You have to treat it like Drones I suppose, since Cold Star and Drones are fairly similar in regards to their purpose and how they work. You have to call Ammy before you shield skills, and think of it like you’re protecting Ammy with Sheild Skills and Cold Star will back you up if they block. The gap isn’t that big regardless but yeah you can’t call them at the same time, if you do throw off your timing though, you can always single arrow cancel or sting master or st.S to buy time.
And yeah, I pop XF on their 2nd character no matter what unless I don’t need to or their 2nd character just isn’t threatening or i’m extremely confident in my next mixup, even then i’ll still do it most likely. Thats more of a playstyle preference though, I use X-Factor aggressively because my weakpoint is using XF efficiently when it comes down to my last character, far too often I see people get scooped up without using X-factor just because they didn’t use it earlier and now have to deal with incoming setups.
As far as fuzzy guards, dunno, like I said I have little Task experience, but i’ve never been a big user of fuzzy guard, I rely on other methods to get my hits in. I also use Cold Star as a combo extender for Task ( Surprising how well you can extend shit with Cold Star and Plasma Beam, 800k for 1 meter on a low execution/anywhere on the screen combo with OTG arrow pick ups for my Day 1 task is very satisfying. )
Hey guys how do you feel about taskmaster vs. teleport characters?
I recently switched Taskmaster from Hawkeye because I feel like Taskmaster has a much more balanced playstyle and can deal with teleporters better as a result, and still has a lot of what I like about Hawkeye.
Question: I was looking at a lot of Taskmaster footage and I noticed Taskmaster + Doom Missiles doing really well. I recently went online and played against someone using this same tactic and it was very difficult to stop since Taskmaster zoning and Doom Missiles’ coverage makes it very hard to approach the opponent. I was wondering how you stop this and if I should put Doom on anchor on my team instead of Akuma.
You do not need an assist to Fuzzyguard with Taskmaster. jH land, jMHS will work regardless of assist or not, but will not work if pushblocked, that is where the assist comes in. You can instant overhead Nemesis/Sent and the big heavy’s without fuzzy gaurds(Haggar is only instant overheaded by jM but you can followup with assist). The other chars you can open up with fuzzygards however, Wesker/Doom height you can instant overhead with the fuzzyguard with forward jump u/f + jMHS, vs characters that are slightly shorter you can neutral jump U + jMHS like Ryu and Chris and u/f wont work, then there are characters like Morrigan/Wolverine/Storm/Felicia who you cant fuzzy instant overhead with MHS, but you can do instant overhead u/f jM(HS will whiff) and you need a lockdown assist like ammy/dormamu/dante to keep up the combo after the overhead, and the last category are chars you can’t instant overhead at all like spidey/rocket racoon. Test it in the lab vs chars your locals play and see what you can do.
I definitely think instant overhead’s are an important part of Task’s mixup game and add another layer, as he is now he only has tick throw setups and unblockables and crossups with jH mightyswing cancels, which are not that great. But Fuzzyguard instant overheads are godlike and chances are your opponent is falling for them, so they should be incorporated into every Taskmaster’s game vs the characters that are doable on.
Vs Raw teleport’s taskmaster has no problems with his godlike air throw range or jH vs aerial teleports, and sM and shield skills easily punish grounded teleports. If your opponent is covering his teleports with beams there isn’t much you can do in this game period unless it’s an aerial teleport and you air throw them. His jump is also less floaty(.Hawkeye’s jump is terrible) and his arrows have less recovery making him less susceptible to teleport tactics. He can also cancel his arrows into supers if you are caught in bad position Task is a well rounded character and there are very few things he cannot deal with in this game with the right assists.
Hey guys, I’m trying to pick up a new team and I love the synergy between Task and Akuma. What I can’t figure out is if I want to use Task as a point, or second. I love Akuma on anchor though. One team I’ve been considering is Task (Horizontal Shot)/Iron Man (Repulsor)/Akuma (Tatsu). Any opinions would be greatly appreciated.
Task on point seems really good. Also Repulsor blast is a great lockdown assist for high/lows and unblockable string setup.
I was wondering for the Task players here. I am trying to find a new anchor and am looking through a good amount of potential anchors. I currently run Spidey/Skrull and Doom. I love Doom, but am getting burnt out on him and losing interest in him. and Skrull is mainly for combo extending so he goes in the middle that way he can benefit from a good beam/projectile assist. I was wondering what you guys could tell me about Task on anchor? pros? cons? also general playstyle as an anchor as well as things to work on with Task on anchor.
I can tell you that Task on anchor does REALLY good chip with XF. The only problem is that opening up someone with Task without assists can be tricky, since his mixups are severely lacking and he also doesn’t have the greatest mobility in the world.
Thanks that definitely helps! I use to run Task on my team with Spidey when Ultimate first came out. I can do his relaunch and what not as well as tiger knee linking supers and such. I will at least try him on anchor and see what works with opening people up.
I can agree with that. Task as anchor is solid as he has even or advantaged matchups all over the cast, but his problem is that his comeback factor is extremely weak and it’s easy for people to lame him out by running away and super jump and he has 0 mixups besides crL or throw or incoming generic 50/50s with cross under moves. He can deal with any character 1v1 and can snipe assists well, but dont expect to make any comebacks 1v3 with him on anchor. Skrull However is a different story and that character is dumb as hell in XFactor level 3, he gives no fucks about who you are playing or whatever you are doing with his command grabs and meteor smash. Having comeback factor is something you would lose with Task on anchor, so consider that when designing your team, Doom is a pretty crappy anchor too but atleast he has guard break xfactor level 3 and can ToD solo easily with his level 3 outside of Xfactor, but he has worse matchups than Taskmaster.
I think Task makes a very good 1 on 1 anchor for all the reasons quoted by everyone else. In XF3, he basically can be as wild as any other anchor, which means you get very fast and space filling normals combined with the fact that he can kill the vast majority of the cast with simple combos in XF3. The biggest issues are opening your opponent up, air hit-confirms and killing characters fast enough to conserve your XF and meter. He has a really weak incoming character mixup game and while chip damage is never a bad thing, you can’t really rely on it for getting through a 3-man team. Also, lack of tracking teleport means chasing people down which is actually pretty hard when you don’t have an auto-pilot air confirm like Doom ( j.:s: )
The main knock I have against using Task as anchor is that he has 1.1 million health, which is very hard for a point character to kill in one combo since they will have meter limitations and burning XF1 to kill a point is a rather risky gambit in Ultimate. By putting him as anchor, you are in essence diminishing his high health advantage because at that point any competent player will burn all resources available to put down Task and win the round (and everyone at this point should be able to do 1.1 with XF1 and 3 meters at the end of a combo which is a pretty common). Also, since he can do a crap ton of damage with his most basic combos + assist extensions, he can ToD a significant portion of the cast with a basic DHC early in a round which is huge considering that at worst you DHC him out and can let him regain his red health back. This is also important because you don’t even have to use TAC gimmicks to ToD meaning you aren’t giving the opponent any chance to get out of it.
All in all, Task can work as an anchor but you better make it a 1 on 1 battle and hope the opponent isn’t very good at running away. I just think the benefits of using him as point or 2nd are way too great to justify him as anchor unfortunately. It seems like Spidey / Task / Skrull would be optimal mainly because you get a high-damage point that can ToD pretty much the entire cast assuming you can do the Web Throw resets (which are made easy to setup with Skrull Wall Bounce / OTG assist), back by one of the best projectile assists in the game who is solid all around as a 2nd and an anchor that is just…how do I put this? More random than an outhouse in an elevator. Seriously Skrull is just too chaotic as a anchor to pass-up IMO.
This was amazing and well put. I actually played Spidey/Task/Doom for the first 3-4 months Ultimate being out so I am very familiar with Taskmaster, his style and combos. I think I will give Spidey/Task/Skrull a try and see how it goes. It is a shame. Doom missiles is an amazing assist but I feel that Doom is not nearly as good as Skrull as an anchor. Even though Doom has better assists than Skrull.
Taskmaster’s biggest problem as an anchor is the fact that the he doesn’t have anything cheap; the opponent doesn’t need to fear him if they have any kind of significant lead, outside of people who just have no effective way through his runaway. With X-Factor Task can still turn things around if you aren’t staring down a they-have-three-characters-and-you-have-half-life situation, but if you screw up badly at the start, Dark Tasmkaster won’t save you, and while Taskmaster is still totally playable on anchor they are definitely key tools he is lacking compared to other characters that amazing hitboxes and footsies abilities can’t make up for.
One thing that can make up for it, though, is the fact that Horizontal Arrows is totally sweet.
That assist is seriously amazing. Having a high-priority projectile that keeps the opponent standing is great! I’m willing to put up with him only being an okay anchor given that that extremely versatile assist can help me take down my opponent’s characters and not have to deal with the situations where Task will lose me the game. Task won’t rescue me, but he will make it harder for me to need to be rescued, which is something I am very much okay with. Maybe if doom beam left the opponent standing that’d be one thing, but it doesn’t; he’s basically competing with Hawkeye and Iron Man for the slot and I don’t think I need to explain why I’d rather have Task than them.
This is the exact reason why I switched to him as anchor. As a guy running Zero/RR/xx, Task was the best candidate, as Hawkeye and Iron Man were the only other characters whose projectile assists were both solid and left the opponent standing. If it weren’t for the support that Zero and RR get from Horizontal Arrows, I’d definitely use someone who’s a little more derpy in the last slot. I mean, he does well in 1-on-1 situations, but taking on 3 characters after the first 2 got blown up is a near-impossible task (no pun intended).
Thinking about switching out Hawkeye for Trish on my team. Do you guys think she would be a better fit than Hawkeye to back up Taskmaster with having Akuma as anchor? I just feel that Taskmasters keepaway game would be better with Trish’s peekaboo assist,would def help against teleporters, and her dhc is better. I’m seeing a trend where a lot of players are dropping Hawkeye because he has so many problems when it comes to getting rushed down once they get past is projectiles.
Oh, Trish is great with Task, but for the purposes of a character like Task I’d recommend Hopscotch over Peekaboo (although I know many people would disagree with me); can’t be broken through with an attack so it makes for good defense during runaway, and if you get poked out of an advance while it’s around it’s gets hard to combo you without running into it, so it’s good “insurance.” Round Harvest can also be used to set up Sword Master if you’re feeling coy.
peakaboo is better since task’s huge normals round out the “can be broken through” part, and make it so you don’t have to guess or not whether the peakaboo’s either the hitbox on their move or not. also he can confirm into combos off all his throws and shock sting and whatever off it unlike hopscotch. the other important part is that it forces crouch (if you stand you get put into it which scares a lot of people) which opens up task’s low/throw game a lot.
the other part is that if they try to go around the peakaboo and you hit them with an arrow you can still do a full combo afterwards, which means instead of hanging near the peakaboo you can move away from it and then hit them-> have them fall into the peakaboo - >land and wavedash charge and combo from nearly fullscreen.
My team is currently Spencer/Task/Felicia. Felicia can fill in the hole of the OTG assist like wesker (although hers isn’t a low attack so youd lose unblockables, unless of course you choose her low assist, which you would then be forfeitting the otg) She’s pretty dang scary in xfactor, and kitty helper+corner=opponent usually has no idea what to do. Task arrow assist also helps her out a lot if she gets snapped in or you tag to her for whatever reason, and using spencer slant assist you can set up some nasty resets with her command grab.
Thanks for the input guys, yeah I def think I’m going to make that switch to Task/Trish/Akuma, it seems like she opens up a lot of possibilities for Task.Looks like Ill be practicing with her tonight, thanks again guys.