Copy THIS! The Taskmaster thread!

If you’re talking about the jump H-> swing option, you’re pushing your chips to the center of the table and going all-in on whether Hulk will block or not. If he blocks, then you died.

If this is the kind of mindset you’re using, why not just start every match with L counter? Beats H(+any assist) clean, and beats AA charge clean too. And since Hulk’s only low (c.L) is not any sort of world-beater, it should be easy money, right?

Of course, in the real world, we all know that opening a match with a counter has an extremely short shelf-life, and the first time you guess wrong, you’re dead.

Please explain how you can convert jump H-> swing into dead character in a manner that avoids Haggar assist and does not result in you losing 1-2 characters if you guess wrong.

AA gamma charge is instantly airborne (which means your throw attempt is ineffective), and it’s active fast enough to hit you out of your backdash.

No, I just don’t like flipping a coin for the entire match in the first quarter-second of the fight.

Again I use Vergil second, so if I really have to explain any further why you’re dead when I touch you, then trying to explain yomi to you would be fruitless. I’m not necessarily pushing all my chips in, I’ve already told you that there are ways to force a hyper or xfactor early from hulk, but they’re not really even worth vesting too much thought process in because Hulk is just not going to just block and call Haggar at the first. If you’re playing a Hulk that’s doing so, then you shouldn’t have any trouble getting away from the nigga in the first place. AA gamma doesn’t not hit you out of the back dash, so I don’t know what you’re talking about. I mean regular gamma charge will, but really any option that hulk has can beat SOME option you throw out. Again there’s no hundred percent when you bump chests. But the same goes for Hulk, he has to commit to something that beats the option that I’ve committed to. I mean that’s the nature of the game. Hell, you can get grabbed out of a fucking shield skills…so does that mean you should NEVER shield skills? I hope you’re answer isn’t no dude. I’m going to try to re-iterate the same thing I’ve been at for the past couple of days. Jumping H beat hulk H/OS grab while calling Haggar, and techs air grab attemps…THAT’S IT. That’s all I ever said, I never even said that it was best option. I guess since we’re on the subject, what would you say is the best opening against a Hulk that is trying to close in on you as the match starts?

Let me be more specific, since you’re clearly not getting this:

  1. Please explain how Taskmaster can convert instant jump H -> swing into a death combo (regardless of who is second) at a height where Haggar assist will not hit you out of the swing.
  2. AA gamma charge has 5 frames of startup. If you think you can OS throw->backdash out of an attack that is instantly airborne and hits on frame 6, then I imagine you also think you can backdash out of point blank Magneto or Wolvie c.L? Because those moves have one more frame of startup than AA gamma charge.

Backdashing and still being in range of an attack isn’t the same as backdashing and being out of range. You have to be right up on Hulk in order to get hit by AA gamma charge. If you backdash, you out of the way…how does that not make since to you? I thought I already explained the concept of swinging over haggar into kara arrows. If I wasn’t clear then my bad, however if you need further instruction after you’ve landed the kara-arrows, then you still obviously have a lot to learn. I’m done after this, whenever I have even the slightest of a setup, I can record what I’m talking about and hopefully put this to rest. As far as not being able to back-dash OS, I don’t know if you realize this but when a dash is initiated, you can literally do ANYTHING to cancel the animation. The only thing you can’t do is hold back to block. So it is actually possible to back dash and still block low to a cr. L from a wolvie or whoever lol. I mean I wouldn’t recommend it, but it’s different with the gamma charge. If you were OSing to cover the grab/AA gamma, you Plink dash back and immediately hold up-back if you’re that scared of the gamma charge. This shit is not rocket science dude. And by the way you still haven’t shared you’re view of what the best way to begin the match when Hulk is trying to walk you down.

  1. You are not “out of range” in 4 frames.
  2. If you cancel swing into arrows, you lose height. If you cancel them early enough to continue a combo, you fall into Haggar assist.
  3. If I understand you correctly, you are advocating to time first frame backthrow, followed by first frame dash, followed by first frame up/back, with two total frames of leniency in that 3 move series? Good luck to you, sir.

As for my own suggestions? I never said it was easy, but I’m not going to throw out some coinflip I-do-20%-damage-or-die silliness for the sake of typing (if that’s what you’re looking for, I already gave you one: open with counter). I asked you a simple question: do you die if Hulk blocks? The answer is yes, and the value of your tactic should be weighed accordingly.

It sounds to me like you’re more worried about the risk-reward than the actual tactic itself. So if that’s the case I’ll consent that you should not risk anything more than what you could potentially gain. But what I’m talking about can actually give you a dead character. I’ll show you the next time I have a setup available. So until then it’s whatever. And as far as the first frame blah blah, do you not realize that the sword cuts both ways…Hulk has to get his stuff out first frame as well, lol. Anyway, if you’re going to try to criticize a tactic that you feel is inadequate, for the sake of building the taskmaster player base of knowledge…it would be much more helpful to also offer up an actual alternative course of action to go along with said criticism ( Not just a troll on like the counter open-up ). I’ve only mentioned, once again, ONE thing you can do to challenge, ONCE AGAIN, a mashing Hulk. And, ONCE A FUCKING GAIN, I never said it was the best option. So I won’t continue to repeat myself, I can’t actually tell if you’re trying to troll or if you’re just a salty or misguided taskmaster player who has been beat by Hulk too many time. Either way, I’ll leave it to you to try out what I’ve suggested or don’t. I’ve honestly been trying to do my part to help a fellow taskmaster player out, but can’t put the arcade stick/pad/whatever in you’re hand and make you practice. Regardless it seems that this back and forth between you and me is beginning to spiral, so I’ll do my best to leave it alone until I can record my concept. Hopefully a visual reference can help you grasp what I’ve been talking.

Hulk has to get out AA gamma charge on first frame.
You have to get out back+H on first frame, then backdash on the next frame, then up/back on the frame after that. Presuming you both get your desired move out on the first frame, you have 2 frames of leniency to get out your next two actions, or you die.

I think the problem here is that you are offering advice to beat clueless, scrubby (in your words, “derpy”) Hulks, whereas I am not particularly concerned with how to beat the worst players. (If you want advice on how to beat the worst Hulks, open by holding downback. Problem solved!)

I am more interested in discussing ways to beat Hulks that actually know what they’re doing… and in that context, a tactic that results in my death if Hulk blocks, and doesn’t convert to any serious damage if he doesn’t, is not what I would consider a stable strategy.

Now, if you can actually figure out a way to convert that instant jump H into a real combo (ideally: one that also snares Haggar), that’s a different story. That’s a true 50/50 one-of-us-will-die-in-the-first-10-seconds, and if your opponent’s team gives you more problems with Hulk than with his other characters, you might want to throw that out just to keep him honest at first attack.

But so far, I’ve mentioned the specific problem with conversion at least twice (you cannot continue the combo while avoiding Haggar assist) and you just keep saying “I’ll show you later.” Presuming you have actually tested this, tell me the exact sequence of attacks you use to continue a point-blank jump H -> swing vs. Hulk using s.H+Haggar call and I will happily test it for myself.

I’ve already explained it to you and will not let you continue to troll me if that’s your intent. If you’re not trying to troll, I’ll record when I’m either a) not homeless b) am around somebody with a setup.

Hey all I’m pretty new to taskmaster and he’s pretty damn fun.
The one thing I don’t understand about this character is his unblockable moves.
Can someone tell me the difference between the 3 versions, ways to avoid pushblocks and really the best ways to use these moves (if they are in fact worth using).

they go different distances and m and h add more followup moves before the stab at the end which is also unblockable

use a THC and xfc out of your super for unblockables vs chars who dont have invincible moves to xfc with if you really want to

overall they’re gimmicky and not central to his gameplan

made a quickie vid showing 2 things i didn’t see any taskmaster player do this weekend that i can’t seem to find the vids for in regards to 'stuff task players should know’
looping super off throws in/near the corner and solo combo off shock sting

Great sharp sting conversion Tab.

Can someone show me how to optimize a Super Jump Confirm with Task? Its obviously gonna be height dependent but I usually super jump M,H,Swing, M,H,S into st. LMH,Skills,Launch Combo

I really want to get more damage out of Super jump Conversions which are pretty surprisingly easy with this character.

you can squeeze out about 50k-75k more by doing jm->swing->m arrowsx2, j.h->swing->j.m arrows -> shield charge -> shock sting - that combo ender, but it’s weird and kinda tight vs mashing out shield charge

that’s only unassisted too- if it’s off a jam session hit or something like that it’s too tight to be practical

edit: i think maybe there might be an unblockable setup with jam from the standard h arrows diag super ender. but the timing is strict and requires you to be pretty low to the ground already? i dunno.

made a video w task jam stuff. need to figure out more with this team

edit: figured out some more swing setups that aren’t like ‘hurr this guy didn’t pushblock’, won’t put them in a vid but basically swinging twice lets you do some really visually impossible to read stuff regardless of pushblocking or not situations thanks to jam’s retarded pushback. also tiger knee arrow gimmick mixups that are kinda berserker-slash-y

edit 2:
found a way to solo convert off task’s throw in the corner. it’s not that hard- easier than doing TK super loops and the solo shock sting conversion

edit 3:
in a video making mood i guess, here’s the swing setups i was talking about

GOOD FREAKIN STUFF, MAN!!

not sure if to post this in the dante board or the task board so im just going with here:

raw tags from dante to task unblockable setups to alleviate his damage problems/meterless kills

i really need to figure out one for throws that carry corner-to-corner

edit:
taskmaster+jam session incoming mixup theory that makes it layered like hulk/wolverine mixups

So I’ve been developing a point taskmaster backed up by doom beam and amaterasu cold star assist.
And the eternal issue with this character is how do you open people up?

And that’s what this post is here to outline on a high level. Taskmaster should be opening people up. Here is a runthrough of my mindset and my strategy blown wide open when trying to open people up with point Task.

Low or option select grab is the obvious mixup that is very intuitive when you pick up the character. But the use of this mixup is hindered because if your opponent defends the low option, grabs are tough to convert off of with you settling for super, burning x or having specific assists (triple arrow comes to mind). Stuttering strings is also a good way to generate offense with Taskmaster. And taskmaster’s low/grab option selects are pretty much blown up by good pushblocking.

And you may have felt the joy of playing taskmaster against a MODOK or a Big Bodied character with a large crouching hurtbox. Taskmaster has a real high/low mixup threat (cr. l or instead overhead jump M) when playing against characters of this size.

But with a beam assist (anywhere on screen) or a lockdown assist like cold star (corner, situational midscreen) its fairly easy to generate a fuzzy guard situation (forcing an opponent’s hurtbox to stand up and then having them block an assist so they have to eat a high/low mixup that they wouldn’t have to eat if their hurtbox was crouching)

All you need to do is get them to pushblock a normal (single hitting normals only so no st. M).
Here’s an example of this approach concept that works midscreen and corner.

Cr. L (opponent chooses to pushblock) xx Mighty Swing and call plasma beam simultaneously. Then cancel your swing into an air S.
This is a high low in and of itself but that fact isn’t key. So lets branch down the resulting paths that could occur right now.

  1. Opponent gets hit by Air S, gets caught by plasma beam and now you can combo. Cool.
  2. Opponent blocks (regular block) Air S, plasma beam follows as a true blockstring due to the high hitstun of task’s air S.
    Now because Air S is a high move the opponent’s hurtbox is forced into standing, and they are forced to continue to stand for the entirety of the plasma beam blockstun, and you are now right in their face forcing them to guess high or low.
  3. Opponent blocks (pushblock) Air S. Because Air S is a single hitting aerial (unlike Air H) you will get pushed out maximum one dash length away. So during the time your opponent is blocking your beam assist you can dash up and have ample time to do the same high/low mixup as in branch 2.

So now with proper support you can guarantee high low mixups against pushblocking opponents. Obviously doesn’t work too well on pixies like racoon and dog but still affects a large portion of the cast.

So if your level 1 pressure with taskmaster is stutter strings or cr.L into grab and its proven effective you can really guarantee your normals to get pushblocked and then generate this level 2 mixup of high/low mixups.

So now after your level 2 mixups get figured out (they aren’t pushblocking your normals) you can go back to stuttering your strings and generating lows. The cycle of yomi is there, the two options complement eachother. But that’s just all right, task actually has it a lot better in terms of his mixups. If they stop pushblocking your cr.L that’s when Taskmaster can start going for shennanigans.

Which for this character is cross up stuff. If your opponent doesn’t pushblock your cr.L and you autopiloted into mighty swing cancel/call assist, you can delay H arrows which will give you forward momentum to cross up their crouching body.
On a lot of members of the cast you can perform a “Task Dash”, which also conveniently starts off a non-pushblocked crouch L and can lead into nasty cross up mixups as well.

I just wanted to demystify the concept that this character has no mix-up potential or at least give my two cents on how this character can successfully operate from an offensive mix-up point of view. Hope some task mains out there found this helpful!

opening people up isn’t really his problem, it’s putting people into the mixup situation because he has to force them to land and be blocking while remaining next to them while also having his assists available

jam session and missiles both go a long way to setting up those situations or similar (airthrow guessing situations) but they cock up his damage a lot when they actually hit

beams, arrows and whatever other projectile assists help him get in but then he doesn’t get much in terms of putting them in a real mixup out of that unlike all the real good characters