Best part about that team is that you have 2 legit point character possibilities. But yeah that is what I was telling you in the beginning about missiles. With Spencer and Taskmaster, you need an assist to support them. Missiles allows for a lot of cute stuff but doesn’t provide for BOTH of them in neutral. Spencer Task (horizontal arrows) Doom (Missiles) is a solid team. You just would have to get comfortable playing a little slower/lamer when Spencer dies. Task with Missiles is good for the zoning game.
I was discussing the xxx Morri Doom shell in the Morri threads and realized I’d neglected to leave Task off my list of good points for it. Feeling ashamed of this, I played the team for like 2 hrs last night and f’n loved it.
Quick question, though not related to the team specifically, but: what are the recommended air to air sequences to flow into a ground combo and continue? Someone told me jMM f+H, but is there one starting with an H for the OS? Just curious. I tried a bunch of diff stuff in combat and they all failed, didnt have a chance to go into training and figure it out (yet). Thanks!
Edit now that I have a sec to write: Regarding the team, it’s def not an optimized Task team (though Harmonizer and Missiles are certainly nice), but it seems to be a pretty sweet alternate to Mag for the xxx Morri Doom shell specifically. I believe Horizontal arrows will prove to be the best assist here, though Vertical definitely deserves a test run, I think. Kind of a faster-but-less-imposing pseudo-missiles.
Anyway, I assume Morrigan is probably something of ‘the enemy’ around these here parts, but I’ve loved the bitch almost since Ult dropped, so she’ll always be in my repertoire.
Task air-to-airs? It’s usually MMH fH or MH fH or H fH or just fH, just look at the opponent and make sure they’re not falling out of range of your normals, after the swing MHS usually hits them downward in time for a shield skills to pick them up and continue. Height matters, but you can mostly just eyeball it.
Or do the fH or H fH into arrows M, sometimes you have to delay the arrows M, and you can pick up with shield skills or j.M’s pretty much always, and then you can be creative. I find this confirm good for when I think stuff into fH MHS will put them too low before I land and shield skills. I forget what’s optimal, probly j.M fH Arrows M loops, but as long as you confirm, just do what is consistent for you.
I don’t like Doom, so I have no experience with Task/missiles, but I’m a zoner at heart, and Taskmaster has enough meter build and zoning ability, especially with those assists, to support that team pretty well, I think. Also, I would assume on incoming Vertical Legion Arrow into Astral Vision is dirty as hell.
Ha! Definitely did not try Veritcal Legion xx Astral, nice idea if the meter allows it lol In vanilla I played a TON of Task Ammy Doom and then Task Doom Ammy in ult, among many of Task squads with missiles or Plasma. Both are incredible… BUT, my strategy was always predicated on having 2 assists to alternate, usually for near and far, with the idea that no matter where they go, they’ve always just made a mistake.
Therefore, I can say for certain Missiles-Task is awesome, BUT Task with ONLY missiles I can’t really speak on so much. With the strat of Task being a meat shield battery, it seems sufficient at the very least. Also, if you like to zone, learn to love Doom! He’s very overused, yes, but I loved him from day 1 vanilla, so I enjoy playing him more than most. But he’s an amazing zoner (and rusher!) and zoning enabler. Recommend faking it till making it. lol
I hit the lab and started practicing with beam assist, its better for him if he is on point, and also if you want to finish a bnb you can call doom at the end of every combo and otg arrows + doom beam = good damage, and you have DHC spencer for manouvers and dat 80k is like 1 mill damage HONEST damage for task.
Im starting to love this team and task on point is hella fun!!
thanks for the advices and if someone has a better combo with task in this team, share it
see ya!
Yeah Task with Plasma is just excellent. Check out Josh Wong games. EVen random shield skills into S goes from scrubby to excusable with Plasma back up. IMO Task is equally good w/ Plasma or Missiles, entirely depending on the 3rd character. Morri or Ammy? Missiles! Spencer or Nova? Plasma!
(And then Joe is, imo, the one sole character who wants Rocks hehe)
Funny cuz as Im reading this, Im labbing this team. But regarding the plasma beam thing, yeah that’s what I do. It tacks on a good bit of damage and just like you said, DHC to Spencer does the job…and best part, after the DHC, you still have your team in a strong order.
This is why I use Akuma instead of Doom. Task/Spencer/Akuma, VERY easy to get hits/pressure/confirm with tatsu + shield skills or pokes, use Spencer to extend, and then DHC is need be which is a ToD on basically anybody. And then Spencer/Akuma is really good for easy zip loop confirms off tatsu. I wish it was a better DHC for happy birthdays from Task to Spencer, but there are ways.
As mentioned above, I’ve been messing with Tasky in front of xxx Morri Doom. As such, I find myself playing a lot of runaway Task, with no quick short range neutral assist. So running hasn’t been too hard, but was wondering what u guys recommend for the situation when we’re running around, moving in the air, and find ourselves falling to the ground with the opponent moving around underneath us trying to catch a hit, either as anti air, or pseudo ‘trip guard’ type low kinda deal.
I always kind of assumed a falling jH or jS should dominate enough space that if they dare hit a button we just combo for free. It seems that is NOT often the case. What do u guys reccomend for this situation, and a hardcore ‘solo’ runaway effort in general? (Solo in quotes because its either mash harmonizer, or slow n vulnerable missiles)
Bear in mind I’m approaching this way more as a morri team than a task team, so I’m fully aware this is not an optimized task. But I think he can work very nicely as an astral battery/meat shield.
So any general advice on the ‘solo’ movement and control? (Hint: vergil is the biggest source of grief)
When you talk about honest characters in marvel, Task is at the top of the list. He has no “win” button or strategy, the key with task is not to ever be brain dead. Every time you jump to throw some arrows, you have to have it in the back of you’re mind what your opponent could do in response…and it’s different from character to character. For me, I don’t think Task is strong enough to keep a character out forever, so I’m always looking for an opportunity to shield skills. Shield skills is not only important for pressure and getting hits, it’s also one of task’s better “run away” tools, in that it puts your opponent in a position where they have to block or get hit. Being able to use shield skills to start block strings that are safe can let you call an assist ( like missiles for example ) without fear of getting it punished, while also keeping frame advantage. So you can then decide to keep pressure or get a better zoning position. Another thing you should do is vary your arrow throwing…always jumping up and throwing parabolic arrows is one of the best ways to get hit while coming down. A couple of things you can in the air are to use the double horizontal arrows while falling and to swing cancel into arrows to get different angles on you’re aim and descents. Other than that, it’s really on you as a player to make solid decisions on footsies and zoning.
oh yeah, you can pretty much spam dark harmonizer, it’s impossible to punish.
Edit: As for as Vergil is concerned, him raw teleporting is probably what’s catching you a lot. You know if he teleports under you while you’re throwing an arrow, you could always try canceling into down legion arrows, just a thought.
What do you guys think of the team of Task/Dorm/Akuma? I’m thinking of a rushdown-centric team with Tasky abusing the hell out of shield skills to battery for meter for Dorm/Akuma since using a Stalking Flare into Shoryu DHC against a beam can give Akuma a full combo upon recovery.
I’m not sold on Dorm/Akuma, but it definitely sounds great for Tasky. I’d also think Task/Dorm/Jam would be a good rushdown-centric team. Same with Task/Dante/Akuma, which I think I like the sound of the most of those three options, because the two assists are both fast startup, good for shield skills spam, and cover vertical and horizontal space quite well respectively.
But for that team, ask Hecrob, he mains Task/Dorm/Akuma if I recall correctly.
Has anyone experimented with Task/Vergil/Akuma and if so what was there overall rating of the team.
Funny you two should mention those as those are the two teams I’m thinking about beyond my current Task/Spencer/Akuma. I just wish Dorm’s assist would help more with extending… as it is now it’s really random and not consistent. I suck at Vergil too and need someone to just sit down and show me how to play, but I’m curious what tricks he can do with tatsu.
For Dorm’s assist, after a sharp sting, dashback and call Dorm slightly after, fH one arrow, that’ll get it consistent in any hitstun to go into sharp sting. On early hitstun (so, first assist extension), do the same pickup, st.H shield skills sharp sting, much more damaging, but really seems to only work on the first assisted pickup, or unless the combo is tiny.
One upside of Task/Dorm, though, is you get so much meter if you TAC you can safe DHC all day everyday. I’m learning Mags just so they’ll play well together. I’ve always thought they were really finicky unless they had the right assist in back. Task/Bolts is one of my favorite combinations, but with dark hole and bolts, Task gets pretty much nothing off a throw (best I could come up with is TK diagonal arrows into Chaotic Flame, or DHC to ball which gives you a second or two of wakeup mixups), which is a shame, because I’m really itching to play that team, but whenever I do I feel it could be a lot stronger for both the shell and the point.
after the shock sting you can actually just press backdash and dorm assist at the same time and he’ll come out at the right spacing bc assist calls work on negative edge.
edit: also task vergil akuma is fine, it’s got vergil and task/akuma. idk how well vergil works with akuma but that’s 2 asshole anchors at the very least. task with vergil is pretty silly though, he gets some sick combos and kills and somewhat similar pressure to doom jump forward butter gun + assist with jump forward+assist, 2x j.l arrow
I ran that team for quite awhile, and while it has some great dhc/thc synergy, Akuma(and tatsu) behind Dormammu is ok, but not great. With just Akuma behind Dorm you have to be very mobile, tatsu doesn’t create enough space and for a long enough time for Dorm to setup a legitimate projectile-keepaway game. Taskmaster/Dormammu/Akuma is a great point Taskmaster team, but ideally when you have Dormammu on your team you won’t Dormammu to be the focal point, not just a strong dhc punish. I have ran Taskmaster since vanilla and he is by far my strongest character(unfortunately) and becuase of this I cannot drop him, yet.So far I’ve done and in order:
She-Hulk/Taskmaster/Akuma(vanilla)
Taskmaster/Hawkeye/Akuma:poor dhc synergy with Hawkeye second, Hawkeye second is ass
Taskmaster/Dormammu/Akuma(see above)
Taskmaster/Dormammu/Hawkeyemy best team until I get better with Doom who I’m currently playing, I use triple arrow like a pseudo disruptor, which works but is still not as good as disruptor. I actually like this team better than having Akuma becuase I can do full screen teleport mixups, triple arrow is amazing for Task and does a lot of things(not all) better than Tatsu, and it helps control the horizontal plane. Problem with his team is when Taskmaster dies, the team is extremely weak to a good rush down team and incoming, which in this game does not cut it.
Taskmaster/Dormammu/Doom(missiles): my current team. You know at first I really did not like missiles with Task, but after learning Doom more and when to properly call missiles, it is very, very good for Taskmaster. I actually prefer it over plasma beam for this team since its Dormammu’s best assist(there is an argument for jam session), can extend combos and OTG for Task after sharp sting and after a knockdown, and it gives Taskmaster some vertical control that he desperately needs among some other things.
A good thing to do is to call missiles and either swing cancel or shield skills when next to your opponent so that you cross up or cross under the opponent, putting Doom to their back so that they cannot punish Doom. This totally gives Taskmaster more pressure to bully the opponent(just be careful for xfactor guard canceling and alpha countering).
Which brings me to my final point about Taskmaster, I feel that he should not be played the way that we usually see him played. Taskmaster is a zoning/pressure monster. Rarely do I ever play keepaway with Taskmaster(unless im playing characters who are free to it), im constantly rushing in pressuring the opponent with a lock down assist and abusing the opponent with his great normals such as st.M, St.H(which is fucking awesome btw and is his farthest reaching normal which is also an excellent counter attack), cr.M, canceling into horizontal arrows>legion arrows, shield skills>sting master etc. His best move is shield skills and that shit needs to be ABUSED a lot more than it is. Taskmaster is a great pressure/zoning character that can punish the opponent for making mistakes and hitting buttons(again st.H is very underrated!), and within reach can cut through projectiles(and its also nice to have missiles breakup an opponents punish against a whiffed shield skills or swing).
Also, Taskmaster is strongest ON THE GROUND or as low to the ground as possible when swing canceling into arrows, not in the air, his air mobility is not good(he needs Missiles or Jam session IMO to help control the air), and unless your using j.s when coming down(which is still not 100% safe but protects Tasks feet the best), even shooting 1 after a swing will not be enough in some instances to keep Task from being punished when falling to the ground. Finally I feel that he needs to be played on point, and while he is definitely playable second or third, his optimal position is as a point character. His dhc/thc is ok but not great, he has a hard time opening people up without assists, he’s weak on incoming, his assist is outclassed by many other assists, no tac infinite, etc. Again I’m not saying its not doable to play him second or third, but if you have him there than your only playing him there because of comfort and not because its optimal.
With all that said I’m eventually replacing Taskmaster with Morrigan and Viper. He is just not broken enough in the crazy ass mess of a game to matter and is weak against Vergil and Morrigan(although I seem to fair ok against Morrigan at least in the beginning of the round with shield skills+dark hole/tatsu/triple arrow) . Hopefully if they ever patch this fucking game he will get some buffs making him more relevant.
FailFish, actually this is pretty hard, but i’ve been working on some tech…I’ll try to get a vid up on it pretty soon.
Don’t air arrows much on Vergil, or instead air fH into arrows while jumping and call a slower assist. Example, Vergil doing a teleport M on fH+bolts into arrows, he gets tagged by bolts.
Also, smart Vergils eat me alive, but a dumb vergil I can be dumb against and do well. Ground fH into one arrow is low recovery enough that if he tries to go behind you, you can do things. And as for other dumb vergil stuff, so many yolo shield skills getting throws through rapid slash unintentionally, it’s not even funny. Even though Tasky loses against vergil a lil’ bit on the ground, ground is where Tasky has to be, or it’s worse.
So, a thing, and I’m new to these teams, kinda for the first, so I want your opinions. I’ve been working on two new Taskmaster teams, and I feel they are really, really strong for him.
I’ve been trying out Taskmaster/Strange/Dante, and I like it a lot. Tasky has Jam up close, yolo shield skills right intpo pressure, and you can dashup for pressure/mixups afterwards or go into arrows H quickly and set up a zoning position really nicely. Then Strange when afar is cheap as hell for zoning, fH+assist call into 1 light arrow, gives you seriously good space control, and free standing vert arrows, which I am in love with. Warning, bolts and arrows are easily eaten by disruptor and plasma, but if you can bait it, jumping diagonal super into DHC, if you birthday, is worth XFing for a free kill. Also, anti-Vergil stuff. You kill the second character and DHC into Strange, doesn’t matter if it was necessary, set an eye up on the ground and tag in Tasky, dash and call Jam into DP+L, full combo no matter what, easy conversion. Scaled, but if you XF or spend a butt-ton of meter, it’ll totally kill, and it doesn’t scale that much if they block. My anchor Dante sucks, but Strange/Jam is nice, and Dante/Bolts is nice.
Then I just started playing Magneto (literally yesterday), so I tried out Task/Dorm/Mags on a whim, and it’s awesome. Tasky can still do that braindead fH+assist into one arrow, and dash up afterwards, on block it gives you an in to start being annoying with normals, and on hit you can occasionally confirm with shield skills. Not as braindead/cheap as Strange’s assist in that spot, but it’s safer and I feel I play smarter for using it. Dorm assist is for shield skills pressure, and the orb is good for keeping shit off you. Dorm/Ruptor is fun, first time trying it and it’s really good, but I think that’s obvious to everyone but me at this point. Task-to-Dorm DHC is good, can convert into a birthday kill if you XF on the flame popup, fH, and teleport. I’m very new with this team, so there’s definitely stuff I’m missing, stalking flare into Taskmaster unblockables, for example, but more on that as it develops. But I have played a lot of Task/Dorm/RandomAnchor, and this setup’s my favorite so far, despite Mags literally doing nothing when I took him into a set yesterday.
I’m still not great using Jam or Ruptor with Tasky, so if there’s any tips people can give me on using it in neutral and in setups, I’m all ears.