(Added Weaknesses, Going to add Strengths at a later date.) |
m (Bolding the Weaknesses Tab. Added Some Details.) |
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*Assist provides respectable lockdown while having higher total durability than many common assists, giving Taskmaster's team an advantage in projectile battles. | *Assist provides respectable lockdown while having higher total durability than many common assists, giving Taskmaster's team an advantage in projectile battles. | ||
| cons = | | cons = | ||
*Poor OTG Options: Throw Conversions requiring assists or X-factor to combo. | *'''Poor OTG Options:''' Throw Conversions requiring assists or X-factor to combo. | ||
*Limited mixup potential: His Unblock-able setup is always escapable with good pushblock timing. | *'''Limited mixup potential:''' His Unblock-able setup is always escapable with good pushblock timing. | ||
*Underwhelming Damage: Taskmaster has mediocre damage outside assist extensions or extra meter,and has poor damage with high scaling starters like throws. | *'''Underwhelming Damage:''' Taskmaster has mediocre damage outside assist extensions or extra meter,and has poor damage with high scaling starters like throws. | ||
*Aim Master doesn't penetrate: Arrows only hit the point character or the assist in neutral,and requires different relaunch combos for Happy Birthdays. | *'''Aim Master doesn't penetrate:''' Arrows only hit the point character or the assist in neutral,and requires different relaunch combos for Happy Birthdays. | ||
*Sluggish Mobility: He is slow both grounded and airborne making it difficult for him to keep up with more mobile characters. | *'''Sluggish Mobility:''' He is slow both grounded and airborne making it difficult for him to keep up with more mobile characters. | ||
}} | }} | ||
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Taskmaster can only perform the aerial version of Web Swing once per jump state. | Taskmaster can only perform the aerial version of Web Swing once per jump state. | ||
Can be cancelled into Aim Master. | |||
}} | }} | ||
}} | }} |
Revision as of 02:56, 20 November 2022
Introduction
Although he does not have any actual superpowers, Tony Masters was seemingly born with an enhanced form of photographic memory called "photographic reflexes". After witnessing a person performing any physical movement, Tony is able to replicate it perfectly. He eventually created the persona of Taskmaster, working as a mercenary and using his unique ability to mimic the combat styles of superheroes and other notable fighters. While he is primarily depicted as a villain, Taskmaster is motivated mainly by money and has been shown to fight alongside heroes when it is in his interest to do so.
In UMvC3, Taskmaster is an all-arounder who has moves thematically borrowed from Hawkeye, Captain America, and Spider-Man, paired with a handful of original abilities. Taskmaster is slow - both his mobility and his attacks have poor speed, but he has solid range on his sword attacks and a versatile moveset. He uses Aim Master (236X) to fight from a distance, and can blow through his opponent's own projectiles with Shield Skills (4H). Although they are difficult to use effectively, Taskmaster also has several Counter skills, as well as an Unblockable via the followups to his Sword Master (623X) special.
Strengths | Weaknesses |
---|---|
|
|
Taskmaster | |
---|---|
Character Data | |
Health | 1,100,000 |
Ground Magic Series | Stronger |
Air Chain Combo Limit | Three |
Forward Dash Duration | 35 frames |
Backdash Duration | 35 frames |
Jump Duration | 46 frames |
Superjump Duration | 81 frames |
Walljump? | No |
Doublejump? | No |
Airdash? | No |
X-Factor Damage Boost (1/2/3) | 30% / 55% / 80% |
X-Factor Speed Boost (1/2/3) | 10% / 15% / 20% |
Minimum Damage Scaling (Normals, Specials) | 10%, 20% |
Minimum Damage Scaling (Hypers) | 33% |
Minimum Damage Scaling (X-Factor) | 35% |
Move List
Assists
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 x3 | 45 | 9 | 113, 83 |
On Hit | On Block | Guard | Properties |
- | - | Mid | Priority: Low, Durability: 3 per projectile |
THC Hyper: Legion Arrow L+M (Horizontal). Taskmaster is unique in that all three of his assists are different versions of the same move. Regardless of the assist choice, Taskmaster's assist will be a variant of his Aim Master special, firing three arrows. The assist choice only changes the trajectory of the arrows. Additionally, Taskmaster's THC Hyper is always Legion Arrow, but the assist choice will alter the trajectory of the hyper's arrows to match that of the assist. L Assist fires the arrows directly, horizontally forward. It is the most traditional and straightforward to use. It also recovers the fastest of the three. This assist is notable because its total durability across all three arrows is 9, which is slightly higher than many similar-coverage assists like Doom's Plasma Beam or Iron Man's Unibeam. If called at roughly the same time as one of these assists from the opponent, Taskmaster's arrows will completely nullify the beam, with one surviving arrow still able to hit the opponent. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 x3 | 45 | 9 | 118, 88 |
On Hit | On Block | Guard | Properties |
- | - | Mid | Priority: Low, Durability: 3 per projectile |
THC Hyper: Legion Arrow L+H (Upward). In this version, Taskmaster fires the arrows at a slight upwards angle. They travel through the air at roughly jump height and then start to arc back towards the ground. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 x3 | 45 | 9 | 118, 88 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
THC Hyper: Legion Arrow M+H (Parabolic). Taskmaster fires his arrows almost directly upwards. The arrows reach roughly superjump height, then arc and spread out, falling back down towards the ground. The farthest reaching arrow will land a little farther than halfscreen distance. This assist stands out from the other variants in that it can hit OTG on the way down, although it is typically too slow to use this way in combos. It is also a rare example of an assist that can (technically) hit opponents at superjump height. |
Ground Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
48,000 | 5 | 3 | 10 |
On Hit | On Block | Guard | Properties |
+2 | +1 | Mid | - |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
40,000 x2 | 8 | 2(1)3 | 17 |
On Hit | On Block | Guard | Properties |
0 | -2 | Mid | - |
Hits twice. |
Damage | Startup | Active | Recovery |
---|---|---|---|
90,000 | 11 | 3 | 20 |
On Hit | On Block | Guard | Properties |
+2 | 0 | Mid | - |
Note: The Tip of 5H has minimal combo potential only linking into 236L. |
Damage | Startup | Active | Recovery |
---|---|---|---|
45,000 | 5 | 3 | 14 |
On Hit | On Block | Guard | Properties |
-2 | -3 | Low | - |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
65,000 | 8 | 3 | 19 |
On Hit | On Block | Guard | Properties |
-2 | -4 | Low | - |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 10 | 3 | 23 |
On Hit | On Block | Guard | Properties |
-2 | -3 | Mid | ![]() ![]() |
Note: Not a low. |
Damage | Startup | Active | Recovery |
---|---|---|---|
90,000 | 9 | 5 | 30 |
On Hit | On Block | Guard | Properties |
Launch | -12 | Mid | ![]() ![]() |
- |
Aerial Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 5 | 3 | 15 |
On Hit | On Block | Guard | Properties |
+13 | +12 | OH | - |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
68,000 | 7 | 4 | 17 |
On Hit | On Block | Guard | Properties |
+16 | +14 | OH | - |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 x2 | 11 | 4 | 21 |
On Hit | On Block | Guard | Properties |
+20 | +18 | OH | - |
Double-hitting attack. |
Damage | Startup | Active | Recovery |
---|---|---|---|
90,000 | 11 | 3 | 27 |
On Hit | On Block | Guard | Properties |
+17 | +15 | OH | ![]() |
- |
Command Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 11 | 13 | 16 |
On Hit | On Block | Guard | Properties |
+7 | -6 | High | Deals chip damage, ![]() ![]() |
Taskmaster swings from a grappling rope, advancing forward while kicking. This is the closest thing Taskmaster has to real aerial mobility, and allows him to maintain pressure or extend combos. Web Swing can be performed on the ground or in the air. The grounded version puts Taskmaster airborne, and he will recover from the move in a normal jump state, allowing him to follow up with air normals. Taskmaster can only perform the aerial version of Web Swing once per jump state. Can be cancelled into Aim Master. |
Damage | Startup | Active | Recovery |
---|---|---|---|
95,000 | 6 | 9 | 29 |
On Hit | On Block | Guard | Properties |
- | -15 | Mid | ![]() ![]() |
Taskmaster charges a short distance forward while protected by his shield. Like with Web Swing, it is an advancing attack that can be used to approach and as a combo tool. Taskmaster is immune to low and medium priority projectiles during most of this move's duration, although not quite from frame 1. This attack naturally leads into 5S as a way to confirm into air combos, although Taskmaster will sometimes sideswitch with the opponent when doing this. |
Special Moves
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
50,000 x1 ~ x3 | 13 ~ 21 | 1 ~ 9 | 37 ~ 21 | |
On Hit | On Block | Guard | Properties | |
-13 ~ +3 | -15 ~ +1 | Mid | ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
50,000 x1 ~ x3 | 13 ~ 21 | 1 ~ 9 | 42 ~ 26 | |
On Hit | On Block | Guard | Properties | |
-18 ~ -2 | -20 ~ -4 | Mid | ![]() ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
50,000 x1 ~ x3 | 13 ~ 21 | 1 ~ 9 | 47 ~ 31 | |
On Hit | On Block | Guard | Properties | |
-23 ~ -7 | -25 ~ -9 | Mid | ![]() ![]() | |
Taskmaster pulls out a bow and fires one to three arrows. This special can be charged by holding the button. Charging causes Taskmaster to fire additional arrows. In most cases, the charged version is preferable, as the additional charging time is compensated by a faster recovery, and the charged version has much higher total damage and durability. Button strength mainly alters the trajectory of the arrows. L version is a direct horizontal shot. M version fires at a slight upwards angle that eventually arcs down. H version is fired directly upwards, and then suddenly arcs back down to the ground at superjump height. Aim Master is also performable in the air. While airborne, M version fires at a down-forward angle instead of up-forward, and H version is shot directly down towards the ground. This is Taskmaster's primary tool for long-range combat, and paired with assists is sufficient to zone out slower characters. |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
100,000 | 5 | 20 | 20 | |
On Hit | On Block | Guard | Properties | |
- | - | Counter | Counters Mid/OH attacks, ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
100,000 | 5 | 20 | 20 | |
On Hit | On Block | Guard | Properties | |
- | - | Counter | Counters Low attacks, ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
- | 5 | 20 | 20 | |
On Hit | On Block | Guard | Properties | |
- | - | Counter | Reflects normal projectiles, nullifies beam projectiles | |
Taskmaster enters a defensive stance, in which he can counter certain attacks depending on button strength. L version will counter Mid or Overhead attacks, while M will counter Low attacks. This move cannot counter hypers or assists. On a successful counter, Taskmaster and the opponent are pulled into an animation where Taskmaster deals moderate damage to them, ending with them knocked down a good distance away. If the counter sends an opponent into the corner, Taskmaster can follow up with a Tiger Knee'd 236M+H hyper. H Counter is a projectile reflector. It will cause regular projectiles to be reflected back at the opponent (and can deal full damage to them), while beams will instead be nullified. Unlike the physical counters, this version can be used to defend against assists, although it still can not negate hyper projectiles. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 + 70,000 | 15 | 3 | 28 |
On Hit | On Block | Guard | Properties |
- | -3 | Mid | ![]() |
Sting Master is a hitgrab (blockable) in which Taskmaster stabs directly ahead with his sword. If it hits, he and the opponent are pulled into an animation in which Taskmaster deals one additional hit, ending with the opponent in a Hard Knockdown next to him. This move is useful as a combo ender for Taskmaster, as he can capitalize on the Hard Knockdown with a Tiger Knee downward Legion Arrow, which will deal heavy damage as an OTG. |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
50,000 | 31 | 5 | 22 | |
On Hit | On Block | Guard | Properties | |
- | -4 | Mid | ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
50,000 | 47 | 5 | 22 | |
On Hit | On Block | Guard | Properties | |
- | -4 | Mid | ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
50,000 | 57 | 5 | 22 | |
On Hit | On Block | Guard | Properties | |
- | -4 | Mid | ![]() | |
Taskmaster readies himself, then delivers a large arcing swing with his sword. Despite the animation, this move is not an overhead, and can be blocked standing or crouching. Sword Master is mainly notable because each version has a special follow-up sequence available when the initial Sword Master hit is blocked. These follow-up chains include Unblockable attacks. Unfortunately, it is not possible to access these follow-ups on hit or on whiff, and an opponent can always Pushblock the initial hit to escape the follow-up sequence, so these attacks are very rarely useful. The follow-up sequences for each move are detailed below. |
Sword Master L Follow-ups
Damage | Startup | Active | Recovery |
---|---|---|---|
30,000 | 24 | 5 | 16 |
On Hit | On Block | Guard | Properties |
+4 | - | Unblockable (!!) | - |
Unblockable attack. If Taskmaster gets an opponent to block the initial swing but not pushblock it, he can open them up with this short-range attack, then finish the sequence for moderate damage. |
Damage | Startup | Active | Recovery |
---|---|---|---|
10,000 + 50,000 | 15 | 5 | 1 |
On Hit | On Block | Guard | Properties |
- | - | Unblockable | ![]() |
Sequence ender that functions almost the same as Taskmaster's regular Sting Master 236S special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow. |
Sword Master M Follow-ups
Damage | Startup | Active | Recovery |
---|---|---|---|
30,000 | 24 | 5 | 16 |
On Hit | On Block | Guard | Properties |
+4 | - | Unblockable (!!) | - |
Unblockable attack. If Taskmaster gets an opponent to block the initial swing but not pushblock it, he can open them up with this short-range attack, then finish the sequence for moderate damage. |
Damage | Startup | Active | Recovery |
---|---|---|---|
28,000 | 13 | 5 | 21 |
On Hit | On Block | Guard | Properties |
-1 | -3 | Mid | - |
Filler. |
Damage | Startup | Active | Recovery |
---|---|---|---|
30,000 | 20 | 5 | 16 |
On Hit | On Block | Guard | Properties |
+4 | +2 | Low | - |
Filler. |
Damage | Startup | Active | Recovery |
---|---|---|---|
10,000 + 50,000 | 15 | 5 | 1 |
On Hit | On Block | Guard | Properties |
- | - | Unblockable | ![]() |
Sequence ender that functions almost the same as Taskmaster's regular Sting Master 236S special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow. |
Sword Master H Follow-ups
Damage | Startup | Active | Recovery |
---|---|---|---|
30,000 | 24 | 5 | 16 |
On Hit | On Block | Guard | Properties |
+4 | - | Unblockable (!!) | - |
Unblockable attack. If Taskmaster gets an opponent to block the initial swing but not pushblock it, he can open them up with this short-range attack, then finish the sequence for moderate damage. |
Damage | Startup | Active | Recovery |
---|---|---|---|
28,000 | 13 | 5 | 21 |
On Hit | On Block | Guard | Properties |
-1 | -3 | Mid | - |
Filler. |
Damage | Startup | Active | Recovery |
---|---|---|---|
30,000 | 20 | 5 | 16 |
On Hit | On Block | Guard | Properties |
+4 | +2 | Low | - |
Filler. |
Damage | Startup | Active | Recovery |
---|---|---|---|
25,000 | 21 | 3 | 22 |
On Hit | On Block | Guard | Properties |
0 | -2 | Mid | - |
Filler. |
Damage | Startup | Active | Recovery |
---|---|---|---|
31,000 | 18 | 4 | 17 |
On Hit | On Block | Guard | Properties |
+4 | +2 | Mid | - |
Filler. |
Damage | Startup | Active | Recovery |
---|---|---|---|
10,000 + 50,000 | 15 | 5 | 1 |
On Hit | On Block | Guard | Properties |
- | - | Unblockable | ![]() |
Sequence ender that functions almost the same as Taskmaster's regular Sting Master 236S special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow. |
Hyper Combos
Damage | Startup | Active | Recovery |
---|---|---|---|
20,000 x25 ~ x50 | 10+1 | 77 | 44 |
On Hit | On Block | Guard | Properties |
- | -22 | Mid | ![]() ![]() ![]() |
Taskmaster draws his bow and fires a barrage of up to 50 arrows, dealing heavy damage. This hyper is unique in that Taskmaster can aim the arrows by using different two-button combinations to activate the hyper:
This hyper is Taskmaster's standard combo ender, and is also an important zoning threat as Taskmaster can use it to tag extra damage on to a regular arrow hit, or to punish an assist call. |
Damage | Startup | Active | Recovery |
---|---|---|---|
250,000 | 5+0 | 25 | 19 |
On Hit | On Block | Guard | Properties |
- | - | Counter | Invuln until active, Counters any physical hut, ![]() |
Counterattack hyper. After the hyper flash, Taskmaster is in a counter state for 25 frames. Any physical hit (hyper or otherwise) in this state will activate a cinematic where Taskmaster deals significant damage to the opponent, ending in a Hard Knockdown that he can follow up with Legion Arrow OTG. Aegis Counter is useful as a counter-call to an opponent's physical hypers, including otherwise invincible ones like Spencer's Bionic Lancer. This is also useful as DHC tech, since Taskmaster can be brought in to protect a character who would otherwise be hit. Aegis Counter can not activate on assists (even if the assist is a physical hit) or projectiles, and thus Taskmaster is still very vulnerable to these attacks, as well as throws. |
Universal Mechanics
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Throw | ![]() |
Standard ground throw that sends the opponent flying across the screen into a Hard Knockdown. Taskmaster can follow this up by doing a 236L+H Air Legion Arrow just off the ground. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Airthrow | ![]() |
This airthrow spikes the opponent straight down to the ground, while Taskmaster briefly floats above them. Taskmaster can follow this up with a 236M+H Air Legion Arrow. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 2 | 3 | 20 |
On Hit | On Block | Guard | Properties |
- | 0 | Mid | Snapback |
Animation and hitbox based on 5H. |
Damage | Startup | Active | Recovery |
---|---|---|---|
27,000 | - | 20 | 34 |
On Hit | On Block | Guard | Properties |
- | -15 | OH | ![]() |
- |
Team Position
Taskmaster is a versatile character that could reasonably be placed in any team position. Although is is most commonly placed in the second' position, point and anchor Taskmasters have also seen success. Taskmaster's assist is solid, although rarely the best assist on a team, and he can provide support for his teammates in the backline via that assist or by utilizing his solid DHC options. Taskmaster is a solid choice for activating X-Factor, as it can compensate for his naturally poor damage output (especially after throws), and also makes his projectile game into a legitimate chip damage threat.
Notable Synergies
Sentinel: Sentinel Force (Charge) is a generically strong assist that Taskmaster greatly benefits from having access to. Taskmaster has two approach tools in Spidey Swing and Charging Star that are actually fairly minus on block, but Taskmaster can compensate for this weakness by calling drones alongside the attack, allowing him to approach (or retreat) safely. Additionally, Sentinel assist allows Taskmaster to follow up after his OTG Hyper, as the drones will continue to juggle the opponent after the hyper ends when spaced correctly.
Players to Watch: ImmaAriesBaby (Taskmaster/Sentinel/Doom)
Other Players to Watch: HonzoGonzo (Taskmaster/Doom/Ammy), DJ Houshen (Felicia/Taskmaster/Vergil, Felicia/Taskmaster/Skrull), Adelheid Stark (Taskmaster/Spencer/Ammy), WhiteBlack (Wesker/Taskmaster/Vergil), NeoKarsh (Wolverine/Spencer/Taskmaster), OneWolf (Nova/Taskmaster/Vergil)
Combos
Solo Combos
X-Factor Combos
TBW
Sample Team Combos
Task/Doom/Sentinel
Nova/Taskmaster/Dante
Nova/Taskmaster/Dante pt.2