Taskmaster combos - Anything you can do I can do better!

I’ve been using the relaunch. I ditched grounded mighty swing combos when the hitstun deterioration messed with them.

But it didn’t ?_? Every old taskmaster combo, to my knowlledge, still works, just some needed slight tweaks because of the launch height change.

Has anyone put in any quantifiable work into getting solo OTG relaunches with air H arrows? I’ve got it down about half the time on average sized characters, but I haven’t really tried to do any extensions off of it yet, since I want it to be more consistent first. Just really want to know if the current difficulty would be worth in the long run.

Which relaunch do you use moons?

relaunch seems to be where to go to for solid damage for solo combos or +1 assist since my team wont allow it otherwise haha, i still use one mighty swing combo when im gonna throw in both of my assists tho

Relaunch when targeting only one player. Spidey Swing stuff when it’s my birthday or after certain assist hitconfirms.

What swing combo do you do when its your birthday stark

:d::m: :h: :f::h: j.:m: j.:m: j.:s: |> :d::m: :h: :f::h: j.:m: j.:m: j.:s: |> :b::h: :s: sj j.:m: j.:m: j.:h: j.:f::h: j.:m: j.:h: j.:s:.

Naturally.

if there’s a way to do it consistently + make it work on medium and heavy weight characters then it’ll be really sick because it basically tacks on (more or less) another 50k~ to all his combos that end in shock sting, alongside building much more meter. however… the timing was so tight for me that i ended up just recording the starting part of the combo so i could focus on getting the relaunch down because geez it is TIGHT.

the other combo in the video is just the dhc combo i mentioned earlier.

[media=youtube]R-5aHMV2zIM[/media]

Is there a reason you’re doing :s: j.:s: falling j.:qcf::h: instead of the more damaging and significantly-easier-to-double-super-after Sting Master, jump, j.:qcf::h:?

didn’t specifically test the shock sting combo ender instead of s->j.s out due to my poor execution.
that would definitely be way more ideal if it works though since the damage would push it into the 1mil+ bracket by a lil but they tend to flip out after the charge due to the height push it gives 'em after an extended combo.

after awhile they seem to flip out if you just do charge->shock sting->arrow lift over and over. it took like 6 reps of it for them to eventually flip out though. (this might because of how i input it in the replay function) wonder if there’s a way to implement that into a combo as an ender loop.

for the DHC combo it requires that height as to get a delay between the arrows landing on the opponent’s character and task so vergil can take advantage of the itty bitty push off the ground it gives 'em. also it builds more meter than doing just shock sting into arrows (i think?)

edit: testing it out with the magic of the record function, from what i can tell after an extended combo you can’t do a shield charge->shock sting->arrow lift loop. they just flip out before the sting hits 'em.

edit 2:
[media=youtube]p4aW9CxPGW0[/media]

something dumb involving it

i use the same relaunch seen in these videos, and like stark i do a typical mighty swing combo if i score the happy birthday. if i confirm the birthday to late i’ll just do the standard air magic series swing mhs than down legion arrows.

I’m doing something close to that
:m:,:h:, Web Swing, :h:, Web Swing, M Arrows (3), (land), j.:m:, Web Swing, M Arrows (3), Shield Skills, :s:, sj.:m:, sj:h:, Web Swing. sj.:m:, sj.:h:, sj.:s: (510k here), then do as you wish.

You can stick a st. M, st. H before the shield to squeeze some extra damage out if you really feel you need it.

I love having players that are miles above me in skill, letting me know that my ideas aren’t crazy. Time to practice.

Using the forwad :h: on a block string is it still not safe or can we do some cancel to make it safe. Why are we starting combos with forward :h: instead of back :h:

Because arrow based relaunches don’t work on multiple characters at once? Also cancwlling webswing to arrows on block is totally legit.

If a crouching opponent doesn’t push block your swing and lets you get the other side, a properly timed down arrow will cross. Call the right assist (ie. Dorm hole) and you get a combo. Since we can cancel arrows any time now, it’s pretty hard to punish.

Ok thats nice to know we can do swing combos now and as a blockstring as well

You can quick cross up short crouching chars like Wolverine with a Swing > Arrow (Hold). Great if they don’t pushblock because they’re trying to throw you in the air.

Even with the arrow cancels, it is still largely unsafe. I usually try to not swing unless I know for a fact I hit them. I either LMH cancel to light arrows or LMH back heavy canceled into light arrows. If I swing anyway then I usually try to hit with a j.s cause it crosses up the larger characters.