m (fixing text......again) |
(Added to the descriptions, and finished the icons) |
||
Line 406: | Line 406: | ||
Taskmaster can cancel Web String with: | Taskmaster can cancel Web String with: | ||
*Air Normals is essential to extend combos with Taskmaster and to | *Air Normals is essential to extend combos with Taskmaster and to transition into overhead attacks. | ||
*Aim Master is used in some combo routes, can be used to advancing forward while covering himself with arrows, and can be use to shift momentum (if Taskmaster is swinging away from the opponent, the Aim Master input with turn him around mid-air effectively shifting his momentum). | *Aim Master is used in some combo routes, can be used to advancing forward while covering himself with arrows, and can be use to shift momentum (if Taskmaster is swinging away from the opponent, the Aim Master input with turn him around mid-air effectively shifting his momentum). | ||
Line 437: | Line 437: | ||
Taskmaster is immune to low and medium priority projectiles during most of this move's duration, although not quite from frame 1. | Taskmaster is immune to low and medium priority projectiles during most of this move's duration, although not quite from frame 1. | ||
Taskmaster can cancel Charging Star with: | Taskmaster can cancel Charging Star (on hit or whiff) with: | ||
*Launcher is used confirm into air combos, although Taskmaster will sometimes sideswitch with the opponent when doing this. | *Launcher is used confirm into air combos, although Taskmaster will sometimes sideswitch with the opponent when doing this. | ||
*Sting Master should be used vs. grounded opponents to improve safety as Sting Master is safe on block, and works at a combo finisher. | *Sting Master should be used vs. grounded opponents to improve safety as Sting Master is safe on block, and works at a combo finisher. | ||
Line 469: | Line 469: | ||
|startup=13 ~ 21 | |startup=13 ~ 21 | ||
|active=1 ~ 9 | |active=1 ~ 9 | ||
|recovery=37 ~ 21 | |recovery=37 ~ 21 (Grounded Version), Until Grounded (Air Version) | ||
|onhit=-13 ~ +3 | |onhit=-13 ~ +3 | ||
|onblock=-15 ~ +1 | |onblock=-15 ~ +1 | ||
Line 481: | Line 481: | ||
|startup=13 ~ 21 | |startup=13 ~ 21 | ||
|active=1 ~ 9 | |active=1 ~ 9 | ||
|recovery=42 ~ 26 | |recovery=42 ~ 26 (Grounded Version), Until Grounded (Air Version) | ||
|onhit=-18 ~ -2 | |onhit=-18 ~ -2 | ||
|onblock=-20 ~ -4 | |onblock=-20 ~ -4 | ||
Line 493: | Line 493: | ||
|startup=13 ~ 21 | |startup=13 ~ 21 | ||
|active=1 ~ 9 | |active=1 ~ 9 | ||
|recovery=47 ~ 31 | |recovery=47 ~ 31 (Grounded Version), Until Grounded (Air Version) | ||
|onhit=-23 ~ -7 | |onhit=-23 ~ -7 | ||
|onblock=-25 ~ -9 | |onblock=-25 ~ -9 | ||
Line 562: | Line 562: | ||
|properties= {{projectilereflect}} , nullifies beam projectiles | |properties= {{projectilereflect}} , nullifies beam projectiles | ||
|description= | |description= | ||
Taskmaster enters a defensive stance, in which he can counter certain attacks depending on button strength | Taskmaster enters a defensive stance, in which he can counter certain attacks depending on button strength. On a successful L/M 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 (similar to Sting Master, this animation is invincible and ignores projectiles and assists). | ||
H | *L Version counters Mid or Overhead attacks, cannot counter hypers or assists. | ||
*M Version counters Low attacks, cannot counter hypers or assists. | |||
*H Version 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. | |||
If the counter sends an opponent into the corner, Taskmaster can follow up with a Tiger Knee'd 236M+H hyper. | |||
}} | }} | ||
}} | }} | ||
Line 589: | Line 593: | ||
|properties={{hardknockdown}}, {{chipdamage}} | |properties={{hardknockdown}}, {{chipdamage}} | ||
|description= | |description= | ||
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. | 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 animation is invincible and ignores projectiles and assists). | ||
Sting Master can be canceled from Charging Star, and is safe on block making Charging Star safer to use in neutral. | Sting Master can be canceled from Charging Star, and is safe on block making Charging Star safer to use in neutral. | ||
Line 641: | Line 645: | ||
|description= | |description= | ||
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. | 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 button strength determines the distance traveled before the downward swing: | |||
*L Version stands in place. | |||
*M Version moves quarter screen. | |||
*H Version moves half screen, and has the most follow-ups. | |||
The follow-up sequences for each move are detailed below. | The follow-up sequences for each move are detailed below. | ||
Line 655: | Line 664: | ||
|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|version=H | |||
|subtitle={{h}} | |||
|damage=30,000 | |damage=30,000 | ||
|guard=Unblockable (!!) | |guard=Unblockable (!!) | ||
Line 675: | Line 686: | ||
|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|version=H | |||
|subtitle={{qcf}} + {{h}} | |||
|damage=10,000 + 50,000 | |damage=10,000 + 50,000 | ||
|guard=Unblockable | |guard=Unblockable | ||
Line 698: | Line 711: | ||
|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|version=H | |||
|subtitle={{h}} | |||
|damage=30,000 | |damage=30,000 | ||
|guard=Unblockable (!!) | |guard=Unblockable (!!) | ||
Line 718: | Line 733: | ||
|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|version=M | |||
|subtitle={{m}} | |||
|damage=28,000 | |damage=28,000 | ||
|guard=Mid | |guard=Mid | ||
Line 738: | Line 755: | ||
|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|version=H | |||
|subtitle={{h}} | |||
|damage=30,000 | |damage=30,000 | ||
|guard=Low | |guard=Low | ||
Line 758: | Line 777: | ||
|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|version=H | |||
|subtitle={{qcf}} + {{h}} | |||
|damage=10,000 + 50,000 | |damage=10,000 + 50,000 | ||
|guard=Unblockable | |guard=Unblockable | ||
Line 781: | Line 802: | ||
|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|version=H | |||
|subtitle={{h}} | |||
|damage=30,000 | |damage=30,000 | ||
|guard=Unblockable (!!) | |guard=Unblockable (!!) | ||
Line 801: | Line 824: | ||
|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|version=M | |||
|subtitle={{m}} | |||
|damage=28,000 | |damage=28,000 | ||
|guard=Mid | |guard=Mid | ||
Line 821: | Line 846: | ||
|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|version=H | |||
|subtitle={{h}} | |||
|damage=30,000 | |damage=30,000 | ||
|guard=Low | |guard=Low | ||
Line 841: | Line 868: | ||
|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|version=H | |||
|subtitle={{h}} | |||
|damage=25,000 | |damage=25,000 | ||
|guard=Mid | |guard=Mid | ||
Line 861: | Line 890: | ||
|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|version=M | |||
|subtitle={{m}} | |||
|damage=31,000 | |damage=31,000 | ||
|guard=Mid | |guard=Mid | ||
Line 881: | Line 912: | ||
|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|version=H | |||
|subtitle={{qcf}} + {{h}} | |||
|damage=10,000 + 50,000 | |damage=10,000 + 50,000 | ||
|guard=Unblockable | |guard=Unblockable | ||
Line 918: | Line 951: | ||
|startup=10+1 | |startup=10+1 | ||
|active=77 | |active=77 | ||
|recovery=44, Until Grounded (Air Version) | |recovery=44 (Grounded Version), Until Grounded (Air Version) | ||
|onhit=- | |onhit=- | ||
|onblock=-22 | |onblock=-22 | ||
Line 930: | Line 963: | ||
|startup=10+1 | |startup=10+1 | ||
|active=77 | |active=77 | ||
|recovery=44, Until Grounded (Air Version) | |recovery=44 (Grounded Version), Until Grounded (Air Version) | ||
|onhit=- | |onhit=- | ||
|onblock=-22 | |onblock=-22 | ||
Line 942: | Line 975: | ||
|startup=10+1 | |startup=10+1 | ||
|active=77 | |active=77 | ||
|recovery=44, Until Grounded (Air Version) | |recovery=44 (Grounded Version), Until Grounded (Air Version) | ||
|onhit=- | |onhit=- | ||
|onblock=-22 | |onblock=-22 | ||
Line 956: | Line 989: | ||
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. | 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. | ||
Like other supers Legion Arrow can trade with Snapbacks due to 1 frame startup after cinematic. | |||
}} | }} | ||
}} | }} |
Revision as of 18:12, 27 December 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
Ground Normals
L![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
48,000 | 5 | 3 | 10 | |
On Hit | On Block | Guard | Properties | |
+2 | +1 | Mid | - | |
His L resembles Captain America's L. |
M![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
40,000 x2 | 8 | 2(1)3 | 17 | |
On Hit | On Block | Guard | Properties | |
0 | -2 | Mid | - | |
Hits twice. |
H![]() |
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. |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
45,000 | 5 | 3 | 14 | |
On Hit | On Block | Guard | Properties | |
-2 | -3 | Low | ![]() | |
Taskmaster has an exceptional 2L. It has great range for a light normal, and is very fast at 5f startup. Can be thrown out to fish for hits with relative safety. 2L lowers Taskmaster's hurtbox very slightly compared to just crouching, although it is not low enough profile to evade under projectiles. 2L's animation is based on Captain America's 2L. |
M![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
65,000 | 8 | 3 | 19 | |
On Hit | On Block | Guard | Properties | |
-2 | -4 | Low | ![]() | |
Low-profile attack. 2M allows Taskmaster to evade underneath many attacks that he cannot normally avoid by crouching or using other normals. 2M's animation is based on Ryu's 2M. |
H![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
80,000 | 10 | 3 | 23 | |
On Hit | On Block | Guard | Properties | |
-2 | -3 | Mid | ![]() ![]() | |
2H sets up into Web String, if 5H is used Web String can miss if the opponent has a low profile crouch like Zero. Note: Not a low. 2H's Animation is based on Felicia's 2M. |
S![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
90,000 | 9 | 5 | 30 | |
On Hit | On Block | Guard | Properties | |
Launch | -12 | Mid | ![]() ![]() | |
Launcher's animation is based on the beginning of Captain America's Star's & Stripes. |
Aerial Normals
L j. ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
50,000 | 5 | 3 | 15 | |
On Hit | On Block | Guard | Properties | |
+13 | +12 | OH | ![]() | |
- |
M j. ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
68,000 | 7 | 4 | 17 | |
On Hit | On Block | Guard | Properties | |
+16 | +14 | OH | ![]() | |
jM's animation is based on Spider-Man's jM. |
H j. ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
50,000 x2 | 11 | 4 | 21 | |
On Hit | On Block | Guard | Properties | |
+20 | +18 | OH | ![]() | |
Double-hitting attack. |
S j. ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
90,000 | 11 | 3 | 27 | |
On Hit | On Block | Guard | Properties | |
+17 | +15 | OH | ![]() ![]() | |
- |
Command Normals
H![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
80,000 | 11 | 13 | 16 | |
On Hit | On Block | Guard | Properties | |
+7 | -6 | Mid | ![]() ![]() ![]() | |
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 grounded or airborne. The grounded version puts Taskmaster airborne, and he will recover from the move in a normal jump state. Taskmaster can only perform the aerial version of Web Swing once per jump state. Taskmaster can cancel Web String with:
Web Swing's animation is based on Spider-Man's Web Swing. |
H![]() ![]() |
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. Charging Star also has a fairly good hitbox and has a fairly good chance of beating or trading with an opponent's physical attacks as well. Taskmaster is immune to low and medium priority projectiles during most of this move's duration, although not quite from frame 1. Taskmaster can cancel Charging Star (on hit or whiff) with:
Charging Star's animation is based on Captain America's Charging Star. |
Special Moves
Horizontal![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
50,000 x1 ~ x3 | 13 ~ 21 | 1 ~ 9 | 37 ~ 21 (Grounded Version), Until Grounded (Air Version) | |
On Hit | On Block | Guard | Properties | |
-13 ~ +3 | -15 ~ +1 | Mid | ![]() ![]() ![]() | |
Diagonal![]() ![]() |
Damage | Startup | Active | Recovery |
50,000 x1 ~ x3 | 13 ~ 21 | 1 ~ 9 | 42 ~ 26 (Grounded Version), Until Grounded (Air Version) | |
On Hit | On Block | Guard | Properties | |
-18 ~ -2 | -20 ~ -4 | Mid | ![]() ![]() ![]() ![]() | |
Vertical![]() ![]() |
Damage | Startup | Active | Recovery |
50,000 x1 ~ x3 | 13 ~ 21 | 1 ~ 9 | 47 ~ 31 (Grounded Version), Until Grounded (Air Version) | |
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. This is Taskmaster's primary tool for long-range combat, and paired with assists is sufficient to zone out slower characters. Aim Master is also performable in the air. Button strength mainly alters the trajectory of the arrows.
Aim Master's animation resembles Hawkeye's Quick Shot (Hunter). |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
100,000 | 5 | 20 | 20 | |
On Hit | On Block | Guard | Properties | |
- | - | Counter | ![]() ![]() ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
100,000 | 5 | 20 | 20 | |
On Hit | On Block | Guard | Properties | |
- | - | Counter | ![]() ![]() ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
- | 5 | 20 | 20 | |
On Hit | On Block | Guard | Properties | |
- | - | Counter | ![]() | |
Taskmaster enters a defensive stance, in which he can counter certain attacks depending on button strength. On a successful L/M 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 (similar to Sting Master, this animation is invincible and ignores projectiles and assists).
If the counter sends an opponent into the corner, Taskmaster can follow up with a Tiger Knee'd 236M+H hyper. |
S![]() ![]() |
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 animation is invincible and ignores projectiles and assists). Sting Master can be canceled from Charging Star, and is safe on block making Charging Star safer to use in neutral. 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 button strength determines the distance traveled before the downward swing:
The follow-up sequences for each move are detailed below. |
Sword Master L Follow-ups
H![]() |
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. |
H![]() ![]() |
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
H![]() |
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. |
M![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
28,000 | 13 | 5 | 21 | |
On Hit | On Block | Guard | Properties | |
-1 | -3 | Mid | - | |
Filler. |
H![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
30,000 | 20 | 5 | 16 | |
On Hit | On Block | Guard | Properties | |
+4 | +2 | Low | - | |
Filler. |
H![]() ![]() |
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
H![]() |
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. |
M![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
28,000 | 13 | 5 | 21 | |
On Hit | On Block | Guard | Properties | |
-1 | -3 | Mid | - | |
Filler. |
H![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
30,000 | 20 | 5 | 16 | |
On Hit | On Block | Guard | Properties | |
+4 | +2 | Low | - | |
Filler. |
H![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
25,000 | 21 | 3 | 22 | |
On Hit | On Block | Guard | Properties | |
0 | -2 | Mid | - | |
Filler. |
M![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
31,000 | 18 | 4 | 17 | |
On Hit | On Block | Guard | Properties | |
+4 | +2 | Mid | - | |
Filler. |
H![]() ![]() |
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
Horizontal![]() ![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
20,000 x25 ~ x50 | 10+1 | 77 | 44 (Grounded Version), Until Grounded (Air Version) | |
On Hit | On Block | Guard | Properties | |
- | -22 | Mid | ![]() ![]() ![]() ![]() | |
Diagonal![]() ![]() ![]() |
Damage | Startup | Active | Recovery |
20,000 x25 ~ x50 | 10+1 | 77 | 44 (Grounded Version), Until Grounded (Air Version) | |
On Hit | On Block | Guard | Properties | |
- | -22 | Mid | ![]() ![]() ![]() ![]() ![]() | |
Vertical![]() ![]() ![]() |
Damage | Startup | Active | Recovery |
20,000 x25 ~ x50 | 10+1 | 77 | 44 (Grounded Version), Until Grounded (Air Version) | |
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:
Due to the amount of arrows, Legion Arrow can over-power other multi hitting projectile hypers like Doctor Doom's Photon Array and Sentinel's Hyper Sentinel Force. 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. Like other supers Legion Arrow can trade with Snapbacks due to 1 frame startup after cinematic. |
![]() ![]() ![]() ![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
250,000 | 5+0 | 25 | 19 | |
On Hit | On Block | Guard | Properties | |
- | - | Counter | ![]() ![]() ![]() | |
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
H![]() ![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
80,000 | 1 | 1 | - | |
On Hit | On Block | Guard | Properties | |
- | - | Throw | ![]() | |
A Forward Throw will cause Taskmaster throw them in front of him in a Hard Knockdown. Taskmaster can follow up with:
In a Back Throw, Taskmaster throws the opponent across the stage ending in a Hard Knockdown. Taskmaster can follow up with:
|
H j. ![]() ![]() ![]() |
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 up with:
Both Air Throws has the same animation as Captain America's Air Throw. |
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)
Moises (Taskmaster/Crimson Viper/Amaterasu)
Double A (Nemesis/Hulk/Taskmaster)
tabs (Taskmaster/Dante/Hawkeye)
TBA
Amaterasu's Cold Star
Crimson Viper's Seismic Hammer
Dante's Jam Session
Spenzer's Wire Grapple (Slant Shot)
Nemesis' Rocket Launcher
Vergil's Rapid Slash
Wesker's Samurai Edge (Lower)
Deadpool's Katana-Rama
Dormammu's Black Hole
Hawkeye's Quick Shot (Greyhound)
Magneto's Electromagnetic Disruptor
Shuma-Gorath's Mystic Ray
Combos
Solo Combos
X-Factor Combos
TBW
Sample Team Combos
Task/Doom/Sentinel
Nova/Taskmaster/Dante
Nova/Taskmaster/Dante pt.2