I’m messing around with Taskmaster / Hawkeye and Doom. To relaunch with Greyhound assist do you have to Swing cancel H arrows? I can’t seem to consistently relaunch them with Fully charged arrows + Greyhound.
Hello all, I definitely wanted to make sure I did the “check previous posts before asking questions” thing, but see a lot of disparity in these combos. Some do the ground swings, some launch early, some ground swing sequences have H before landing, some have S, some combos have arrows, some don’t, etc. Is all this just a matter of preference, or ease? I’m looking for a relatively easy basic thing, not too fancy, but still a “full combo,” but am not sure from the last 2 pages what to practice?
I definitely want to err on the side of ease if it’s purely preference. I’ll sacrifice 50k to never drop something.
These are arguable the best combos for Taskmaster in terms of: Simplicity, Damage, Assist-Setup, DHC, and Meter-Gain
Feel free to alter these combos for your preference, either to make them easier or to maximize on damage.
Props to Windu for posting these earlier. These are Taskys overall best BnBs
Okay, after fooling around in training mode I’ve come to the conclusion that when your ready you should move to a different B&B combo. It’s executionaly on the same level but there height restrictions aren’t as stringent as with my original combo.
C.LM, S.H, Shield skills, delay S, immediate J.M, Web swing, Delay H, Delay M. Shot, Shield skills, delay S, SJ. MMH, Web swing, MHS, OTG H.Shot xx LH Legion Arrow is now my new B&B.
When you DHC to Dorm’s Chaotic Flame you reach right around 930k damage.
You should be able to include Dorm’s assist plus a few more hits in there to reach the 1 mil mark.
Kind of late but I actually am forced to do this since I can’t follow up Akuma’s tatsu at the end of a combo with Stingmaster. My timing on it is to hit S, then hit s.j. S as soon as I can. When the character hits the floor they do a slight bounce, when they hit the floor the second time I start my charged down arrows.
The timings worked for me and I got it down pretty consistently.
Thanks a lot man. I will probably put more work into it after this weekend, but I doubt I’ll run my Taskmaster team for this upcoming tournament since i’m really not as comfortable as I wanna be with his neutral game. I’ll just pray I don’t run into any legit Zeros.
I definitely did see that one, just also saw a lot of other stuff. I’ll work on these for now, thanks!
Hey, I’m playing task/deadpool/doom and I’ve been trying to get two sting masters in at the end of this combo. After the j.s I call dead pool assist b.h xx sting master, call doom beam assist and j. aim master h, land, b.h xx sting master. However, the sting master whiffs. Is this combo possible with beam assist and if so can anyone help me out with the timing?
:d: :h: :h::s: sj j. j.:f::h: (slight delay) :h: (slight delay) :qcf: (optional :h:) :h: (slight delay) :s: sj j. j. j.:h: j.:f::h: j. j.:h: j.:s:
At the end of a long combo like that, stingmaster won’t hit. You might be able to get a S, sj. S, otg after the beam, but it might even be too high for that. I just go into the two supers, since that won’t drop. See below.
[media=youtube]T4OUUoF2y2A[/media]
I haven’t tried using call Doom f+H xx qcf+H (single arrow), but that might let you get one more sting in. If not, the above ender may work until you find a work around you’re comfortable with. Maybe switch your assist calls?
I’m fairly certain I’ve seen many people do double stingmaster. The standard for picking people up with a beam assist is call beam, :f::h: cancel j.:qcf::h:, :qcf::s: with no :h: before the last sting.
Edit: I’ve got it to work with doom first (no :h:), as described, then into deadpool assist > :h: :qcf::s:. I’ll practice it a bit more and get a video up.
[media=youtube]5BPQMtFES7s[/media]
Double post because editing won’t give a notification of new content
I just got home and was about to check that, but you beat me to it. Thanks for checking. Now we know.
And knowing is half the battle.
Thanks for the great advice guys. I’m getting the combo consistently now. I guess it’s worth mentioning that I did manage to get b.h xx sting master after a. master h/doom beam. Definitely wouldn’t bother trying to implement it into my actual bnb as the timing seems almost random.
It’s not like you can’t do it, but it requires you to time a lot of things very precisely for them to be low enough after the beam for it to work. The standard thing sacrifices very little how how much more consistent it is.
i dont know if this is the right place to post this but i use a task/nova/hawkeye team and off any of task combos i get two sting masters. it goes any task combo (corner) call nova (centurion rush assist) air:qcf::h:,:h:,:qcf::s:,:f::h:,call hawkeye (greyhound),air :qcf::h: ,:qcf::s: but by the time i do the air:qcf::h: off the web swing it pushes task out. i know the combo use to work can anyone try it and see if it just me or if they know why it is happening
i can’t post video dont have the equipment
if i do it the other it works but still dont know y
I just messed around with this a bit before working on my main team, mostly to see whether the relaunch or Stingmaster leads to more damage and I must say your visual cue really helps a lot.
I believe that the most consistent way to land the multiple stings in 1 combo is by using Hawkeye poison arrow assist, then Nova assist because he causes a forced ground bounce that ignores hit stun scaling among things.
Also I believe that you end up getting more damage in the end because of it (the poison effect takes its toll). Assuming you do the Relaunch combo, followed by call Hawkeye (Poison Arrow assist), :f::h:, immediate air :qcf::h: (1 arrow), land,:qcf::s:, then call nova (centurion rush assist), jump, air:qcf::h:(1-3 arrows, your choice), land,:h:,:qcf::s: then forward jump air:qcf::h: (three arrows) into Legion Arrows of choice, you end up doing about 900k damage off a cr. :l:. This is without a DHC.
Any tips on landing two arrow supers at the end of the combo? The opponent always seems to recover before I can land the second super.
Is it just practice? Or does it have something to do with the height of landing the jumping charged arrows first?
Just practice getting the TK as soon as possible.