m (added corrections, plan to expand team position chapter) |
m (Added Meter and Hits to the Tables) |
||
Line 60: | Line 60: | ||
|caption= | |caption= | ||
|name=Aim Master {{clr|L|L}} | |name=Aim Master {{clr|L|L}} | ||
|subtitle= | |subtitle= | ||
|input=Assist A | |input=Assist A | ||
|data= | |data= | ||
Line 66: | Line 66: | ||
|version=Assist | |version=Assist | ||
|subtitle={{a1}} or {{a2}} | |subtitle={{a1}} or {{a2}} | ||
|damage=50,000 | |damage=50,000 (per arrow) | ||
|guard={{mid}} | |guard={{mid}} | ||
|startup=45 | |startup=45 | ||
|active=9 | |active=9 | ||
|hits=x3 | |||
|recovery=113 (as a crossover assist) <br> 83 (as a assist) | |recovery=113 (as a crossover assist) <br> 83 (as a assist) | ||
|meter=+400 (per arrow) | |||
|onhit=- | |onhit=- | ||
|onblock=- | |onblock=- | ||
Line 87: | Line 89: | ||
|caption= | |caption= | ||
|name=Aim Master {{clr|M|M}} | |name=Aim Master {{clr|M|M}} | ||
|subtitle= | |subtitle= | ||
|input=Assist B | |input=Assist B | ||
|data= | |data= | ||
Line 93: | Line 95: | ||
|version=Assist | |version=Assist | ||
|subtitle={{a1}} or {{a2}} | |subtitle={{a1}} or {{a2}} | ||
|damage=50,000 | |damage=50,000 (per arrow) | ||
|guard={{mid}} | |guard={{mid}} | ||
|startup=45 | |startup=45 | ||
|active=9 | |active=9 | ||
|hits=x3 | |||
|recovery=118 (as a crossover assist) <br> 88 (as a assist) | |recovery=118 (as a crossover assist) <br> 88 (as a assist) | ||
|meter=+400 (per arrow) | |||
|onhit=- | |onhit=- | ||
|onblock=- | |onblock=- | ||
Line 110: | Line 114: | ||
|caption= | |caption= | ||
|name=Aim Master {{clr|H|H}} | |name=Aim Master {{clr|H|H}} | ||
|subtitle= | |subtitle= | ||
|input=Assist Y | |input=Assist Y | ||
|data= | |data= | ||
Line 116: | Line 120: | ||
|version=Assist | |version=Assist | ||
|subtitle={{a1}} or {{a2}} | |subtitle={{a1}} or {{a2}} | ||
|damage=50,000 | |damage=50,000 (per arrow) | ||
|guard={{mid}} | |guard={{mid}} | ||
|startup=45 | |startup=45 | ||
|active=9 | |active=9 | ||
|hits=x3 | |||
|recovery=118 (as a crossover assist) <br> 88 (as a assist) | |recovery=118 (as a crossover assist) <br> 88 (as a assist) | ||
|meter=+400 (per arrow) | |||
|onhit=- | |onhit=- | ||
|onblock=- | |onblock=- | ||
Line 135: | Line 141: | ||
|caption= | |caption= | ||
|name=Stand Light | |name=Stand Light | ||
|subtitle= | |subtitle= | ||
|input={{clr|L|5L}} | |input={{clr|L|5L}} | ||
|data= | |data= | ||
Line 145: | Line 151: | ||
|startup=5 | |startup=5 | ||
|active=3 | |active=3 | ||
|hits=1 | |||
|recovery=10 | |recovery=10 | ||
|meter=+384 | |||
|onhit=+2 | |onhit=+2 | ||
|onblock=+1 | |onblock=+1 | ||
Line 160: | Line 168: | ||
|caption= | |caption= | ||
|name=Stand Medium | |name=Stand Medium | ||
|subtitle= | |subtitle= | ||
|input={{clr|M|5M}} | |input={{clr|M|5M}} | ||
|data= | |data= | ||
Line 166: | Line 174: | ||
|version={{clr|M|M}} | |version={{clr|M|M}} | ||
|subtitle={{m}} | |subtitle={{m}} | ||
|damage=40,000 | |damage=40,000 (per swing) | ||
|guard={{mid}} | |guard={{mid}} | ||
|startup=8 | |startup=8 | ||
|active=2(1)3 | |active=2(1)3 | ||
|hits=x2 | |||
|recovery=17 | |recovery=17 | ||
|meter=+320 (per swing) | |||
|onhit=0 | |onhit=0 | ||
|onblock=-2 | |onblock=-2 | ||
Line 184: | Line 194: | ||
|caption= | |caption= | ||
|name=Stand Heavy | |name=Stand Heavy | ||
|subtitle= | |subtitle= | ||
|input={{clr|H|5H}} | |input={{clr|H|5H}} | ||
|data= | |data= | ||
Line 194: | Line 204: | ||
|startup=11 | |startup=11 | ||
|active=3 | |active=3 | ||
|hits=1 | |||
|recovery=20 | |recovery=20 | ||
|meter=+720 | |||
|onhit=+2 | |onhit=+2 | ||
|onblock=0 | |onblock=0 | ||
Line 210: | Line 222: | ||
|caption= | |caption= | ||
|name=Crouching Light | |name=Crouching Light | ||
|subtitle= | |subtitle= | ||
|input={{clr|L|2L}} | |input={{clr|L|2L}} | ||
|data= | |data= | ||
Line 220: | Line 232: | ||
|startup=5 | |startup=5 | ||
|active=3 | |active=3 | ||
|hits=1 | |||
|recovery=14 | |recovery=14 | ||
|meter=+360 | |||
|onhit=-2 | |onhit=-2 | ||
|onblock=-3 | |onblock=-3 | ||
Line 235: | Line 249: | ||
|caption= | |caption= | ||
|name=Crouching Medium | |name=Crouching Medium | ||
|subtitle= | |subtitle= | ||
|input={{clr|M|2M}} | |input={{clr|M|2M}} | ||
|data= | |data= | ||
Line 245: | Line 259: | ||
|startup=8 | |startup=8 | ||
|active=3 | |active=3 | ||
|hits=1 | |||
|recovery=19 | |recovery=19 | ||
|meter=+520 | |||
|onhit=-2 | |onhit=-2 | ||
|onblock=-4 | |onblock=-4 | ||
Line 259: | Line 275: | ||
|caption= | |caption= | ||
|name=Crouching Heavy | |name=Crouching Heavy | ||
|subtitle= | |subtitle= | ||
|input={{clr|H|2H}} | |input={{clr|H|2H}} | ||
|data= | |data= | ||
Line 269: | Line 285: | ||
|startup=10 | |startup=10 | ||
|active=3 | |active=3 | ||
|hits=1 | |||
|recovery=23 | |recovery=23 | ||
|meter=+640 | |||
|onhit=-2 | |onhit=-2 | ||
|onblock=-3 | |onblock=-3 | ||
Line 285: | Line 303: | ||
|caption= | |caption= | ||
|name=Launcher/Special | |name=Launcher/Special | ||
|subtitle= | |subtitle=Just like Cap!!! | ||
|input={{clr|S|S}} | |input={{clr|S|S}} | ||
|data= | |data= | ||
Line 295: | Line 313: | ||
|startup=9 | |startup=9 | ||
|active=5 | |active=5 | ||
|hits=1 | |||
|recovery=30 | |recovery=30 | ||
|meter=+720 | |||
|onhit=Launch | |onhit=Launch | ||
|onblock=-12 | |onblock=-12 | ||
|properties={{launch}} | |properties={{launch}}{{jcancel}} (on hit)<br>{{nocancel}} (on whiff or block) | ||
|description= | |description= | ||
{{clr|S|S}} launchers opponents into the air and can be a situational but unsafe anti air. | {{clr|S|S}} launchers opponents into the air and can be a situational but unsafe anti air. | ||
Line 312: | Line 332: | ||
|caption= | |caption= | ||
|name=Jumping Light | |name=Jumping Light | ||
|subtitle= | |subtitle= | ||
|input={{clr|L|j.L}} | |input={{clr|L|j.L}} | ||
|data= | |data= | ||
Line 319: | Line 339: | ||
|subtitle= {{clr|L|j.}} {{l}} | |subtitle= {{clr|L|j.}} {{l}} | ||
|damage=50,000 | |damage=50,000 | ||
|guard={{ | |guard={{high}} | ||
|startup=5 | |startup=5 | ||
|active=3 | |active=3 | ||
|hits=1 | |||
|recovery=15 | |recovery=15 | ||
|meter=+400 | |||
|onhit=+13 | |onhit=+13 | ||
|onblock=+12 | |onblock=+12 | ||
Line 335: | Line 357: | ||
|caption= | |caption= | ||
|name=Jumping Medium | |name=Jumping Medium | ||
|subtitle= | |subtitle= | ||
|input={{clr|M|j.M}} | |input={{clr|M|j.M}} | ||
|data= | |data= | ||
Line 342: | Line 364: | ||
|subtitle= {{clr|M|j.}} {{m}} | |subtitle= {{clr|M|j.}} {{m}} | ||
|damage=68,000 | |damage=68,000 | ||
|guard={{ | |guard={{high}} | ||
|startup=7 | |startup=7 | ||
|active=4 | |active=4 | ||
|hits=1 | |||
|recovery=17 | |recovery=17 | ||
|meter=+544 | |||
|onhit=+16 | |onhit=+16 | ||
|onblock=+14 | |onblock=+14 | ||
Line 361: | Line 385: | ||
|caption= | |caption= | ||
|name=Jumping Heavy | |name=Jumping Heavy | ||
|subtitle= | |subtitle= | ||
|input={{clr|H|j.H}} | |input={{clr|H|j.H}} | ||
|data= | |data= | ||
Line 367: | Line 391: | ||
|version={{clr|H|H}} | |version={{clr|H|H}} | ||
|subtitle= {{clr|H|j.}} {{h}} | |subtitle= {{clr|H|j.}} {{h}} | ||
|damage=50,000 | |damage=50,000 (per swing) | ||
|guard={{ | |guard={{high}} | ||
|startup=11 | |startup=11 | ||
|active=4 | |active=4 | ||
|hits=x2 | |||
|recovery=21 | |recovery=21 | ||
|meter=+400 (per swing) | |||
|onhit=+20 | |onhit=+20 | ||
|onblock=+18 | |onblock=+18 | ||
Line 384: | Line 410: | ||
|caption= | |caption= | ||
|name=Jumping Special | |name=Jumping Special | ||
|subtitle= | |subtitle= | ||
|input={{clr|S|j.S}} | |input={{clr|S|j.S}} | ||
|data= | |data= | ||
Line 391: | Line 417: | ||
|subtitle= {{clr|S|j.}} {{s}} | |subtitle= {{clr|S|j.}} {{s}} | ||
|damage=90,000 | |damage=90,000 | ||
|guard={{ | |guard={{high}} | ||
|startup=11 | |startup=11 | ||
|active=3 | |active=3 | ||
|hits=1 | |||
|recovery=27 | |recovery=27 | ||
|meter=+720 | |||
|onhit=+17 | |onhit=+17 | ||
|onblock=+15 | |onblock=+15 | ||
Line 411: | Line 439: | ||
|caption= | |caption= | ||
|name=Web Swing | |name=Web Swing | ||
|subtitle= | |subtitle=Mighty Swing!!! | ||
|input={{clr|H|6H}} | |input={{clr|H|6H}} | ||
|data= | |data= | ||
Line 421: | Line 449: | ||
|startup=11 | |startup=11 | ||
|active=13 | |active=13 | ||
|hits=1 | |||
|recovery=16 | |recovery=16 | ||
|meter=+640 | |||
|onhit=+7 | |onhit=+7 | ||
|onblock=-6 | |onblock=-6 | ||
Line 444: | Line 474: | ||
|caption= | |caption= | ||
|name=Charging Star | |name=Charging Star | ||
|subtitle= | |subtitle=Shield Skillz!!! | ||
|input={{clr|H|4H}} | |input={{clr|H|4H}} | ||
|data= | |data= | ||
Line 454: | Line 484: | ||
|startup=6 | |startup=6 | ||
|active=9 | |active=9 | ||
|hits=1 | |||
|recovery=29 | |recovery=29 | ||
|meter=+760 | |||
|onhit=- | |onhit=- | ||
|onblock=-15 | |onblock=-15 | ||
Line 485: | Line 517: | ||
|caption= | |caption= | ||
|name=Aim Master | |name=Aim Master | ||
|subtitle= | |subtitle=Aim of Hawkeye!!! <br> I see you!!! | ||
|input={{clr|L|2}}{{clr|M|3}}{{clr|H|6}}X | |input={{clr|L|2}}{{clr|M|3}}{{clr|H|6}}X | ||
|data= | |data= | ||
Line 491: | Line 523: | ||
|version={{clr|L|Horizontal}} | |version={{clr|L|Horizontal}} | ||
|subtitle={{qcf}} + {{l}} | |subtitle={{qcf}} + {{l}} | ||
|damage=50,000 | |damage=50,000 (per arrow) | ||
|guard={{mid}} | |guard={{mid}} | ||
|startup=13 ~ 21 | |startup=13 ~ 21 | ||
|active=1 ~ 9 | |active=1 ~ 9 | ||
|hits=x1 ~ x3 | |||
|recovery=37 ~ 21 (Grounded Version) <br> Until Grounded (Air Version) | |recovery=37 ~ 21 (Grounded Version) <br> Until Grounded (Air Version) | ||
|meter=+400 (per arrow) | |||
|onhit=-13 ~ +3 | |onhit=-13 ~ +3 | ||
|onblock=-15 ~ +1 | |onblock=-15 ~ +1 | ||
Line 503: | Line 537: | ||
|version={{clr|M|Diagonal}} | |version={{clr|M|Diagonal}} | ||
|subtitle={{qcf}} + {{m}} | |subtitle={{qcf}} + {{m}} | ||
|damage=50,000 | |damage=50,000 (per arrow) | ||
|guard={{mid}} | |guard={{mid}} | ||
|startup=13 ~ 21 | |startup=13 ~ 21 | ||
|active=1 ~ 9 | |active=1 ~ 9 | ||
|hits=x1 ~ x3 | |||
|recovery=42 ~ 26 (Grounded Version) <br> Until Grounded (Air Version) | |recovery=42 ~ 26 (Grounded Version) <br> Until Grounded (Air Version) | ||
|meter=+400 (per arrow) | |||
|onhit=-18 ~ -2 | |onhit=-18 ~ -2 | ||
|onblock=-20 ~ -4 | |onblock=-20 ~ -4 | ||
Line 515: | Line 551: | ||
|version={{clr|H|Vertical}} | |version={{clr|H|Vertical}} | ||
|subtitle={{qcf}} + {{h}} | |subtitle={{qcf}} + {{h}} | ||
|damage=50,000 | |damage=50,000 (per arrow) | ||
|guard={{mid}} | |guard={{mid}} | ||
|startup=13 ~ 21 | |startup=13 ~ 21 | ||
|active=1 ~ 9 | |active=1 ~ 9 | ||
|hits=x1 ~ x3 | |||
|recovery=47 ~ 31 (Grounded Version) <br> Until Grounded (Air Version) | |recovery=47 ~ 31 (Grounded Version) <br> Until Grounded (Air Version) | ||
|meter=+400 (per arrow) | |||
|onhit=-23 ~ -7 | |onhit=-23 ~ -7 | ||
|onblock=-25 ~ -9 | |onblock=-25 ~ -9 | ||
Line 547: | Line 585: | ||
|caption3={{clr|H|H Version (Projectile Counter)}} | |caption3={{clr|H|H Version (Projectile Counter)}} | ||
|name=Guard Master | |name=Guard Master | ||
|subtitle= | |subtitle= | ||
|input={{clr|L|2}}{{clr|M|1}}{{clr|H|4}}X | |input={{clr|L|2}}{{clr|M|1}}{{clr|H|4}}X | ||
|data= | |data= | ||
Line 557: | Line 595: | ||
|startup=5 | |startup=5 | ||
|active=20 | |active=20 | ||
|hits=x2 | |||
|recovery=20 | |recovery=20 | ||
|meter=+1000 | |||
|onhit=- | |onhit=- | ||
|onblock=- | |onblock=- | ||
Line 569: | Line 609: | ||
|startup=5 | |startup=5 | ||
|active=20 | |active=20 | ||
|hits=x2 | |||
|recovery=20 | |recovery=20 | ||
|meter=+1000 | |||
|onhit=- | |onhit=- | ||
|onblock=- | |onblock=- | ||
Line 581: | Line 623: | ||
|startup=5 | |startup=5 | ||
|active=20 | |active=20 | ||
|hits=1 | |||
|recovery=20 | |recovery=20 | ||
|meter=+1000 | |||
|onhit=- | |onhit=- | ||
|onblock=- | |onblock=- | ||
Line 602: | Line 646: | ||
|caption= | |caption= | ||
|name=Sting Master | |name=Sting Master | ||
|subtitle= | |subtitle=Sharp Sting!!! | ||
|input={{clr|S|236S}} | |input={{clr|S|236S}} | ||
|data= | |data= | ||
Line 612: | Line 656: | ||
|startup=15 | |startup=15 | ||
|active=3 | |active=3 | ||
|hits=x2 | |||
|recovery=28 | |recovery=28 | ||
|meter=+1130 | |||
|onhit=- | |onhit=- | ||
|onblock=-3 | |onblock=-3 | ||
Line 630: | Line 676: | ||
|caption= | |caption= | ||
|name=Sword Master | |name=Sword Master | ||
|subtitle= | |subtitle= | ||
|input={{clr|L|6}}{{clr|M|2}}{{clr|H|3}}X | |input={{clr|L|6}}{{clr|M|2}}{{clr|H|3}}X | ||
|data= | |data= | ||
Line 640: | Line 686: | ||
|startup=31 | |startup=31 | ||
|active=5 | |active=5 | ||
|hits=1 | |||
|recovery=22 | |recovery=22 | ||
|meter=+400 | |||
|onhit=- | |onhit=- | ||
|onblock=-4 | |onblock=-4 | ||
Line 652: | Line 700: | ||
|startup=47 | |startup=47 | ||
|active=5 | |active=5 | ||
|hits=1 | |||
|recovery=22 | |recovery=22 | ||
|meter=+400 | |||
|onhit=- | |onhit=- | ||
|onblock=-4 | |onblock=-4 | ||
Line 664: | Line 714: | ||
|startup=57 | |startup=57 | ||
|active=5 | |active=5 | ||
|hits=1 | |||
|recovery=22 | |recovery=22 | ||
|meter=+400 | |||
|onhit=- | |onhit=- | ||
|onblock=-4 | |onblock=-4 | ||
Line 686: | Line 738: | ||
|caption= | |caption= | ||
|name=Head Butt | |name=Head Butt | ||
|subtitle= | |subtitle= | ||
|input={{clr|H|(After Sword Master L is blocked) > 5H}} | |input={{clr|H|(After Sword Master L is blocked) > 5H}} | ||
|data= | |data= | ||
Line 696: | Line 748: | ||
|startup=24 | |startup=24 | ||
|active=5 | |active=5 | ||
|hits=1 | |||
|recovery=16 | |recovery=16 | ||
|meter=+240 | |||
|onhit=+4 | |onhit=+4 | ||
|onblock=- | |onblock=- | ||
Line 709: | Line 763: | ||
|caption= | |caption= | ||
|name=Lights Out | |name=Lights Out | ||
|subtitle= | |subtitle= | ||
|input={{clr|H|(After Head Butt) > 236H}} | |input={{clr|H|(After Head Butt) > 236H}} | ||
|data= | |data= | ||
Line 719: | Line 773: | ||
|startup=15 | |startup=15 | ||
|active=5 | |active=5 | ||
|hits=x2 | |||
|recovery=1 | |recovery=1 | ||
|meter=+450 | |||
|onhit=- | |onhit=- | ||
|onblock=- | |onblock=- | ||
Line 735: | Line 791: | ||
|caption= | |caption= | ||
|name=Head Butt | |name=Head Butt | ||
|subtitle= | |subtitle= | ||
|input={{clr|H|(After Sword Master M is blocked) > 5H}} | |input={{clr|H|(After Sword Master M is blocked) > 5H}} | ||
|data= | |data= | ||
Line 745: | Line 801: | ||
|startup=24 | |startup=24 | ||
|active=5 | |active=5 | ||
|hits=1 | |||
|recovery=16 | |recovery=16 | ||
|meter=+400 | |||
|onhit=+4 | |onhit=+4 | ||
|onblock=- | |onblock=- | ||
Line 758: | Line 816: | ||
|caption= | |caption= | ||
|name=Below The Belt | |name=Below The Belt | ||
|subtitle= | |subtitle= | ||
|input={{clr|M|(After Head Butt) > 5M}} | |input={{clr|M|(After Head Butt) > 5M}} | ||
|data= | |data= | ||
Line 768: | Line 826: | ||
|startup=13 | |startup=13 | ||
|active=5 | |active=5 | ||
|hits=1 | |||
|recovery=21 | |recovery=21 | ||
|meter=+224 | |||
|onhit=-1 | |onhit=-1 | ||
|onblock=-3 | |onblock=-3 | ||
Line 781: | Line 841: | ||
|caption= | |caption= | ||
|name=Low Kick | |name=Low Kick | ||
|subtitle= | |subtitle= | ||
|input={{clr|H|(After Below the Belt) > 5H}} | |input={{clr|H|(After Below the Belt) > 5H}} | ||
|data= | |data= | ||
Line 791: | Line 851: | ||
|startup=20 | |startup=20 | ||
|active=5 | |active=5 | ||
|hits=1 | |||
|recovery=16 | |recovery=16 | ||
|meter=+240 | |||
|onhit=+4 | |onhit=+4 | ||
|onblock=+2 | |onblock=+2 | ||
Line 804: | Line 866: | ||
|caption= | |caption= | ||
|name=Lights Out | |name=Lights Out | ||
|subtitle= | |subtitle= | ||
|input={{clr|H|(After Low Kick) > 236H}} | |input={{clr|H|(After Low Kick) > 236H}} | ||
|data= | |data= | ||
Line 814: | Line 876: | ||
|startup=15 | |startup=15 | ||
|active=5 | |active=5 | ||
|hits=x2 | |||
|recovery=1 | |recovery=1 | ||
|meter=+240 | |||
|onhit=- | |onhit=- | ||
|onblock=- | |onblock=- | ||
Line 830: | Line 894: | ||
|caption= | |caption= | ||
|name=Head Butt | |name=Head Butt | ||
|subtitle= | |subtitle= | ||
|input={{clr|H|(After Sword Master H is blocked) > 5H}} | |input={{clr|H|(After Sword Master H is blocked) > 5H}} | ||
|data= | |data= | ||
Line 840: | Line 904: | ||
|startup=24 | |startup=24 | ||
|active=5 | |active=5 | ||
|hits=1 | |||
|recovery=16 | |recovery=16 | ||
|meter=+240 | |||
|onhit=+4 | |onhit=+4 | ||
|onblock=- | |onblock=- | ||
Line 853: | Line 919: | ||
|caption= | |caption= | ||
|name=Below The Belt | |name=Below The Belt | ||
|subtitle= | |subtitle= | ||
|input={{clr|M|(After Head Butt) > 5M}} | |input={{clr|M|(After Head Butt) > 5M}} | ||
|data= | |data= | ||
Line 863: | Line 929: | ||
|startup=13 | |startup=13 | ||
|active=5 | |active=5 | ||
|hits=1 | |||
|recovery=21 | |recovery=21 | ||
|meter=+224 | |||
|onhit=-1 | |onhit=-1 | ||
|onblock=-3 | |onblock=-3 | ||
Line 876: | Line 944: | ||
|caption= | |caption= | ||
|name=Low Kick | |name=Low Kick | ||
|subtitle= | |subtitle= | ||
|input={{clr|H|(After Below the Belt) > 5H}} | |input={{clr|H|(After Below the Belt) > 5H}} | ||
|data= | |data= | ||
Line 886: | Line 954: | ||
|startup=20 | |startup=20 | ||
|active=5 | |active=5 | ||
|hits=1 | |||
|recovery=16 | |recovery=16 | ||
|meter=+240 | |||
|onhit=+4 | |onhit=+4 | ||
|onblock=+2 | |onblock=+2 | ||
Line 899: | Line 969: | ||
|caption= | |caption= | ||
|name=Shield Bash | |name=Shield Bash | ||
|subtitle= | |subtitle= | ||
|input={{clr|H|(After Low Kick) > 5H}} | |input={{clr|H|(After Low Kick) > 5H}} | ||
|data= | |data= | ||
Line 909: | Line 979: | ||
|startup=21 | |startup=21 | ||
|active=3 | |active=3 | ||
|hits=1 | |||
|recovery=22 | |recovery=22 | ||
|meter=+200 | |||
|onhit=0 | |onhit=0 | ||
|onblock=-2 | |onblock=-2 | ||
Line 922: | Line 994: | ||
|caption= | |caption= | ||
|name=Knee Kick | |name=Knee Kick | ||
|subtitle= | |subtitle= | ||
|input={{clr|M|(After Shield Bash) > 5M}} | |input={{clr|M|(After Shield Bash) > 5M}} | ||
|data= | |data= | ||
Line 932: | Line 1,004: | ||
|startup=18 | |startup=18 | ||
|active=4 | |active=4 | ||
|hits=1 | |||
|recovery=17 | |recovery=17 | ||
|meter=+248 | |||
|onhit=+4 | |onhit=+4 | ||
|onblock=+2 | |onblock=+2 | ||
Line 945: | Line 1,019: | ||
|caption= | |caption= | ||
|name=Lights Out | |name=Lights Out | ||
|subtitle= | |subtitle= | ||
|input={{clr|H|(After Knee Kick) > 236H}} | |input={{clr|H|(After Knee Kick) > 236H}} | ||
|data= | |data= | ||
Line 955: | Line 1,029: | ||
|startup=15 | |startup=15 | ||
|active=5 | |active=5 | ||
|hits=x2 | |||
|recovery=1 | |recovery=1 | ||
|meter=+800 | |||
|onhit=- | |onhit=- | ||
|onblock=- | |onblock=- | ||
Line 984: | Line 1,060: | ||
|version=Horizontal | |version=Horizontal | ||
|subtitle={{qcf}} + {{l}} {{m}} | |subtitle={{qcf}} + {{l}} {{m}} | ||
|damage=20,000 | |damage=20,000 (per arrow) | ||
|guard={{mid}} | |guard={{mid}} | ||
|startup=10+1 | |startup=10+1 | ||
|active=77 | |active=77 | ||
|hits=x25 ~ x50 | |||
|recovery=44 (Grounded Version) <br> Until Grounded (Air Version) | |recovery=44 (Grounded Version) <br> Until Grounded (Air Version) | ||
|meter=-10,000 | |||
|onhit=- | |onhit=- | ||
|onblock=-22 | |onblock=-22 | ||
Line 996: | Line 1,074: | ||
|version=Diagonal | |version=Diagonal | ||
|subtitle={{qcf}} + {{l}} {{h}} | |subtitle={{qcf}} + {{l}} {{h}} | ||
|damage=20,000 | |damage=20,000 | ||
|guard={{mid}} | |guard={{mid}} | ||
|startup=10+1 | |startup=10+1 | ||
|active=77 | |active=77 | ||
|hits=x25 ~ x50 | |||
|recovery=44 (Grounded Version) <br> Until Grounded (Air Version) | |recovery=44 (Grounded Version) <br> Until Grounded (Air Version) | ||
|meter=-10,000 | |||
|onhit=- | |onhit=- | ||
|onblock=-22 | |onblock=-22 | ||
Line 1,008: | Line 1,088: | ||
|version=Vertical | |version=Vertical | ||
|subtitle={{qcf}} + {{m}} {{h}} | |subtitle={{qcf}} + {{m}} {{h}} | ||
|damage=20,000 | |damage=20,000 | ||
|guard={{mid}} | |guard={{mid}} | ||
|startup=10+1 | |startup=10+1 | ||
|active=77 | |active=77 | ||
|hits=x25 ~ x50 | |||
|recovery=44 (Grounded Version) <br> Until Grounded (Air Version) | |recovery=44 (Grounded Version) <br> Until Grounded (Air Version) | ||
|meter=-10,000 | |||
|onhit=- | |onhit=- | ||
|onblock=-22 | |onblock=-22 | ||
Line 1,047: | Line 1,129: | ||
|startup=5+0 | |startup=5+0 | ||
|active=25 | |active=25 | ||
|hits=x13 | |||
|recovery=19 | |recovery=19 | ||
|meter=-10,000 | |||
|onhit=- | |onhit=- | ||
|onblock=- | |onblock=- | ||
|properties={{counter}} can't projectile | |properties={{counter}} can't projectile<br>{{startupinv}}{{hardknockdown}} | ||
|description= | |description= | ||
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. | 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. | ||
Line 1,074: | Line 1,158: | ||
|caption= | |caption= | ||
|name=Ground Throw | |name=Ground Throw | ||
|subtitle= | |subtitle=Shoulder Throw!!! | ||
|input={{clr|H|6H}}, {{clr|H|4H}} | |input={{clr|H|6H}}, {{clr|H|4H}} | ||
|data= | |data= | ||
Line 1,084: | Line 1,168: | ||
|startup=1 | |startup=1 | ||
|active=1 | |active=1 | ||
|hits=x2 | |||
|recovery=- | |recovery=- | ||
|meter=+800 | |||
|onhit=- | |onhit=- | ||
|onblock=- | |onblock=- | ||
Line 1,106: | Line 1,192: | ||
|caption= | |caption= | ||
|name=Air Throw | |name=Air Throw | ||
|subtitle= | |subtitle= | ||
|input={{clr|H|j.6H}}, {{clr|H|j.4H}} | |input={{clr|H|j.6H}}, {{clr|H|j.4H}} | ||
|data= | |data= | ||
Line 1,116: | Line 1,202: | ||
|startup=1 | |startup=1 | ||
|active=1 | |active=1 | ||
|hits=1 | |||
|recovery=- | |recovery=- | ||
|meter=+800 | |||
|onhit=- | |onhit=- | ||
|onblock=- | |onblock=- | ||
Line 1,135: | Line 1,223: | ||
|caption= | |caption= | ||
|name=Snap Back | |name=Snap Back | ||
|subtitle= | |subtitle= | ||
|input=236{{a1}} 236{{a2}} | |input=236{{a1}} 236{{a2}} | ||
|data= | |data= | ||
Line 1,145: | Line 1,233: | ||
|startup=2 | |startup=2 | ||
|active=3 | |active=3 | ||
|hits=1 | |||
|recovery=20 | |recovery=20 | ||
|meter=+500(-10,000) | |||
|onhit=- | |onhit=- | ||
|onblock=0 | |onblock=0 | ||
Line 1,171: | Line 1,261: | ||
|startup=- | |startup=- | ||
|active=20 | |active=20 | ||
|hits=1 | |||
|recovery=34 | |recovery=34 | ||
|meter= | |||
|onhit=- | |onhit=- | ||
|onblock=-15 | |onblock=-15 |
Revision as of 03:47, 31 January 2023
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 Charging Star (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 |
---|---|
|
|
Unique Mechanics
His dashing animation is somewhat unique in that he spends the first 5 frames stationary, then starts to accelerate. After the first few frames, he lowers his body (and hurtbox) while moving meaning he can potentially dodge aerial attacks, dash under opponents during incoming or aerial opponent in blockstun from assists.
As a result, plink-dashing slower than usual compared to other characters is optimal (because he accelerates later in its animation).
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
Assist![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
50,000 (per arrow) | 45 | 9 | 113 (as a crossover assist) 83 (as a assist) | |
On Hit | On Block | Guard | Properties | |
- | - | ![]() |
![]() ![]() 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. |
Assist![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
50,000 (per arrow) | 45 | 9 | 118 (as a crossover assist) 88 (as a assist) | |
On Hit | On Block | Guard | Properties | |
- | - | ![]() |
![]() ![]() Priority: Low, Durability: 3 per projectile ![]() | |
THC Hyper: Legion Arrow M+H (Parabolic). 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. |
Assist![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
50,000 (per arrow) | 45 | 9 | 118 (as a crossover assist) 88 (as a assist) | |
On Hit | On Block | Guard | Properties | |
- | - | ![]() |
![]() ![]() Priority: Low, Durability: 3 per projectile ![]() ![]() | |
THC Hyper: Legion Arrow L+H (Upward). 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
L![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
48,000 | 5 | 3 | 10 | |
On Hit | On Block | Guard | Properties | |
+2 | +1 | ![]() |
- | |
5L has minimal uses other than being a situational anti air.
|
M![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
40,000 (per swing) | 8 | 2(1)3 | 17 | |
On Hit | On Block | Guard | Properties | |
0 | -2 | ![]() |
- | |
5M is a double-hitting attack making it great against armored attacks and has a large amount of hit-stun making it the best for hit confirming into combos but 2M is better for damage due to extra hit scaling damage worse.
|
H![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
90,000 | 11 | 3 | 20 | |
On Hit | On Block | Guard | Properties | |
+2 | 0 | ![]() |
- | |
Taskmaster steps forward slightly giving 5H more range compared to 5M allowing for easy pickups from assists.
|
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
45,000 | 5 | 3 | 14 | |
On Hit | On Block | Guard | Properties | |
-2 | -3 | ![]() |
- | |
2L has great range for a light normal, and is very fast at 5 frame startup.
|
M![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
65,000 | 8 | 3 | 19 | |
On Hit | On Block | Guard | Properties | |
-2 | -4 | ![]() |
- | |
2M is Taskmaster's longest low attack. 2M is also a low-profile attack allowing Taskmaster to evade underneath many attacks that he cannot normally avoid by crouching or using other normals.
|
H![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
80,000 | 10 | 3 | 23 | |
On Hit | On Block | Guard | Properties | |
-2 | -3 | ![]() |
![]() ![]() | |
2H launches them perfectly into Web Swing, Web Swing can miss if 5H is used because the opponent has a low profile crouch like Zero or Morrigan.
|
Aerial Normals
L j. ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
50,000 | 5 | 3 | 15 | |
On Hit | On Block | Guard | Properties | |
+13 | +12 | ![]() |
- | |
j.L is used in many combo extensions. |
M j. ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
68,000 | 7 | 4 | 17 | |
On Hit | On Block | Guard | Properties | |
+16 | +14 | ![]() |
- | |
j.M is used in many combo extensions and as combo filler. When comboing with this move, keep the opponent slightly below as j.M has a large hit box under his leg. j.M's animation is based on Spider-Man's j.M. |
H j. ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
50,000 (per swing) | 11 | 4 | 21 | |
On Hit | On Block | Guard | Properties | |
+20 | +18 | ![]() |
- | |
j.H is double-hitting attack using as combo filler and landing against armored attacks. |
S j. ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
90,000 | 11 | 3 | 27 | |
On Hit | On Block | Guard | Properties | |
+17 | +15 | ![]() |
![]() | |
j.S is a downward slash with a large hitbox in front of Taskmaster, and if it's used as a combo finisher should hit opponents with the early hit, slightly above Taskmaster. j.S is potentially the best aerial to land with as it does great damage while being single hit. |
Command Normals
H![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
80,000 | 11 | 13 | 16 | |
On Hit | On Block | Guard | Properties | |
+7 | -6 | ![]() |
![]() ![]() ![]() | |
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 (6H) 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 cancel Web Swing (6H) into Aim Master at any time and can control velocity depending how early or how late in the animation it canceled.
|
H![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
95,000 | 6 | 9 | 29 | |
On Hit | On Block | Guard | Properties | |
- | -15 | ![]() |
![]() ![]() ![]() | |
Taskmaster charges a short distance forward while protected by his shield. Like with Web Swing (6H), it is an advancing attack that can be used to approach and as a combo tool. Charging Star (4H) 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 (even unconventional attacks like Flame Carpet) during most of this move's duration, although not quite from frame 1. Taskmaster can cancel Charging Star (4H) (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 (per arrow) | 13 ~ 21 | 1 ~ 9 | 37 ~ 21 (Grounded Version) Until Grounded (Air Version) | |
On Hit | On Block | Guard | Properties | |
-13 ~ +3 | -15 ~ +1 | ![]() |
![]() ![]() ![]() | |
Diagonal![]() ![]() |
Damage | Startup | Active | Recovery |
50,000 (per arrow) | 13 ~ 21 | 1 ~ 9 | 42 ~ 26 (Grounded Version) Until Grounded (Air Version) | |
On Hit | On Block | Guard | Properties | |
-18 ~ -2 | -20 ~ -4 | ![]() |
![]() ![]() ![]() ![]() | |
Vertical![]() ![]() |
Damage | Startup | Active | Recovery |
50,000 (per arrow) | 13 ~ 21 | 1 ~ 9 | 47 ~ 31 (Grounded Version) Until Grounded (Air Version) | |
On Hit | On Block | Guard | Properties | |
-23 ~ -7 | -25 ~ -9 | ![]() |
![]() ![]() ![]() ![]() | |
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. Fully charged Aim Master halts Taskmasters vertical momentum, allow him to stall. Two arrows doesn't stall him in the air and allows him to be significantly more mobile in neutral, and allows him to start combos from Aerial Aim Master.
|
S![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
50,000 + 70,000 | 15 | 3 | 28 | |
On Hit | On Block | Guard | Properties | |
- | -3 | ![]() |
![]() ![]() | |
Sting Master (236S) 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 (4H), and is safe on block making Charging Star (4H) safer to use in neutral. This cancel is vulnerable to opponents push-blocking the initial Charging Star leaving you wide open and in the animation of the Sting Master. This move is useful as a combo ender for Taskmaster, as he can capitalize on the Hard Knockdown with Neutral Jumping > Fully charged Aim Master (j.236H) > Legion Arrow (236L+H). |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
50,000 | 31 | 5 | 22 | |
On Hit | On Block | Guard | Properties | |
- | -4 | ![]() |
![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
50,000 | 47 | 5 | 22 | |
On Hit | On Block | Guard | Properties | |
- | -4 | ![]() |
![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
50,000 | 57 | 5 | 22 | |
On Hit | On Block | Guard | Properties | |
- | -4 | ![]() |
![]() | |
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 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 | |
- | - | ![]() |
![]() | |
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 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 | ![]() |
- | |
Filler. |
H![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
30,000 | 20 | 5 | 16 | |
On Hit | On Block | Guard | Properties | |
+4 | +2 | ![]() |
- | |
Filler. |
H![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
10,000 + 50,000 | 15 | 5 | 1 | |
On Hit | On Block | Guard | Properties | |
- | - | ![]() |
![]() | |
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 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 | ![]() |
- | |
Filler. |
H![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
30,000 | 20 | 5 | 16 | |
On Hit | On Block | Guard | Properties | |
+4 | +2 | ![]() |
- | |
Filler. |
H![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
25,000 | 21 | 3 | 22 | |
On Hit | On Block | Guard | Properties | |
0 | -2 | ![]() |
- | |
Filler. |
M![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
31,000 | 18 | 4 | 17 | |
On Hit | On Block | Guard | Properties | |
+4 | +2 | ![]() |
- | |
Filler. |
H![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
10,000 + 50,000 | 15 | 5 | 1 | |
On Hit | On Block | Guard | Properties | |
- | - | ![]() |
![]() | |
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 (per arrow) | 10+1 | 77 | 44 (Grounded Version) Until Grounded (Air Version) | |
On Hit | On Block | Guard | Properties | |
- | -22 | ![]() |
![]() ![]() ![]() ![]() | |
Diagonal![]() ![]() ![]() |
Damage | Startup | Active | Recovery |
20,000 | 10+1 | 77 | 44 (Grounded Version) Until Grounded (Air Version) | |
On Hit | On Block | Guard | Properties | |
- | -22 | ![]() |
![]() ![]() ![]() ![]() ![]() | |
Vertical![]() ![]() ![]() |
Damage | Startup | Active | Recovery |
20,000 | 10+1 | 77 | 44 (Grounded Version) Until Grounded (Air Version) | |
On Hit | On Block | Guard | Properties | |
- | -22 | ![]() |
![]() ![]() ![]() ![]() ![]() | |
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. |
Universal Mechanics
H j. ![]() ![]() or j. ![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
80,000 | 1 | 1 | - | |
On Hit | On Block | Guard | Properties | |
- | - | ![]() |
![]() | |
Both airthrows spikes the opponent straight down to the ground, while Taskmaster briefly floats above them.
|
Assist![]() ![]() ![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
50,000 | 2 | 3 | 20 | |
On Hit | On Block | Guard | Properties | |
- | 0 | ![]() |
Snapback | |
Combos into Snapback:
|
Assist Hold ![]() Hold ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
27,000 | - | 20 | 34 | |
On Hit | On Block | Guard | Properties | |
- | -15 | ![]() |
![]() | |
- |
Team Position
Taskmaster is a versatile character that could reasonably be placed in any team position. Although is is most commonly placed in the Point position, Second 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 mediocre damage output (especially after throws), and also makes his projectile game into a legitimate chip damage threat.
Anchor Taskmaster has a hard time making timely solo 1 vs 3 comeback since his mix up game isn't fantastic.
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
TAC Infinites
Videos and External Resources
Alternate Colors
Notable Players
Name | Team | Region | Status | Notes | Matches |
---|---|---|---|---|---|
Adelheid Stark | ??? | Inactive | Link
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DJ Houshen | West Coast | Inactive? | Link
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Double A | Ohio (East Coast) |
Active | Link
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ImmaAriesBaby | Ohio (East Coast) |
Active | Link
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ImmaAriesBaby's 2nd Team |
Link
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HonzoGonzo | California (West Coast) |
Inactive? | Link
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HonzoGonzo's 2nd Team |
Link
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KillerKai | West Coast? | Inactive? | Link
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Moises | Chile | Inactive? | Link
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Moons | New York (East Coast) |
Inactive | Link
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NeoKarsh | ??? | Inactive? | Link
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OneWolf | Texas (East Coast) |
Active | Link
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Ronan Healy | Flordia (East Coast) |
Active | Link
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Sondelight | North Carolina (East Coast) |
Active | Link
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tabs | West Coast? | Active | Part of the Modding Community | Link
| |
WhiteBlack | France | Inactive? | Link |