Grounded Throw Follow UpsShoulder Throw!!!
Easy
Damage: 396,500
Meter Gain: .08 (cost 1) = -0.93
Forward Throw > 2368M+H
or
Forward Throw , whiff 6H > 236M+H
or
Forward Throw , whiff 6H > 236M+H
Line 29: | Line 29: | ||
| Title = The Moons (with looped hypers) | | Title = The Moons (with looped hypers) | ||
| Oneliner = Better damage, more meter | | Oneliner = Better damage, more meter | ||
| Difficulty = Easy | | Difficulty = Easy-Medium | ||
| Damage = 939,300 | | Damage = 939,300 | ||
| Meter = ~1.4 bars (costs 2) | | Meter = ~1.4 bars (costs 2) | ||
Line 44: | Line 44: | ||
| Title = H Aim Master Starter | | Title = H Aim Master Starter | ||
| Oneliner = Your go-to anti-air | | Oneliner = Your go-to anti-air | ||
| Difficulty = Easy | | Difficulty = Easy-Medium | ||
| Damage = 850,000 | | Damage = 850,000 | ||
| Meter = ~1.2 bars (costs 2) | | Meter = ~1.2 bars (costs 2) |
Notation | Meaning |
---|---|
(Leave a space) cancel from the previous normal to the following. | |
, | Link from the previous move to the following. |
> | Cancel the previous move into the following special / super move. |
~ | Cancel special into set followup or plink previous attack into the following. |
dl. / delay | Delay the following move. |
whiff | Must whiff the following move. |
land | Must land on the ground before the next move. |
rejump | Must land then jump again before the next move. |
j. / sj. | Move is done in a jump / superjump. |
jc / sjc | Cancel previous move into a jump / superjump. |
ia./tk. | Instant Air or Tiger Knee Special or Super Move. |
XX | Any two attack buttons excluding S. |
NXX | Dash / Airdash in N direction. |
X+S | Any other attack button and S pressed at the same time. |
AA | Anti-Air |
[X] | Hold input |
-X- | Release input |
(N) | Connect with only the Nth hit of this attack. |
(Move) | Move is optional. |
[sequence] x N | Repeat sequence N times. |
This combo is extremely useful as a day-1 BNB and deals enough damage and builds enough meter to kill most of the cast with a good DHC behind it.
While still being relatively easy, this combo is Taskmaster's definitive BNB. It does huge damage and builds a good amount of meter, enabling you to kill most of the cast even without assist extensions.
This is your combo if the opponent is hanging out at super-jump height.
Taskmaster benefits from assists by:
Works with (Adjust timing as needed):
Works with:
Works with:
Ultimate Marvel vs Capcom 3 | |
General | |
Archived Information | |
Timeline •
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Capcom Characters | |
Marvel Characters | |