It seems letting the previous spidey swing go right until the end helps connect the st.M. I’ve noticed the Apprentice Guide doesn’t have the st.M but b+H xx S instead, which, is a little easier but I often do that bit too early and launch then too high to properly combo them after the SJ.
I’m really struggling to justify this combo over the 1st combo in the Apprentice Guide L, M, H, b+H, S sjc etc. It doesn’t do much less damage and MUCH easier to land.
EDIT: Ugh, just tried the same combo on a different opponent and it the timing seemed to change completely.
I’m really struggling to justify this combo over the 1st combo in the Apprentice Guide L, M, H, b+H, S sjc etc. It doesn’t do much less damage and MUCH easier to land.
[/Quote]
Here’s a way to justify it: Doing :f::h: j. j. j.:f::h: j. j. j.:s: builds a bit over half a bar of meter. That is hugely important.
Different opponents are hit to different heights by the bnb, The easier thing I can say to get it consistently is forget the :h: and just go for xx :f::h: j. j. j.:f::h: j. j. j.:s: |> :h: sj.etc and just watch their height to see when to do the :h:. And if it looks like they’re just too low for you to hit :h: after a j.:s:, do j.:h: instead. It takes some effort to get it down but when you can do it consistently it’s very worthwhile.
I take out the [] if I feel I’m not high enough to connect the :s: (because I launched too early)
Also, why are the first 3 ground hits low?
Another thing, there seem to be instances where the corner pushes them into a distance that I can’t hit with the super, jump forward M+H is too far and they’re grounded body is too close for L+H
Actually, it should be c.L, c.M, H.
Because s.M is a 2-hit attack, it reduces overall damage.
And yeah, you have to adjust your timing on the fly depending on the opponent and exact spacing. Pretty easy to do offline, very tricky online.
If you are close to the corner but not right there, you can skip the last j.S, and just go for MH Legion Arrow right there in the sky. An added bonus is that this DHCs super easily into basically anything.
I guess you could also call an assist and go for the meaty unblockable on wakeup.
i got a question about task’s bnb spidey swing combo the one trag posted for combo 2 and 3 i believe. is it better to do two on first swing or just one. because i see different players use either one for bnb. but i cant really tell which one may be more consistent. for one of them do you have to let the opponent drop a little or something?
Doing two is better because it is a reasonably strong move and will increase your total damage more or less wherever. HOWEVER there are situations where doing two will make it much more difficult to combo, if you catch a light opponent particularly high or if you start it bringing Taskmaster in off of the DHC glitch and need to restrict your moves to make sure they don’t fall out of the end of the combo.
This should never happen. Against all opponents, Taskmaster’s bnb is capable of bringing them from reverse-corner to corner, although if you start from the exact reverse corner you’ll need to do a quick dash to connect the jump :qcf::h: :qcf::h: and you’ll only be able to get off one arrow before your super, although you can still always use a relaunch assist like Spencer’s Armor Piercer at that point for more damage still. Hold on a sec, I’ll get a video of this.
EDIT: Or maybe after I upload the video I’ll just forget to edit it into my post for an hour or so. That could happen too. Nevertheless: [media=youtube]WBw0MKK8Ry8[/media]
I let go of the arrows coming down on Cap too early Should be three hits of arrows before the super.
Have you, uh… Tested this? Because there’s no way to get a tag to connect there, that I can tell, except the up tag, and this is pretty obvious from the positioning so anyone who knows this can hit :u::s: to stop your combo. I could be wrong though, I couldn’t get it to work in other directions but I may just not be doing it right.
Really though, if I want to just gain meter I do the standard bnb and just leave off the Legion Arrow at the end, really.
:d: :d::h: :f::h: j. j. j.:f::h: j. j. j.:s: |> :h: :s: sj. j. j.:h: j.:f::h: j. j. j.:s: |> :u:, (falling j.:qcf:[:h:]) or (:a1: j.:qcf:[:h:]) |> :s: sj.:s: falling j.:qcf:[:h:].
cr., cr., cr., , j., j., , j., j., j., st., st., , , SJC., j., j., j.(1 hit), j., j., j., j., j., fj. OR [In Corner], j.(charge) xx
[700,500 or 724,200 Damage] BnB.
do i have to change the ending 4 this bnb combo to work in the corner?
Can anyone explain to me why when I do the BnB (crouching string to double spidey swing string to launch, air swing combo, knockdown into otg hyper) they almost always pop out between the air spidey swing and the final MMS string? My execution is pretty good, and yet they ALWAYS pop out there.
Your statement of “crouching string” implies you are using :d::l: :d: :d::h: when there are two things wrong with this: One, :d::l: is a lot worse of a poke than :d: and thus kinda sucks as a combo starter by comparison, and two, :d::h: both does less damage than :h: and pops the opponent up, meaning if your timing is very tight or the opponent is very floaty they may float out of your combo, which I suspect is what is happening to you.
Well I typically use jump-in :s:, then :d:, :d::h:, but I’ll make those adjustments that you suggested. However, the popping out doesn’t happen till the very end of the combo, after the launch into :h: swing :s:. They always pop out between the air combo’d swing and the that follows.
Oh. Well that sounds like you’re just not timing it tight enough. At that point, hitstun degradation is pretty high, so timing that linked :f::h: to j. before might not now. But I can confirm that even with the most extended version of the bnb, off of that starter, hitting there is possible.
This combo is for all us task zero users
Requirements are at least 2 meters which can be built through the combo and an assist that can hold for an oppenent for at least 1second
u do taskmasters bnb except u change a few things toward the end. After u fall from the sky and jump and perform his otg arrow move call and assist i use chun cuz shes on my team(u just need anyone that can hold them there long enough for u to land after the otg arrow) launch and hit with s (hitstun deterroiration makes this the only move u can do after this) as they fall do his hyper combo that sends the arrows straight down, then dhc to zero to do his pillar hyper this will connect and net you 880,100 damage thats enought to kill a good portion of the cast. Also make sure you wait as long as possible to do this otherwise you wont get all the damage
without zero’s hyper your looking at 750,000
[media=youtube]Qr8HVML8Iw4[/media]
this is the combo tho i use a modified version of it cuz i find it to be more consistent online but if u use it this way ur gonna get more damage probably a million of 2 meters which isnt bad at all lol
I ran across a scenario in training mode in which i was able to connect zero’s pillar super thats where i got the idea if u normally do taskmasters hyper of his regular jump zero wont connect because there isnt enough time for zero to jump in an connect on his hyper
Hope this helps and opens up new combo opportunities for ppl
Edit update: modified the combo since i’ve become better with the timing online combo is now at 915,000
… 750,000? How are you getting such a low number with that? That should be doing over 800k without Zero’s hyper.
More importantly, it’s fairly easy to get this to do more damage still. If you fall down with three arrows, you have four frames (three on Sentinel) to connect it into :qcf::l::h:, although on the latter two frames (all of them on Sentinel) only one initial arrow will hit, lowering damage by 24000. Because this lifts your opponent into the air so high you can get in significantly more arrows this way, dealing much, much more damage.
This much more damage: [media=youtube]YYyGMG14Fno[/media]
i said in my post that i edited that combo because i was inconsistent with the timing on some of the moves and that it would do a lot more damage if u used that videos version…for online purposes my tweak is better cuz i dont drop the combos as much cuz of lag, its just a personal preference for online play i would rather do a lil less damage and get the combo off then drop the combo online and miss most of the damage…and thanks for your video tho