anyone know a good combo that task uses after a TAC? i remember seeing something similar/variation of the regular diagonal arrow bnb combo but i dont remember the exact details of the inputs.
anyone got any links of vids or somewhere on this thread that i can find a good tac combo for task?
His most consistent TAC combo would be: TAC hit, j. :h:, forward :h:, j. , j. :h:, j. :s:, jump/forward jump Aim Master :h: (full charge), Legion Arrow :l: + :h: or + :h:
If you got an assist (s) to extend the combo, use 'em. My example with Nova would be:
after j. :s:, :a1:, jump into air Aim Master :h: (full charge), land (assist hits), back+:h:, :qcf: :s:, jump Aim Master :h: (full charge), Legion Arrow :l:+:h:
The assist extension generally nets you at least about 80,000 extra damage + meter gain. If you have two assists, then you get around 150,000+ damage.
Full Charge Arrows (30k) + Shield Skills (9k) + Sting Master (21K) = 60k solo extra at maximum damage scaling (from my testing).
Factor in the assist (Nova B: 20k damage): 60k+20k = 80k
With second assist (I used Magneto B: 30-35k [timing is tight with letting the assist get full damage]) 60k + 30k = 90k
Total damage: 90k+80k = 170k <— This is extra damage to whatever the combo originally did.
You can also add the 150k+ damage after even his BnB’s
I gots a question. What is a go-to combo when you land the UNBLOCKABLE hit from sword master? Can you pause then do a cr.:l: or cr. ?
That extension won’t work if the previous combo was too long. In that case, you’d have to skip the shield skills and go straight into sharp sting (assuming the assist allows for this).
When you do the combos involving the swings before launch a la vanilla, should the thing windu posted where you can land, cM into another H xx swing work regardless of how the combo is confirmed? Or does the timing for that work specifically off the clean cL/cM combo opener?
Also, I saw on a stream a while ago someone did a swing sequence pre launch that involved arrows and was just an odd combo id never seen before, and obv wasn’t really able to rewind and see what they were doing. Any idea what that could’ve been?
Tl;dr: if I’m more confortable with the older school swings-before-launch stuff, is there an ideal combo that con work relatively universally regardless of how I confirmed the hit? Doesn’t have to maximize dmg, just has to not drop even if I for example, can’t someone with an assist and go into a stand B, or whatever. Basically something consistent that works even if I didn’t start with a clean beefy cL/cM. Thanks!
I’m currently learning how to use Taskmaster. Here’s a few BnBs that I’ve pick up. Let me know what y’all think. Enjoy!
[media=youtube]SvcDHEbVvc8[/media]
If you can help it, do fully charged arrows. That’s where most of your damage will come from late in a combo since his specials still scale to 20%. You’re losing out on a good 60k in most of those combos.
slight improvement to the standard BnB
c.s.:h::f:+:h:, j.:h:(1 hit):qcf:(full), land, c.s.:h::f:+:h:, j:m::s:, land, c.s.:h:+:h::s:, j.:h:(2 hit):f:+:h::h:(2 hit):s:, land, j.:qcf::h:(full)[:qcf:+:h:] or [:qcf::l:+:h:, land, j.:qcf:+:h:]
only real change is the j.:h:(1 hit):qcf: instead of the standard :s:. Minor damage buff.
What’s the damage on that?
Oh hi obsolete combo from 4 months into vanilla
Haven’t seen you in awhile
When reading that combo, I was thinking that either the poster is way ahead of everyone else, or way behind.
So what ARE the current BnB standards? The OP doesn’t always list damage and there’s a ton of combos.
You can probably include this one, too:
:d: :h: :f::h: :qcf::atk: (Hold until you land) :h: :h: :s: sj j.:l: j.:f::h: (slight delay) j.:h: (slight delay) :qcf: (immediately on landing) :h: (slight delay) :s: sj j. j.:h: j.:f::h: j. j.:h: j.:s:
Does slightly more damage than the sj.M version of combo 2, but I can’t remember by how much. Builds about the same meter. Timing is kind of tight. You have to do everything as fast as possible while keeping the appropriate delays in there, or else HSD will make the combo drop after the last j. . Not a hard combo to do, it just might feel awkward at first.
If you get the headbutt properly spaced, you can go into cr.L and then any combo you want, really.
It should work off anything, height and timing dependent. If it’s too late in the swing, the j.S won’t come out, and if they’re too high, it’ll whiff. I run into that when I do my throw combos with Task/rocks Doom. Sometimes, they’ll end up too high after rocks and I’ll be unable to bring them down for the launch, so I’ll just super. But I can’t think of a situation where you shouldn’t be able to confirm into the swing combo.
Edit: Did some testing with Dorm hole and Doom beam. Doing the BnB swing combo is out, since they flip out before the last st.H. What it looks like is most consistent is the old day one vanilla combo.
st.M, st.H, f+H, j.M, j.M, j.f+H, j.M, j.M, j.S, b+H, S, sj.M, j.M, j.H, j.f+H, j.M, j.H, j.S
Just FYI, you can do the truncated relaunch combo (the one after the swing cancel opener) for a bit more damage, but you were asking specifically about the swing combo.
~495k starting from cr. M, 479.5k starting from cr.L
Well, it does a bit more damage starting from cr.L, while trading only a little meter. If it happy birthday’d, that’d be pretty awesome, actually.
Well, hiya guys. I’m a new Taskmaster in Ultimate, played him in vanilla, though I’d give him a shot again. I wanted some higher tier characters for once, so I made new teams. I recently picked up Task/Dorm/Felicia, and though all these characters are only about a week old, I’m loving them. I need a bit of help, though.
I have a Task combo with Felicia Slide assist and Dormy Dark Hole, but I can’t seem to get the timing right anymore.
It’s :d:LMH (or standing MH) H S sj j.L :f:H H :qcf:M H S sj MMHS Call Felicia + :f:H Aim Master H (one arrow) H :qcf:S Call Dark Hole Assist + air Aim Master H :qcf:S jump Aim Master H (full charge), YOU’RE IN FOR A WORLD OF HURT. It should do about 813k for one meter, but where I’ve underlined it keeps messing up. I’m not sure if I’m supposed to do the full charge or tiny charge, and when I’m to call dormy, and when I let loose the arrows. Many times what happens is that I pick them up, they fall back down right before Dormy’s hole hits, OR it all works, and once I land they flip out of the dark hole the instant before my sharp sting connects. Oh, and for completion’s sake, Dormy’s Dark Hole whiffs if I’m right next to the corner, which stops me from doing a :f:H :qcf:H like I did for Felicia.
Does anyone know the timing for this extension? because 813k for a meter is a ton better than the mid700k I get with only one assist extension.
Oh, and I realize I can add a :f:H MHS to my air combo after the shield skills relaunch, I just find this timing easier for now, until I’m no longer a noob with this team.
Lookin for a current BnB. My team is Cap (shield)/Task(H arrow)/Doom(missile). Team has a lot of ways to chain things together, just lookin for ideas or what people with the characters have. Also unblockable/missile setups would be cool.
When doing the OTG, you should always try to do the full charge. You’re losing too much damage otherwise.
(The following is currently my mental assumptions until I can get home and test, which I’ll do after work.)
When using Dark Hole, you have to be further from the opponent than usual. The assist uses M Hole, so if you’re too close it’ll end up behind them. At close range, it only hits the bigs, simply because their hitboxes extend that far. But if you get it properly spaced, you should be able to call assist, jump forward full charge H arrows, land qcf+S. You want to start charging arrows at or slightly after the apex of your jump. The active frames of Hole are actually rather short, so you want to land pretty quickly.
probably not the right message board to be answering, but im sure u already know about it…i have a side team of cap/spencer/task…and when cap finishes his combos in the corner, he can back dash, call task + OTG SS and u can get a L charging star then a H charging star with the juggle from the arrows before u cancel into super…also, from full screen, u can call tasky + H charging star and make it safe, or possibly combo off it with the arrows juggling
again, you probably know it already, but some small things that help him out