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

That combo is hard to land consistently, but the damage is very nice.

My suggestion to getting it is to not wait as late to cancel into the J arrows after the 2nd swing. I found trying to time it the way you would time the other BnB makes them pop out but if you do it a bit earlier, you can get it to connect and then the jump back j.H. But yeah it is a tricky =/

Hello everyone! Im playing with a new team: Taskmaster/Spencer/Doom (missiles) and I want to know if you think that this team have potential, I tried Spencer on point but I liked most playing Task on point with missiles assist.

Any advice will be really appreciated and I want to have a solid team with these characters.

Thanks!

I know this is a bit 101, but what’s the recommended air-to-air confirm for Task (nj height, but if sj is a diff sequence, then both)? jMH swing, falling MHS, land, Skills, etc?

I asked this in the team building thread since it appeared more active, so apologies for the redundancy. I just realized for all my Task experience, I never really established an a2a game, which is kind of embarrassing. lol

IIRC, I remember at one point I used to practice raw j.H xx Swing xx M Arrows land shield skills into the bread and butter. It was a little tight towards the end tho.

EDIT: Heyyy…soo…guess what combo works off of j.H, Swing, Arrows?! >:D You can do the new BnB when you land, Swing H Swing L arrows, up back, j.H swing M arrows land have fun lolll…ALSO, EVEN BETTER, you can get jump loops and consistently. air to air j.H xx Swing xx M arrows, j.M xx Swing xx M Arrows land j.M xx Swing xx L Arrows land j.H xx Swing xx M arrows land Shield xx Sting Master…3 Down Arrows xx Diagonal Legion Arrows…700k builds over a meter

here, quality suck but you can get the idea. if you want the OS go in with back H…you get more time on the hard knockdown from his back throw

Edit: also honzo posted a video way back about this if you want better quality…this guy did as well
https://www.youtube.com/ watch?v=58tGtSreiqE

When we’re ending a combo with the final launch sequence, and intend (post-launch): sjMMH f+H, MHS…

Will HSD make them flip out after the swing? Or is that full sequence guaranteed with proper timing? They flip on me very often, so just wanted to check if its my fault before practicing it more. Thanks!

I guess while I’m here ill ask this too: post sjS flying screen (after the above sequence, in fact) on the knockdown, when I want to jump, arrow down xx diag super… I find I’m still mistiming this annoyingly often. I think the answer is just, “practice and don’t fuck up,” but just in case there are any queues or timing tricks, might as well check.

A lot of this stuff is dependent on what you’re trying to do. As for the final launch sequence, you can get it fully if you keep your ground sequence short enough. Sometimes if you get too fancy, you’ll only be able to get the j.mmhs…and if you REALLY try to get stylish, you’ll only be able to get an immediate j.S after the launcher. But for optimization purposes, it’s generally better to have a Solid BnB and save the extensions ( assists + sharp sting stuff ) for post launch combo/hard KD.
The “arrow pop” is also a bit dependent on few things like what particular character you’re comboing, how high you are when you release AM H, whether you jump straight up or forward or backward, and what you want to do after the legion arrow. It’s best to experiment with it to get a feel for it yourself.
If you want something to work on, try AM H’ing a knocked-down opponent, land, and try to a grounded attack before they hit the ground. You can get a snap-back on the whole cast I believe, while s.l and Shield Skills work on characters the get a little higher “pop” from the arrow. This may not only give you some ideas for new combos and setups, but will also help you get the right timing for you’re AM. Use the peak of your jump as a baseline to measure when to do your down arrows and adjust from there.

I generally only do MH swing MHS when ending a BnB to avoid drops or any super tight situation. Something I saw Dj Huoshen do which I kind of jacked is MMH swing MMS to avoid dropping the H/mistiming in the end

Also, as stated above, the best way to get the 3 arrows is to use the peak of your jump for measurement. Even after playing Task since vanilla I still mess up the 3 down arrows xx diagonal super. My personal suggestion/adjustment is if you absolutely need to get that super, just do 1 down arrows into super. It works just as well.

Wow, fantastic answers, guys!! My Task combo is extremely un-fancy. It’s one I bit off an ollld Rzyrbyrn (def spelled that wrong) vid where he did ground normals into Swing into jH xx Swing, jH xx charged M arrows, land, Skills, S.

So after that I figure I should have arial leeway, it’s when it starts from a landed assist like Missiles or Cold Star when HSD become a “thing.” And Dougiie, doing the sjMMS without the H is something I just started doing out of fear of dropping! lol

My main Task team is Task Doom-b Ammy, but also like to throw in some Akuma in place of Ammy sometimes, or Vergil (in which case usually I’ll do the order Task Vergil Doom so I can DHC a cornered Diagonal Arrow super into the whole Swords blah-blah-blah). Vergil in back on that configuration might still be the best way, havent tested it enough to have a valid opinion. I’m sure both have their +'s and -'s.

I run Cap (SS) and Vergil (RS) and I’m having a real hard time coming up with extensions that allow me to DHC or simply do significant damage. Can someone help me out? I keep seeing vergil assist enders with :a1:, j.qcf+:h(3) (OTG), dpf+:l:, b+:h:, qcf+:s: and it’s just inconsistent as hell. I want to do the swordmasters combos but they constantly drop or whiff…any tips?

combo I’m using is c.:l::m: s.:h:(2) b+:h::s:, sjc.:l: f+:h:, :h:, qcf+:m:(3) (land), [s.:m::h:] b+:h::s:, sjc.:m::h:(2) f+:h:, :m::h:(2) :s: (land), j.qcf+:h:(3) (OTG), qcf+:l:+:h:

It’s been awhile since I played Task.

With vergil, I put him second, so extensions aren’t really that necessary. If you can do sword loops you’re good. If I’m going to extend after the hard KD with vergil I generally jump and call assist at the same time and come down with three arrows, they pop up as RS is coming out. from there you can land and do vertical AM ( usually one arrow, maybe more if you practice ) into Legion ( horizontal or para ) then DHC into swords. You can also swing cancel vertical AM while calling assist then have enough time to jump up and M arrows into Para Legion. This gives you a little better position sometimes for sword loops. Both work tho, and as for cap I have no idea.

Well I was hopin to get more damage with a b+:h:, qcf+:s: before doing that, I can’t see mto get the dpf+:l: before it to set it up, they always flip out too high.

Are the combos in the OP the current optimized standard?

tbh, I’m too lazy to thoroughly check, but I saw a bunch of Vanilla videos. That video there is the last BnB I found that is reliable and does good damage.

A good way to get high damaging combos with task is to sometimes add little stuff into his BNB, i went from 511,000 to almost 550,000 when i was fooling around in the lab

^^YUP…You would be amazed the difference throwing in extra normals can make sometimes.

After trying to make a team with taskmaster and akuma shell for while I just going put wolverine in the middle and call it a team…most the characters i like besides those two have no real synergy with them and least this way i get a safe DHC option and brain dead rush down

I’ve actually been trying to come up with a Task/Wolvie/Akuma team, but I’ve always found Wolverine second to be kind of tricky. If I get a confirm off of shield skills + tatsu, by the time I finish and try to use an assist for an extra extension, I haven’t been able to find a reliable way to use any of Wolverine’s assists to let me extend as the hitstun pops them out really quick. The DHC is kinda meh too, you can’t really DHC into back spasms if I remember right (I haven’t played in months). Alternatively, and more importantly, I couldn’t get a reliable way to use Task’s arrows for Wolverine slide extensions if Wolverine was on point. Maybe if any of you guys have experience with Task/Wolverine you can let me know, but all I’ve seen is the one video on youtube that has Wolverine using Task arrows immediately for a little jump loop thing.

I wish I can post a video but I use berserker barrage assist and long as you end up in the corner I get the combo extension every time, all you have do is spider swing + berserker barrage, one down arrow and immediately and I mean immediately shield skills again and do sting master…As DHCing I have same problem so I just use his other super, I get 950,000 from taskmaster normal bread and butter and 900,000 from random shield skills and tatsu assist hit.