Taskmaster Matchup and Team building thread

Hidden Missiles are all good until you play against an Akuma or Dormammu. My Doom would consistently come in with about 50% after my other characters were doom simply because the assist call is so easy to punish.Doom goes in front of you and stays there for ages, a sitting duck.I do think the missiles and arrows are brilliant zoning together but its too much of a risk. Assists are normally used to keep you safe, but missile assist is almost a liability to protect.Missiles+arrows also has more of a blind spot that they dont cover and if your opponent advances through that blind spot they can get Task and doom for massive damage.

With plasma beam, yeah you lose some advantages of the hidden missiles, but the plasma beam is much more versatile. In terms of zoning it is really good when paired with arrows.Tasky has three directions to fire his arrows in on the ground and three in the air.Combining all the trajectories of Task’s arrows along with Plasma beam means you can pretty much control 3/4 of the screen.Go into training mode, call the plasma beam assist then fire some vertical ground arrows with Task, or call plasma beam assist and do diagonal air arrows. You dont have to be a genius to see how much space on the screen that takes up. Ground and most of the air is covered INSTANTLY.

You can accomplish this with Hidden missiles aswell but this is where the next big plus of the plasma beam comes in.The mixup you get from plasma beam is alot better.Calling plasma beam then simply crossing them up already creates a mixup.When a character is coming in after a snapback or death you can call the beam, dash under and that shit is difficult to block especially if you mix between what sides you land on.

Plasma beam also helps a quick and safe approach by calling plasma beam then wavedashing all the way across the screen.Its much better for rushdown.

So there you have some reasons why plasma beam is better in my opinion.It’s just more versatile in the fact that you can use it for both rushdown and zoning.

I have also created an aerial attack/air grab option select with the plasma beam+Task.Basically if you like to challenge your opponent in an air to air situation with jumping H alot, this is good for you:

What you do is regular jump up then hit :df::h:+:a1:,:s:
What will happen is you will combo jumping H,S if it hits and the S will leave them in a juggle state and because you pressed the doom assist at the same time as the jumping H earlier, the beam will juggle them. Then you can dash up just do the mighty swing bread and butter for about 5k if you end in super(assist scales the damage, but you can get 7k if you can carry them to the corner and do an arrow lift with your other assist, in my case Haggar).
Because you held Downforward in the air it will tech your opponents grab if they were going for one.If they block then you get free pressure.Pretty simple option select but it forces people to block your aerial attacks basically, it will at least stop them from challenging you.

How does people feel about Task-A/Chun-G/Deadpool-B?

Signed,
Everybody

Dormamu (Dark Hole), Zero (Ryuenjin), Taskmaster (Horizontal arrows)

For dormamu:
You have when shadowed a good get off me assist, and a horizontal space control/block stun/mad chip assist. Control space and chip with holes, purification, dark spells, amazing normals etc any time arrows are blocked that’s either free heavy damage chip + pushing them out or dark spells. Ryuenjin sets up chaotic flame or dark spells perfectly and extends combos fairly easily as well, if you touch a character they’ll take massive damage and getting in on you is incredibly difficult. DHCs are amazing for him, any time someone teleports or something similar to get in floating bomb DHC into Sougenmu guarantees Zero’s solo unblockable and is 100% safe, against highly invincible things that move forward double DHC from floating to sougenmu to counter gives you shadowed Zero and punishes their move and depending on how much time you had means that after counter super they eat floating bomb and you can do Task relaunch! O_o

Zero on point: Zero can build himself a full gauge in 1 block string with these assists and push people toward the corner very fast, Arrows following up L3 buster shot set ups let you do massive damage and combo from full screen set ups, both of the assists can be used for Zero’s OTG into relaunch, everything helps him on pressure controlling space and getting in. Although arrows give you less mix ups than drones they’re dramatically safer and starting your mix up is more assured thanks to how quickly they come out and everything they’ll beat/eat in the process Dark hole also makes seeing some of Zero’s mix up with 2369A, A and 2147A, 2A mix up incredibly scary and on hit or block you can follow up into big damage especially if Taskmaster hasn’t died. You have amazing DHCs with both characters obviously chaotic flame DHC is incredibly fast, Dorm level 3 is incredibly invincible, Floating bomb following up Rekoha puts them in a position where you have a lot of guaranteed chip as they come down etc. Into Taskmaster up arrows after Rekoha can be combod after and do insane damage, counter super DHC gets you out of situations while getting shadows in the process.

Taskmaster on point:
He’s very self sufficient without assists as anchor, but if your other 2 are alive and he’s in because of DHCs and the like he’s still incredibly scary. Ryuenjin and Dark hole fill the openings in his block string and when timed right get him his unblockable, they let him throw out shield skills which is an amazing move more often since they make it 100% safe and lead into large chip from either hole + arrows or Ryuenjin + arrows, and if it hits he gets to combo after it too! With DHC into Rekoha he can break 1 million damage pretty quickly and with DHC into Sougenmu he can bring Zero in while they’re in block stun from arrows as a safe way to get Zero pressure going for free, off up arrows into Zero you get yet again free unblockables. With Dormamu DHCs anyone you hit from arrows into arrows super into chaotic flame takes incredibly stupid damage for something full screen, and if you X-factor Chaotic flame again it kills tons of characters.

Over all this team is way scarier than I assumed it would be and no matter where it’s at it has the chance to dominate!

I’ve been running Taskmaster, Spencer, Sentinel since about a month after release. The team works well for me but I’d really like to drop Sentinel and move Taskmaster to middle and Spencer to anchor. Who are some good point characters that you folks would say fit in as a complimentary point character? I’m even open to keeping Taskmaster on point and Spencer as anchor.

If it helps I prefer to play more of a rushdown centric Taskmaster.

Thanks in advance.

What assists do you have Task and Spencer on for each other or are you open to adjusting assist type?

Viper (Seismic hammer), Taskmaster (Horizontal aim master), Spencer (Slant shot) has a lot of really nasty things it can do.

With Viper on point you have very easy death combos and one of the scariest full screen punishes in the game, Seismic hammer lets Spencer get extra free damage before doing his grapple moves off of a knockdown, and the hammer can be used to cover holes in taskmaster shield skill usage.

The dog is also amazing there, Sleazoid was using dog Task Spencer when I saw him and it was working out very well.

I use the vertical arrows with Taskmaster and the armor piercer assist with Spencer.

I just want to do a quick over view of my team and describe how it functions. This is my first post on SRK but it is an slight analysis and I am an experienced player!

It consist of Wolverine/Zero/Taskmaster.

Assist:
Wolverine: Berserker Slash

  • Weird choice I know. Thinking of switching it. I for now use this for extremely ambiguous cross ups that even I can’t follow sometimes due to not understand the Assist sometimes :smiley:
    Zero: Shippuga
  • Pressure assist. Pretty low tier really but it can pick up Wolverine’s OTG slide.
    Taskmaster: H. Arrows
  • Heart of the team’s assists. Great projective that allows Wolverine and Zero to cross up and covers their unsafe moves (Dive Kick etc.)

**DHC Opportunities that I most often utilize: **

Fatal Claw --> Rainbow
Rainbow --> Fatal Claw
Fatal Claw --> Legion Arrows
Rainbow --> Legion Arrows
Fatal Claw --> Rainbow --> Legion Arrows
Berserker Charge --> Genmu Zero
Berserker Charge --> Clone Mode
Clone Mode --> Berserker Charge
Clone Mode --> Aegis Counter
Berserker Charge --> Aegis Counter
Legion Arrows --> Rainbow

There are several you can create by utilizing Wolverine’s Berserker Charge hyper. I just don’t often find myself in that situation.

Character Roles:

Wolverine: Rush-down and cross-up master. Wolverine is one of the best characters at finding hit-confirms and his combo’s are incredibly punishing. He likes safe air mobility but does have speed and a great over head game. Just remember, don’t super jump and dive kick. Normal jump and call an assist. Faster recovery time on the kick and coverage. Wolverine is used to open up the opponent and lead into a fatal DHC.

Zero: The heart of the team. Zero is also a rush-down master but his rush style is oriented more towards pressure. His multi-hitting normals and command dash allow him to stick to an opponent and cross them up. Zero’s versatility does not end there however. His zoning game is notable with his Z-Buster, Fireballs, and Clone Mode. Also, his mobility is ridiculous. Command Dash, a good but slow Air Dash, and a lightning teleport. Zero functions as a meter builder and as a way to DHC back into Wolverine in a damaging combo. Zero also has many trick techs such as Clone loops, projectile traps, and a plethora of BnB combos that serve different purposes.

Taskmaster: The tank of the team. A meter building boss and his BnB’s hit hard. Taskmaster is one of the most versatile characters in the game. His main weakness is mobility but he sacrifices that for a fierce projectile game, wave dashing, and Mighty Swing. Taskmaster can DHC easily with the other two for extra damage and his TAC capabilities are wonderful.

Team Synergy Notes

Strengths:
[LIST]
[] Each character is a fairly good User and Battery
[
] Each character can DHC
[] Each character can effectively act as a Point character.
[
] The assist complement one another
[/LIST]

Weaknesses:
[LIST]
[] A bit low on the health side but as indicating by streams, the HP in this line up is pretty standard. Go pixies!
[
] The assist are not top tier
[] Rush-down oriented. Good keep away can call for character adjustments.
[
] No DHC trick. But I personally find it distasteful. [/LIST]

Welcome man!

edit: Will give my overview tomorrow ur on the right track btw, just hope that they dont patch the DHC glitchm but even without that the team is looking good.

Thank you! And yeah this team doesn’t utilize the DHC glitch so I love it. I do play a few other teams, but this is my main.

Task Haggar and Chris… I’m starting to notice that I hard tag… alot. namely between Task and Chris. Trying to keep Haggar well rested to keep the Lariat in play and using Aerial Exchanges to bring him in for damage, and relaunches. I’m having a hard time closing in with him.

But turtling with Task and Chris for chip has been good.

Call Chris Vert arrows H arrows is good good chip.

Hard tagging is very dangerous but I’ve noticed it being used successfully in a lot of matches. I guess you just have to find the right spacing/place to do it. I hate when I try to get my opponent in a block string and I get kicked in the face by a hard tag lol!.

As for your team it looks very Zone oriented. Chris and Taskmaster both have good, damaging combo potential but with your set up it seems they’re best used as zone characters with Haggar as a gtfo me assist. Chris and Task together are just two low mobility characters so you’re doing a good thing having Haggar to counter high priority pixies.

Decent set up. Just don’t let Haggar become a liability.

Some I’m probably going to be running a team of Task and Zero with Task on point. I’m trying to decide between Doom and Ironman for the anchor spot. Any suggestions?

Any other characters that generally work well with Task that I should try? For the record, not interested in Wesker.

I use to run this team with Wesker in there. Wesker on point, Spencer second, Taskmaster anchor. If you have 2 meters, you kill almost any character if you touch them. The issues I had with this team were :

With Taskmaster last, I couldn’t punish assists well with this team even if you catch two characters.
Its hard to safe DHC to Spencer at times.
Taskmaster is a solid anchor, but Wesker is a ridiculous anchor that can kill teams by himself more often then Taskmaster. So you want to take advantage of that, but moving Taskmaster messes up the dynamics of the team.
Spencer seems limited without a lock down assist like Doom Missiles, Chun legs, Ammy Cold Star ect.

Also, if you use this team, I definitely recommend using Spencer’s diagonal grapple assist over Armor Piercer. With that, you can extend combos with Wesker, do like 1.2 million damage with Taskmaster using the DHC glitch, and because you will probably already have used a wall bounce in your Spencer combo, you can’t continue your combo Taskmaster if you use Armor Piercer. Really, I think this team is good for low to mid level play, but if you play someone that really knows the game, you may run into problems. But again… 1 touch kills are quite the incentive to figure it out with this team.

But if you can learn some harder then average combos and you can protect him, Doom would work on that team on paper I think. I know you can do 900k damage with 2 meters with that team with no dhc glitch needed if Taskmaster starts the combo.

Of course you can. The wallbounce gives you more time to continue it, but you can use Armor Piercer after a wallbounce and still combo out of it, you just need to be fast.

task y/haggar a/chris b

Having a good time running away with Task. Using jump back Aim M or super jump Aim H with Chris using gunfire or A Haggar Lariat against reckless rushers.

Running seems to make them get anxious and gets me an opening for Shield Master or a combo, exchange into haggar and switch to rushdown. When Haggar is on point if he needs out any lariat xx into press and I can go into any legion arrow depending on where we are.

Chris and Tasky, regardless of who’s on point can get that Chip in. After a down I typically hard tag Chris and continue running and controlling allowing Tasky to rest. If Task is fine, I keep him out and have them get some chip damage to start the show.

Is this a good game plan?

Edit: Maverick by Choice: yeah I can use Haggar fine. I just keep an eye for who he can take down. If there’s an opponent out that I feel I can take down easy with Haggar (like x-23) I get him in there.

With time winding down if I have the lead it’s almost laughable how Haggar on Xfactor spamming jump back pipe finishes the clock off with the opponent getting mad.

Chris is my weakest link. So I’ve been trying to get better with him. But I never drop Haggar combos, and any taskmaster combo that I don’t maximize leads to either an aerial exchange attempt for Haggar or is ended early so that I can get in free chip damage with Aim Master H, chris gun fire assist, aim master L.

But lately I am reminding myself to not allow Haggar to become a liability, just like you said.

How does Task fair against ameratsu? Best moves to do/notdo against her?

I feel like people can mash away or OS air grab and it’s wins everything. And her annoying hitbox makes it even worse.

Is the medium attack of hers? The one that looks like she dashes does it have alot of priority? can it be punished?

Who doesn’t taskmaster work well with lol?

What’s the rest of your team?

For ammy I prefer to keep her at the end of my arrows. Aim M does good if she gets greedy with her air dash. Just keep her at bay. Her low health means any chip is hurting her, frustrating the opponent and may force a weapon change to make her even more predictable. Cold star means it’s time for legion arrows

Other note, green reflector reflects arrows, green reflector loses to super arrows. :smiley:

Also, any time she shuffles in close and is blocked, you get to air throw into massive damage.

my team currently is sent and tronne… trying to learn doom to pick up on

whats the best way to punish her normals, whiff, block string or otherwise?