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{{ | <div style="display: flex; flex-wrap:wrap-reverse;"> | ||
|name=Taskmaster | <div style="display: flex;flex-direction: column;flex:5;min-width:300px;padding: 10px;"> | ||
{{Character Subnav UMVC3|name=Taskmaster}} | |||
==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 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. | *'''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 the best Throw Option Selects in the game. | *'''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. | *'''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. | ||
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*'''Limited Mixup Potential:''' His unblockable setup is always escapable with good push-block timing. | *'''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. | *'''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 | *'''Limited Aerial Options:''' He is limited to Aim Master ({{clr|H|236H}}) and Web Swing ({{clr|H|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. | *'''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. | 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 == | ||
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|image=UMVC3_Taskmaster_236L.png | |image=UMVC3_Taskmaster_236L.png | ||
|caption= | |caption= | ||
|name=Aim Master | |name=Aim Master L | ||
|subtitle= | |subtitle= | ||
|input=Assist | |input=Assist <center>[[File:Alpha.png|20px]]</center> | ||
|data= | |data= | ||
{{AttackData-UMVC3/M&H | {{AttackData-UMVC3/M&H | ||
Line 87: | Line 67: | ||
|image=UMVC3_Taskmaster_236M.png | |image=UMVC3_Taskmaster_236M.png | ||
|caption= | |caption= | ||
|name=Aim Master | |name=Aim Master M | ||
|subtitle= | |subtitle= | ||
|input=Assist | |input=Assist <center>[[File:Beta.png|20px]]</center> | ||
|data= | |data= | ||
{{AttackData-UMVC3/M&H | {{AttackData-UMVC3/M&H | ||
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|image=UMVC3_Taskmaster_236H.png | |image=UMVC3_Taskmaster_236H.png | ||
|caption= | |caption= | ||
|name=Aim Master | |name=Aim Master H | ||
|subtitle= | |subtitle= | ||
|input=Assist | |input=Assist <center>[[File:Gamma.png|20px]]</center> | ||
|data= | |data= | ||
{{AttackData-UMVC3/M&H | {{AttackData-UMVC3/M&H | ||
Line 320: | Line 300: | ||
|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|H|2369H}}) using Tiger Knee Input [[File:Tiger_Knee_Input_2.0.png]] and is used in | <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. | ||
}} | }} | ||
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|properties= | |properties= | ||
|description= | |description= | ||
{{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 | {{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. | ||
}} | }} | ||
}} | }} | ||
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|properties= | |properties= | ||
|description= | |description= | ||
{{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. | {{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. | ||
}} | }} | ||
}} | }} | ||
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|properties={{aircombofinisher}} | |properties={{aircombofinisher}} | ||
|description= | |description= | ||
{{clr|S|j.S}} is a downward slash with a large hitbox in front of Taskmaster. It | {{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] | <br>[https://wiki.supercombo.gg/w/UMVC3/Taskmaster/Combos#TaskmasterAssistExtension Combos after Air Series] | ||
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}} | }} | ||
==== Sword Master L Follow-ups ==== | ==== Sword Master Follow-ups ==== | ||
=====Sword Master L Follow-ups ===== | |||
{{MoveData | {{MoveData | ||
|image=Taskmaster's_HeadButt.jpg | |image=Taskmaster's_HeadButt.jpg | ||
|caption= | |caption=Headbutt (universal) | ||
| | |input= {{clr|H|Head Butt}} & {{clr|H|Light's Out}} | ||
| | |image2=Taskmaster's_Light'sOut.jpg | ||
| | |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| | |version=after blocked {{clr|L|623L}} | ||
|subtitle={{h}} | |subtitle= {{h}} | ||
|damage=30,000 | |damage=30,000 | ||
|guard={{unblockable}} | |guard={{unblockable}} | ||
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|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 | 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. | ||
}} | }} | ||
{{AttackData-UMVC3 | |||
|version=after successful {{clr|H|headbutt}} | |||
{{AttackData-UMVC3 | |||
|version={{clr|H| | |||
|subtitle={{qcf}} + {{h}} | |subtitle={{qcf}} + {{h}} | ||
|damage=10,000 + 50,000 | |damage=10,000 + 50,000 | ||
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|properties={{hardknockdown}}, second hit does not scale. | |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=Taskmaster's_HeadButt.jpg | |image=Taskmaster's_HeadButt.jpg | ||
|caption= | |caption=Headbutt (universal) | ||
| | |input={{clr|H|Headbutt}}, {{clr|M|Below the Belt}}, {{clr|H|Low Kick}}, {{clr|H|Light's Out}} | ||
| | |image2=Taskmaster's_BelowTheBelt.jpg | ||
| | |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| | |version=after blocked {{clr|M|623M}} | ||
|subtitle={{h}} | |subtitle= {{h}} | ||
|damage=30,000 | |damage=30,000 | ||
|guard={{unblockable}} | |guard={{unblockable}} | ||
Line 801: | Line 777: | ||
|hits=1 | |hits=1 | ||
|recovery=16 | |recovery=16 | ||
|meter=+ | |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 | 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. | ||
}} | }} | ||
{{AttackData-UMVC3 | |||
|version=after successful {{clr|H|Headbutt}}, | |||
|subtitle= {{m}} | |||
{{AttackData-UMVC3 | |||
|version={{clr| | |||
|subtitle={{m}} | |||
|damage=28,000 | |damage=28,000 | ||
|guard={{mid}} | |guard={{mid}} | ||
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|onhit=-1 | |onhit=-1 | ||
|onblock=-3 | |onblock=-3 | ||
|properties= | |properties=- | ||
|description= | |description=filler | ||
}} | }} | ||
{{AttackData-UMVC3 | |||
|version=after successful {{clr|M|Below the Belt}}, | |||
|subtitle= {{h}} | |||
{{AttackData-UMVC3 | |||
|version={{clr| | |||
|subtitle={{h}} | |||
|damage=30,000 | |damage=30,000 | ||
|guard={{low}} | |guard={{low}} | ||
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|onhit=+4 | |onhit=+4 | ||
|onblock=+2 | |onblock=+2 | ||
|properties= | |properties=- | ||
|description= | |description=filler | ||
}} | }} | ||
{{AttackData-UMVC3 | |||
|version=after successful {{clr|H|Low Kick}}, | |||
|subtitle={{qcf}}+{{h}} | |||
{{AttackData-UMVC3 | |||
|version={{clr|H| | |||
|subtitle={{qcf}} + {{h}} | |||
|damage=10,000 + 60,000 | |damage=10,000 + 60,000 | ||
|guard={{unblockable}} | |guard={{unblockable}} | ||
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|onblock=- | |onblock=- | ||
|properties={{hardknockdown}}, second hit does not scale. | |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=Taskmaster's_HeadButt.jpg | |image=Taskmaster's_HeadButt.jpg | ||
|caption= | |caption=Headbutt (universal) | ||
| | |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}} | ||
| | |image2=Taskmaster's_BelowTheBelt.jpg | ||
| | |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| | |version=after blocked {{clr|H|623H}} | ||
|subtitle={{h}} | |subtitle= {{h}} | ||
|damage=30,000 | |damage=30,000 | ||
|guard={{unblockable}} | |guard={{unblockable}} | ||
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|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 | 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. | ||
}} | }} | ||
{{AttackData-UMVC3 | |||
|version=after successful {{clr|H|Headbutt}}, | |||
|subtitle= {{m}} | |||
{{AttackData-UMVC3 | |||
|version={{clr| | |||
|subtitle={{m}} | |||
|damage=28,000 | |damage=28,000 | ||
|guard={{mid}} | |guard={{mid}} | ||
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|onhit=-1 | |onhit=-1 | ||
|onblock=-3 | |onblock=-3 | ||
|properties= | |properties=- | ||
|description= | |description=filler | ||
}} | }} | ||
{{AttackData-UMVC3 | |||
|version=after successful {{clr|M|Below the Belt}}, | |||
|subtitle= {{h}} | |||
{{AttackData-UMVC3 | |||
|version={{clr| | |||
|subtitle={{h}} | |||
|damage=30,000 | |damage=30,000 | ||
|guard={{low}} | |guard={{low}} | ||
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|onhit=+4 | |onhit=+4 | ||
|onblock=+2 | |onblock=+2 | ||
|properties= | |properties=- | ||
|description= | |description=filler | ||
}} | }} | ||
{{AttackData-UMVC3 | |||
|version=after successful {{clr|H|Low Kick}}, | |||
|subtitle= {{h}} | |||
{{AttackData-UMVC3 | |||
|version={{clr|H| | |||
|subtitle={{h}} | |||
|damage=25,000 | |damage=25,000 | ||
|guard={{mid}} | |guard={{mid}} | ||
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|onhit=0 | |onhit=0 | ||
|onblock=-2 | |onblock=-2 | ||
|properties= | |properties=- | ||
|description= | |description=filler | ||
}} | }} | ||
{{AttackData-UMVC3 | |||
|version=after successful {{clr|H|Shield Bash}}, | |||
|subtitle= {{m}} | |||
{{AttackData-UMVC3 | |||
|version={{clr| | |||
|subtitle={{m}} | |||
|damage=31,000 | |damage=31,000 | ||
|guard={{mid}} | |guard={{mid}} | ||
Line 1,007: | Line 922: | ||
|onhit=+4 | |onhit=+4 | ||
|onblock=+2 | |onblock=+2 | ||
|properties= | |properties=- | ||
|description= | |description=filler | ||
}} | }} | ||
{{AttackData-UMVC3 | |||
|version=after successful {{clr|M|Knee Kick}} | |||
{{AttackData-UMVC3 | |||
|version={{clr| | |||
|subtitle={{qcf}} + {{h}} | |subtitle={{qcf}} + {{h}} | ||
|damage=10,000 + | |damage=10,000 + 50,000 | ||
|guard={{unblockable}} | |guard={{unblockable}} | ||
|startup=15 | |startup=15 | ||
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|hits=x2 | |hits=x2 | ||
|recovery=1 | |recovery=1 | ||
|meter=+ | |meter=+450 | ||
|onhit=- | |onhit=- | ||
|onblock=- | |onblock=- | ||
|properties={{hardknockdown}}, second hit does not scale. | |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 1,049: | Line 954: | ||
|image4=UMVC3 Taskmaster j236LM.jpg | |image4=UMVC3 Taskmaster j236LM.jpg | ||
|caption4=Air {{clr|L|L}}+{{clr|M|M}} - Directly Forward | |caption4=Air {{clr|L|L}}+{{clr|M|M}} - Directly Forward | ||
|image5= | |image5=UMVC3_Taskmaster_j236LH.png | ||
|caption5=Air {{clr|L|L}}+{{clr|H|H}} Angled Downward | |caption5=Air {{clr|L|L}}+{{clr|H|H}} Angled Downward | ||
|image6=UMVC3_Taskmaster_j236MH.png | |image6=UMVC3_Taskmaster_j236MH.png | ||
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|properties={{hardknockdown}} | |properties={{hardknockdown}} | ||
|description= | |description= | ||
''' | '''Forward Throw leads to the opponent directly front of him in a Hard Knockdown.''' | ||
<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 | <br>'''Back Throw leads to the opponent across the stage ending in a Hard Knockdown.''' | ||
<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. | |||
}} | }} | ||
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|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 into [https://wiki.supercombo.gg/w/UMVC3/Taskmaster/Combos#TaskmasterAirThrowFollowUp Super Combos, and Assists Extensions]. | <br>Taskmaster can follow up into [https://wiki.supercombo.gg/w/UMVC3/Taskmaster/Combos#TaskmasterAirThrowFollowUp Super Combos, and Assists Extensions]. | ||
<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. | |||
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}} | }} | ||
}} | }} | ||
== 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 | 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><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>'''Second''' Taskmaster can pile on the hurt via Semi-Safe/Semi-Damaging DHC, and a decent projectile. | ||
Line 1,268: | Line 1,172: | ||
For more information check out Taskmaster's Team Building Page: https://wiki.supercombo.gg/w/UMVC3/Taskmaster/Team_Building | |||
== Players to Watch == | |||
{{PlayersToWatchTableHeader-UMVC3}} | |||
{{PlayersToWatchTableRow-UMVC3 | |||
| name = RonanHealy | |||
| charaColorOne = {{CharaColor-UMVC3|Taskmaster|1}} | |||
| charaColorTwo = {{CharaColor-UMVC3|Doctor_Doom|1}} | |||
| charaColorThree = {{CharaColor-UMVC3|Sentinel|1}} | |||
| region = Florida | |||
| status = Active | |||
{{ | |||
{{ | |||
| name = | |||
| charaColorOne = {{CharaColor-UMVC3|Taskmaster| | |||
| charaColorTwo = {{CharaColor-UMVC3| | |||
| charaColorThree = {{CharaColor-UMVC3| | |||
| region = | |||
| status = | |||
| notes = | | notes = | ||
| replaysLink = [https://replaytheater.app/?game=umvc3& | | 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] | ||
}} | }} | ||
{{ | {{PlayersToWatchTableRow-UMVC3 | ||
| name = | | name = Sacktap | ||
| charaColorOne = {{CharaColor-UMVC3| | | charaColorOne = {{CharaColor-UMVC3|Haggar|2}} | ||
| charaColorTwo = {{CharaColor-UMVC3| | | charaColorTwo = {{CharaColor-UMVC3|Arthur|2}} | ||
| charaColorThree = {{CharaColor-UMVC3|Taskmaster|2}} | |||
| charaColorThree = {{CharaColor-UMVC3|Taskmaster | |||
| region = | | region = | ||
| status = | | status = Active | ||
| notes = | | notes = | ||
| replaysLink = [https://replaytheater.app/?game=umvc3&p1= | | 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] | ||
}} | }} | ||
{{ | {{PlayersToWatchTableRow-UMVC3 | ||
| name = | | name = KillerKai | ||
| charaColorOne = {{CharaColor-UMVC3| | | charaColorOne = {{CharaColor-UMVC3|Zero|3}} | ||
| charaColorTwo = {{CharaColor-UMVC3|Taskmaster|3}} | | charaColorTwo = {{CharaColor-UMVC3|Taskmaster|3}} | ||
| charaColorThree = {{CharaColor-UMVC3| | | charaColorThree = {{CharaColor-UMVC3|Vergil|3}} | ||
| region = | | region = | ||
| status = | | status = Inactive | ||
| notes = | | notes = | ||
| replaysLink = [https://replaytheater.app/?game=umvc3&p1= | | 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] | ||
}} | }} | ||
{{ | {{PlayersToWatchTableRow-UMVC3 | ||
| name = | | name = ImmaAriesBaby | ||
| charaColorOne = {{CharaColor-UMVC3| | | charaColorOne = {{CharaColor-UMVC3|Captain America|4}} | ||
| charaColorTwo = {{CharaColor-UMVC3|Taskmaster| | | charaColorTwo = {{CharaColor-UMVC3|Taskmaster|4}} | ||
| charaColorThree = {{CharaColor-UMVC3| | | charaColorThree = {{CharaColor-UMVC3|Doctor_Doom|4}} | ||
| region = | | region = | ||
| status = | | status = | ||
| notes = | | notes = | ||
| replaysLink = [https://replaytheater.app/?game=umvc3&p1= | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=immaariesbaby Replay Theater]<br>[https://www.youtube.com/watch?v=sMtg0D4ZWzc&t=2665s vs Joker @ TNS 121] | ||
}} | }} | ||
{{ | {{PlayersToWatchTableRow-UMVC3 | ||
| name = | | name = The Thing Upstairs | ||
| charaColorOne = {{CharaColor-UMVC3|Taskmaster|5}} | | charaColorOne = {{CharaColor-UMVC3|Taskmaster|5}} | ||
| charaColorTwo = {{CharaColor-UMVC3| | | charaColorTwo = {{CharaColor-UMVC3|Dormammu|5}} | ||
| charaColorThree = {{CharaColor-UMVC3| | | charaColorThree = {{CharaColor-UMVC3|Arthur|5}} | ||
| region = | | region = UK | ||
| status = Inactive | |||
| status =Inactive | |||
| notes = | | notes = | ||
| replaysLink = [https://replaytheater.app/?game=umvc3&p1= | | 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] | ||
}} | }} | ||
|} | |} | ||
Line 1,500: | Line 1,232: | ||
{{Chara-Colors-UMVC3}} | {{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 |
---|---|
|
|
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.
As a result, plink-dashing slower than usual compared to other characters is optimal (because he accelerates later in its animation).
Move List
Assists
Assist![]() ![]() |
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) | - | - | ![]() |
![]() ![]() Priority: Low, Durability: 3 per projectile ![]() | ||
THC Hyper: Legion Arrow L+M (Horizontal). Taskmaster is unique in that all three of his assists are different versions of the same move. Regardless of the assist choice, Taskmaster's assist will be a variant of his Aim Master special, firing three arrows. The assist choice only changes the trajectory of the arrows. Additionally, Taskmaster's THC Hyper is always Legion Arrow, but the assist choice will alter the trajectory of the hyper's arrows to match that of the assist. L Assist fires the arrows directly, horizontally forward. It is the most traditional and straightforward to use. It also recovers the fastest of the three. This assist is notable because its total durability across all three arrows is 9, which is slightly higher than many similar-coverage assists like Doom's Plasma Beam or Iron Man's Unibeam. If called at roughly the same time as one of these assists from the opponent, Taskmaster's arrows will completely nullify the beam, with one surviving arrow still able to hit the opponent. |
Assist![]() ![]() |
Damage | Startup | Active | 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) | - | - | ![]() |
![]() ![]() Priority: Low, Durability: 3 per projectile ![]() | ||
THC Hyper: Legion Arrow M+H (Parabolic). In this version, Taskmaster fires the arrows at a slight upwards angle. They travel through the air at roughly jump height and then start to arc back towards the ground. |
Assist![]() ![]() |
Damage | Startup | Active | 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) | - | - | ![]() |
![]() ![]() Priority: Low, Durability: 3 per projectile ![]() ![]() | ||
THC Hyper: Legion Arrow L+H (Upward). Taskmaster fires his arrows almost directly upwards. The arrows reach roughly superjump height, then arc and spread out, falling back down towards the ground. The farthest reaching arrow will land a little farther than halfscreen distance. This assist stands out from the other variants in that it can hit OTG on the way down, although it is typically too slow to use this way in combos. It is also a rare example of an assist that can (technically) hit opponents at superjump height. |
Ground Normals
L![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
48,000 | 5 | 3 | 1 | 10 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+384 | +2 | +1 | ![]() |
- | ||
5L has minimal uses other than being a situational anti air.
|
M![]() |
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 | ![]() |
- | ||
5M is a double-hitting attack making it great against armored attacks and has a large amount of hit-stun making it the best for hit confirming into combos but 2M is better for damage due to extra hit scaling damage worse.
|
H![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
90,000 | 11 | 3 | 1 | 20 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+720 | +2 | 0 | ![]() |
- | ||
Taskmaster steps forward slightly giving 5H more range compared to 5M allowing for easy pickups from assists.
|
L![]() ![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
45,000 | 5 | 3 | 1 | 14 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+360 | -2 | -3 | ![]() |
- | ||
2L has great range for a light normal, and is very fast at 5 frame startup.
|
M![]() ![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
65,000 | 8 | 3 | 1 | 19 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+520 | -2 | -4 | ![]() |
- | ||
2M is Taskmaster's longest low attack. 2M is also a low-profile attack allowing Taskmaster to evade underneath many attacks that he cannot normally avoid by crouching or using other normals.
|
H![]() ![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
80,000 | 10 | 3 | 1 | 23 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+640 | -2 | -3 | ![]() |
![]() ![]() | ||
2H launches them perfectly into Web Swing, Web Swing can miss if 5H is used because the opponent has a low profile crouch like Zero or Morrigan.
|
Aerial Normals
L j. ![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
50,000 | 5 | 3 | 1 | 15 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+400 | +13 | +12 | ![]() |
- | ||
j.L is used in many combo extensions. |
M j. ![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
68,000 | 7 | 4 | 1 | 17 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+544 | +16 | +14 | ![]() |
- | ||
j.M is used in many combo extensions and as combo filler. When comboing with this move, keep the opponent slightly below as j.M has a large hit box under his leg. j.M's animation is based on Spider-Man's j.M. |
H j. ![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
50,000 (per hit) | 11 | 4 | x2 | 21 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+400 (per swing) | +20 | +18 | ![]() |
- | ||
j.H is double-hitting attack using as combo filler and landing against armored attacks. |
S j. ![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
90,000 | 11 | 3 | 1 | 27 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+720 | +17 | +15 | ![]() |
![]() | ||
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. |
Command Normals
H![]() ![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
80,000 | 11 | 13 | 1 | 16 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+640 | +7 | -6 | ![]() |
![]() ![]() ![]() | ||
Taskmaster swings from a grappling rope, advancing forward while kicking. This is the closest thing Taskmaster has to real aerial mobility, and allows him to maintain pressure or extend combos. Web Swing (6H) can be performed on the grounded or airborne. The grounded version puts Taskmaster airborne, and he will recover from the move in a normal jump state.
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).
|
H![]() ![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
95,000 | 6 | 9 | 1 | 29 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+760 | - | -15 | ![]() |
![]() ![]() ![]() | ||
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.
|
Special Moves
S![]() ![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
50,000 + 70,000 | 15 | 3 | x2 | 28 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+1130 | - | -3 | ![]() |
![]() ![]() | ||
Sting Master (236S) is a hitgrab (blockable) in which Taskmaster stabs directly ahead with his sword. If it hits, he and the opponent are pulled into an animation in which Taskmaster deals one additional hit, ending with the opponent in a Hard Knockdown next to him (this animation is invincible and ignores projectiles and assists). Sting Master 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. |
L![]() ![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
50,000 | 31 | 5 | 1 | 22 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+400 | - | -4 | ![]() |
![]() | ||
M![]() ![]() |
Damage | Startup | Active | Hits | Recovery | |
50,000 | 47 | 5 | 1 | 22 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+400 | - | -4 | ![]() |
![]() | ||
H![]() ![]() |
Damage | Startup | Active | Hits | Recovery | |
50,000 | 57 | 5 | 1 | 22 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+400 | - | -4 | ![]() |
![]() | ||
Taskmaster readies himself, then delivers a large arcing swing with his sword. Despite the animation, this move is not an overhead, and can be blocked standing or crouching. Sword Master is mainly notable because each version has a special follow-up sequence available when the initial Sword Master hit is blocked. These follow-up chains include Unblockable attacks. Unfortunately, it is not possible to access these follow-ups on hit or on whiff, and an opponent can always Pushblock the initial hit to escape the follow-up sequence, so these attacks are very rarely useful. The button strength determines the distance traveled before the downward swing:
The follow-up sequences for each move are detailed below. |
Sword Master Follow-ups
Sword Master L Follow-ups
after blocked 623L![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
30,000 | 24 | 5 | 16 | |
On Hit | On Block | Guard | Properties | |
+4 | - | ![]() |
- | |
Unblockable attack. If Taskmaster gets an opponent to block the initial swing (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 | ||||
after successful headbutt![]() ![]() |
Damage | Startup | Active | Recovery |
10,000 + 50,000 | 15 | 5 | 1 | |
On Hit | On Block | Guard | Properties | |
- | - | ![]() |
![]() | |
Sequence ender that functions almost the same as Taskmaster's regular Sting Master (236S) special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow. 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
after blocked 623M![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
30,000 | 24 | 5 | 16 | |
On Hit | On Block | Guard | Properties | |
+4 | - | ![]() |
- | |
Unblockable attack. If Taskmaster gets an opponent to block the initial swing (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 | ||||
after successful Headbutt,![]() |
Damage | Startup | Active | Recovery |
28,000 | 13 | 5 | 21 | |
On Hit | On Block | Guard | Properties | |
-1 | -3 | ![]() |
- | |
filler | ||||
after successful Below the Belt,![]() |
Damage | Startup | Active | Recovery |
30,000 | 20 | 5 | 16 | |
On Hit | On Block | Guard | Properties | |
+4 | +2 | ![]() |
- | |
filler | ||||
after successful Low Kick,![]() ![]() |
Damage | Startup | Active | Recovery |
10,000 + 60,000 | 15 | 5 | 1 | |
On Hit | On Block | Guard | Properties | |
- | - | ![]() |
![]() | |
Sequence ender that functions almost the same as Taskmaster's regular Sting Master (236S) special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow. 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
after blocked 623H![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
30,000 | 24 | 5 | 16 | |
On Hit | On Block | Guard | Properties | |
+4 | - | ![]() |
- | |
Unblockable attack. If Taskmaster gets an opponent to block the initial swing (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 | ||||
after successful Headbutt,![]() |
Damage | Startup | Active | Recovery |
28,000 | 13 | 5 | 21 | |
On Hit | On Block | Guard | Properties | |
-1 | -3 | ![]() |
- | |
filler | ||||
after successful Below the Belt,![]() |
Damage | Startup | Active | Recovery |
30,000 | 20 | 5 | 16 | |
On Hit | On Block | Guard | Properties | |
+4 | +2 | ![]() |
- | |
filler | ||||
after successful Low Kick,![]() |
Damage | Startup | Active | Recovery |
25,000 | 21 | 3 | 22 | |
On Hit | On Block | Guard | Properties | |
0 | -2 | ![]() |
- | |
filler | ||||
after successful Shield Bash,![]() |
Damage | Startup | Active | Recovery |
31,000 | 18 | 4 | 17 | |
On Hit | On Block | Guard | Properties | |
+4 | +2 | ![]() |
- | |
filler | ||||
after successful Knee Kick![]() ![]() |
Damage | Startup | Active | Recovery |
10,000 + 50,000 | 15 | 5 | 1 | |
On Hit | On Block | Guard | Properties | |
- | - | ![]() |
![]() | |
Sequence ender that functions almost the same as Taskmaster's regular Sting Master (236S) special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow. 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
![]() ![]() ![]() ![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
250,000 | 5+0 | 25 | x13 | 19 | ||
Meter | On Hit | On Block | Guard | Properties | ||
-10,000 | - | - | ![]() |
![]() ![]() ![]() | ||
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.
|
Universal Mechanics
H![]() ![]() or ![]() ![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
80,000 | 1 | 1 | x2 | - | ||
Meter | On Hit | On Block | Guard | Properties | ||
+800 | - | - | ![]() |
![]() | ||
Forward Throw leads to the opponent directly front of him in a Hard Knockdown.
|
H j. ![]() ![]() or j. ![]() ![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
80,000 | 1 | 1 | 1 | - | ||
Meter | On Hit | On Block | Guard | Properties | ||
+800 | - | - | ![]() |
![]() | ||
Both airthrows spikes the opponent straight down to the ground, while Taskmaster briefly floats above them.
|
Assist![]() ![]() ![]() ![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
50,000 | 2 | 3 | 1 | 20 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+500 (-10,000) | - | 0 | ![]() |
Snapback | ||
Combos into Snapback:
|
Assist Hold ![]() Hold ![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
30,000 | - | 20 | 1 | 34 | ||
Meter | On Hit | On Block | Guard | Properties | ||
- | - | -15 | ![]() |
![]() | ||
- |
Team Position
Taskmaster is a versatile character that could reasonably be placed in any team position. Although is is most commonly placed in the Point position, Second and Anchor Taskmasters have also seen success. Taskmaster's assist is solid, although rarely the best assist on a team, and he can provide support for his teammates in the backline via that assist or by utilizing his solid DHC options. Taskmaster is a solid choice for activating X-Factor, as it can 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 | Florida | Active | Replay Theater vs Rayray @ CEO 2023
| ||
Sacktap | Active | Replay Theater vs Rok @ X-factory WC #1
| |||
KillerKai | Inactive | Replay Theater vs KBR @ Curleh Mustache West vol 2
| |||
ImmaAriesBaby | Replay Theater vs Joker @ TNS 121
| ||||
The Thing Upstairs | 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 |
---|---|---|---|---|---|---|
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![]() |
![]() |
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Hitspheres and Hurtspheres