UMVC3/Taskmaster: Difference between revisions

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{{Infobox Character UMVC3
<div style="display: flex; flex-wrap:wrap-reverse;">
|name=Taskmaster
<div style="display: flex;flex-direction: column;flex:5;min-width:300px;padding: 10px;">
|image=Umvc3_taskmaster_face.jpg
{{Character Subnav UMVC3|name=Taskmaster}}
|health=1,100,000
|magicseries=Stronger
|airchain=Three
|forwarddash=35
|backdash=35
|jump=46
|superjump=81
|walljump=No
|doublejump=No
|airdash=No
|xfactordamage1=30
|xfactordamage2=55
|xfactordamage3=80
|xfactorspeed1=10
|xfactorspeed2=15
|xfactorspeed3=20
|minimumdamagenormal=10%, 20
|minimumdamagehyper=33
|minimumdamagexfactor=35
|content=
==Introduction==
==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.
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 ({{clr|L|2}}{{clr|M|3}}{{clr|H|6}}X) to fight from a distance, and can blow through his opponent's own projectiles with Charging Star ({{clr|H|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 ({{clr|L|6}}{{clr|M|2}}{{clr|H|3}}X) special.
'''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 ({{clr|L|2}}{{clr|M|3}}{{clr|H|6}}X) to fight from a distance, and can blow through his opponent's own projectiles with Charging Star ({{clr|H|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 ({{clr|L|6}}{{clr|M|2}}{{clr|H|3}}X) special.


{{ProConTable
{{ProConTable
| pros =
| pros =
*'''Above Average Health:''' Taskmaster has an higher than average health pool allowing him to weather a significant amount of chip damage in lengthy projectile battles, and can require opponents to spend additional resources in order to kill him.
*'''Above-Average Health:''' Taskmaster has a higher than average health pool, allowing him to sustain a significant amount of chip damage in lengthy projectile battles, and may require opponents to spend additional resources in order to kill him.
*'''Range:''' Many of his attacks are disjointed and allow easier follow-ups from assists.
*'''Strong Normals:''' Many of his attacks are disjointed and allow easier follow-ups from assists. He arguably has some of the best Throw Option Selects in the game.
*'''Support:''' Assist provides respectable lockdown while having higher total durability than many common assists, giving Taskmaster's team an advantage in projectile battles.
*'''Versatile Assist & Team Synergy:''' Taskmaster is a point character that has a decent assist, providing respectable lockdown while having higher total durability than many common assists, giving Taskmaster's team an advantage in projectile battles.
*'''Flexible Projectile Hyper:''' The unique ability to aim his projectile hyper makes him especially versatile for DHCs, and he can contribute significant damage to almost any DHC chain.
*'''Flexible Projectile Hyper:''' The unique ability to aim his projectile Hyper makes him especially versatile for DHCs, and he can contribute significant damage to almost any DHC chain.
| cons =  
| cons =  
*'''Poor OTG Options:''' Throw Conversions requiring assists or X-factor to combo into.
*'''Bad OTG/Throw Options:''' Taskmaster's throws deal low damage, and throw conversions require assists, meter, or X-Factor to combo into.
*'''Limited mixup potential:''' His Unblock-able setup is always escapable with good pushblock timing.
*'''Limited Mixup Potential:''' His unblockable setup is always escapable with good push-block timing.
*'''Needs Teammates or Extra Meter for Big Damage:''' Taskmaster has mediocre damage outside assist extensions or extra meter,and has poor damage with high scaling starters like throws.
*'''Non-Piercing Projectiles:''' Arrows only hit the point character or the assist in neutral and require different relaunch combos for Happy Birthdays.
*'''Non-piercing Projectile:''' Arrows only hit the point character or the assist in neutral,and requires different relaunch combos for Happy Birthdays.
*'''Limited Aerial Options:''' He is limited to Aim Master ({{clr|H|236H}}) and Web Swing ({{clr|H|6H}}) against aerial opponents.
*'''Committal options vs. Airborne Opponents:''' He has limited to Aim Master and Web Swing against Aerial Opponents.
*'''Sluggish Mobility:''' Taskmaster is slow in both grounded and airborne movement, 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.
}}
*'''Ugly Colors except Alt'''
 


}}
=== Unique Movement ===


=== 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.
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.
[[File:Taskmaster Running & Standing.png|thumb]]
[[File:Taskmaster Running & Standing.png|thumb]]
<br> As a result, plink-dashing slower than usual compared to other characters is optimal (because he accelerates later in its animation).
<br> As a result, plink-dashing slower than usual compared to other characters is optimal (because he accelerates later in its animation).
 
</div>
}}
<div style="display: flex;flex-direction: column;flex:2;min-width:350px;padding: 10px;">{{UMVC3_Character_Query|reversals=214XX}}</div></div>


== Move List ==
== Move List ==
Line 59: Line 38:
|image=UMVC3_Taskmaster_236L.png
|image=UMVC3_Taskmaster_236L.png
|caption=
|caption=
|name=Aim Master {{clr|L|L}}
|name=Aim Master L
|subtitle=Builds 1200 Meter
|subtitle=
|input=Assist A
|input=Assist <center>[[File:Alpha.png|20px]]</center>
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version=Assist
  |version=Assist
  |subtitle={{a1}} or {{a2}}
  |subtitle={{a1}} or {{a2}}
  |damage=50,000 x3
  |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 86: Line 67:
|image=UMVC3_Taskmaster_236M.png
|image=UMVC3_Taskmaster_236M.png
|caption=
|caption=
|name=Aim Master {{clr|M|M}}
|name=Aim Master M
|subtitle=Builds 1200 Meter
|subtitle=
|input=Assist B
|input=Assist <center>[[File:Beta.png|20px]]</center>
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version=Assist
  |version=Assist
  |subtitle={{a1}} or {{a2}}
  |subtitle={{a1}} or {{a2}}
  |damage=50,000 x3
  |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 109: Line 92:
|image=UMVC3_Taskmaster_236H.png
|image=UMVC3_Taskmaster_236H.png
|caption=
|caption=
|name=Aim Master {{clr|H|H}}
|name=Aim Master H
|subtitle=Builds 1200 Meter
|subtitle=
|input=Assist Y
|input=Assist <center>[[File:Gamma.png|20px]]</center>
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version=Assist
  |version=Assist
  |subtitle={{a1}} or {{a2}}
  |subtitle={{a1}} or {{a2}}
  |damage=50,000 x3
  |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 120:
|caption=
|caption=
|name=Stand Light
|name=Stand Light
|subtitle=Builds 384 Meter
|subtitle=
|input={{clr|L|5L}}
|input={{clr|L|5L}}
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|L|L}}
  |version={{clr|L|L}}
  |subtitle={{l}}
  |subtitle={{l}}
Line 145: Line 130:
  |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 147:
|caption=
|caption=
|name=Stand Medium
|name=Stand Medium
|subtitle=Builds 640 Meter
|subtitle=
|input={{clr|M|5M}}
|input={{clr|M|5M}}
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|M|M}}
  |version={{clr|M|M}}
  |subtitle={{m}}
  |subtitle={{m}}
  |damage=40,000 x2
  |damage=40,000 (per hit)
  |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
  |properties=-
  |properties=-
  |description=  
  |description=  
{{clr|M|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.
{{clr|M|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.
<br>{{clr|M|5M}}'s 2nd swing hits high making it decent anti-air but the only combos reliably into Charging Star ({{clr|H|4H}}).
<br>{{clr|M|5M}}'s 2nd swing hits high making it decent anti-air but the only combos reliably into Charging Star ({{clr|H|4H}}).
  }}
  }}
Line 184: Line 173:
|caption=
|caption=
|name=Stand Heavy
|name=Stand Heavy
|subtitle=Builds 720 Meter
|subtitle=
|input={{clr|H|5H}}
|input={{clr|H|5H}}
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|H|H}}
  |version={{clr|H|H}}
  |subtitle={{h}}
  |subtitle={{h}}
Line 194: Line 183:
  |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 201:
|caption=
|caption=
|name=Crouching Light
|name=Crouching Light
|subtitle=Builds 360 Meter
|subtitle=
|input={{clr|L|2L}}
|input={{clr|L|2L}}
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|L|L}}
  |version={{clr|L|L}}
  |subtitle={{ d}}+{{l}}
  |subtitle={{ d}}+{{l}}
Line 220: Line 211:
  |startup=5
  |startup=5
  |active=3
  |active=3
|hits=1
  |recovery=14
  |recovery=14
|meter=+360
  |onhit=-2
  |onhit=-2
  |onblock=-3
  |onblock=-3
  |properties=
  |properties=
  |description=  
  |description=  
{{clr|L|2L}} has great range for a light normal, and is very fast at 5F startup.  
{{clr|L|2L}} has great range for a light normal, and is very fast at 5 frame startup.  
<br> Can be thrown out to fish for hits with relative safety. {{clr|L|2L}} lowers Taskmaster's hurtbox very slightly compared to just crouching, although it is not low enough profile to evade under projectiles.
<br> Can be thrown out to fish for hits with relative safety. {{clr|L|2L}} lowers Taskmaster's hurtbox very slightly compared to just crouching, although it is not low enough profile to evade under projectiles.
<br><br>2L's animation is based on Captain America's 2L.
<br><br>2L's animation is based on Captain America's 2L.
Line 235: Line 228:
|caption=
|caption=
|name=Crouching Medium
|name=Crouching Medium
|subtitle=Builds 520 Meter
|subtitle=
|input={{clr|M|2M}}
|input={{clr|M|2M}}
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|M|M}}
  |version={{clr|M|M}}
  |subtitle={{ d}}+{{m}}
  |subtitle={{ d}}+{{m}}
Line 245: Line 238:
  |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 254:
|caption=
|caption=
|name=Crouching Heavy
|name=Crouching Heavy
|subtitle=Builds 640 Meter
|subtitle=
|input={{clr|H|2H}}
|input={{clr|H|2H}}
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|H|H}}
  |version={{clr|H|H}}
  |subtitle={{ d}}+{{h}}
  |subtitle={{ d}}+{{h}}
Line 269: Line 264:
  |startup=10
  |startup=10
  |active=3
  |active=3
|hits=1
  |recovery=23
  |recovery=23
|meter=+640
  |onhit=-2
  |onhit=-2
  |onblock=-3
  |onblock=-3
  |properties={{strk}}, {{softknockdown}}
  |properties={{strk}}, {{softknockdown}}
  |description=
  |description=
{{clr|H|2H}} launches them perfectly into Web String, Web String can miss if {{clr|H|5H}} is used because the opponent has a low profile crouch like Zero or Morrigan.  
{{clr|H|2H}} launches them perfectly into Web Swing, Web Swing can miss if {{clr|H|5H}} is used because the opponent has a low profile crouch like Zero or Morrigan.  
<br> Note: Not a low.
<br> Note: Not a low.
<br><br> 2H's Animation is based on Felicia's 2M.
<br><br> 2H's Animation is based on Felicia's 2M.
Line 285: Line 282:
|caption=
|caption=
|name=Launcher/Special
|name=Launcher/Special
|subtitle=Builds 720 Meter <br> Just like Cap!!!
|subtitle=Just like Cap!!!
|input={{clr|S|S}}
|input={{clr|S|S}}
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|S|S}}
  |version={{clr|S|S}}
  |subtitle={{s}}
  |subtitle={{s}}
Line 295: Line 292:
  |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}} {{jcancel}}
  |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.
<br>It's possible a cancel this move into Aim Master ({{clr|L|2}}{{clr|M|3}}{{clr|H|6}}{{clr|L|9}}X) using Tiger Knee Input [[File:Tiger_Knee_Input_2.0.png]] or Guard Master ({{clr|L|2}}{{clr|M|1}}{{clr|H|4}}{{clr|L|7}}X) using Reverse Tiger Knee Input [[File:Reverse Tiger Knee Input 2.png]].
<br>It's possible a cancel this move into Aim Master ({{clr|H|2369H}}) using Tiger Knee Input [[File:Tiger_Knee_Input_2.0.png]] and is used in flashy combo extensions.
<br><br>Launcher's animation is based on the beginning of Captain America's Star's & Stripes.
<br><br>Launcher's animation is based on the beginning of Captain America's Star's & Stripes.
  }}
  }}
Line 312: Line 311:
|caption=
|caption=
|name=Jumping Light
|name=Jumping Light
|subtitle=Builds 400 Meter
|subtitle=
|input={{clr|L|j.L}}
|input={{clr|L|j.L}}
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|L|L}}
  |version={{clr|L|L}}
  |subtitle= {{clr|L|j.}} {{l}}  
  |subtitle= {{clr|L|j.}} {{l}}  
  |damage=50,000
  |damage=50,000
  |guard={{ovrhd}}
  |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
  |properties=
  |properties=
  |description=
  |description=
{{clr|L|j.L}} is used in many combo extensions.
{{clr|L|j.L}} is used in many combo extensions.<br>Taskmaster's fastest aerial is used in low altitude confirms. Example: Chicken blocking the first hit of Haggar's Rapid Fire Fist.
  }}
  }}
}}
}}
Line 335: Line 336:
|caption=
|caption=
|name=Jumping Medium
|name=Jumping Medium
|subtitle=Builds 544 Meter
|subtitle=
|input={{clr|M|j.M}}
|input={{clr|M|j.M}}
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|M|M}}
  |version={{clr|M|M}}
  |subtitle= {{clr|M|j.}} {{m}}
  |subtitle= {{clr|M|j.}} {{m}}
  |damage=68,000
  |damage=68,000
  |guard={{ovrhd}}
  |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 364:
|caption=
|caption=
|name=Jumping Heavy
|name=Jumping Heavy
|subtitle=Builds 800 Meter
|subtitle=
|input={{clr|H|j.H}}
|input={{clr|H|j.H}}
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|H|H}}
  |version={{clr|H|H}}
  |subtitle= {{clr|H|j.}} {{h}}
  |subtitle= {{clr|H|j.}} {{h}}
  |damage=50,000 x2
  |damage=50,000 (per hit)
  |guard={{ovrhd}}
  |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
  |properties=
  |properties=
  |description=
  |description=
{{clr|H|j.H}} is double-hitting attack using as combo filler and landing against armored attacks.
{{clr|H|j.H}} is double-hitting attack using as combo filler and landing against armored attacks.<br> ({{clr|H|j.4H}}) will option select Air Back Throw/Break Away (Throw Tech) and Jumping Heavy depending on if the opponent is in close range or not. Inputting Web String ({{clr|H|6H}}) after ({{clr|H|j.4H}}) option select that allows you to maintain pressure if jumping special is blocked.
  }}
  }}
}}
}}
Line 384: Line 389:
|caption=
|caption=
|name=Jumping Special
|name=Jumping Special
|subtitle=Builds 720 Meter
|subtitle=
|input={{clr|S|j.S}}
|input={{clr|S|j.S}}
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version=S
  |version={{clr|S|S}}
  |subtitle= {{clr|S|j.}} {{s}}
  |subtitle= {{clr|S|j.}} {{s}}
  |damage=90,000
  |damage=90,000
  |guard={{ovrhd}}
  |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
  |properties={{aircombofinisher}}
  |properties={{aircombofinisher}}
  |description=
  |description=
{{clr|S|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.
{{clr|S|j.S}} is a downward slash with a large hitbox in front of Taskmaster. It lacks the ability to option-select compared to {{clr|H|j.H}}, but is potentially the best aerial to land with as it is a single hit while doing high damage.
 
<br>[https://wiki.supercombo.gg/w/UMVC3/Taskmaster/Combos#TaskmasterAssistExtension Combos after Air Series]


{{clr|S|j.S}} is potentially the best aerial to land with as it does great damage while being single hit
  }}
  }}
}}
}}
Line 411: Line 419:
|caption=
|caption=
|name=Web Swing
|name=Web Swing
|subtitle=Builds 640 Meter <br> Mighty Swing!!!
|subtitle=Mighty Swing!!!
|input={{clr|H|6H}}
|input={{clr|H|6H}}
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|H|H}}
  |version={{clr|H|H}}
  |subtitle={{f}} + {{h}}
  |subtitle={{f}} + {{h}}
Line 421: Line 429:
  |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 428: Line 438:
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 ({{clr|H|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 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 ({{clr|H|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.
<br>Taskmaster can only perform the aerial version of Web Swing once per jump state.
<br>Taskmaster can only perform the aerial version of Web Swing once per jump state.
<br>Taskmaster can cancel Web String ({{clr|H|6H}}) with:
<br>'''Taskmaster can cancel Web Swing ({{clr|H|6H}}) with:'''
*Air Normals (j. {{clr|L|L}}{{clr|M|M}}{{clr|H|H}}{{clr|S|S}}) is essential to extend combos with Taskmaster and to transition into overhead attacks for pressure.
*<code> Air Normals (j. {{clr|L|L}}{{clr|M|M}}{{clr|H|H}}{{clr|S|S}}) </code>is essential to extend combos with Taskmaster and to transition into overhead attacks for pressure.
*Aim Master ({{clr|L|6}}{{clr|M|2}}{{clr|H|3}}X) 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).
*<code> Aim Master ({{clr|L|2}}{{clr|M|3}}{{clr|H|6}}X) </code> is used to extend combos, and can be canceled at any time to control velocity depending on how early or how late in the animation it canceled.''' '''Early Cancel'''= Little acceleration; '''Intermediate Cancel'''= Much acceleration; '''Late Cancel'''= Little of acceleration<br>
Charged Aim Master ({{clr|L|2}}{{clr|M|3}}{{clr|H|6}}X) can cancel a grounded Web Swing ({{clr|H|6H}}) early leading to a overhead fake out into {{clr|L|2L}} or {{clr|M|2M}}, or a safer throw attempt, or different combos extensions. Super Jumping ('''29''') before using Web Swing ({{clr|H|6H}}) > Aim Master ({{clr|H|236H}}) can be used to escape corners while attacking below you. Aim Master cancel can also 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).
<br><br>Web Swing's animation is based on Spider-Man's Web Swing.
<br><br>Web Swing's animation is based on Spider-Man's Web Swing.
  }}
  }}
Line 440: Line 451:
|caption=
|caption=
|name=Charging Star
|name=Charging Star
|subtitle=Builds 760 Meter <br> Shield Skillz!!!
|subtitle=Shield Skillz!!!
|input={{clr|H|4H}}
|input={{clr|H|4H}}
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|H|H}}
  |version={{clr|H|H}}
  |subtitle={{b}} + {{h}}
  |subtitle={{b}} + {{h}}
Line 450: Line 461:
  |startup=6
  |startup=6
  |active=9
  |active=9
|hits=1
  |recovery=29
  |recovery=29
|meter=+760
  |onhit=-
  |onhit=-
  |onblock=-15
  |onblock=-15
  |properties={{projnull}} (frames 4-18), {{strk}}, {{chipdamage}}
  |properties={{projnull}} (frames 4-18), {{strk}}, {{chipdamage}}
  |description=
  |description=
Taskmaster charges a short distance forward while protected by his shield. Like with Web Swing ({{clr|H|6H}}), it is an advancing attack that can be used to approach and as a combo tool.
Taskmaster charges forward a short distance forward while nullifying projectiles, and is a great mobility, and burst option. It’s amazing at catching landings as it fairly good hitbox and has a fairly good chance of beating or trading with an opponent's physical attacks as well.
Charging Star ({{clr|H|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.
<br><br>Taskmaster is immune to low and medium priority projectiles (even unconventional attacks like Flame Carpet) allowing him to potentially punish characters that use projectiles in close/medium range; or using projectiles in their block strings.  It can also be using to close distance for THC, mid combo or during knockdown if your team has a OTG Hyper.  
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 ({{clr|H|4H}}) (on hit or whiff) with:
Taskmaster can cancel Charging Star ({{clr|H|4H}}) (on hit or whiff) with:
*Launcher ({{clr|S|S}}) is used confirm into air combos, although Taskmaster will sometimes sideswitch with the opponent when doing this.
*<code> Launcher ({{clr|S|S}})</code> is used confirm into air combos, although Taskmaster will sometimes sideswitch with the opponent when doing this.
*Sting Master ({{clr|S|236S}}) should be used vs. grounded opponents to improve safety as Sting Master is safe on block, and works at a combo finisher.
*<code>Sting Master ({{clr|S|236S}})</code> should be used vs. grounded opponents to improve safety as Sting Master is safe on block, and works at a combo finisher.
*Aim Master ({{clr|L|6}}{{clr|M|2}}{{clr|H|3}}X) allows him to move forward while controlling space, and is used during X-Factor to loop in the corner.
*<code>Aim Master ({{clr|L|2}}{{clr|M|3}}{{clr|H|6}}X)</code> allows him to move forward (negating projectiles at the same time) while controlling space (and it allows you to continue pressure if the initial charging star is push-blocked at close range), and is used during X-Factor to loop (Charging Star ({{clr|H|4H}}) and Aim Master ({{clr|M|236M}}) in the corner). [https://youtu.be/WlMpftyZJHQ Charging Star/Aim Master loops can even be done on some on some characters without X Factor...]
*Guard Master ({{clr|L|2}}{{clr|M|1}}{{clr|H|4}}X) has no notable uses.
<br><br>Charging Star's animation is based on Captain America's Charging Star.
 
Charging Star's animation is based on Captain America's Charging Star.
  }}
  }}
}}
}}


=== Special Moves ===
=== Special Moves ===
Line 481: Line 491:
|caption=
|caption=
|name=Aim Master
|name=Aim Master
|subtitle=Builds 400 Meter (per arrow) <br> Aim of Hawkeye!!! <br> I see you!!!
|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=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|L|Horizontal}}
  |version={{clr|L|Horizontal}}
  |subtitle={{qcf}} + {{l}}
  |subtitle={{qcf}} + {{l}}
  |damage=50,000 x1 ~ x3
  |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
  |properties= {{proj}} , {{airok}}, chargeable, Priority: Low, Durability: 3 per projectile, {{chipdamage}}
  |properties= {{proj}}{{airok}}[[File:Chargeable icon.png]]<br>Priority: Low, Durability: 3 per projectile<br>{{chipdamage}}
  }}
  }}
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|M|Diagonal}}
  |version={{clr|M|Diagonal}}
  |subtitle={{qcf}} + {{m}}
  |subtitle={{qcf}} + {{m}}
  |damage=50,000 x1 ~ x3
  |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
  |properties= {{proj}} , {{otg}}, {{airok}}, chargeable, Priority: Low, Durability: 3 per projectile, {{chipdamage}}
  |properties= {{proj}}{{airok}}{{strk}}[[File:Chargeable icon.png]]<br>Priority: Low, Durability: 3 per projectile<br>{{chipdamage}}
  }}
  }}
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|H|Vertical}}
  |version={{clr|H|Vertical}}
  |subtitle={{qcf}} + {{h}}
  |subtitle={{qcf}} + {{h}}
  |damage=50,000 x1 ~ x3
  |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
  |properties= {{proj}} , {{otg}}, {{airok}}, chargeable Priority: Low, Durability: 3 per projectile, {{chipdamage}}
  |properties= {{proj}}{{airok}}{{strk}}{{otg}}[[File:Chargeable icon.png]]<br> Priority: Low, Durability: 3 per projectile<br> {{chipdamage}}
  |description=
  |description=
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. Aim Master can be performed in the air.
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.
<br>This is Taskmaster's primary tool for long-range combat, and paired with assists is sufficient to zone out slower characters.
<br> '''Button strength mainly alters the trajectory of the arrows.'''
*{{clr|L|236L}} is a direct horizontal shot.
*{{clr|M|236M}} fires at a slight upwards angle that eventually arcs down. While airborne, {{clr|M|j.236M}} fires at a down-forward angle instead of up-forward.
*{{clr|H|236H}} is fired directly upwards, and then suddenly arcs back down to the ground at superjump height. While airborne, {{clr|H|cj.236H}} 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.
All versions of Fully Charged Aim Master are not subject to hitstun deterioration.


<br> '''Combos'''


Button strength mainly alters the trajectory of the arrows.
<br><code> Fully Charged Aim Master ({{clr|H|236H}}) vs. Aerial Opponent (directly above) > Charging Star ({{clr|H|4H}}) > Countine Combo. </code>
*{{clr|L|L}} version is a direct horizontal shot. The 3rd Arrow of the fully charged version hits all characters crouching or standing.
*{{clr|M|M}} version fires at a slight upwards angle that eventually arcs down. While airborne, {{clr|M|M}} version fires at a down-forward angle instead of up-forward.
*{{clr|H|H}} version is fired directly upwards, and then suddenly arcs back down to the ground at superjump height. While airborne, {{clr|H|H}} version is shot directly down towards the ground.


Aim Master's animation resembles Hawkeye's Quick Shot (Hunter).
<br><br>Aim Master's animation resembles Hawkeye's Quick Shot (Hunter).
  }}
  }}
}}
}}
Line 544: Line 563:
|caption3={{clr|H|H Version (Projectile Counter)}}
|caption3={{clr|H|H Version (Projectile Counter)}}
|name=Guard Master
|name=Guard Master
|subtitle=Builds 1000 Meter
|subtitle=Bring it!!!
|input={{clr|L|2}}{{clr|M|1}}{{clr|H|4}}X
|input={{clr|L|2}}{{clr|M|1}}{{clr|H|4}}X
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|L|High + Mid}}
  |version={{clr|L|High + Mid}}
  |subtitle={{qcb}}+{{l}}
  |subtitle={{qcb}}+{{l}}
  |damage=100,000
  |damage=100,000(2 hits)
  |guard={{counter}}
  |guard={{counter}}
  |startup=5
  |startup=5
  |active=20
  |active=20
|hits=x2
  |recovery=20
  |recovery=20
|meter=+1000
  |onhit=-
  |onhit=-
  |onblock=-
  |onblock=-
  |properties= {{counter}} {{high}}+{{mid}} <br> {{hardknockdown}}
  |properties= {{counter}} {{high}}+{{mid}} <br> {{hardknockdown}}
  }}
  }}
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|M|Low}}
  |version={{clr|M|Low}}
  |subtitle={{qcb}}+{{m}}
  |subtitle={{qcb}}+{{m}}
  |damage=100,000
  |damage=100,000(2 hits)
  |guard={{counter}}
  |guard={{counter}}
  |startup=5
  |startup=5
  |active=20
  |active=20
|hits=x2
  |recovery=20
  |recovery=20
|meter=+1000
  |onhit=-
  |onhit=-
  |onblock=-
  |onblock=-
  |properties= {{counter}} {{low}} <br> {{hardknockdown}}
  |properties= {{counter}} {{low}} <br> {{hardknockdown}}
  }}
  }}
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|H| Projectile <br> Reflector <br> Nullifier}}
  |version={{clr|H| Projectile <br> Reflector <br> Nullifier}}
  |subtitle={{qcb}}+{{h}}
  |subtitle={{qcb}}+{{h}}
Line 578: Line 601:
  |startup=5
  |startup=5
  |active=20
  |active=20
|hits=1
  |recovery=20
  |recovery=20
|meter=+1000
  |onhit=-
  |onhit=-
  |onblock=-
  |onblock=-
Line 585: Line 610:
Taskmaster enters a defensive stance, in which he can counter certain attacks depending on button strength. On a successful {{clr|L|L}}/{{clr|M|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 {{clr|S|236S}}, this animation is invincible and ignores projectiles and assists).
Taskmaster enters a defensive stance, in which he can counter certain attacks depending on button strength. On a successful {{clr|L|L}}/{{clr|M|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 {{clr|S|236S}}, this animation is invincible and ignores projectiles and assists).


*{{clr|L|L}} Version counters Mid or Overhead attacks, cannot counter hypers or assists.
*{{clr|L|214L}} counters Mid or Overhead attacks, cannot counter hypers or assists.
*{{clr|M|M}} Version counters Low attacks, cannot counter hypers or assists.
*{{clr|M|214M}} counters Low attacks, cannot counter hypers or assists.
*{{clr|H|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.
*{{clr|H|214H}} 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 [[File:Tiger_Knee_Input_2.0.png]] Legion Arrow (2369{{clr|M|M}}+{{clr|H|H}}).
If the counter sends an opponent into the corner, Taskmaster can follow up with a Tiger Knee [[File:Tiger_Knee_Input_2.0.png]] Legion Arrow (2369{{clr|M|M}}+{{clr|H|H}}).
Line 599: Line 624:
|caption=
|caption=
|name=Sting Master
|name=Sting Master
|subtitle=Builds 1130 Meter <br> Sharp Sting!!!
|subtitle=Sharp Sting!!!
|input={{clr|S|236S}}
|input={{clr|S|236S}}
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|S|S}}
  |version={{clr|S|S}}
  |subtitle={{qcf}} + {{s}}
  |subtitle={{qcf}} + {{s}}
Line 609: Line 634:
  |startup=15
  |startup=15
  |active=3
  |active=3
|hits=x2
  |recovery=28
  |recovery=28
|meter=+1130
  |onhit=-
  |onhit=-
  |onblock=-3
  |onblock=-3
  |properties={{hardknockdown}}, {{chipdamage}}
  |properties={{hardknockdown}}, {{chipdamage}}
  |description=
  |description=
Sting Master ({{clr|S|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 ({{clr|S|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 also applies upward knockback to assists.


Sting Master can be canceled from Charging Star ({{clr|H|4H}}), and is safe on block making Charging Star ({{clr|H|4H}}) safer to use in neutral.  
Sting Master can be canceled from Charging Star ({{clr|H|4H}}), and is safe on block making Charging Star ({{clr|H|4H}}) safer to use in neutral. This cancel is vulnerable to opponents push-blocking Charging Star (meaty) 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 Jumping > Fully charged Aim Master ({{clr|H|236H}}) > Legion Arrow (236{{clr|L|L}}+{{clr|H|H}}), which will deal heavy damage as an OTG.
This move is useful as a combo ender for Taskmaster, as he can capitalize on the [https://wiki.supercombo.gg/w/UMVC3/Taskmaster/Combos#TaskmasterAssistExtension Assist Extensions] or [https://wiki.supercombo.gg/w/UMVC3/Taskmaster/Combos#StingMasterSnapback Snapback].
  }}
  }}
}}
}}
Line 627: Line 654:
|caption=
|caption=
|name=Sword Master
|name=Sword Master
|subtitle=Builds 400 Meter
|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=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|L|L}}
  |version={{clr|L|L}}
  |subtitle={{dp}} + {{l}}
  |subtitle={{dp}} + {{l}}
Line 637: Line 664:
  |startup=31
  |startup=31
  |active=5
  |active=5
|hits=1
  |recovery=22
  |recovery=22
|meter=+400
  |onhit=-
  |onhit=-
  |onblock=-4
  |onblock=-4
  |properties={{softknockdown}}
  |properties={{softknockdown}}
  }}
  }}
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|M|M}}
  |version={{clr|M|M}}
  |subtitle={{dp}} + {{m}}
  |subtitle={{dp}} + {{m}}
Line 649: Line 678:
  |startup=47
  |startup=47
  |active=5
  |active=5
|hits=1
  |recovery=22
  |recovery=22
|meter=+400
  |onhit=-
  |onhit=-
  |onblock=-4
  |onblock=-4
  |properties={{softknockdown}}
  |properties={{softknockdown}}
  }}
  }}
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|H|H}}
  |version={{clr|H|H}}
  |subtitle={{dp}} + {{h}}
  |subtitle={{dp}} + {{h}}
Line 661: Line 692:
  |startup=57
  |startup=57
  |active=5
  |active=5
|hits=1
  |recovery=22
  |recovery=22
|meter=+400
  |onhit=-
  |onhit=-
  |onblock=-4
  |onblock=-4
Line 669: Line 702:


The button strength determines the distance traveled before the downward swing:
The button strength determines the distance traveled before the downward swing:
*{{clr|L|L}} Version stands in place.
*{{clr|L|623L}} stands in place.
*{{clr|M|M}} Version moves quarter screen.
*{{clr|M|623M}} moves quarter screen.
*{{clr|H|H}} Version moves half screen, and has the most follow-ups.
*{{clr|H|623H}} 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 677: Line 710:
}}
}}


==== Sword Master L Follow-ups ====
==== Sword Master Follow-ups ====
 
=====Sword Master L Follow-ups =====
{{MoveData
{{MoveData
|image=
|image=Taskmaster's_HeadButt.jpg
|caption=
|caption=Headbutt (universal)
|name=Head Butt
|input= {{clr|H|Head Butt}} & {{clr|H|Light's Out}}
|subtitle=Builds 240 Meter
|image2=Taskmaster's_Light'sOut.jpg
|input={{clr|H|(After Sword Master L is blocked) > 5H}}
|caption2=Light's Out
|description=Taskmaster performs a short sequence of attacks before {{clr|H|Light's Out}}, after which he can follow up.
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |version={{clr|H|H}}
  |version=after blocked {{clr|L|623L}}
  |subtitle={{h}}
  |subtitle= {{h}}
  |damage=30,000
  |damage=30,000
  |guard={{unblockable}}
  |guard={{unblockable}}
  |startup=24
  |startup=24
  |active=5
  |active=5
|hits=1
  |recovery=16
  |recovery=16
|meter=+240
  |onhit=+4
  |onhit=+4
  |onblock=-
  |onblock=-
  |properties=
  |properties=
  |description=
  |description=
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.
Unblockable attack. If Taskmaster gets an opponent to block the initial swing ({{clr|L|623L}}) but not pushblock it, he can open them up with this short-range attack ({{clr|H|H}}), then finish the sequence with {{clr|H|Light's Out (236H)}} with the opportunity for follow-ups. At +4 on hit, his follow-up options are rather limited. Light's Out will force the opponent into a {{hardknockdown}}, which Taskmaster struggles to convert from on his own. Thus, a full combo off an unblockable usually requires X-factor, an assist, or meter. The headbutt can be canceled into Legion Arrow, which when combined with a DHC such as to Vergil's Spiral Swords, can net huge damage even without blowing X.
  }}
  }}
}}
{{MoveData
|image=
|caption=
|name=Lights Out
|subtitle=Builds 450 Meter
|input={{clr|H|(After Head Butt) > 236H}}
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |version={{clr|H|H}}
  |version=after successful {{clr|H|headbutt}}
  |subtitle={{qcf}} + {{h}}
  |subtitle={{qcf}} + {{h}}
  |damage=10,000 + 50,000
  |damage=10,000 + 50,000
Line 716: Line 743:
  |startup=15
  |startup=15
  |active=5
  |active=5
|hits=x2
  |recovery=1
  |recovery=1
|meter=+450
  |onhit=-
  |onhit=-
  |onblock=-
  |onblock=-
  |properties={{hardknockdown}}
  |properties={{hardknockdown}}, second hit does not scale.
  |description=
  |description=
Sequence ender that functions almost the same as Taskmaster's regular Sting Master ({{clr|S|236S}}) special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow.
Sequence ender that functions almost the same as Taskmaster's regular Sting Master ({{clr|S|236S}}) special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow. Note that there is a short window in which you can follow up before the opponent hits the ground. The only thing that can link here is Snapback, except against exceptional hurtboxes.
  }}
  }}
}}
}}


 
===== Sword Master M Follow-ups =====
==== Sword Master M Follow-ups ====


{{MoveData
{{MoveData
|image=
|image=Taskmaster's_HeadButt.jpg
|caption=
|caption=Headbutt (universal)
|name=Head Butt
|input={{clr|H|Headbutt}}, {{clr|M|Below the Belt}}, {{clr|H|Low Kick}}, {{clr|H|Light's Out}}
|subtitle=Builds 400 Meter
|image2=Taskmaster's_BelowTheBelt.jpg
|input={{clr|H|(After Sword Master M is blocked) > 5H}}
|caption2=Below The Belt
|image3=Taskmaster's_LowKick.jpg
|caption3=Low Kick
|image4=Taskmaster's_Light'sOut.jpg
|caption4=Light's Out
|description=Taskmaster performs a series of filler attacks before {{clr|H|Light's Out}}, after which he can follow up.
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |version={{clr|H|H}}
  |version=after blocked {{clr|M|623M}}
  |subtitle={{h}}
  |subtitle= {{h}}
  |damage=30,000
  |damage=30,000
  |guard={{unblockable}}
  |guard={{unblockable}}
  |startup=24
  |startup=24
  |active=5
  |active=5
|hits=1
  |recovery=16
  |recovery=16
|meter=+240
  |onhit=+4
  |onhit=+4
  |onblock=-
  |onblock=-
  |properties=
  |properties=
  |description=
  |description=
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.
Unblockable attack. If Taskmaster gets an opponent to block the initial swing ({{clr|M|623M}}) but not pushblock it, he can open them up with this short-range attack ({{clr|H|H}}), then finish the sequence with the opportunity for follow-ups. At +4 on hit, his follow-up options are rather limited. Light's Out will force the opponent into a {{hardknockdown}}, which Taskmaster struggles to convert from on his own. Thus, a full combo off an unblockable usually requires X-factor, an assist, or meter. The headbutt can be canceled into Legion Arrow, which when combined with a DHC such as to Vergil's Spiral Swords, can net huge damage even without blowing X.
  }}
  }}
}}
{{MoveData
|image=
|caption=
|name=Below The Belt
|subtitle=Builds 224 Meter
|input={{clr|M|(After Head Butt) > 5M}}
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |version={{clr|M|M}}
  |version=after successful {{clr|H|Headbutt}},
  |subtitle={{m}}
  |subtitle= {{m}}
  |damage=28,000
  |damage=28,000
  |guard={{mid}}
  |guard={{mid}}
  |startup=13
  |startup=13
  |active=5
  |active=5
|hits=1
  |recovery=21
  |recovery=21
|meter=+224
  |onhit=-1
  |onhit=-1
  |onblock=-3
  |onblock=-3
  |properties=
  |properties=-
  |description=
  |description=filler
Filler.
  }}
  }}
}}
{{MoveData
|image=
|caption=
|name=Low Kick
|subtitle=Builds 240 Meter
|input={{clr|H|(After Below the Belt) > 5H}}
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |version={{clr|H|H}}
  |version=after successful {{clr|M|Below the Belt}},
  |subtitle={{h}}
  |subtitle= {{h}}
  |damage=30,000
  |damage=30,000
  |guard={{low}}
  |guard={{low}}
  |startup=20
  |startup=20
  |active=5
  |active=5
|hits=1
  |recovery=16
  |recovery=16
|meter=+240
  |onhit=+4
  |onhit=+4
  |onblock=+2
  |onblock=+2
  |properties=
  |properties=-
  |description=
  |description=filler
Filler.
  }}
  }}
}}
{{MoveData
|image=
|caption=
|name=Lights Out
|subtitle=Builds 240 Meter
|input={{clr|H|(After Low Kick) > 236H}}
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |version={{clr|H|H}}
  |version=after successful {{clr|H|Low Kick}},
  |subtitle={{qcf}} + {{h}}
  |subtitle={{qcf}}+{{h}}
  |damage=10,000 + 50,000
  |damage=10,000 + 60,000
  |guard={{unblockable}}
  |guard={{unblockable}}
  |startup=15
  |startup=15
  |active=5
  |active=5
|hits=x2
  |recovery=1
  |recovery=1
|meter=+240
  |onhit=-
  |onhit=-
  |onblock=-
  |onblock=-
  |properties={{hardknockdown}}
  |properties={{hardknockdown}}, second hit does not scale.
  |description=
  |description=Sequence ender that functions almost the same as Taskmaster's regular Sting Master ({{clr|S|236S}}) special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow. Note that there is a short window in which you can follow up before the opponent hits the ground. The only thing that can link here is Snapback, except against exceptional hurtboxes.
Sequence ender that functions almost the same as Taskmaster's regular Sting Master ({{clr|S|236S}}) special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow.
  }}
  }}
}}
}}


 
=====Sword Master H Follow-ups=====
==== Sword Master H Follow-ups ====


{{MoveData
{{MoveData
|image=
|image=Taskmaster's_HeadButt.jpg
|caption=
|caption=Headbutt (universal)
|name=Head Butt
|input={{clr|H|Headbutt}}, {{clr|M|Below the Belt}}, {{clr|H|Low Kick}}, {{clr|H|Shield Bash}}, {{clr|M|Knee Kick}}, {{clr|H|Light's Out}}
|subtitle=Builds 240 Meter
|image2=Taskmaster's_BelowTheBelt.jpg
|input={{clr|H|(After Sword Master H is blocked) > 5H}}
|caption2=Below the Belt
|image3=Taskmaster's_LowKick.jpg
|caption3=Low Kick
|image4=Taskamster's_ShieldBash.jpg
|caption4=Shield Bash
|image5=Taskmaster's_KneeKick.jpg
|caption5=Knee Kick
|image6=Taskmaster's_Light'sOut.jpg
|caption6=Light's Out
|description=Taskmaster performs a series of filler attacks before {{clr|H|Light's Out}}, after which he can follow up.
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |version={{clr|H|H}}
  |version=after blocked {{clr|H|623H}}
  |subtitle={{h}}
  |subtitle= {{h}}
  |damage=30,000
  |damage=30,000
  |guard={{unblockable}}
  |guard={{unblockable}}
  |startup=24
  |startup=24
  |active=5
  |active=5
|hits=1
  |recovery=16
  |recovery=16
|meter=+240
  |onhit=+4
  |onhit=+4
  |onblock=-
  |onblock=-
  |properties=
  |properties=
  |description=
  |description=
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.
Unblockable attack. If Taskmaster gets an opponent to block the initial swing ({{clr|H|623H}}) but not pushblock it, he can open them up with this short-range attack ({{clr|H|H}}), then finish the sequence with the opportunity for follow-ups. At +4 on hit, his follow-up options are rather limited. Light's Out will force the opponent into a {{hardknockdown}}, which Taskmaster struggles to convert from on his own. Thus, a full combo off an unblockable usually requires X-factor, an assist, or meter. The headbutt can be canceled into Legion Arrow, which when combined with a DHC such as to Vergil's Spiral Swords, can net huge damage even without blowing X.
  }}
  }}
}}
{{MoveData
|image=
|caption=
|name=Below The Belt
|subtitle=Builds 224 Meter
|input={{clr|M|(After Head Butt) > 5M}}
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |version={{clr|M|M}}
  |version=after successful {{clr|H|Headbutt}},
  |subtitle={{m}}
  |subtitle= {{m}}
  |damage=28,000
  |damage=28,000
  |guard={{mid}}
  |guard={{mid}}
  |startup=13
  |startup=13
  |active=5
  |active=5
|hits=1
  |recovery=21
  |recovery=21
|meter=+224
  |onhit=-1
  |onhit=-1
  |onblock=-3
  |onblock=-3
  |properties=
  |properties=-
  |description=
  |description=filler
Filler.
  }}
  }}
}}
{{MoveData
|image=
|caption=
|name=Low Kick
|subtitle=Builds 240 Meter
|input={{clr|H|(After Below the Belt) > 5H}}
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |version={{clr|H|H}}
  |version=after successful {{clr|M|Below the Belt}},
  |subtitle={{h}}
  |subtitle= {{h}}
  |damage=30,000
  |damage=30,000
  |guard={{low}}
  |guard={{low}}
  |startup=20
  |startup=20
  |active=5
  |active=5
|hits=1
  |recovery=16
  |recovery=16
|meter=+240
  |onhit=+4
  |onhit=+4
  |onblock=+2
  |onblock=+2
  |properties=
  |properties=-
  |description=
  |description=filler
Filler.
  }}
  }}
}}
{{MoveData
|image=
|caption=
|name=Shield Bash
|subtitle=Builds 200 Meter
|input={{clr|H|(After Low Kick) > 5H}}
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |version={{clr|H|H}}
  |version=after successful {{clr|H|Low Kick}},
  |subtitle={{h}}
  |subtitle= {{h}}
  |damage=25,000
  |damage=25,000
  |guard={{mid}}
  |guard={{mid}}
  |startup=21
  |startup=21
  |active=3
  |active=3
|hits=1
  |recovery=22
  |recovery=22
|meter=+200
  |onhit=0
  |onhit=0
  |onblock=-2
  |onblock=-2
  |properties=
  |properties=-
  |description=
  |description=filler
Filler.
  }}
  }}
}}
{{MoveData
|image=
|caption=
|name=Knee Kick
|subtitle=Builds 248 Meter
|input={{clr|M|(After Shield Bash) > 5M}}
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |version={{clr|M|M}}
  |version=after successful {{clr|H|Shield Bash}},
  |subtitle={{m}}
  |subtitle= {{m}}
  |damage=31,000
  |damage=31,000
  |guard={{mid}}
  |guard={{mid}}
  |startup=18
  |startup=18
  |active=4
  |active=4
|hits=1
  |recovery=17
  |recovery=17
|meter=+248
  |onhit=+4
  |onhit=+4
  |onblock=+2
  |onblock=+2
  |properties=
  |properties=-
  |description=
  |description=filler
Filler.
  }}
  }}
}}
{{MoveData
|image=
|caption=
|name=Lights Out
|subtitle=Builds 800 Meter
|input={{clr|H|(After Knee Kick) > 236H}}
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |version={{clr|H|H}}
  |version=after successful {{clr|M|Knee Kick}}
  |subtitle={{qcf}} + {{h}}
  |subtitle={{qcf}} + {{h}}
  |damage=10,000 + 50,000
  |damage=10,000 + 50,000
Line 952: Line 932:
  |startup=15
  |startup=15
  |active=5
  |active=5
|hits=x2
  |recovery=1
  |recovery=1
|meter=+450
  |onhit=-
  |onhit=-
  |onblock=-
  |onblock=-
  |properties={{hardknockdown}}
  |properties={{hardknockdown}}, second hit does not scale.
  |description=
  |description=
Sequence ender that functions almost the same as Taskmaster's regular Sting Master ({{clr|S|236S}}) special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow.
Sequence ender that functions almost the same as Taskmaster's regular Sting Master ({{clr|S|236S}}) special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow. Note that there is a short window in which you can follow up before the opponent hits the ground. The only thing that can link here is Snapback, except against exceptional hurtboxes.
  }}
  }}
}}
}}
Line 970: Line 952:
|image3=UMVC3_Taskmaster_236MH.png
|image3=UMVC3_Taskmaster_236MH.png
|caption3={{clr|M|M}}+{{clr|H|H}} - Directly Upward
|caption3={{clr|M|M}}+{{clr|H|H}} - Directly Upward
|image4=UMVC3_Taskmaster_j236LH.png
|image4=UMVC3 Taskmaster j236LM.jpg
|caption4=Air {{clr|L|L}}+{{clr|H|H}} Angled Downward
|caption4=Air {{clr|L|L}}+{{clr|M|M}} -  Directly Forward
|image5=UMVC3_Taskmaster_j236MH.png
|image5=UMVC3_Taskmaster_j236LH.png
|caption5=Air {{clr|M|M}}+{{clr|H|H}} Directly Downward
|caption5=Air {{clr|L|L}}+{{clr|H|H}} Angled Downward
|image6=UMVC3_Taskmaster_j236MH.png
|caption6=Air {{clr|M|M}}+{{clr|H|H}} Directly Downward
|name=Legion Arrow
|name=Legion Arrow
|subtitle= You can't run away! You're in for a world of hurt!
|subtitle= You can't run away! You're in for a world of hurt!
|input={{clr|L|2}}{{clr|M|3}}{{clr|H|6}}XX (1 bar)
|input={{clr|L|2}}{{clr|M|3}}{{clr|H|6}}XX (1 bar)
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version=Horizontal
  |version=Horizontal
  |subtitle={{qcf}} + {{l}} {{m}}
  |subtitle={{qcf}} + {{l}} {{m}}
  |damage=20,000 x25 ~ x50
  |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
  |properties={{proj}}, {{chipdamage}}, {{airok}}, {{hardknockdown}}, mashable, Priority: High, Durability: 1 per shot
  |properties={{proj}}{{chipdamage}}{{airok}}{{hardknockdown}}[[File:mashable_icon.png]]<br>Priority: High, Durability: 1 per shot
  }}
  }}
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version=Diagonal
  |version=Diagonal
  |subtitle={{qcf}} + {{l}} {{h}}
  |subtitle={{qcf}} + {{l}} {{h}}
  |damage=20,000 x25 ~ x50
  |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
  |properties={{proj}}, {{chipdamage}}, {{airok}}, {{hardknockdown}}, {{otg}}, mashable, Priority: High, Durability: 1 per shot
  |properties={{proj}}{{chipdamage}}{{airok}}{{hardknockdown}}{{otg}}[[File:mashable_icon.png]]<br>Priority: High, Durability: 1 per shot
  }}
  }}
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version=Vertical
  |version=Vertical
  |subtitle={{qcf}} + {{m}} {{h}}
  |subtitle={{qcf}} + {{m}} {{h}}
  |damage=20,000 x25 ~ x50
  |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
  |properties={{proj}} , {{chipdamage}} , {{airok}}, {{hardknockdown}}, {{otg}}, mashable, Priority: High, Durability: 1 per shot
  |properties={{proj}}{{chipdamage}}{{airok}}{{hardknockdown}}{{otg}}[[File:mashable_icon.png]]<br>Priority: High, Durability: 1 per shot
  |description=
  |description=
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:
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:


*{{clr|L|L}}+{{clr|M|M}}: On both the ground and in the air, the arrows are shot directly forward.
*236{{clr|L|L}}+{{clr|M|M}}: On both the ground and in the air, the arrows are shot directly forward.
*{{clr|L|L}}+{{clr|H|H}}: On the ground, the arrows are fired at a slight upward angle, hitting opponents at jump height. In the air, this version is fired at a down-forward angle instead, and can hit OTG.
*236{{clr|L|L}}+{{clr|H|H}}: On the ground, the arrows are fired at a slight upward angle, hitting opponents at jump height. In the air, this version is fired at a down-forward angle instead, and can hit OTG.
*{{clr|M|M}}+{{clr|H|H}}: On the ground, the arrows are fired straight up. Upon reaching superjump height, they suddenly arc back down to the ground, landing in the area immediately in front of Taskmaster. In the air, Taskmaster fires straight down, attacking the ground below him. Both the grounded and air versions of this variant can hit OTG.
*236{{clr|M|M}}+{{clr|H|H}}: On the ground, the arrows are fired straight up. Upon reaching superjump height, they suddenly arc back down to the ground, landing in the area immediately in front of Taskmaster. In the air, Taskmaster fires straight down, attacking the ground below him. Both the grounded and air versions of this variant can hit OTG.


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.
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.
Line 1,035: Line 1,025:
|name=Aegis Counter
|name=Aegis Counter
|subtitle=Secret Move!!!
|subtitle=Secret Move!!!
|input={{clr|L|2}}{{clr|M|1}}{{clr|H|4}}XX (1 bar)
|input={{clr|10|214XX}} (1 bar)
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{atk}}
  |version={{atk}}
  |subtitle={{qcb}}+{{atk}}{{atk}}
  |subtitle={{qcb}}+{{atk}}{{atk}}
Line 1,044: Line 1,034:
  |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, {{startupinv}}, {{hardknockdown}}
  |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 1,053: Line 1,045:


<br>'''Activating Aegis Counter will cause Taskmaster to shoot the opponent behind him, sending them flying across the stage in a Hard Knockdown.'''
<br>'''Activating Aegis Counter will cause Taskmaster to shoot the opponent behind him, sending them flying across the stage in a Hard Knockdown.'''
<br> Taskmaster can follow up with:
<br>Taskmaster can follow up into [https://wiki.supercombo.gg/w/UMVC3/Taskmaster/Combos#AegisCounterFollowUp Super Combos, and Assists Extension].
*'''Midscreen'''
Jump (at the peak) > Legion Arrow (236{{clr|M|M}}+{{clr|H|H}}).
<br>Dash > Assist Call > Web Swing ({{clr|H|6H}}) > Single Arrow Aim Master ({{clr|H|236H}}) > Start your combo.


*'''Shot into corner'''
Tiger Knee [[File:Tiger_Knee_Input_2.0.png]] Legion Arrow (236{{clr|L|L}}+{{clr|H|H}}).
<br>Assist Call > Web String ({{clr|H|6H}}) > immediately cancel into Single Arrow Aim Master ({{clr|H|236H}}) > Start your combo.
  }}
  }}
}}
}}
Line 1,071: Line 1,057:
|caption=
|caption=
|name=Ground Throw
|name=Ground Throw
|subtitle=Builds 800 Meter <br> Shoulder Throw!!!
|subtitle=Shoulder Throw!!!
|input={{clr|H|6H}}, {{clr|H|4H}}
|input={{clr|H|6H}}, {{clr|H|4H}}
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|H|H}}
  |version={{clr|H|H}}
  |subtitle={{b}} + {{h}} <br> or <br> {{f}} + {{h}}
  |subtitle={{b}} + {{h}} <br> or <br> {{f}} + {{h}}
Line 1,081: Line 1,067:
  |startup=1
  |startup=1
  |active=1
  |active=1
|hits=x2
  |recovery=-
  |recovery=-
|meter=+800
  |onhit=-
  |onhit=-
  |onblock=-
  |onblock=-
  |properties={{hardknockdown}}
  |properties={{hardknockdown}}
  |description=
  |description=
  '''A Forward Throw will cause Taskmaster throw them in front of him in a Hard Knockdown.'''
  '''Forward Throw leads to the opponent directly front of him in a Hard Knockdown.'''
<br>Taskmaster can follow up with:
<br>'''Back Throw leads to the opponent across the stage ending in a Hard Knockdown.'''
*Jump > Legion Arrow (236{{clr|L|L}}+{{clr|H|H}})in the air
<br>Taskmaster can follow up into [https://wiki.supercombo.gg/w/UMVC3/Taskmaster/Combos#TaskmasterThrowFollowUp Super Combos, and Assists Extensions].<br><br>Both Ground Throws have nearly the same animation as Ryu's Ground Throw.
*Tiger Knee[[File:Tiger_Knee_Input_2.0.png]] Legion Arrow (2369{{clr|L|L}}+{{clr|H|H}}) just off the ground.
 
*Assist Call > Web String ({{clr|H|6H}})  > immediately cancel into Single Arrow Aim Master ({{clr|H|236H}}) > Start your combo.
<br>'''A Back Throw will cause Taskmaster throws the opponent across the stage ending in a Hard Knockdown.'''
<br> Taskmaster can follow up with:
*Jump > Legion Arrow (236{{clr|M|M}}+{{clr|H|H}}) at the peak of his normal jump.
*All follow-ups for Forward throw apply here if the opponent is thrown into a corner and Taskmaster is nearby.
<br>Both Ground Throws has nearly the same animation as Ryu's Ground Throw.
  }}
  }}
}}
}}
Line 1,103: Line 1,085:
|caption=
|caption=
|name=Air Throw
|name=Air Throw
|subtitle=Builds 800 Meter
|subtitle=
|input={{clr|H|j.6H}}, {{clr|H|j.4H}}
|input={{clr|H|j.6H}}, {{clr|H|j.4H}}
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version={{clr|H|H}}
  |version={{clr|H|H}}
  |subtitle={{clr|H|j.}} {{b}} + {{h}} <br> or <br> {{clr|H|j.}} {{f}} + {{h}}  
  |subtitle={{clr|H|j.}} {{b}} + {{h}} <br> or <br> {{clr|H|j.}} {{f}} + {{h}}  
Line 1,113: Line 1,095:
  |startup=1
  |startup=1
  |active=1
  |active=1
|hits=1
  |recovery=-
  |recovery=-
|meter=+800
  |onhit=-
  |onhit=-
  |onblock=-
  |onblock=-
Line 1,119: Line 1,103:
  |description=
  |description=
'''Both airthrows spikes the opponent straight down to the ground, while Taskmaster briefly floats above them.'''
'''Both airthrows spikes the opponent straight down to the ground, while Taskmaster briefly floats above them.'''
<br>Taskmaster can follow up with:
<br>Taskmaster can follow up into [https://wiki.supercombo.gg/w/UMVC3/Taskmaster/Combos#TaskmasterAirThrowFollowUp Super Combos, and Assists Extensions].
*Taskmaster can follow this up with a Legion Arrow (236{{clr|M|M}}+{{clr|H|H}}).
<br>Both Air Throws have the same animation as Captain America's Air Throw.<br><br>Air front throw is unique in that if you throw the opponent with j.6H, you will consume your Web Swing. If you throw them with j.9H or j.3H, however, your Web Swing will be preserved and you can follow up afterward with the help of an assist. For this reason, it is preferable to OS throws with j.3H or j.9H.
*Beam Assist Call > Web String ({{clr|H|5H}}) over the opponent > Aim Master ({{clr|H|236H}}) to turn around and pick the opponent up from the ground > Beam hits > Land and start combo.
 
*'''!Hard!''' Charged Aim Master ({{clr|H|236H}}) at the perfect height  > {{clr|L|5L}} or Charging Star ({{clr|H|4H}}) > Start combo.
 
<br>Both Air Throws has the same animation as Captain America's Air Throw.
  }}
  }}
}}
}}
Line 1,132: Line 1,115:
|caption=
|caption=
|name=Snap Back
|name=Snap Back
|subtitle=Builds 500 - (-10,000) Meter
|subtitle=
|input=236{{a1}} 236{{a2}}
|input={{clr|5|236}}{{a1}} {{clr|6|236}}{{a2}}
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version=Assist
  |version=Assist
  |subtitle={{qcf}}+{{a1}} <br> {{qcf}}+{{a2}}
  |subtitle={{qcf}}+{{a1}} <br> {{qcf}}+{{a2}}
Line 1,142: Line 1,125:
  |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 1,148: Line 1,133:
  |description=
  |description=
Combos into Snapback:
Combos into Snapback:
*Charging Star ({{clr|H|4H}}) > Snapback (236{{a1}}).
*<code> Charging Star ({{clr|H|4H}}) > Snapback ({{clr|5|236}}{{a1}}). </code>
*Web Swing ({{clr|H|6H}}) > Single Arrow Aim Master ({{clr|H|236H}}) vs. {{knockdown}} '''Opponent'' > Snapback (236{{a1}}).
*<code> Web Swing ({{clr|H|6H}}) > Single Arrow Aim Master ({{clr|H|j.236H}}) vs. {{knockdown}} '''Opponent''' > Snapback ({{clr|5|236}}{{a1}}). </code>
<br>Animation and hitbox based on {{clr|H|5H}}.
<br>Animation and hitbox based on {{clr|H|5H}}.
  }}
  }}
Line 1,161: Line 1,146:
|input={{a1}}/{{a2}}
|input={{a1}}/{{a2}}
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3/M&H
  |version=Assist
  |version=Assist
  |subtitle='''Hold'''{{a1}} <br> '''Hold'''{{a2}}
  |subtitle={{clr|5|'''Hold'''}}{{a1}} <br> {{clr|6|'''Hold'''}}{{a2}}
  |damage=27,000
  |damage=30,000
  |guard={{ovrhd}}
  |guard={{ovrhd}}
  |startup=-
  |startup=-
  |active=20
  |active=20
|hits=1
  |recovery=34
  |recovery=34
|meter=
  |onhit=-
  |onhit=-
  |onblock=-15
  |onblock=-15
Line 1,176: Line 1,163:
  }}
  }}
}}
}}


== Team Position ==
== 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.
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 augment his already hefty damage output (especially after throws), and also makes his projectile game into a legitimate chip damage threat.
<br><br>'''Point''' Taskmaster is his strongest position, benefiting from assists more than most other characters gaining better mix-ups and combo potential after knockdown.
<br>'''Second''' Taskmaster can pile on the hurt via Semi-Safe/Semi-Damaging DHC, and a decent projectile.
<br>'''Anchor''' Taskmaster is his weakest position, lacking proper combos from air throws, and has a hard time making timely solo '''1 vs 3''' comeback since his mix up game isn't fantastic.


Anchor Taskmaster has a hard time making timely solo '''1 vs 3''' comeback since his mix up game isn't fantastic.




=== Notable Synergies ===
For more information check out Taskmaster's Team Building Page: https://wiki.supercombo.gg/w/UMVC3/Taskmaster/Team_Building


'''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 ==
 
{{PlayersToWatchTableHeader-UMVC3}}
'''Players to Watch:''' ImmaAriesBaby (Taskmaster/Sentinel/Doom)
{{PlayersToWatchTableRow-UMVC3
 
| name = RonanHealy
'''Other Players to Watch:'''
| charaColorOne = {{CharaColor-UMVC3|Taskmaster|1}}
 
| charaColorTwo = {{CharaColor-UMVC3|Doctor_Doom|1}}
HonzoGonzo (Taskmaster/Doom/Ammy),
| charaColorThree = {{CharaColor-UMVC3|Sentinel|1}}
 
| region = Florida
DJ Houshen (Felicia/Taskmaster/Vergil, Felicia/Taskmaster/Skrull),
| status = Active
 
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 ===
 
<youtube>ku1ddd8OfEc</youtube>
 
=== X-Factor Combos ===
 
TBW
 
=== Sample Team Combos ===
 
[https://youtu.be/0eUEn69yN8Q Task/Doom/Sentinel] <br>
[https://youtu.be/gdgh1gYDVfU Nova/Taskmaster/Dante] <br>
[https://youtu.be/bDrBBZb13Zs Nova/Taskmaster/Dante pt.2] <br>
 
=== TAC Infinites ===
 
[https://youtu.be/ejavslGaMhA Corner Down] <br>
[https://youtu.be/NM_H0eeqvOQ Midscreen Down feat. Nova/Dante] <br>
 
== Videos and External Resources ==
 
<youtube>https://youtu.be/oYuR1wbq-SU</youtube> <youtube>https://youtu.be/adNXt4lNc4M</youtube>
 
== Alternate Colors ==
 
[[File:Taskmaster_colors.jpg]]
 
==Notable Players==
{{NotablePlayersTableHeader-UMVC3}}
{{NotablePlayersTableRow-UMVC3
| name =Adelheid Stark
| charaColorOne = {{CharaColor-UMVC3|Taskmaster|2}}
| charaColorTwo = {{CharaColor-UMVC3|Spencer|6}}
| charaColorThree = {{CharaColor-UMVC3|Amaterasu|2}}
| region =???
| status =Inactive
| socials = [https://www.twitch.tv/ComfyBasilisk Twitter]<br>[https://www.youtube.com/@ComfyBasilisk Youtube]<br>[https://twitter.com/ComfyBasilisk Twitch]
| notes =  
| notes =  
| replaysLink = [https://replaytheater.app/?game=umvc3&c1=Taskmaster&p1=Adelheid+Stark Link]
| replaysLink = [https://replaytheater.app/?game=umvc3&p1=Ronan+Healy Replay Theater]<br>[https://www.youtube.com/watch?v=MLUojCuThlI&t=5250s vs Rayray @ CEO 2023]
}}
}}
{{NotablePlayersTableRow-UMVC3
{{PlayersToWatchTableRow-UMVC3
| name =DJ Houshen
| name = Sacktap
| charaColorOne = {{CharaColor-UMVC3|Felicia|4}}
| charaColorOne = {{CharaColor-UMVC3|Haggar|2}}
| charaColorTwo = {{CharaColor-UMVC3|Taskmaster|4}}
| charaColorTwo = {{CharaColor-UMVC3|Arthur|2}}
| charaColorThree = {{CharaColor-UMVC3|Vergil|4}}
| charaColorThree = {{CharaColor-UMVC3|Taskmaster|2}}
| region =East Coast?
| status =Inactive?
| socials =
| notes =
| replaysLink = [https://replaytheater.app/?game=umvc3&p1=DJ+Houshen Link]
}}
{{NotablePlayersTableRow-UMVC3
| name =Double A
| charaColorOne = {{CharaColor-UMVC3|Nemesis|1}}
| charaColorTwo = {{CharaColor-UMVC3|Hulk|1}}
| charaColorThree = {{CharaColor-UMVC3|Taskmaster|1}}
| region =East Coast?
| status =Active
| socials =
| notes =
| replaysLink = [https://replaytheater.app/?game=umvc3&p1=Double+A Link]
}}
{{NotablePlayersTableRow-UMVC3
| name =ImmaAriesBaby
| charaColorOne = {{CharaColor-UMVC3|Taskmaster|4}}
| charaColorTwo = {{CharaColor-UMVC3|Sentinel|4}}
| charaColorThree = {{CharaColor-UMVC3|Doctor_Doom|5}}
| region =Ohio <br> (East Coast)
| status =Active
| socials = [https://twitter.com/Imma_Aries_Baby Twitter]<br>[https://www.youtube.com/@ImmaAriesBaby1/videos Youtube]
| notes =
| replaysLink = [https://replaytheater.app/?game=umvc3&p1=ImmaAriesBaby Link]
}}
{{NotablePlayersTableRow-UMVC3
| name =2nd Team
| charaColorOne = {{CharaColor-UMVC3|Captain_America|3}}
| charaColorTwo = {{CharaColor-UMVC3|Taskmaster|Alt}}
| charaColorThree = {{CharaColor-UMVC3|Doctor_Doom|2}}
| region =  
| region =  
| status =
| status = Active
| socials =
| notes =  
| notes =  
| replaysLink = [https://replaytheater.app/?game=umvc3&p1=ImmaAriesBaby&c1=Captain+America&p1c2=Taskmaster&p1c3=Doctor+Doom Link]
| replaysLink = [https://replaytheater.app/?game=umvc3&p1=sacktap&c1=Taskmaster Replay Theater]<br>[https://www.youtube.com/watch?v=XcydCTVHNFQ&t=2445s vs Rok @ X-factory WC #1]
}}
}}
{{NotablePlayersTableRow-UMVC3
{{PlayersToWatchTableRow-UMVC3
| name =HonzoGonzo
| name = KillerKai
| charaColorOne = {{CharaColor-UMVC3|Taskmaster|1}}
| charaColorOne = {{CharaColor-UMVC3|Zero|3}}
| charaColorTwo = {{CharaColor-UMVC3|Doctor_Doom|4}}
| charaColorThree = {{CharaColor-UMVC3|Amaterasu|3}}
| region =California <br> (West Coast)
| status =Inactive?
| socials = [https://twitter.com/honzogonzo Twitter]<br>[https://www.youtube.com/@Honzogonzo/videos Youtube]<br>[https://www.twitch.tv/honzo_gonzo Twitch]
| notes =
| replaysLink = [https://replaytheater.app/?game=umvc3&p1=HonzoGonzo Link]
}}
{{NotablePlayersTableRow-UMVC3
| name =2nd Team
| charaColorOne = {{CharaColor-UMVC3|Felicia|2}}
| charaColorTwo = {{CharaColor-UMVC3|Taskmaster|3}}
| charaColorTwo = {{CharaColor-UMVC3|Taskmaster|3}}
| charaColorThree = {{CharaColor-UMVC3|Super-Skrull|5}}
| charaColorThree = {{CharaColor-UMVC3|Vergil|3}}
| region =  
| region =  
| status =
| status = Inactive
| socials =
| notes =  
| notes =  
| replaysLink = [https://replaytheater.app/?game=umvc3&p1=HonzoGonzo Link]
| replaysLink = [https://replaytheater.app/?game=umvc3&p1=killerkai Replay Theater]<br>[https://www.youtube.com/watch?v=C1zP9UdAuVU&t=88s vs KBR @ Curleh Mustache West vol 2]
}}
}}
{{NotablePlayersTableRow-UMVC3
{{PlayersToWatchTableRow-UMVC3
| name =KillerKai
| name = ImmaAriesBaby
| charaColorOne = {{CharaColor-UMVC3|Zero|1}}
| charaColorOne = {{CharaColor-UMVC3|Captain America|4}}
| charaColorTwo = {{CharaColor-UMVC3|Taskmaster|1}}
| charaColorTwo = {{CharaColor-UMVC3|Taskmaster|4}}
| charaColorThree = {{CharaColor-UMVC3|Vergil|1}}
| charaColorThree = {{CharaColor-UMVC3|Doctor_Doom|4}}
| region = West Coast?
| region =  
| status =Inactive?
| status =  
| socials =[https://www.twitch.tv/killer_kai Twitch]
| notes =
| replaysLink = [https://replaytheater.app/?game=umvc3&p1=KillerKai Link]
}}
{{NotablePlayersTableRow-UMVC3
| name =Moises
| charaColorOne = {{CharaColor-UMVC3|Taskmaster|1}}
| charaColorTwo = {{CharaColor-UMVC3|C._Viper|1}}
| charaColorThree = {{CharaColor-UMVC3|Amaterasu|1}}
| region =Chile
| status =Inactive?
| socials =
| notes =
| replaysLink = [https://replaytheater.app/?game=umvc3&p1=Moises Link]
}}
{{NotablePlayersTableRow-UMVC3
| name =NeoKarsh
| charaColorOne = {{CharaColor-UMVC3|Wolverine|3}}
| charaColorTwo = {{CharaColor-UMVC3|Spencer|3}}
| charaColorThree = {{CharaColor-UMVC3|Taskmaster|5}}
| region = ???
| status =Inactive?
| socials =
| notes =  
| notes =  
| replaysLink = [https://replaytheater.app/?game=umvc3&p1=NeoKarsh Link]
| replaysLink = [https://replaytheater.app/?game=umvc3&p1=immaariesbaby Replay Theater]<br>[https://www.youtube.com/watch?v=sMtg0D4ZWzc&t=2665s vs Joker @ TNS 121]
}}
}}
{{NotablePlayersTableRow-UMVC3
{{PlayersToWatchTableRow-UMVC3
| name =OneWolf
| name = The Thing Upstairs
| charaColorOne = {{CharaColor-UMVC3|Nova|Alt}}
| charaColorOne = {{CharaColor-UMVC3|Taskmaster|5}}
| charaColorTwo = {{CharaColor-UMVC3|Taskmaster|Alt}}
| charaColorTwo = {{CharaColor-UMVC3|Dormammu|5}}
| charaColorThree = {{CharaColor-UMVC3|Vergil|Alt}}
| charaColorThree = {{CharaColor-UMVC3|Arthur|5}}
| region = ???
| region = UK
| status =Inactive
| status = Inactive
| socials =[https://www.youtube.com/@TKing255/videos Youtube]
| notes =  
| notes =  
| replaysLink = [https://replaytheater.app/?game=umvc3&p1=OneWolf Link]
| replaysLink = [https://replaytheater.app/?game=umvc3&p1=The+Thing+Upstairs Replay Theater]<br>[https://www.youtube.com/watch?v=Ri5i7DTF3bQ&t=2023s vs Esler @ TNS Europe Week 3]
}}
{{NotablePlayersTableRow-UMVC3
| name =Ronan Healy
| charaColorOne = {{CharaColor-UMVC3|Taskmaster|6}}
| charaColorTwo = {{CharaColor-UMVC3|Doctor_Doom|2}}
| charaColorThree = {{CharaColor-UMVC3|Sentinel|6}}
| region =Flordia<br>(East Coast)
| status =Active
| socials = [https://twitter.com/ZonanFreely Twitter]<br>[https://www.twitch.tv/ZonanFreely Twitch]
| notes =
| replaysLink = [https://replaytheater.app/?game=umvc3&p1=Ronan+Healy Link]
}}
{{NotablePlayersTableRow-UMVC3
| name =tabs
| charaColorOne = {{CharaColor-UMVC3|Taskmaster|Alt}}
| charaColorTwo = {{CharaColor-UMVC3|Dante|1}}
| charaColorThree = {{CharaColor-UMVC3|Hawkeye|1}}
| region = West Coast?
| status =Active
| socials = [https://discord.com/channels/@me/1042528657215848518 Discord]
| notes =Part of the Modding Community
| replaysLink = [https://replaytheater.app/?game=umvc3&p1=tabs Link]
}}
{{NotablePlayersTableRow-UMVC3
| name =WhiteBlack
| charaColorOne = {{CharaColor-UMVC3|Wesker|1}}
| charaColorTwo = {{CharaColor-UMVC3|Taskmaster|2}}
| charaColorThree = {{CharaColor-UMVC3|Vergil|2}}
| region =France
| status =Inactive?
| socials =
| notes =
| replaysLink = [https://replaytheater.app/?game=umvc3&p1=WhiteBlack Link]
}}
}}
|}
|}
==Alternate Colors==
{{Chara-Colors-UMVC3}}
== Hitspheres and Hurtspheres ==
{{#ev:youtube|lkToYYUqlwI}}


{{Content Box|content=
{{Content Box|content=
{{Navbox-UMVC3}}
{{Navbox-UMVC3}}
}}
}}

Latest revision as of 10:14, 13 March 2025


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
  • Above-Average Health: Taskmaster has a higher than average health pool, allowing him to sustain a significant amount of chip damage in lengthy projectile battles, and may require opponents to spend additional resources in order to kill him.
  • Strong Normals: Many of his attacks are disjointed and allow easier follow-ups from assists. He arguably has some of the best Throw Option Selects in the game.
  • Versatile Assist & Team Synergy: Taskmaster is a point character that has a decent assist, providing respectable lockdown while having higher total durability than many common assists, giving Taskmaster's team an advantage in projectile battles.
  • Flexible Projectile Hyper: The unique ability to aim his projectile Hyper makes him especially versatile for DHCs, and he can contribute significant damage to almost any DHC chain.
  • Bad OTG/Throw Options: Taskmaster's throws deal low damage, and throw conversions require assists, meter, or X-Factor to combo into.
  • Limited Mixup Potential: His unblockable setup is always escapable with good push-block timing.
  • Non-Piercing Projectiles: Arrows only hit the point character or the assist in neutral and require different relaunch combos for Happy Birthdays.
  • Limited Aerial Options: He is limited to Aim Master (236H) and Web Swing (6H) against aerial opponents.
  • Sluggish Mobility: Taskmaster is slow in both grounded and airborne movement, making it difficult for him to keep up with more mobile characters.


Unique Movement

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.

Taskmaster Running & Standing.png


As a result, plink-dashing slower than usual compared to other characters is optimal (because he accelerates later in its animation).

UMVC3 Taskmaster Nameplate.png
UMVC3 Taskmaster Portrait.png
Health 1,100,000
Invulnerable Reversal(s) 214XX
Grounded Magic Series Simple
X-Factor Damage Boost (1/2/3) 30% / 55% / 80%
X-Factor Speed Boost (1/2/3) 10% / 15% / 20%
Air Movement Options
Air Actions Air Jumps? Air Dash? Flight? WallJump?
0 No No No No
Minimum Attack Scaling
Normals Specials Hypers
10 20 33

Move List

Assists

Aim Master L
Assist
Alpha.png
UMVC3 Taskmaster 236L.png
Assist
A1.png or A2.png
Damage Startup Active Hits Recovery
50,000 (per arrow) 45 9 x3 113 (as a crossover assist)
83 (as a assist)
Meter On Hit On Block Guard Properties
+400 (per arrow) - - Mid.png Shot.pngFront.png
Priority: Low, Durability: 3 per projectile
Chipdamage.png

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.

Aim Master M
Assist
Beta.png
UMVC3 Taskmaster 236M.png
Assist
A1.png or A2.png
Damage Startup Active Hits Recovery
50,000 (per arrow) 45 9 x3 118 (as a crossover assist)
88 (as a assist)
Meter On Hit On Block Guard Properties
+400 (per arrow) - - Mid.png Shot.pngTiltup.png
Priority: Low, Durability: 3 per projectile
Chipdamage.png

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.

Aim Master H
Assist
Gamma.png
UMVC3 Taskmaster 236H.png
Assist
A1.png or A2.png
Damage Startup Active Hits Recovery
50,000 (per arrow) 45 9 x3 118 (as a crossover assist)
88 (as a assist)
Meter On Hit On Block Guard Properties
+400 (per arrow) - - Mid.png Shot.pngUpward.png
Priority: Low, Durability: 3 per projectile
Chipdamage.pngOtg.png

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

Stand Light
5L
UMVC3 Taskmaster 5L.png
L
L.png
Damage Startup Active Hits Recovery
48,000 5 3 1 10
Meter On Hit On Block Guard Properties
+384 +2 +1 Mid.png -

5L has minimal uses other than being a situational anti air.
Compared to 2L, 5L has slightly higher damage, safer on block and on whiff, but has a worse hit-box.
His 5L resembles Captain America's 5L.

Stand Medium
5M
UMVC3 Taskmaster 5M.png
M
M.png
Damage Startup Active Hits Recovery
40,000 (per hit) 8 2(1)3 x2 17
Meter On Hit On Block Guard Properties
+320 (per swing) 0 -2 Mid.png -

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.
5M's 2nd swing hits high making it decent anti-air but the only combos reliably into Charging Star (4H).

Stand Heavy
5H
UMVC3 Taskmaster 5H.png
H
H.png
Damage Startup Active Hits Recovery
90,000 11 3 1 20
Meter On Hit On Block Guard Properties
+720 +2 0 Mid.png -

Taskmaster steps forward slightly giving 5H more range compared to 5M allowing for easy pickups from assists.
5H links perfectly into Charging Star (4H).
Note: The Tip of 5H has minimal combo potential only linking into Single Arrow Aim Master (236L).


Crouching Light
2L
UMVC3 Taskmaster 2L.png
L
D.png+L.png
Damage Startup Active Hits Recovery
45,000 5 3 1 14
Meter On Hit On Block Guard Properties
+360 -2 -3 Low.png -

2L has great range for a light normal, and is very fast at 5 frame 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.

Crouching Medium
2M
UMVC3 Taskmaster 2M.png
M
D.png+M.png
Damage Startup Active Hits Recovery
65,000 8 3 1 19
Meter On Hit On Block Guard Properties
+520 -2 -4 Low.png -

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.

2M's animation is based on Ryu's 2M.

Crouching Heavy
2H
UMVC3 Taskmaster 2H.png
H
D.png+H.png
Damage Startup Active Hits Recovery
80,000 10 3 1 23
Meter On Hit On Block Guard Properties
+640 -2 -3 Mid.png Strk.png, Softknockdown.png

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.
Note: Not a low.

2H's Animation is based on Felicia's 2M.


Launcher/Special
Just like Cap!!!
S
UMVC3 Taskmaster 5S.png
S
S.png
Damage Startup Active Hits Recovery
90,000 9 5 1 30
Meter On Hit On Block Guard Properties
+720 Launch -12 Mid.png Launch.pngJcancel.png (on hit)
Nocancel.png (on whiff or block)

S launchers opponents into the air and can be a situational but unsafe anti air.
It's possible a cancel this move into Aim Master (2369H) using Tiger Knee Input Tiger Knee Input 2.0.png and is used in flashy combo extensions.

Launcher's animation is based on the beginning of Captain America's Star's & Stripes.

Aerial Normals

Jumping Light
j.L
UMVC3 Taskmaster jL.png
L
j. L.png
Damage Startup Active Hits Recovery
50,000 5 3 1 15
Meter On Hit On Block Guard Properties
+400 +13 +12 High.png -

j.L is used in many combo extensions.
Taskmaster's fastest aerial is used in low altitude confirms. Example: Chicken blocking the first hit of Haggar's Rapid Fire Fist.

Jumping Medium
j.M
UMVC3 Taskmaster jM.png
M
j. M.png
Damage Startup Active Hits Recovery
68,000 7 4 1 17
Meter On Hit On Block Guard Properties
+544 +16 +14 High.png -

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.

Jumping Heavy
j.H
UMVC3 Taskmaster jH.png
UMVC3 Taskmaster jH2.png
H
j. H.png
Damage Startup Active Hits Recovery
50,000 (per hit) 11 4 x2 21
Meter On Hit On Block Guard Properties
+400 (per swing) +20 +18 High.png -

j.H is double-hitting attack using as combo filler and landing against armored attacks.
(j.4H) will option select Air Back Throw/Break Away (Throw Tech) and Jumping Heavy depending on if the opponent is in close range or not. Inputting Web String (6H) after (j.4H) option select that allows you to maintain pressure if jumping special is blocked.

Jumping Special
j.S
UMVC3 Taskmaster jS.png
S
j. S.png
Damage Startup Active Hits Recovery
90,000 11 3 1 27
Meter On Hit On Block Guard Properties
+720 +17 +15 High.png Aircombofinisher.png

j.S is a downward slash with a large hitbox in front of Taskmaster. It lacks the ability to option-select compared to j.H, but is potentially the best aerial to land with as it is a single hit while doing high damage.


Combos after Air Series

Command Normals

Web Swing
Mighty Swing!!!
6H
UMVC3 Taskmaster 4H.png
H
F.png + H.png
Damage Startup Active Hits Recovery
80,000 11 13 1 16
Meter On Hit On Block Guard Properties
+640 +7 -6 Mid.png Chipdamage.png, Airok.png, Strk.png

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 only perform the aerial version of Web Swing once per jump state.
Taskmaster can cancel Web Swing (6H) with:

  • Air Normals (j. LMHS) is essential to extend combos with Taskmaster and to transition into overhead attacks for pressure.
  • Aim Master (236X) is used to extend combos, and can be canceled at any time to control velocity depending on how early or how late in the animation it canceled. Early Cancel= Little acceleration; Intermediate Cancel= Much acceleration; Late Cancel= Little of acceleration

Charged Aim Master (236X) can cancel a grounded Web Swing (6H) early leading to a overhead fake out into 2L or 2M, or a safer throw attempt, or different combos extensions. Super Jumping (29) before using Web Swing (6H) > Aim Master (236H) can be used to escape corners while attacking below you. Aim Master cancel can also 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).

Web Swing's animation is based on Spider-Man's Web Swing.


Charging Star
Shield Skillz!!!
4H
UMVC3 Taskmaster 6H.png
H
B.png + H.png
Damage Startup Active Hits Recovery
95,000 6 9 1 29
Meter On Hit On Block Guard Properties
+760 - -15 Mid.png Projnull.png (frames 4-18), Strk.png, Chipdamage.png

Taskmaster charges forward a short distance forward while nullifying projectiles, and is a great mobility, and burst option. It’s amazing at catching landings as it 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) allowing him to potentially punish characters that use projectiles in close/medium range; or using projectiles in their block strings. It can also be using to close distance for THC, mid combo or during knockdown if your team has a OTG Hyper.


Taskmaster can cancel Charging Star (4H) (on hit or whiff) with:

  • Launcher (S) is used confirm into air combos, although Taskmaster will sometimes sideswitch with the opponent when doing this.
  • Sting Master (236S) should be used vs. grounded opponents to improve safety as Sting Master is safe on block, and works at a combo finisher.
  • Aim Master (236X) allows him to move forward (negating projectiles at the same time) while controlling space (and it allows you to continue pressure if the initial charging star is push-blocked at close range), and is used during X-Factor to loop (Charging Star (4H) and Aim Master (236M) in the corner). Charging Star/Aim Master loops can even be done on some on some characters without X Factor...



Charging Star's animation is based on Captain America's Charging Star.

Special Moves

Aim Master
Aim of Hawkeye!!!
I see you!!!

236X
UMVC3 Taskmaster 236L.png
UMVC3 Taskmaster 236M.png
UMVC3 Taskmaster 236H.png
UMVC3 Taskmaster j236L.png
UMVC3 Taskmaster j236M.png
UMVC3 Taskmaster j236H.png
Horizontal
Qcf.png + L.png
Damage Startup Active Hits Recovery
50,000 (per arrow) 13 ~ 21 1 ~ 9 x1 ~ x3 37 ~ 21 (Grounded Version)
Until Grounded (Air Version)
Meter On Hit On Block Guard Properties
+400 (per arrow) -13 ~ +3 -15 ~ +1 Mid.png Proj.pngAirok.pngChargeable icon.png
Priority: Low, Durability: 3 per projectile
Chipdamage.png
Diagonal
Qcf.png + M.png
Damage Startup Active Hits Recovery
50,000 (per arrow) 13 ~ 21 1 ~ 9 x1 ~ x3 42 ~ 26 (Grounded Version)
Until Grounded (Air Version)
Meter On Hit On Block Guard Properties
+400 (per arrow) -18 ~ -2 -20 ~ -4 Mid.png Proj.pngAirok.pngStrk.pngChargeable icon.png
Priority: Low, Durability: 3 per projectile
Chipdamage.png
Vertical
Qcf.png + H.png
Damage Startup Active Hits Recovery
50,000 (per arrow) 13 ~ 21 1 ~ 9 x1 ~ x3 47 ~ 31 (Grounded Version)
Until Grounded (Air Version)
Meter On Hit On Block Guard Properties
+400 (per arrow) -23 ~ -7 -25 ~ -9 Mid.png Proj.pngAirok.pngStrk.pngOtg.pngChargeable icon.png
Priority: Low, Durability: 3 per projectile
Chipdamage.png

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.
This is Taskmaster's primary tool for long-range combat, and paired with assists is sufficient to zone out slower characters.
Button strength mainly alters the trajectory of the arrows.

  • 236L is a direct horizontal shot.
  • 236M fires at a slight upwards angle that eventually arcs down. While airborne, j.236M fires at a down-forward angle instead of up-forward.
  • 236H is fired directly upwards, and then suddenly arcs back down to the ground at superjump height. While airborne, cj.236H is shot directly down towards the ground.

All versions of Fully Charged Aim Master are not subject to hitstun deterioration.


Combos


Fully Charged Aim Master (236H) vs. Aerial Opponent (directly above) > Charging Star (4H) > Countine Combo.



Aim Master's animation resembles Hawkeye's Quick Shot (Hunter).


Guard Master
Bring it!!!
214X
UMVC3 Taskmaster 214L.png
L Version (Mid/High Counter)
UMVC3 Taskmaster 214M.png
M Version (Low Counter)
UMVC3 Taskmaster 214H.png
H Version (Projectile Counter)
High + Mid
Qcb.png+L.png
Damage Startup Active Hits Recovery
100,000(2 hits) 5 20 x2 20
Meter On Hit On Block Guard Properties
+1000 - - Counter.png Counter.png High.png+Mid.png
Hardknockdown.png
Low
Qcb.png+M.png
Damage Startup Active Hits Recovery
100,000(2 hits) 5 20 x2 20
Meter On Hit On Block Guard Properties
+1000 - - Counter.png Counter.png Low.png
Hardknockdown.png
Projectile
Reflector
Nullifier

Qcb.png+H.png
Damage Startup Active Hits Recovery
- 5 20 1 20
Meter On Hit On Block Guard Properties
+1000 - - Projcounter.png Projectilereflect.png , Projnull.png

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 236S, this animation is invincible and ignores projectiles and assists).

  • 214L counters Mid or Overhead attacks, cannot counter hypers or assists.
  • 214M counters Low attacks, cannot counter hypers or assists.
  • 214H 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 Tiger Knee Input 2.0.png Legion Arrow (2369M+H).


Sting Master
Sharp Sting!!!
236S
UMVC3 Taskmaster 236S.png
UMVC3 Taskmaster 236S Hit.png
S
Qcf.png + S.png
Damage Startup Active Hits Recovery
50,000 + 70,000 15 3 x2 28
Meter On Hit On Block Guard Properties
+1130 - -3 Mid.png Hardknockdown.png, Chipdamage.png

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 also applies upward knockback to 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 Charging Star (meaty) 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 Assist Extensions or Snapback.


Sword Master
623X
UMVC3 Taskmaster 623X.png
L
Dp.png + L.png
Damage Startup Active Hits Recovery
50,000 31 5 1 22
Meter On Hit On Block Guard Properties
+400 - -4 Mid.png Softknockdown.png
M
Dp.png + M.png
Damage Startup Active Hits Recovery
50,000 47 5 1 22
Meter On Hit On Block Guard Properties
+400 - -4 Mid.png Softknockdown.png
H
Dp.png + H.png
Damage Startup Active Hits Recovery
50,000 57 5 1 22
Meter On Hit On Block Guard Properties
+400 - -4 Mid.png Softknockdown.png

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:

  • 623L stands in place.
  • 623M moves quarter screen.
  • 623H moves half screen, and has the most follow-ups.

The follow-up sequences for each move are detailed below.

Sword Master Follow-ups

Sword Master L Follow-ups
Head Butt & Light's Out
Taskmaster's HeadButt.jpg
Headbutt (universal)
Taskmaster's Light'sOut.jpg
Light's Out
Taskmaster performs a short sequence of attacks before Light's Out, after which he can follow up.
after blocked 623L
H.png
Damage Startup Active Recovery
30,000 24 5 16
On Hit On Block Guard Properties
+4 - Unblockable.png -

Unblockable attack. If Taskmaster gets an opponent to block the initial swing (623L) but not pushblock it, he can open them up with this short-range attack (H), then finish the sequence with Light's Out (236H) with the opportunity for follow-ups. At +4 on hit, his follow-up options are rather limited. Light's Out will force the opponent into a Hardknockdown.png, which Taskmaster struggles to convert from on his own. Thus, a full combo off an unblockable usually requires X-factor, an assist, or meter. The headbutt can be canceled into Legion Arrow, which when combined with a DHC such as to Vergil's Spiral Swords, can net huge damage even without blowing X.

after successful headbutt
Qcf.png + H.png
Damage Startup Active Recovery
10,000 + 50,000 15 5 1
On Hit On Block Guard Properties
- - Unblockable.png Hardknockdown.png, second hit does not scale.

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. Note that there is a short window in which you can follow up before the opponent hits the ground. The only thing that can link here is Snapback, except against exceptional hurtboxes.

Sword Master M Follow-ups
Headbutt, Below the Belt, Low Kick, Light's Out
Taskmaster's HeadButt.jpg
Headbutt (universal)
Taskmaster's BelowTheBelt.jpg
Below The Belt
Taskmaster's LowKick.jpg
Low Kick
Taskmaster's Light'sOut.jpg
Light's Out
Taskmaster performs a series of filler attacks before Light's Out, after which he can follow up.
after blocked 623M
H.png
Damage Startup Active Recovery
30,000 24 5 16
On Hit On Block Guard Properties
+4 - Unblockable.png -

Unblockable attack. If Taskmaster gets an opponent to block the initial swing (623M) but not pushblock it, he can open them up with this short-range attack (H), then finish the sequence with the opportunity for follow-ups. At +4 on hit, his follow-up options are rather limited. Light's Out will force the opponent into a Hardknockdown.png, which Taskmaster struggles to convert from on his own. Thus, a full combo off an unblockable usually requires X-factor, an assist, or meter. The headbutt can be canceled into Legion Arrow, which when combined with a DHC such as to Vergil's Spiral Swords, can net huge damage even without blowing X.

after successful Headbutt,
M.png
Damage Startup Active Recovery
28,000 13 5 21
On Hit On Block Guard Properties
-1 -3 Mid.png -

filler

after successful Below the Belt,
H.png
Damage Startup Active Recovery
30,000 20 5 16
On Hit On Block Guard Properties
+4 +2 Low.png -

filler

after successful Low Kick,
Qcf.png+H.png
Damage Startup Active Recovery
10,000 + 60,000 15 5 1
On Hit On Block Guard Properties
- - Unblockable.png Hardknockdown.png, second hit does not scale.

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. Note that there is a short window in which you can follow up before the opponent hits the ground. The only thing that can link here is Snapback, except against exceptional hurtboxes.

Sword Master H Follow-ups
Headbutt, Below the Belt, Low Kick, Shield Bash, Knee Kick, Light's Out
Taskmaster's HeadButt.jpg
Headbutt (universal)
Taskmaster's BelowTheBelt.jpg
Below the Belt
Taskmaster's LowKick.jpg
Low Kick
Taskamster's ShieldBash.jpg
Shield Bash
Taskmaster's KneeKick.jpg
Knee Kick
Taskmaster's Light'sOut.jpg
Light's Out
Taskmaster performs a series of filler attacks before Light's Out, after which he can follow up.
after blocked 623H
H.png
Damage Startup Active Recovery
30,000 24 5 16
On Hit On Block Guard Properties
+4 - Unblockable.png -

Unblockable attack. If Taskmaster gets an opponent to block the initial swing (623H) but not pushblock it, he can open them up with this short-range attack (H), then finish the sequence with the opportunity for follow-ups. At +4 on hit, his follow-up options are rather limited. Light's Out will force the opponent into a Hardknockdown.png, which Taskmaster struggles to convert from on his own. Thus, a full combo off an unblockable usually requires X-factor, an assist, or meter. The headbutt can be canceled into Legion Arrow, which when combined with a DHC such as to Vergil's Spiral Swords, can net huge damage even without blowing X.

after successful Headbutt,
M.png
Damage Startup Active Recovery
28,000 13 5 21
On Hit On Block Guard Properties
-1 -3 Mid.png -

filler

after successful Below the Belt,
H.png
Damage Startup Active Recovery
30,000 20 5 16
On Hit On Block Guard Properties
+4 +2 Low.png -

filler

after successful Low Kick,
H.png
Damage Startup Active Recovery
25,000 21 3 22
On Hit On Block Guard Properties
0 -2 Mid.png -

filler

after successful Shield Bash,
M.png
Damage Startup Active Recovery
31,000 18 4 17
On Hit On Block Guard Properties
+4 +2 Mid.png -

filler

after successful Knee Kick
Qcf.png + H.png
Damage Startup Active Recovery
10,000 + 50,000 15 5 1
On Hit On Block Guard Properties
- - Unblockable.png Hardknockdown.png, second hit does not scale.

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. Note that there is a short window in which you can follow up before the opponent hits the ground. The only thing that can link here is Snapback, except against exceptional hurtboxes.

Hyper Combos

Legion Arrow
You can't run away! You're in for a world of hurt!
236XX (1 bar)
UMVC3 Taskmaster 236LM.png
L+M - Directly Forward
UMVC3 Taskmaster 236LH.png
L+H - Angled Upward
UMVC3 Taskmaster 236MH.png
M+H - Directly Upward
UMVC3 Taskmaster j236LM.jpg
Air L+M - Directly Forward
UMVC3 Taskmaster j236LH.png
Air L+H Angled Downward
UMVC3 Taskmaster j236MH.png
Air M+H Directly Downward
Horizontal
Qcf.png + L.png M.png
Damage Startup Active Hits Recovery
20,000 (per arrow) 10+1 77 x25 ~ x50 44 (Grounded Version)
Until Grounded (Air Version)
Meter On Hit On Block Guard Properties
-10,000 - -22 Mid.png Proj.pngChipdamage.pngAirok.pngHardknockdown.pngMashable icon.png
Priority: High, Durability: 1 per shot
Diagonal
Qcf.png + L.png H.png
Damage Startup Active Hits Recovery
20,000 10+1 77 x25 ~ x50 44 (Grounded Version)
Until Grounded (Air Version)
Meter On Hit On Block Guard Properties
-10,000 - -22 Mid.png Proj.pngChipdamage.pngAirok.pngHardknockdown.pngOtg.pngMashable icon.png
Priority: High, Durability: 1 per shot
Vertical
Qcf.png + M.png H.png
Damage Startup Active Hits Recovery
20,000 10+1 77 x25 ~ x50 44 (Grounded Version)
Until Grounded (Air Version)
Meter On Hit On Block Guard Properties
-10,000 - -22 Mid.png Proj.pngChipdamage.pngAirok.pngHardknockdown.pngOtg.pngMashable icon.png
Priority: High, Durability: 1 per shot

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:

  • 236L+M: On both the ground and in the air, the arrows are shot directly forward.
  • 236L+H: On the ground, the arrows are fired at a slight upward angle, hitting opponents at jump height. In the air, this version is fired at a down-forward angle instead, and can hit OTG.
  • 236M+H: On the ground, the arrows are fired straight up. Upon reaching superjump height, they suddenly arc back down to the ground, landing in the area immediately in front of Taskmaster. In the air, Taskmaster fires straight down, attacking the ground below him. Both the grounded and air versions of this variant can hit OTG.

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.


Aegis Counter
Secret Move!!!
214XX (1 bar)
UMVC3 Taskmaster 214XX.png
UMVC3 Taskmaster 214XX Counter.png
Atk.png
Qcb.png+Atk.pngAtk.png
Damage Startup Active Hits Recovery
250,000 5+0 25 x13 19
Meter On Hit On Block Guard Properties
-10,000 - - Counter.png Counter.png can't projectile
Startupinv.pngHardknockdown.png

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. Opponents can potentially use its super flash to cancel the attack, making this counter more unsafe compared to normal counters.


Activating Aegis Counter will cause Taskmaster to shoot the opponent behind him, sending them flying across the stage in a Hard Knockdown.
Taskmaster can follow up into Super Combos, and Assists Extension.

Universal Mechanics

Ground Throw
Shoulder Throw!!!
6H, 4H
UMVC3 Taskmaster GroundThrow.png
UMVC3 Taskmaster GroundBackThrow.png
H
B.png + H.png
or
F.png + H.png
Damage Startup Active Hits Recovery
80,000 1 1 x2 -
Meter On Hit On Block Guard Properties
+800 - - Throw.png Hardknockdown.png

Forward Throw leads to the opponent directly front of him in a Hard Knockdown.
Back Throw leads to the opponent across the stage ending in a Hard Knockdown.
Taskmaster can follow up into Super Combos, and Assists Extensions.

Both Ground Throws have nearly the same animation as Ryu's Ground Throw.

Air Throw
j.6H, j.4H
UMVC3 Taskmaster AirThrow.png
H
j. B.png + H.png
or
j. F.png + H.png
Damage Startup Active Hits Recovery
80,000 1 1 1 -
Meter On Hit On Block Guard Properties
+800 - - Airthrow.png Hardknockdown.png

Both airthrows spikes the opponent straight down to the ground, while Taskmaster briefly floats above them.
Taskmaster can follow up into Super Combos, and Assists Extensions.
Both Air Throws have the same animation as Captain America's Air Throw.

Air front throw is unique in that if you throw the opponent with j.6H, you will consume your Web Swing. If you throw them with j.9H or j.3H, however, your Web Swing will be preserved and you can follow up afterward with the help of an assist. For this reason, it is preferable to OS throws with j.3H or j.9H.


Snap Back
236A1.png 236A2.png
UMVC3 Taskmaster 5H.png
Assist
Qcf.png+A1.png
Qcf.png+A2.png
Damage Startup Active Hits Recovery
50,000 2 3 1 20
Meter On Hit On Block Guard Properties
+500 (-10,000) - 0 Mid.png Snapback

Combos into Snapback:

  • Charging Star (4H) > Snapback (236A1.png).
  • Web Swing (6H) > Single Arrow Aim Master (j.236H) vs. Knockdown.png Opponent > Snapback (236A1.png).


Animation and hitbox based on 5H.


Hard Tag
A1.png/A2.png
UMVC3 Taskmaster HardTag.png
Assist
HoldA1.png
HoldA2.png
Damage Startup Active Hits Recovery
30,000 - 20 1 34
Meter On Hit On Block Guard Properties
- - -15 Ovrhd.png Softknockdown.png

-

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 augment his already hefty damage output (especially after throws), and also makes his projectile game into a legitimate chip damage threat.

Point Taskmaster is his strongest position, benefiting from assists more than most other characters gaining better mix-ups and combo potential after knockdown.
Second Taskmaster can pile on the hurt via Semi-Safe/Semi-Damaging DHC, and a decent projectile.
Anchor Taskmaster is his weakest position, lacking proper combos from air throws, and has a hard time making timely solo 1 vs 3 comeback since his mix up game isn't fantastic.


For more information check out Taskmaster's Team Building Page: https://wiki.supercombo.gg/w/UMVC3/Taskmaster/Team_Building

Players to Watch

Name Team Region Status Notes Matches
RonanHealy

UMVC3 Taskmaster Color 1.png UMVC3 Doctor Doom Color 1.png UMVC3 Sentinel Color 1.png

Florida Active Replay Theater
vs Rayray @ CEO 2023


Sacktap

UMVC3 Haggar Color 2.png UMVC3 Arthur Color 2.png UMVC3 Taskmaster Color 2.png

Active Replay Theater
vs Rok @ X-factory WC #1


KillerKai

UMVC3 Zero Color 3.png UMVC3 Taskmaster Color 3.png UMVC3 Vergil Color 3.png

Inactive Replay Theater
vs KBR @ Curleh Mustache West vol 2


ImmaAriesBaby

UMVC3 Captain America Color 4.png UMVC3 Taskmaster Color 4.png UMVC3 Doctor Doom Color 4.png

Replay Theater
vs Joker @ TNS 121


The Thing Upstairs

UMVC3 Taskmaster Color 5.png UMVC3 Dormammu Color 5.png UMVC3 Arthur Color 5.png

UK Inactive Replay Theater
vs Esler @ TNS Europe Week 3

Alternate Colors

Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Alt Color
UMVC3 Taskmaster Color 1.png UMVC3 Taskmaster Color 2.png UMVC3 Taskmaster Color 3.png UMVC3 Taskmaster Color 4.png UMVC3 Taskmaster Color 5.png UMVC3 Taskmaster Color 6.png UMVC3 Taskmaster Color Alt.png


Hitspheres and Hurtspheres