great potential for maximum pressure if paired with great assist (akuma tatsu, dorms dark hole, bolts of balthack) the problem is that nobody represents him.
I think that a lot of people dismiss him just because of the lack of flashy stuff and easy options.
Also the lack of air options hurts his public image AND HIS UNBLOCKABLE SET UPS ARE VERY SITUATIONAL…
nod
Not charging 3 arrows everytime is something I never see most Tasks do. 1/2 arrows comes out so much faster and is great at pegging conditioned players who look for that punish. See: disrupter, charging stars, beam supers, etc.
Personally, I need to use unblockable and counter more.
My preferred safe-ish arrows are grounded swing into L arrow, jumping swing into 1 or 2 M arrows, or against superjumpers, TK L arrows. TK H arrows are also hilarious on the rare occasions they confirm.
We had a few strong players from over here that entered, but got random’ed out in the chaos of matches.
We also had a foreign hope in Whiteblack, who may play his game very simple/standard as far as combos and such, but his use of arrows assist is superb, and shows that Tasky can still be the best assist for someone if they work with it.
I didn’t see Tasky getting that far, but a lot of characters that could’ve been up high didn’t make it. I noticed few Vipers, Striders, and even fewer Morrigans than I expected. Then there were characters like X-23 who didn’t show up at all later on, same with good assist characters like Iron Man, and under-rated characters like Rocket Raccoon, all of whom are pretty badass. So, I don’t think this is reason to be discouraged. The fact that Storm got up as far as she did from Justin and Dios means that many mid/mid-high tier characters will make waves if the gods will it.
Yeah, I saw Hecrob play once. Good try! A couple of times I was really wanting you to just be more aggressive and dash in with Task after the tatsu hit, but you seemed to back off a bit. Still a nice showing.
But yeah, Task as an assist character is still underwhelming IMO, but that’s the most prominent knowledge that the general playerbase sees on stream. One day! Just wish I could go to more tournaments… Indiana isn’t exactly a mecca for locals =/
Suggestion: If any of you guys are on PS3, we could improve our Task games together. I keep switching teams, so my game is always a bit unsure, but I know a decent amount and I’ll try to not suck. Currently I use a Deadpool point, Task second team, and a Nemesis team, so it wouldn’t just be Task mirrors. I could even record our player matches/lobbies and post them around here to get feedback.
I played a set with DayOne (TaskDormPlasma) and had a lot of fun, maybe if we get a lot of people in on this we can get some community Task sessions going. My psn name’s TiberiusF, and I’ll be at my ps3 later in the week.