Sorry if this is addressed elsewhere, but I?m curious during the BNB when we swing into MM swing into MMS, how do we want to time that so we can juggle them back up when we land? I?ve tried different stuff like letting them fall a little before swings, trying to keep them as high up as possible at all times, letting them fall then propping them back up, etc, and I always tend to have about a 50-75% success rate. Any tips on keeping it consistent? The combo is pretty brain dead easy otherwise (I?m not looking for crazy fancy variations on it), I just hate when the land into juggle doesn?t work, I?m a sitting duck and eat a combo myself! Thanks!
^I’ve found that using j.H is alot more efficient in that combo midscreen.
So you do:
MM SWING>MMH land b+H
Its alot more consistent at normal height midscreen but you have to let your opponent fall close to the ground before you MM swing if you’re comboing them in the corner.
Was messing around with Task and figured out roughly the same combo but with a little more damage. On the first launch you can do ,:h:,:s: instead of ,, :s: after the air mighty swing for a bit more damage. Not only that, it makes landing the first otg aim master, much much easier since you land long before your opponent.
On the relaunch, you can actually do sj.:h:,sj.:s: instead of just :s: by itself. Again, this makes the whole combo alot easier.
With the same cr. starter, this nets you 914,500 damage instead of 892,00. Granted, it`s not a huge damage increase, but this version is actually much easier. Of course, if you finish it with diagonal legion arrow, you can DHC much more reliably.
How do u get the 3 hits with the arrow, i always get two. I get three once in a while but cant consistently get it.
Nvr mind!!
for any1 else having this problem, you have to time the arrows correctly to get the three. Just adjust your timing until you get the three.
I find the correct height is when Taskmaster’s pelvis is face level on Viper height characters should they be standing. That’s when the pause for arrows firing should be though the motion should be started before his toes enter the top of the screen.
So basically the trag combos are impractical, from what i am reading?
They are, but if you have the execution you should strive to work in higher damage bnb’s into your game.
Just in case ppl dont kno this when u do taskmasters bnb, after u launch them to the air land land sj s and go str8 into mh arrows, u can dhc into most hypers in the game instead of otg hypers…reason this works is cuz he is so high in the air and his arrows that where launched stay on screen poppin the oppenent up to be hit wit the next hyper…this wont work on all hypers like trons lunch rush but im sure this can be helpful and damaging and can create some nice situations afterwords
Not sure if this is even a good idea, but here’s a combo I found in the past 20 mins:
(mid-screen/corner) c. c.:h: xx :f:+:h:, j. xx :f:+:h:, j.:h: (one hit) xx :qcf:+:m: (charge), c., c.:h: xx +:h: :s: SJC j. :h: (one hit) xx :f:+:h:, j. :h: :s:, j.:qcf:+:h: xx j.:qcf:+:m::h:
772,400 damage, costs 1 meter, builds about 1 1/2 meter, carries opponent to corner from mid-screen.
I tried varying little pieces within this and this was the overall outcome from this simple setup.
You can also just do OTG Aim Master into diagonal Legion Arrow. Pretty sure this is common knowledge.
If you have an OTG super however scaling from the down arrows into the OTG super benefits you more.
i’ve ben lookin at task vids where kills could have ben made by dhcing to the next person by using my tactic, but instead the oppenents charecter is left alive, i just hate seeing a good charecter go unkilled lmao
I only use this if I accidentally crossup(under?) in the corner; I end up with my back to the corner for the air part. Skip the last downward launcher and go directly into MH Legion Arrows, which will usually allow you to DHC. The arrows seem pretty random and sometimes the last 2-3 arrows whiff so the DHC won’t hit.
Your method, however, is easier than launching into diagonal Legion, so when I’m far ahead I use that instead.
Funny thing is i discovered this while experimenting with why task crosses up in the corner (the same situation ur referring to with the crossup) since its harder to get good damage going from the CORNER to mid-screen
i use this with my mags task sent team to great affect…speakin of mags his lv3 is PERFECT for tasks bnb simply because no matter WHERE the fly from the arrows mags will get them and thats a general 1 mil in damage( may seem like a waste but mags and task build meter so well together they will make it right back)
So I was at a tourney on Saturday. I don’t really feel great about how I did, only taking fifth in a 21 person bracket; I was dropping everything, haha. I normally use a modded HRAP EX with sanwa parts, but I left it at my apartment in my haste, and the TEs everyone had just felt wrong in my hands, which didn’t help my execution. (Not that that’s to say the person I ended up losing to wasn’t good, because he was.) But a few good things did come of it.
I noticed some other Taskmasters were delaying their Legion Arrows after Aegis Counter more than I thought was possible to combo from it. And I thought, if there’s that much time to do a followup… If you’re in the corner, do you even need an immediate super to combo out of it?
[media=youtube]bQDZ3qXtefg[/media]
This is kinda tricky. You need to dash and then immediately TK an H shot. It’s easy once you get the timing down, but learning it may be awkward since that’s not a sequence that is often helpful. My input for the start here is :l:+:h:+:a1:~:qcf::uf::h:
Secondly, I did an instant air throw at one point but screwed up my normal followup pretty badly. But my screwup was pretty fortuitous, as I was able to improvise a followup that was actually better than my normal one. After some time in the lab, I developed it into something more generally useful.
[media=youtube]13iwn5OLBOU[/media]
Wouldn’t starting a combo Cr. into standing :h: do more damage than starting with Cr. and Cr. :h: ? is there some sort of damage scaling thing that I am unaware of is it just for the position?
I can’t think of a time when it’s actually useful for you for an opponent to be higher from that starter. At least for me, I always do :d: :h: rather than :d: :d::h:.
EDIT:
[media=youtube]3T4OcFIqVkk[/media]
Also this
U on the right track, i made some changes but u can name it watever u want bec its going to be the new BnB trust me.
Will put up the vid soon
Task new BnB - c., s.:h:, :f:+:h:, j., :f:+:h:, :h:(one hit), :qcf:(hold), land, s. (two hits), s.:h:, :s:, sj j., j., j.:h:, :f:+:h:, j., j.:h:, :s:, land , now this is where it get really easy, normal jump, :qcf:(hold), land, +:h:, :s:, immediately jump :s:, :qcf::h: (hold), :qcf:+:h:.
Damage - 841K
Difficulty - Same as old BnB, easier for me bec i could nvr get the normal jump, :qcf:(hold), land, +:h:, :s:, immediately jump :s:, :qcf::h: (hold), :qcf:+:h:, 75% of the time, now i’m getting it 95%.
I love you.
Edit: May as well put this here. Builds around 2.8? bars.
:d::l:, :d:, st.:h:, :f::h:, J.:h: (1 hit), J.:qcf:(full charge), land :h:, (delay) :f::h:, J., J., J.:s:, land :h:, :s:, SJ., SJ.:h:, SJ.:f::h:, SJ., SJ.:h: SJ.:s:, land J.:qcf::h:(full charge) :h:,:s:, SJ.:s:, falling J.:qcf::h:(full charge) land :h:, :s:, SJ.:s:, falling J.:qcf::h:(full charge) xx J.:qcf::h: (946,100) or J.:qcf::l::h:, TK J.:qcf::h: (1096,100)