UMVC3 Taskmaster Patch Suggestions

Arrows dont cause soft kockdowns, none of them do

a soft kockdown is when you hit the opponent with a certain move, in this case arrows, that makes them fall to the ground no matter how high the opponent is or much the hitstun there is, and once they do they can immediately tech roll… arrows(fully charged or not) dont do that

Go in training mode, do :s: into tk :h: arrows. It’s a soft knockdown.

now try the same thing but at the end of a combo or even try :h: arrows to an opponent at super jump height, the opponent wont fall to the ground cause arrows dont cause a soft knockdown

Yeah that’s what I was thinking he meant. Having arrows make them fall to the ground always, no matter what.

Also to have his :m: arrows cause an OTG would be a nice addition

It would be cool but I don’t know how necessary it would be tbh.

M arrows do not, L does for sure, 100% no doubt.

Pretty damn sure h does as well.

I’m talking about fully charged if I wasn’t clear enough (might not make a difference though).

Edit: Tested it again after a long combo using an otg assist. Both L and H fully charged are soft knockdowns, however, if H hits during the arc, they can flip out. So on the way up and down, it’s a soft knockdown, just not when it’s changing trajectories (if you space it right you can test the 2 different properties against a super jumping dummy, some arrows will cause the soft knockdown at the peak whereas the curving ones will not).

An easier way to test this is to look at their fall speed. The arrows that cause soft knockdown seem to bring them to the ground faster.

Ground L, ground H and air H arrows all seem to cause soft knockdown.

If you were to give ground M arrows a soft knockdown that would be a huge buff and it would allow much longer ground combos.

Also, small correction about his damage in vanilla.

Each arrow did 60k damage, so a fully charge pack would have been 60,000 + 0.960,000 + 0.90.9*60,000 = 60,000+54,000+48,800 (rounded up to 49k) = 163k

Now in Ultimate, each arrow has a base damage of 50k so…

50k + 0.950k +0.8150k = 50k+ 45k + 40,400 (rounded down to 40,400 instead of 40,500 for some reason) = 135,400 so there’s a difference of 27,600.

But why would they make ony :l: and :h: arrows soft knockdowns and not :m: arrows, it just wouldnt make sense

I think the the reason ground :l: arrows cause a soft knock down is because the opponent is so close to the ground when you hit them. If arrows were soft knockdown all variations to it would be a soft knockdown, aired or grounded

@Dextro

Not sure. Maybe because it would be super easy to loop shield skills into m arrows over and over and over and over again for ridiculous damage? shrug

About the grounded H arrows, initially I was thinking that if they weren’t a soft knockdown that would mean that they would just let the opponent pop out immediately upon being hit really late in a combo. However, maybe they just have a set hitstun that’s “almost” enough to bring them down from super jump height? That would explain why they still work really late in a combo. Like if you hit someone at regular jump height, they will always hit the ground. It’s just kinda hard set up super jump height really late in a combo (althought Dorm’s Liberation 3d would do the trick).

I’d be interested to see how far they would fall from super jump height if you had some way of having Task on a platform way up they shooting “grounded” L arrows.

Maybe theLl arrows are a soft knockdown, but only because the opponent has no physical room to fall the set distance? This seems a little more elegant imo.

That said, for all intents and purposes grounded h arrows are essentially a soft knockdown since you can pretty much always convert off them into a launch with dashing shield skills even if they hit from the peak.

Another buff would be to have his :h: arrows be an over head

Okay now you’re overdoing it lol. Task doesn’t need all that. Like we said initially, Taskmaster is one of the prime examples of fair in this game. I still think my post quoted below is enough to make Task really viable while remaining fair. Anything else will just be overkill and despite my name, I don’t agree with overkilling on Task buffs.

I personally believe if ABSOLUTELY NOTHING ELSE, giving Taskmaster an overhead is probably the most important. Considering how we have all been doing without the other stuff, I think most of our complaints/most criticism about Taskmaster is he has little mixup potential. Give him a standing overhead his headbutt move as f.M and make it only cancellable into swing or super, and I still think Task can be even more viable.

I know i might be overdoing it but have is :m: arrows hit low

After a bit of experimentation, I found out that Task’s arrows don’t soft knockdown…at least not all the time. Like CrouchStrong said, the reason why it appears so is sometimes there’s enough hitstun on them that they can touch the ground but sometimes after even slightly short combos, you can see they recover in the air. Now that I know this, I think I know what I would want for a buff…If they make j.M arrows soft knockdown EVERY TIME, buff hitstun on j.M, and make the pop up on j.H arrows A LITTLE higher, our combos will be buffed and just enough to do more damage but not so much that he becomes broken.

Full charge arrows appear to always soft knockdown, meanwhile no charge arrows do not.

Question: Does a partial charge cause a soft knockdown (2 arrows) and do the Air :m: Arrows soft knockdown?

Na fully charged arrows don’t always soft knockdown. For example, do the regular BnB (shield S j.L swing j.H M arrows) and don’t do anything after. You will see they recover before they hit the ground. The only one I think always does soft knockdown is his H arrows but only on their way down like CrouchStrong said. What I’m saying is make his air M arrows (I would say L too but I think M makes the most sense since it’s aimed diagonal downward) ALWAYS soft knockdown when they hit airborne opponents. I mean ALWAYS soft knockdown…like Vergil c.H type shit. Yeah That might be a bit cheap but fuck it. Task is too fair anyway lolll

Jumping L and M arrows don’t soft knockdown but they do appear to have a fixed hit stun that’s not affected by the timer. Ditto for ground M arrows.

Ground L arrows (charged or not) always seem to cause a soft knockdown. Jumping h arrows as well.

Grounded H arrows always bring the opponent to the ground except when they hit at the very peak of their trajectory, however you can always combo off them. Again, this seems to be independent of the hitstun timer and will work as late into a combo as you wish.

I feel that Shield Skills doesn’t always soft knockdown, but has a fixed amount of hitstun. Sometimes when trying that new Swing hitconfirm combo by Dougiie, when they knocked at a specific height, you can do the Shield xx Arrows, Shield xx Sting Master, but other times, it will not connect.

You guys think it may be because of the changes to shield skills from Vanilla to Ultimate, who knows really.

No, shields skill definitely is not a soft knock(never has been).it just has tons of hitstun and is super fast.

Task would have a (hard) infinite if it was.

As for changes to it since Vanilla, I wasn’t aware they did anything.