With Magneto, you can DHC via a swing cancelled :h: Legion arrows super, provided that you end your combo with some sort of sting master before you do it. So far, it’s the only way I know of how to get the max damage shockwave DHC. I made an extremely shitty recording of it and did the really really basic form of the Taskmaster bnb. Depending on how your team is composed you can get a lot more damage than what I did.
I run Task/Mag/Sentinel and I’ve been trying to figure out how to get the most damage out of a drones extension (provided that I don’t use drones off of a confirm lol)
anyway, the video is below:
[media=youtube]LOajcYRba3g[/media]
again, forgive the horrible quality…i don’t really have a means of recording stuff in the room that i’m currently in.
that combo by itself did like 900+ or something like that, magneto adds around 170k off of the max damage shockwave. it won’t really kill anyone but, again, like i said you might be able to get more depending on your team. I’m not entirely sure.
you have to treat disruptor like hawkeye’s triple arrow assist, so basically swing and call magneto at the same time. and then to get the side switch you just have to do a swing until you look as if you’re going over the body and then input the super. don’t do it too early, otherwise you’ll just get a normal down arrow super and then you’ll be fucked.
you’d probably be better off just going with vergil and drones, but i just made that to disprove the point that you can’t get much damage out of a magneto dhc.
Ah, good stuff. I see what you’re going there for with Magneto, yeah.
I think I’m going to stick it out with Task/Vergil/Magneto - they seem to have the most synergy. Just need to find a way to beat teams that use Drones.
Edit: Also, leafcolonel - thanks for the new ender for Task/Vergil – it’s super sick and added 50k to my combo. Off of a crouching.L starter with Taskmaster I can get 1.2 mill damage now with 1 bar starting
Trough all my team tinkerings one thing has remained as a constant factor.
My Taskmaster. Or to be more precise, my comebacks with Tasky on anchor duty.
problem is, while Task is very capable of building up meter himself, he really would benefit from good solid battery characters to feed him meter.
There’s just nothing like converting a throw into pumping my enemy full of pink arrows.
I know that Wesker is a solid battery, but who else would fit well on this team?
Wesker(Samurai whatever OTG assist)/???/Taskmaster(Horizontal arrows)
I thought of Morrigan and dark harmonizer, but my Morrigan is fucking terrible.
Right now im using task on point or switching as second on two teams my first team is task/magnus/sent use him in an unblockable setup with drones and sword skills <i think its called> drones force the opponent into blockstring and sword skills goes into a grab combo animation if blocked as well as general magnus shenanigans. My second team is morrigan/task/doom missiles set up the same situation as drones but obviously this is more of a zone first team and after making an opponent make a mistake i tac or tag into task and combo opponents any advice or other awesome teams not mentioned yet
Haven’t used Taskmaster before, but thinking of trying out Task/Joe/Ammy. Joe Bomb assist for corner loops and Ammy Ice for unblockables. Joe + Ammy is also a strong duo IMO. Has anybody here had any luck using Task with these assists?
I want to try out something new for ol’ Taskington. I bet Task/Bolts would be all sorts of sexy, who do you think would make a good third?
Otherwise, I’ve been interested in trying out Taskmaster and Tenderizer, for the loopage that Tab thought up, and I’m curious, what beam assists allow Taskmaster to followup up off an unblockable? I was thinking that a horizontal projectile/strong neutral assist on the last slot of that team would really help that team play exceptionally strong, and I’m trying to think of who would work there.
just showing assorted ways to get to level 4/5 and combos/conversions with task/trish/frank. there’s an improved front throw combo in there that does 1mil and brings frank to level 5.
Damn, that’s some awesome stuff. Just for the record, the Trish combo beginning at 1:40, when you DHC to cart, you can knee drop before the camera. In addition, the ground bounce was not used, though in level 1 I doubt it will be of much use, considering there’s probably too much stun to go into s.S sj.S drop down picture. At level 3+ it could lead to some cool extensions, I bet.
you can kneedrop after pretty much all the boomerang stuff, i’m just bad at doing it so i don’t
it’s a pain trying to get the groundbounce to hit after that because the boomerang shifts somewhat randomly but i’m pretty sure it’d work.
in relation to that, doing a raw cart super into boomerang lets you get the groundbounce into an mmhs combo for level 4 for 49 hits exactly. pretty funny stuff.
here’s some more stuff i missed out on when my camera ran out of power. it includes the cart thing, but is mostly bnb combos
[media=youtube]LPWmp6dbgZE[/media]
Oh, I am pretty terrible at it too, considering I don’t consider myself a Trish player. I learned combos and no neutral…stupid attention span…anyway, even though it’s normal jump height, try superjumping with frank and then doing the kneedrop. It feels a lot faster for some reason, and it makes it WAY easier for me. Not sure if you’ve tried it yet.
lol on the 49 hit combo, and I’ve tried doing QCF+H after trish DHC, it works, but it’s stupid, and I hate it. it’s way easier when you’re level 3 or higher with that j.S. I was thinking, though, what about the trish combo into cart into knee drop into groundbounce? It would probably not lead to anything, I really doubt there’s enough stun for an S launch S. Level 5 Frank, though, no bounces used, that could possibly be godlike.
what are the main differences between sentinel and using another pin down character like Ammy. Overall i think sentinel might be the better assist but ammy has her uses as well. the team is spencer/task/… sometimes i put task on point but i think he’s a better 2nd than spencer. which character is easier to set up unblockables with?
I need some dastardly ass tricks with Akuma assist besides blindly shield skills + tatsuing. Typically when I have an opponent on incoming, I call Akuma and do a jumping back H… I either throw, hit them with the H sword and they get juggled by the last hit of the tatsu, or they block and are kept there by the tatsu as well, but it’s not oppressive enough. I want some sneaky mixups. I remember Moons saying something about calling assist and super jump down arrows, and that seems to pull me back down to the ground in a weird way which is kinda cool as they block the arrows, but not sure exactly how the mix-up works. Any tricks? I run Task/Akuma/Doom (beam) currently, so I shield skills + tatsu, combo, pick em’ up with the beam assist + swing arrow down, which works anywhere on the screen (even basically fullscreen).
I also don’t know if there are any other better combos you can do off of a shield skills + tatsu confirm besides, shield skills > launch > jm > jm > swing > jM > jH >jS > beam pickup into short sting. I then do the the OTG shot into diagonal hyper and DHC into Akuma if I need to do more damage, but before any hypers, the tatsu scales it so much that I can’t do any web swing combos and it only does like 480k damage or something.
On incoming try. Call Tatsu + Do Shield Skills earlier than normal. What will happen is shield skills will whiff and crossup for you, Tatsu will keep it safe, and Tatsu will allow you to confirm off the crossup, this works with most assists. I’m sure Moons setup works too. You can also make them land after meatying them and trying to set up fuzzy guards Wolverine style with Tatsu.
I’m not sure if you can confirm off Tatsu in any other way. Tbh, that Damage is more than good enough, and if you spend the bar or XFactor you’ll get the kill, imo in this game, you sometimes have to trade the brokenness of your options for Damage (ie throw or Jam Session or Cold Star confirm). The most important thing is getting the hit and opening the opponent up, you can always spend more bar or XFactor for the kill if you want to.
So, I’ve ditched the Tenderizer idea for now, it would require learning too many new characters, and I should probably just play what I know. I’m trying to relearn a team I used in vanilla before I could actually play, but can’t decide the order anymore.
There’s Tasky, X-23, and Dormammu. The best DHC for damage is probably X-23 into Dormammu fireball juggling. Taskmaster with Dark Hole is amazing, but so is X-23, and Dormammu and X-23 are annoying to fight with any beam backing them up, and arrows can work just fine for that.
I was thinking Tasky/X-23/Dorm, but then I lose the TAC, the safe fireball or Chaotic Flame DHC to catch assists. But if X-23 is second, I can set up dirt nap easier, and make unstoppable unblockables from even the least amount of time to set up, going straight from up arrows into dirt nap for a guaranteed kill. Also, X-23/Dorm is a really strong pair once Taskmaster dies. Or, alternative, run X-23/Task/Dorm, good DHC helps damage output and everyone gets fun assists. Or X-23/Dorm/Task, more people get a horizontal projectile and the damage is excellent…I don’t know.
Unblockables are also an incentive to run Task front, but I don’t have any at the moment that aren’t just throwing a low assist onto random jumps and swings. Once again, I don’t know.
Riot I got a 900000 damage combo from a Tatsu Assist, just using Taskmaster, It creates 1.6 bars.
I recommend exploring your hit confirms.
I have been running Task/Akuma for a very long time and developed stuff similar to “Moons” stuff.
Your options on incoming characters can be divided in 4 options.
Dash + Tatsu Assist then Tiger kneed Down arrows (just one arrow).
This is the fake cross up
If they block everything you end up right next to them with frame advantage, you can either attempt a throw or just keep your momentum.
If they dont block tatsu assit will hand them to you.
Dash + Tatsu Assist then Tiger kneed Down arrows (3 arrows).
This is the cross up
If the arrows connect, the tatsu will bounce them back to you, then follow up with a nice combo.
Up Arrows (fully charged) (timed so as soon as the opponent shows up on the screen the arrows are already falling down), call tatsu if he does advancing guard you jump and attemp a throw, if he just blocks you wave dash under him for up to 2 consecutives cross ups.
These options are just that, options, Tasky lacks mix up potential, you need to create scenarios where the opponent believes that he can hit you, then Shield Skills blindly (lol)
Im kind of tired so i didnt really try to explain everything about the options… I will try later…
Task does not lack mixup potential. I’m sick of hearing this over and over again. You just need assists for those high/low mixups with Mighty Swing + assist and low/throw mixups post assist lockdown. Moons opens people up with just low/throw/frame traps, and Taskmaster’s high/low game with mighty swing + assist is actually legit with lots of options between single overhead/double overhead/triple overheads/straight low/ and fuzzy guard setups.
Task’s incoming mixups are very solid too with dash stM being a great crossup which leads to further pressure if blocked, Shield Skills + assist is a great 50/50 left right too. You use Dorm Dark Hole(i’m assuming) and Tatsu, you shouldn’t have problems opening people up with Taskmaster.