There are a number of ways to do it, but those are far from his most damaging combos.
its char specific, which is why i don’t suggest doing any combo that requires the up arrow relaunch, since it just doesn’t work on some chars and you can do easier combos for more damage
I think he’s referring to the mid-screen relaunch combo off of shield skills and its quite damaging and a good option to use after punishing something with shield skills.
Shield Skills Relaunch Combo
+:h: :s: super jump cancel to sj. (as close to the ground as possible) sj.:f: + :h: sj. sj.:h:(2 hits) :qcf: (full charge) land :h: +:h: :s: in to the rest of your regular bnb.
So I put together a combo video with Spencer, Tasky and Doom:
[media=youtube]qZtyRn5cFCI[/media]
Hope you guys find a few things you didn’t know about.
Ok quick question, sorry if it’s been asked or posted before but for the old BnB when opponent is in the corner:
cr.L, cr.M, H, Swing, j.M, j.M, Swing, j.M, j.M, j.H, shield skills, launcher, ect…
after the launcher Task goes behind the opponent and ends up cornering himself, just wondering why this happens, i think at EVO i saw Combofiend do the same thing in a match. I notice this doesn’t happen if I go with j.S before the shield skills but the timing on it is harder than j.H
It was mistimed, it has to be done quickly or delayed a bit so they’re lower to the ground.
Question: Why sometime when im too close to the corner i whiff shield skill, before the launcher.
exemple: cr.L, cr.M, H, Swing, j.M, j.M, Swing, j.M, j.M, j.S, [shield skill], launcher,
Any variation for hit 100% close in corner?
What is better … Swing, j.M, j.M, ***[ j.S or j.H]***, shield?
J.S if the opponent is high J.H if the opponent is low but J.H is more reliable and safer to not drop J.H 2hit, J.S 1hit. J.S if you want to extend the combo and otg with arrows (basically showoff) because of task hit deterioration kick in hard
I think don’t quote me on this
Can anyone explain exactly how to do the arrow lift? I can’t seem to link the hard arrows into shield skills (even like normal land jump arrows…)
Also I’m having really inconsistent timing with the arrows coming down after j.S, sometimes he’ll shoot, sometimes the input doesn’t register and sometimes he just lands without shooting arrows. Is there something you do after the instant j.S to get the arrows to come at the right time?
If you’re missing arrows -> shield skills you’re not shooting @ the right height. Try charging a little earlier/later. Same w/ the j.S -> arrows part.
I’d say watch this to get an idea of the timing: [media=youtube]P9uZvpopdcQ[/media]
I don’t really think there’s any trick to learning these. It’s just one of those things you really need to get a feel for.
I’m using as a non-fancy pretty basic BNB cM sH fwd+H, jM fwd+H, jM jM jH, land back+H S, launch sjH fwd+H then the intent is to jMHS into the landing into arrows into super arrow, etc. Two questions on this:
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For some reason, I find that this is dropping often after the air swing. Sometimes it seems like going into the jMHS quicker helps, but not always. Anyone else get this and have any idea why? Probably something dumb, but annoying to have them flip out when so close to home free.
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Half the time on the launch, they will switch sides and suddenly a corner situation becomes a midscreen situation, which hurts the combo. Any idea why this happens, and can it be minimized by altering the timing of something? I’m assuming it’s not just a coin toss, but who knows?
Thanks!
1.) This happens to me a lot also and I have no idea why, I’ve tried reducing the number of hits in the ground series since I thought it was a hit stun deterioration thing, that didnt work. Its wierd sometimes the combo will go fully through some times they flip out after the third swing. I dont understand?
2.) Your doing the launcher too late and taskmasters hitbox on his shield is sliding them slightly to the other side.
- Yeah me too, I only do one M after the first swing. Should work, wtf. Though I wonder if maybe it has something to do with…
- Ahh, nice. Thanks!
A bit late here, but I’m actually testing this out now cause I was thinking of picking Task back up. Plus others may have this problem.
I think to get it down fully you have to delay the last mighty swing after jump H so that they end up right in front of or just a tad below Task when you are going for the mhs follow up. I was trying the “new” BnB with the Diag arrows and I couldn’t get it down consistently until I made this adjustment. I tried your combo and it seems to hold true for that also.
Some fun with Task, Skrull(Orbital) and Doom(Missiles)
In or Near Corner (Edit: fixed for ease of use):
Forward Throw, :d::df::a1::f::uf::h:(Single) Land :h::s::u: j:m::h:(1) f.:h: j.:h::s: :u: :qcf::h:(Charged) :h::s::u: j.:s: :qcf::h: (Charged) Land :h::s::a2: :u::s: :qcf::h: Land :qcf::uf::l::h: DHC :qcb::l::h: (Inferno) DHC :dp::l::h: (Sphere Flame) - ~1.2 Mil, if you take out the 2nd arrows you get ~1.1 Mil. Not bad off just a throw. Builds ~2 meter.
Edit:
Mid-screen - Full Screen
Forward Throw, :d::df::a1::f::uf::h:(Single) Land :f::h: j:m: :f::h: j:m::s: :h::s: :u: j:m::h: f.:h: j.:h::s: :u: :qcf::h:(Charged) Land :h::s::a2: :u::s: :qcf::h: Land :qcf::uf::l::h: DHC :qcb::l::h: (Inferno) DHC :dp::l::h: (Sphere Flame) - ~1.15 Mil, builds 2 meters. You may have to dash after Orbital from Skrull depending on how they move.
once you launch, using the basic bnb, your air series should be :h::f::h::h::s:
now depending on your height or an assist hit while you comboed you might have to omit one of the inital 's before the swing.
In regards to the third mighty swing falling out issue, the after the mighty swing is actually a link. It’s pretty leniant so it doesn’t seem like it but it is a link nonethless and you got to do it correctly. This is evidenced by doing some ground combos into launch and not being able to link after the mighty swing due to hitstun deterioation.
Spidey swing is kinda weird in that you can break the ending animation into a normal. I don’t know if it’s correct to call it a chain because you can’t cancel it into another normal immediately on contact. Also note that the earlier you cancel it into another normal, the more momentum from the swing will be transfer to the next attack, making Task move up a little bit.
So for the first time in a long while I went into the lab with Taskmaster. My Taskmaster was falling behind my other characters and that’s a bad thing.
I fight against somewhat small characters (in particular zero) a lot, and it’s a real annoyance when if I hit them from a moderate distance with my initial poke I can’t go into a combo because web swing will just go over them. And sometimes when various screen effects are involved I’ve found I don’t always hitconfirm correctly and going into a web swing when they actually blocked it is just terrible news. So I wanted to go into something else to start combos. And I remembered the “relaunch from charging star midscreen” that was going around just before evo, and used the concepts behind that to make this. Because of that I suspect that I am not the first person to do this, but hey, no one’s posted it up here, that I can tell.
[media=youtube]u7-J6SndFcc[/media]
The ender of the first part is really just me styling. The second part is more practical. Regardless, :d: :h: :h:, hold :uf: and immediate sj., very slight delay j.:f::h: j. j.:h: :qcf:. Depending on the height the opponent ends up at (which can easily vary depending on what character they are and the exact distancing and timing you used) you may be able to then connect :h: :h:, but if you can’t you can just do :h:; it’s only 27.1k less. And then the ender everyone is familiar with. Sometimes you’ll get three arrow hits, which is slightly more damage still.
It’s a significantly less fragile combo than the nappydude basic combo it’s derived from, being able to be used from all the assist hitconfirms I tested as well as from j.:h: :d::l: :d: :h: :h: as a starter, and it also works on every character. Although, it’s notable that because it hits different characters in slightly different ways and because of arrows, you can’t reliably use it if it catches both the point character and an assist.
Sup guys, Stark i give it to u this is the shit right here! I’ve been running my combo ever since and although i wasn’t posting i was checking in to see wat was new, some new stuff but not like this…
I deem this the new Tasky BnB, its been working much more efficient than mine/ For the last two months of this game i will be using this. Lets hope most of us stick to Task in Umvc3 although everything will change and alot of players will jump ship i hope the true Tasky players stick around…
Wow, this is really nice and it does a crapton of damage.
I notice you have to wait a little bit after the second shield skills in order to get all the way across the field. Just something to take note of.
Good stuff Stark.