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

I still say use sting master tho unless you really want that frame advantage. Pro/cons:

Arrows

  • advantage on full charge
  • some characters can go under the arrows to interrupt
  • must be 2-3 arrows to be safe, and 3 can be interrupted before firing
  • no combo follow up without preemptive-assist/x-factor/hyper

Sting Master

  • safe on block
  • numerous combo follow ups
  • hard knock down for wake up mix ups
  • can’t be ducked
  • negative advantage on block

However if you got xfactor, arrows all the way if you get them in corner.

Actually 3 arrows can’t be interrupted if you’re close enough, and at a distance still most characters can’t punish it.

IIRC Sting master is -4, making it unsafe against a vast majority of characters and unsafe against the entire cast if you factor snapback.

No, it’s -3. And I’m pretty sure the distance on it means you can’t be hit by Amaterasu’s standing :l:. (Do any of the new characters have 3 frame normals?)

IMO the real reason to use Sting Master is because you can stagger the string to use it in frame traps just like you can with arrows, but if you successfully hit with it you can combo off of it while with arrows all you get is hyper.

strange thing when trying out arrow lift:

it’s possible to arrow lift at least medium weight characters too… but for some odd reason it’s much looser on the right corner than the left. you can even do the old arrow lifts from sj height attack stuff… it’s strange

edit: i’m sure everyone already knew this but in xf you can arrow lift extremely easily, no matter what level (higher levels make it easier though)

Ok so did some testing. :b:+:h: into Sting Master IS safe on advance guard…but you have to slightly delay the cancel. Even the only way to fuck it up is to get advanced guarded at about mid way through starting from a distance and immediately cancel. If you delay very slightly, :b:+:h: moves you just enough forward that it will always connect on block.

So yes…:b:+:h:>Sting Master is free safe chip pressure! I think on x-factor your even positive off X-factor so…lotta fun there…but then again i think full charge arrows is safe so…

Snapbacks though? I don’t want to eat a free no-assists tag in mix up, especially against teams like Spencer/Sentinel or Felicia/Sentinel/Doom, where that extra time allowed to set up makes it even worse.

Which I guess kind of invalidates anything after shield skills anyway… I’m gonna start snapping Task on blocked SS, thanks for the train of thought guys :v

Never really tried using SS on it’s own (unless guaranteed hit) as the SS xx :s: was so unsafe in Vanilla and I don’t really have the reaction skills necessary to xx in to Aim Master :l: on block consistently (though getting better at it thanks to Random Guard training in Training Mode) . I’ve always used the Dorm Hole assist with it because it makes a near perfect poke. If you hit and cancel into :s: , the hole misses so no damage scaling and if they block, you keep them locked down. It’s also surprisingly safe on whiff or AG as Task is covered in the hole making it really hard to attack him. Plus if they are caught in the hole from not advancing guard (hoping to punish you), you get a free left right mixup with a j.:h: or j.:s: .

Need to start using Sting Master as it makes him so much safer w/o assists!

It’s still a free snap guys… no matter what. Can’t rely on your opponent’s failures more than necessary.

Wait let me retract my statement again… can sting master be reaction cancelled to Counter Super for snaps? o_o

Snapbacks to unsafe moves are extremely unpopular in Marvel. Unless your opponent was looking to snap in a really annoying third character in the first place they’re probably just going to settle for the +3 frame advantage.

Is it still possible to end combos with arow lift > L+H arrows > tk M+H arrows?

I didn’t play Taskmaster in vanilla mvc3, so it isn’t easy to find combos/tech
My combo string is 18 hits before the opponent is grounded in the corner, but I can’t hit the charging star into launcher after H arrow otg

edit: I think a better/shorter question is if anyone can explain how to hit double supers after sting master…I am TKing the second one, but the cpu is always getting off the ground before it even comes out

What you’re saying is right. You must be missing the timing slightly. It’s definitely strict.

You want to do the arrow lift as close to the ground as possible before performing the diagonal legion arrows. The closer you are to the ground, the easier it is to land the tiger knee’d down legion arrows. It’s practical though so don’t give up.

Also, self arrow relaunches are now impractical in this game without an assist.

Thanks - my team I’m running is Task (h arrow) Hawk (poison) Cap (charging star)

I like it because I can use task to see if I’ll need to zone or rush more, and then I can save hawk or cap as the anchor depending on the situation. I like to use task first because he doesn’t have a level 3…so I have been practicing sting master follow ups since he’s the one who is most likely to have two assists.

I’ll keep practicing the double super…I’ve been starting just from the sting master…sometimes I let the arrows go really close to the ground, and the last one will come out but not hit.

I ended up hitting the double super after just a sting master…I practiced that a few times, then I was able to do it in my combo after a few tries.

My combo uses the poison assist into sting master, and it did 930k. I am having a hard time getting both assists into the combo, so for now I’ll run it with just the one assist.

Is it weird if your best character is your point and not your anchor? I don’t think that I have combos as stylish, long, or damaging with cap or hawkeye lol

I use that same exact team just in a different order. I use Cap on point, Task, and then Hawk as Anchor. The synergy is awesome so far, and I love using task’s vertical arrow assist with Caps air shield slash L. Using Hawk’s Triple arrow assist helps with caps Backflip crossover as well.

Hey i recently stumbled upon this bad boy
[media=youtube]940dp1_Yb0w[/media]
and wanted to know if there were any assists that worked with this other than hawkeye’s? im trying to use dante’s jam session to hold them in place. also does this work outside of the corner?

also i found this
[media=youtube]X6nX7YXLW-A[/media]
and wanted to know if this was a practical combo to do in game or if it was just a flashy combo.

Heres a combo video with my taskmaster team. There’s a great down exchange combo that you can do no matter how long the combo before the exchange is. The first task combo is my bnb and the third is great for getting max damage from a shield skill+tatsu assist.
[media=youtube]CGjcGpIrYUw[/media]

So, it was awhile ago, but erm. Why would you give this advice, lol

Yeah, you can definitely do it if you hit as close to the ground as possible. But it’s better damage if you hit with all three arrows, which lifts them enough that you can land and TK it every time. It’s tight, but if you’re practicing something tight anyway, I don’t see why you shouldn’t practice what maximizes your damage.

I’m fairly certain you could do the end bit with Dante. That sort of thing is common with many assists. But, the beginning of the combo is outdated. Comboing to :b::h: :s: sj j.:m: j.:f::h: (slight delay) :h: (slight delay) :qcf::m: (optional :h:) :b::h: (slight delay) :s: sj j.:m: j.:h: j.:f::h: j.:m: j.:h: j.:s: is generally considered to be the best thing to do in most situations.

also i found this

I only post practical combos~ Though that could be further optimized by doing ( :d::m: :h: :f::h: j.:m: j.:m: j.:s:) x2, :d::m: :h: :b::h: :s:. It’s mostly what I do when I catch both the opponent’s character and their assist, where the above combo will drop one of them.

In reference to your bnb… That’s really stylish and it’s cool that it’s more metergain than the norm, albeit with the tradeoff of doing a bit less damage. Too bad I can’t use it, though… 'cause if I have an assist to relaunch with it’s Spencer’s Armor Piercer which is too slow to be used there.

[media=youtube]3_JKabCYFZw[/media]

so i’ve been working on a combo based on one of the ones stark posted awhile ago and I figured i’d show it off here to get some comments and critique and all that good stuff
i’m still fairly new to the game, played a little of vanilla but didn’t really get into it until ultimate came out

running cap/task/skrull
video title is what the friends i play with have been referring to the combo as, haha
uhhhh yeah that’s it i guess

Why don’t you fully charge your OTG arrows?

For whatever reason I was having a hard time fully charging them when I first started learning the combo and eventually I kind of forgot that was an option 6u9

I’ll definitely have to add that back in

e: alright so with the two OTG arrows being charged the damage jumped up to ~804k. Sometimes it ends up being 802 and I’m almost entirely sure the changing factor there is when I pull them out of tenderizer