The really nice thing about the Spidey Swing > Down Arrow cancel is that on characters with a crouching hitbox similar to Captain America, you can cross them up easily by just delaying the Arrow Cancel. And since Task will land and recover almost instantly, you can go for more attacks or throws. Or just call an assist during Spidey Swing for a mix up. If you cancel early you can land almost instantly as well for more mix ups, like highs and lows with your overhead assist.
And if they pushblock your Spidey Swing, do a late cancel into m.Arrows. You’ll land quick again and be able to dash in with more blockstrings. It also catches a lot of people because they don’t suspect it, and then BAM. Free BNB. So yeah, doing Spidey Swing for pressure is pretty awesome.
On a slightly related note, I’m actually having trouble with the Task BNB’s. I don’t know what it is, but everytime I get the opponent into the air with S and follow up with :h:(2) :f::h: :s:, They almost always tech out before I hit the first after Spidey Swing.
This happens with the basic Web Swing combo and the “New” Taskmaster BNB. It’s really frustrating. If anyone knows why, I’d appreciate some help.
How do you not get absolutely destroyed every time a swing gets blocked? The folks I play figured out pretty fast that even arrow cancelling isn’t remotely safe and it’s basically a free full combo.
And shield xx arrows is safe, unless they pushblock the hit before the shield, then you end up cancelling while they can simply jump forward and straight up hit you or pressure you. Then you basically have to hyper cancel or die. At least that allows for the occasional Counter Hyper. I still love that shit.
My suggestion would honestly be to just throw out a normal that does better on block after the swing
Or if you’re using shield skill, cancelling into sharp sting puts you at -3 which is pretty much entirely safe.
You can’t throw anything out after the swing. They punish the swing, cancelled or not. AFAIK, you can’t cancel it on block into anything safer than arrow, and arrows aren’t safe, meaning strings into swings are still unsafe.
And yeah, cancelling into sting is fun too, and fast. And stylish. It doesn’t chip that much (or at all?) though, so they can keep blocking you. Basically I guess I’m complaining about not being able to open up people at all outside of point or Xfactor. At least people refuse to stop trying to beat his sword normals, but Task feels very limited once they learn his tricks.
I really need to work on my air to air combos too. I’m pretty sure you can full combo out of any air H or M.
Aloci, as for the M after the sj.swing, the trick is to delay the swing after the H. H will hit twice, move them way down, and it has really good hitstun, then swing will hit them low so the first active frame of M will hit them, and the S will basically never miss from there.
arrow cancelling from the swing can be safe. Depends on the spacing. If you’re not right in on them, you can cancel to M arrows and be pretty well off. It’s not something to do in a blockstring right next to the opponent, though…
Well, am I correct in thinking that it can not be safe if used during a blockstring? Or at any range that will hit crouching X23/Wolfy/Zero/etc.
I also think that Ryu could DP and beat all your options from a blocked swing. The swing is greatly overrated, mostly by non-Task players. He is really good, but not because of the Swing (outside of combos).
Speaking of which, this is the combo thread, so let’s get back to the actual combos Is there a go-to reliable combo when you barely hit with j.H or beat a air normal with it? I generally wing it with something like swing xx M arrows, land, shield, launch, but it does whiff depending on height/lag/hitbox. Since it doesn’t seem like we can cancel into anything other than swing, and we only have that one swing, the options are limited. Maybe going into another j.H after the swing, but I feel like we often need the extra distance from the swing cancel.
ps. Sentinel seems completely free to Task. Is there anything I’m missing or the big guy has nothing to offer?
You probably shouldnt be using spidey swing in blockstrings anyways really. The relaunch bnb with the shield skills starter can be easily hit confirmed into and the combo does better damage than the spidey swing one.
I’ve actually felt that meaty spidey swing is pretty safe. The distance for a meaty spidey swing is the same distance it would take for you to land a crouching medium at max range. That you can followup with H. You can definitely take steps to make sure you don’t get airthrown seeing as that is how everyone punishes it.
Swing works wonders for me, but definitely don’t over use it in string. I actually aim to make my swing hit quite deep, so the chances of it whiffing by pushblock and being punished as a result of the whiff are low.
Basically, if you know if your opponent will pushblock or not, your swing can be almost entirely safe. If you don’t know, it can definitely put you in awkward spots.
Why are you guys pressuring with f+:h: without an assist? b+:h: is much better. You can arrow cancel, delay S, and best of all Sting Master. Sting Master is -3 and not close enough to be thrown in most cases so it’s almost always safe. If you train them you can do full charge arrows and take advantage of the free advantage. I say use Sting Master because some characters can go under the arrow cancel (Wesker!). With f+:h: all you can do is play with arrow shenanigans, but I don’t see a reason to ever do this on a blocked opponent without an assist, just use shield charge in all block strings. It negates pushback and can be cancelled safely now. If it connects do the relaunch. I use Akuma (tatsu) and most of my strategy is pressuring with Shield Charge>Sting Master. If Sting master hits, I dash forward, call akuma, OTG arrows, land and combo.
I feel Swing is best used as movement an awkward arrow patterns. Unless you have an assist, don’t use it to pressure, not worth the risk.
assistless charge+cancel into either arrows or shock sting leads to getting whiff punished, which really sucks. if they immediately pushblock the shield charge then you’ve got a serious problem on your hands because all your cancels are extremely unsafe on whiff. it’s something that i’m actually have trouble adjusting to since it didn’t feel like task had this problem in vanilla (though that may be akuma withdrawal symptoms) so i end up doing really unsafe random charges and getting blown up hard for it.
also fun lil things now that i switched my team up:
nova’s reflector assist doesn’t scale with hitstun decay, though it vastly increases the decay (about as much as a throw)… meaning you can do the traditional extensions with it. you can also do really dumb gimmick things like regular physical countering an attack while standing in the reflector and watching the enemy teleport right on top of the reflector while you combo off them riding it with a shield charge.
if you’ve got a method of swing cancel projectile assist otg extensions you can also do a really dumb thing in the corner where you dhc from the nova inferno to up arrows super, taking advantage of the hard kd from the downward parts of that super and extending the combo with a swing cancel down arrow+assist into shield charge immediate launcher immediate j.s into arrows for about another good 40k-70k worth of damage.
Hmmm I know Sting Master is very unsafe on whiff, but I haven’t had any issues doing charge>sting master. If charge is blocked, Sting Master always seems to hit. I’ll have to test in the lab, but so far no one has been escaping this tactic.
If you’re pressuring with raw +:h:, you should always do the dash version. It gets you closer so there’s less of a gap even if they pushblock. If you’re right in their face, +:h:xx level 3 aim master is actually a tight blockstring. Be careful against the shorties though.
I always use dash +:h:. Maybe that’s why pushblock has been non-issue for Sting Master followup. I generally don’t do it if they block my normals though. I will call and assist and then follow up instead or fire an arrow instead.