When zero dies and I just have task Dog any tips on how to open ppl up? or should I just be looking to chip until they hang themselves?
Pretty much comes down to being more solid tbh. Smart spacing and stuff and sneaking in some Amy calls to for them to block
Yeah and additionally try to set them up for cold star fuzzy-guards so you can hit them with instant overheads or swing cancelled lows or something like that as well. They’ll be much easier to perform and more ambiguous as well that way.
Thanks for all the tips guys. after messing around with the teams you guys suggested. I’m going to rolling with zero/dorm/task. more of a steam roll team and putting zero on hadangeki gives me the opportunity to get task in and do some serious damage. Dorm usually gets the xfactor though.
I got a slight matchup question:
How do you fight Hulk-Drones with point Task? What are some good start of the round options? I’m using Task/Sentinel/Akuma (my Akuma is kinda sucky though)
counter an H-happy hulk and call akuma, I’m pretty sure you can get a follow up. I don’t have any hulk players to play live at home, but there an abundance of them online. There’s a particular opening that I’ve used a lot on point hulks that seems to work ok, granted I play with Jam Session but for this situation akuma legs serves the same purpose. I just jump forward right before the START, really as close as you can to the ground when the match starts, and air H while calling assist. This seems to cover most of Hulk’s standard options at start. If he mashes H, you’ll break his armor with both hits of air H. If he thinks you’ll jump and tries to grab, you tech and get out of the chest bump situation. I can’t tell you how many happy birthdays this gets me against a hulk team ( banning haggar of coarse ) Once they catch on they may start doing gamma charges and crushes at the start, but most hulks aren’t going to start matches like that. You also have to remember that calling assist at the start is a great way to get hb’d. But if you want to play it safe just back up and throw arrows or do the standard walk up and let hulk grab you, like a lot of players are in the habit of doing right now. I just assumed you wanted to get a hit, and jumping up and foward with H with assist is the best and most direct way that I’ve found to hit hulk at the start.
I have to do a late j. :h: + assist to ensure I don’t get grabbed, correct?
Yeah Hulk is the only one that you can’t dominate at the start of the round with Task/Akuma. Can you kinda of option select shield skills + tatsu into counter? Like shield skills cancel into normal counter as you call Akuma? I’ve not really tried it but I think it could work. That way you can punish if you hit and tatsu carries them or if it counters, you’re out of the pressure.
Also, out of curiosity since I’m always looking for a good second slot character for Task/X/Akuma, do you have any tricks with the team with Task point with Sentinel assist, or Sent + Akuma? Can you extend with Sentinel drones or is it mainly just a lockdown tool for you?
Spacing and counters. Typically the problem with Task counters (imo) is that you have to guess the side…against Hulk, YOU KNOW they’re gonna try to brute force their way in. Shimmy (dashing in and out) infront of them and make them whiff stand H’s. Also make sure to use that stand M! A lot of Hulks don’t have discipline not to press H so if you feel like you can tempt them to do it, you’re more than likely right.
Long story short, abuse counter and stand M. Also, make sure you have legit set ups after counter…you have to make them respect it since there really isn’t anything you can get off a counter so they might just feel like “okay…I’m Hulk tho…I can take this damage until I hit you”
No, you want to be as close to the ground as possible at the start of the match. I made a quick vid showing what I mean.
You can convert off a counter with Drones, from what I’ve seen, you can’t with Akuma ( assuming legs of coarse ). You can also call drones right before a back grab and task will throw them directly into the bombs letting you get a full conversion.
The Hulk first attack problem kind of boils down to how you want to deal with the following:
a) H (+ Haggar?)
b) AA Gamma Charge
c) ground throw (with conversion assist?) or potentially command throw
Most of the options that can beat a+b result in a scenario where if you guess/time it right, Hulk takes 10-40% damage, and if you guess/time it wrong, you lose two characters. So there is that.
I was pretty much coming in with the assumption that he wants a hit. It’s pretty standard practice to just let hulk grab you at the start of the match nowadays. With regards to gamma charge, when does it’s armor ( it’s got armor right? ) start?
EDIT: also a jumping H from taskmaster beats an H plus Haggar call if you spidey swing after wards. I’ll record again if you don’t believe me.
- Does the swing go above Haggar?
- If Hulk blocks the H->swing, are you dead?
the big thing with aa charge is that it’s active almost instant and airborne on the first frame so you can’t OS throw it and that’s basically the only time he’s gonna throw it out there
if you can consistently tech throws i feel the answer is to try and get some space by doing walkunder first their first jump forward into jumpback into upback h.
or just block and call a fast assist and see what happens. idk, i have a lot of trouble vs hulk but little by little i’m figuring out how to get out of that bad spot at the start of the match and thusly get into ‘taskmaster wins for free’ spacing
I know the answer to the first question is yes. I’m not sure about the second question, but if I’m playing against a Hulk that decides to block at the first of the round, I’ve already won. I’ll check in a minute
EDIT: I’ve been playing around, and the answer is maybeish to the second question. The swing and kara arrows will get you out of the situation if you don’t get grabbed after the block. There’s also some hyper and x factor stuff you could do and force him to do and it be possible for you to come out advantageous, but it’s all pretty iffy. Point is that blocking just isn’t what ninety nine point nine percent of hulks are going to do out of the gate because of all the other “fuck it” options they have starting out, so it’s not really even worth worrying about if you decide to challenge him face to face. Good to know what’s not completely safe tho
If you want to get to that space, you can bump chests and OSback throw/plink dash backward at the start. that actually covers quite a few of his options as well as holding some of your side of the screen at the start.
I’ve been bopped and steamrolled many times trying to figure out the best way to get the momentum with task. In my experience stand M is the way to go. Usually what I see (from online hulks) is Hulk walking forward for the chest bump at start of the round.
It’s a bit spacing dependent, but you want to be as close to the max range as possible for it to hit (similar to the c.M range). If you are too close Hulk’s H can hit you before the second hit of your M. If you walk backwards as Hulk walks forwards and you can maintain the default start of the round spacing you should beat pretty much any button he presses. Generally i’ll do walk back stand M + JS assist and it works pretty well since you can beat the H and convert to a full combo.
Not sure why this would need to be stated, but if you know with 100% certainty that Hulk will not throw and not block, then first attack is the easiest thing in the world to deal with and Hulk presents zero threat.
The question is not “how can I escape when I know that Hulk will restrict himself to exactly one option?” It’s how to deal with his options in a way that minimizes your chances of instantly dying and having your subsequent characters fall in to Armored Mixups, Featuring Haggar Assist. In the case of your solution, it would appear that if Hulk does H+Haggar (i.e. you guessed right) you get ~10% damage, and if he blocks or does AA charge (i.e. you guessed wrong) you probably die.
Given that the correct punish for blocked Spidey Swing is an airthrow, that pretty much makes the answer “yes, you die.”
OS back throw/plink dash backwards loses to AA charge.
M is one of the best options for footsies once the match has started, I think it beats Gamma Charge at the right space too. I was just trying to give a solid option that Spider-Dan has apparently took to heart.
Spoiler
Ok, I just don’t know where to begin with someone like you. I never said that challenging Hulk was 100%, hence the use of the word CHALLENGE in the first place. I’m not sure if you understood what I was trying to explain anyway because you mentioned Hulk not throwing at the first of the round. The option I gave actually beats a grab attempt at the beginning, so there’s that. Also, whens the last time you played a Hulk that doesn’t press a button at the beginning of the round? Just because you have tech that beats a derpy option doesn’t mean it’s a bad option. Some people play derpy, and if you try to play a derpy player ( especially a Hulk player lol ) like a smart player…there’s a good chance you’ll get bopped. You said something about getting ten percent or something stupid…If I hit you with anything using Vergil second, you’re dead. So there’s another statement that indicates ignorance. OS select back throw/plink dash backwards doesn’t lose to AA charge, you just get out of the way lol. Either you don’t know how to properly plink dash or you don’t know what an OS is. In any cases, you just seem to want to discount anything that’s not a hundred percent and play scared. I mean that’s fine if you want to play that way, but take it from someone who’s half-way decent at this game…there’s no 100% anything when it comes to playing task. Task is middle of the road, but that doesn’t mean you can’t do anything nice with the character. Anyway I’m not going to try to keep this going, I’ll just say this. If you want to know if something works, just try it out. If it doesn’t work, then don’t use it. If it does awesome.