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

I believe that when I would do a combo quite like this, I get out a little more damage than the ones I posted. But still, the combos might not be a bad thing to keep in mind.

I found that also being a little further from the opponents might help. Like with the characters for the first variation, if I hit crouching medium near the tip of Task’s foot and go on with the combo from there, I think I can land the basic combo. Still testing though.

Probably because being farther away means the swing hits later, so you cancel later, allowing the momentum of the swing to carry him forward during the arrow animation. The concept is the same, just have to remember to do it after a specific time, not necessarily in a hard line sequence of events. Hope that makes sense.

since nobody did it i made a quick video of koffi’s combo (plus general extension showing it works)

[media=youtube]t3boMhkmGtc[/media]

Funny. I just got this done and uploaded.

[media=youtube]L-m4Fv-dszs[/media]

You know you can wait a bit longer and do the OTG arrows closer to the ground and hit the L+H super to make the DHC easier, right?

Awesome. Yeah, trades meter gain for damage and flashiness.

Good to keep in mind too. Perhaps not for me since I like Task/Hsien-ko. I’ll end up with M+H either way to Tenrai Ha.

Flashy and damaging? With the right assists, I can build two meter exactly in this combo. And if I do double arrow super, I can DHC into an OTG super. Task/Viper/Felicia got the damage up to 1.3 mil. It’s kinda fun.

OK so from wat im seeing we start with S.Swing :qcf::H: land st.:h:
in a block string is this safe (the s.swing that is) and after the cancel :qcf::h: will the st.:h: hit them before they try to air grab u?

Just messed around with it for a bit tonight. From what I can tell, empty swing into arrows is safe if the arrows come out or not. Block string into swing can be punished if they push block the attack before the swing. Otherwise, it’s unpunishable, but negative on frames. But it has to be done pretty soon after the swing hits. Interestingly, push blocking at certain times affects if the arrows come out, and how many. Haven’t really got the timing down yet to see how it changes things. Calling an assist will usually make it safe, but again, if your opponent push blocks the hit before the swing and causes it to miss, at the very least Taskmaster is still screwed, depending on how your opponent decided to punish and what assist you’re using. A quick enough launcher gets Task comboed, while a beam or super with enough invincibility would get both characters knocked.

Also, M arrows would probably be better. Letting one or two arrows fly would probably make this completely safe, if you see the opponent push blocking to punish (I don’t know why I didn’t think to test this. I’m a moron). And from what I can tell, the block stun on the swing is too much if you cancel the arrows early, so I don’t see Task getting air grabbed to punish. However, you can be thrown on the ground, but that can be teched. Wouldn’t try option selecting, though. That’ll get you comboed.

Now, for some conjecture, because I’m tired and already got my console off. If you’re paying attention, and you see you’re in a block string, and they don’t push block the hit before your swing, do an immediate arrow cancel to stay in. If they push block, cancel into M arrows. The only thing it probably won’t save you against is invincible supers, maybe the faster beam supers.

I decided to mess around with Taskmaster. Just wondering, what is the most damaging bnb combo right now (midscreen or corner)? The first page seems outdated and filled with a lot of combos from various users. I can do some really basic spidey swing combos but i’m pretty sure they’re not optimized for damage nor meter gain.

We have two. Both carry corner to corner. Both can be ended with j. qcf+H [full charge] xx j.qcf+LH, tiger-kneed qcf+M+H for an added 425k with full mashing. Pretty easy.

  1. ( :d::m: :h: :f::h: j.:m: j.:m: j.:s:) x2, :d::m: :h: :b::h: :s: sj j. :m: j.:m: j.:h: j.:f::h: j.:m: j.:h: j.:s:503,600 damage, about 1.4 meter build. Your happy birthday combo, as the other doesn’t hit both the point and assist character. If you’re playing solo Task with no XF, and you need the meter to get the kill, this maybe the combo you want to use. Otherwise, it’s only really reserved for happy birthdays.

  2. :d: :m: :h: :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.:m: j.:h: j.:f::h: j.:m: j.:h: j.:s: 540,600 damage, about 1.25 meter build
    The j.M into jumping swing has to be immediate, or the combo won’t work. It’s not a hard combo, you just have to practice to get the timing down. You can use j.L instead of j.M after the first launch to make it a lot easier, but you lose 12k in damage and about 5% of your meter build.

After that, it depends on what assists you use. Using assists, you do <assist call> j qcf+H [full charge] <assist hits> qcf+S and then go for the OTG into supers. Certain assist have certain call timings, too. Some you’ll want to call before you jump, others during. Some, it’ll be easier to do a <assist call> f+H xx j. qcf+H [single arrow] <assist hits> qcf+S. But again, it depends on who you use.

So Windu would u say to ur best understanding of Tasky say it would be best to switch - down :m:, st.:h:, back :h: with down :m:, st.:h:, S.swing cancel arrows land st.:h:, back :h:?

edit: As a blockstring the sec one seems better bec of wat u explained in the post above, if they push block the st. :h: and u do the swing isn’t it the same and pushblocking the st.:h: when doing the shield. U will be cancelling the shield the same as the swing so how are we preventing Tasky from getting beam down?

After u swing are u safe if they try to punish u? And will the :m: arrow hit them if they try to punish u.

Darn you and your good questions.

Did more testing. Wasn’t lazy or forgetful this time. Either way will get you punished. Using the shield or the swing can, and probably will get you punished, if they know what they’re doing. The only way to make the shield safe is to cancel into the counter or the arrow super. And if you cancel into the counter or counter super, and you’re too far away, or don’t have meter to DHC, you’re dead. There’s no way I can think of to make the swing safe if they push block it right.

tl;dr

Don’t use the shield or swing in block strings unless you’re certain you can get them to block them.

Edit: I was forgetful. If you use arrow super to try to make it safe, and they have a super with first frame invincibility, he takes damage.

Hi I’m new to Taskmaster as well, I’m just wondering what his most damaging and reliable bnb is. I would like something that is damaging and that can be pulled off reliably. Thanks!

Go three posts up.

Thanks Windu, I just gave the posts a cursory glance, so I wasn’t sure if those combos were finalized. Anyways, I’ll check this out!

The problem I keep having with many of these task master combos is that after doing shield skill in the corner into S, Tasky always does a cross under and takes them out of the corner.

Are there any consistent tips to prevent this?

Anyone know the combo Honzo Gonzo uses with Tasky and Doom missles to extended the combo?

Delay the S(launcher)

Watch honzo archive its pretty easy.

The su

You pretty much want to delay the S till the char is right in front of you (about waist height). Usually hitting S at chest height and above causes the cross under.