UMVC3/Taskmaster: Difference between revisions

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Revision as of 17:25, 4 August 2022


Introduction

Although he does not have any actual superpowers, Tony Masters was seemingly born with an enhanced form of photographic memory called "photographic reflexes". After witnessing a person performing any physical movement, Tony is able to replicate it perfectly. He eventually created the persona of Taskmaster, working as a mercenary and using his unique ability to mimic the combat styles of superheroes and other notable fighters. While he is primarily depicted as a villain, Taskmaster is motivated mainly by money and has been shown to fight alongside heroes when it is in his interest to do so.

In UMvC3, Taskmaster is an all-arounder who has moves thematically borrowed from Hawkeye, Captain America, and Spider-Man, paired with a handful of original abilities. Taskmaster is slow - both his mobility and his attacks have poor speed, but he has solid range on his sword attacks and a versatile moveset. He uses Aim Master (236X) to fight from a distance, and can blow through his opponent's own projectiles with Shield Skills (4H). Although they are difficult to use effectively, Taskmaster also has several Counter skills, as well as an Unblockable via the followups to his Sword Master (623X) special.

Strengths Weaknesses
  • Much higher than average health pool allows Taskmaster 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.
  • Unique ability to aim his projectile hyper makes him especially versatile for DHCs, and he can contribute significant damage to almost any DHC chain.
  • Assist provides respectable lockdown while having higher total durability than many common assists, giving Taskmaster's team an advantage in projectile battles.
  • Limited mixup potential, as his Unblockable setup is always escapable with good pushblock timing
  • Has limited mobility and poor dash speed, making it difficult for him to keep up with more mobile characters
  • Has fairly underwhelming damage, and does not gain much benefit from throws due to limited OTG options.
Taskmaster
Umvc3 taskmaster face.jpg
Character Data
Health 1,100,000
Ground Magic Series Stronger
Air Chain Combo Limit Three
Forward Dash Duration 35 frames
Backdash Duration 35 frames
Jump Duration 46 frames
Superjump Duration 81 frames
Walljump? No
Doublejump? No
Airdash? No
X-Factor Damage Boost (1/2/3) 30% / 55% / 80%
X-Factor Speed Boost (1/2/3) 10% / 15% / 20%
Minimum Damage Scaling (Normals, Specials) 10%, 20%
Minimum Damage Scaling (Hypers) 33%
Minimum Damage Scaling (X-Factor) 35%

Move List

Assists

Aim Master L
Assist A
Damage Startup Active Recovery
50,000 x3 45 9 113, 83
On Hit On Block Guard Properties
- - Mid 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.

Aim Master M
Assist B
Damage Startup Active Recovery
50,000 x3 45 9 118, 88
On Hit On Block Guard Properties
- - Mid Priority: Low, Durability: 3 per projectile

THC Hyper: Legion Arrow L+H (Upward). 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 Masher H
Assist Y
Damage Startup Active Recovery
50,000 x3 45 9 118, 88
On Hit On Block Guard Properties
- - Mid Otg.png Priority: Low, Durability: 3 per projectile

THC Hyper: Legion Arrow M+H (Parabolic). 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
Damage Startup Active Recovery
48,000 5 3 10
On Hit On Block Guard Properties
+2 +1 Mid -

-

Stand Medium
5M
Damage Startup Active Recovery
40,000 x2 8 2(1)3 17
On Hit On Block Guard Properties
0 -2 Mid -

Hits twice.

Stand Heavy
5H
Damage Startup Active Recovery
90,000 11 3 20
On Hit On Block Guard Properties
+2 0 Mid -

-


Crouching Light
2L
Damage Startup Active Recovery
45,000 5 3 14
On Hit On Block Guard Properties
-2 -3 Low -

-

Crouching Medium
2M
Damage Startup Active Recovery
65,000 8 3 19
On Hit On Block Guard Properties
-2 -4 Low -

-

Crouching Heavy
2H
Damage Startup Active Recovery
80,000 10 3 23
On Hit On Block Guard Properties
-2 -3 Mid Strk.png, Softknockdown.png

Note: Not a low.


Launcher/Special
S
Damage Startup Active Recovery
90,000 9 5 30
On Hit On Block Guard Properties
Launch -12 Mid Launch.png, Nocancel.png

-

Aerial Normals

Jumping Light
j.5L
Damage Startup Active Recovery
50,000 5 3 15
On Hit On Block Guard Properties
+13 +12 OH -

-

Jumping Medium
j.5M
Damage Startup Active Recovery
68,000 7 4 17
On Hit On Block Guard Properties
+16 +14 OH -

-

Jumping Heavy
j.5H
Damage Startup Active Recovery
50,000 x2 11 4 21
On Hit On Block Guard Properties
+20 +18 OH -

Double-hitting attack.

Jumping Special
j.5S
Damage Startup Active Recovery
90,000 11 3 27
On Hit On Block Guard Properties
+17 +15 OH Aircombofinisher.png

-

Command Normals

Web Swing
Mighty Swing!
6H
Damage Startup Active Recovery
80,000 11 13 16
On Hit On Block Guard Properties
+7 -6 High Deals chip damage, 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 can be performed on the ground or in the air. The grounded version puts Taskmaster airborne, and he will recover from the move in a normal jump state, allowing him to follow up with air normals.

Taskmaster can only perform the aerial version of Web Swing once per jump state.


Charging Star
Shield Skills!
3H
Damage Startup Active Recovery
95,000 6 9 29
On Hit On Block Guard Properties
- -15 Mid Projnull.png (frames 4-18), Strk.png, deals chip damage

Taskmaster charges a short distance forward while protected by his shield. Like with Web Swing, it is an advancing attack that can be used to approach and as a combo tool. Taskmaster is immune to low and medium priority projectiles during most of this move's duration, although not quite from frame 1.

This attack naturally leads into 5S as a way to confirm into air combos, although Taskmaster will sometimes sideswitch with the opponent when doing this.


Special Moves

Aim Master
236X
L
Qcf.png + L.png
Damage Startup Active Recovery
50,000 x1 ~ x3 13 ~ 21 1 ~ 9 37 ~ 21
On Hit On Block Guard Properties
-13 ~ +3 -15 ~ +1 Mid Airok.png, chargeable, Priority: Low, Durability: 3 per projectile
M
Qcf.png + M.png
Damage Startup Active Recovery
50,000 x1 ~ x3 13 ~ 21 1 ~ 9 42 ~ 26
On Hit On Block Guard Properties
-18 ~ -2 -20 ~ -4 Mid Otg.png, Airok.png, chargeable, Priority: Low, Durability: 3 per projectile
H
Qcf.png + H.png
Damage Startup Active Recovery
50,000 x1 ~ x3 13 ~ 21 1 ~ 9 47 ~ 31
On Hit On Block Guard Properties
-23 ~ -7 -25 ~ -9 Mid Otg.png, Airok.png, chargeable Priority: Low, Durability: 3 per projectile

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.

Button strength mainly alters the trajectory of the arrows. L version is a direct horizontal shot. M version fires at a slight upwards angle that eventually arcs down. H version is fired directly upwards, and then suddenly arcs back down to the ground at superjump height.

Aim Master is also performable in the air. While airborne, M version fires at a down-forward angle instead of up-forward, and H version 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.


Guard Master
214X
L
Qcb.png + L.png
Damage Startup Active Recovery
100,000 5 20 20
On Hit On Block Guard Properties
- - Counter Counters Mid/OH attacks, Hardknockdown.png
M
Qcb.png + M.png
Damage Startup Active Recovery
100,000 5 20 20
On Hit On Block Guard Properties
- - Counter Counters Low attacks, Hardknockdown.png
H
Qcb.png + H.png
Damage Startup Active Recovery
- 5 20 20
On Hit On Block Guard Properties
- - Counter Reflects normal projectiles, nullifies beam projectiles

Taskmaster enters a defensive stance, in which he can counter certain attacks depending on button strength. L version will counter Mid or Overhead attacks, while M will counter Low attacks. This move cannot counter hypers or assists. On a successful 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. If the counter sends an opponent into the corner, Taskmaster can follow up with a Tiger Knee'd 236M+H hyper.

H Counter 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.


Sting Master
Chopsticks!
236S
Damage Startup Active Recovery
50,000 + 70,000 15 3 28
On Hit On Block Guard Properties
- -3 Mid Hardknockdown.png

Sting Master is a hitgrab (blockable) in which Taskmaster stabs directly ahead with his sword. If it hits, he and the opponent are pulled into an animation in which Taskmaster deals one additional hit, ending with the opponent in a Hard Knockdown next to him.

This move is useful as a combo ender for Taskmaster, as he can capitalize on the Hard Knockdown with a Tiger Knee downward Legion Arrow, which will deal heavy damage as an OTG.


Sword Master
623X
L
Dp.png + L.png
Damage Startup Active Recovery
50,000 31 5 22
On Hit On Block Guard Properties
- -4 Mid Softknockdown.png
M
Dp.png + M.png
Damage Startup Active Recovery
50,000 47 5 22
On Hit On Block Guard Properties
- -4 Mid Softknockdown.png
H
Dp.png + H.png
Damage Startup Active Recovery
50,000 57 5 22
On Hit On Block Guard Properties
- -4 Mid 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 follow-up sequences for each move are detailed below.

Sword Master L Follow-ups

Head Butt
(After Sword Master L is blocked) > 5H
Damage Startup Active Recovery
30,000 24 5 16
On Hit On Block Guard Properties
+4 - Unblockable (!!) -

Unblockable attack. If Taskmaster gets an opponent to block the initial swing but not pushblock it, he can open them up with this short-range attack, then finish the sequence for moderate damage.

Lights Out
(After Head Butt) > 236H
Damage Startup Active Recovery
10,000 + 50,000 15 5 1
On Hit On Block Guard Properties
- - Unblockable Hardknockdown.png

Sequence ender that functions almost the same as Taskmaster's regular Sting Master 236S special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow.


Sword Master M Follow-ups

Head Butt
(After Sword Master M is blocked) > 5H
Damage Startup Active Recovery
30,000 24 5 16
On Hit On Block Guard Properties
+4 - Unblockable (!!) -

Unblockable attack. If Taskmaster gets an opponent to block the initial swing but not pushblock it, he can open them up with this short-range attack, then finish the sequence for moderate damage.

Below The Belt
(After Head Butt) > 5M
Damage Startup Active Recovery
28,000 13 5 21
On Hit On Block Guard Properties
-1 -3 Mid -

Filler.

Low Kick
(After Below the Belt) > 5H
Damage Startup Active Recovery
30,000 20 5 16
On Hit On Block Guard Properties
+4 +2 Low -

Filler.

Lights Out
(After Low Kick) > 236H
Damage Startup Active Recovery
10,000 + 50,000 15 5 1
On Hit On Block Guard Properties
- - Unblockable Hardknockdown.png

Sequence ender that functions almost the same as Taskmaster's regular Sting Master 236S special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow.


Sword Master H Follow-ups

Head Butt
(After Sword Master H is blocked) > 5H
Damage Startup Active Recovery
30,000 24 5 16
On Hit On Block Guard Properties
+4 - Unblockable (!!) -

Unblockable attack. If Taskmaster gets an opponent to block the initial swing but not pushblock it, he can open them up with this short-range attack, then finish the sequence for moderate damage.

Below The Belt
(After Head Butt) > 5M
Damage Startup Active Recovery
28,000 13 5 21
On Hit On Block Guard Properties
-1 -3 Mid -

Filler.

Low Kick
(After Below the Belt) > 5H
Damage Startup Active Recovery
30,000 20 5 16
On Hit On Block Guard Properties
+4 +2 Low -

Filler.

Shield Bash
(After Low Kick) > 5H
Damage Startup Active Recovery
25,000 21 3 22
On Hit On Block Guard Properties
0 -2 Mid -

Filler.

Knee Kick
(After Shield Bash) > 5M
Damage Startup Active Recovery
31,000 18 4 17
On Hit On Block Guard Properties
+4 +2 Mid -

Filler.

Lights Out
(After Knee Kick) > 236H
Damage Startup Active Recovery
10,000 + 50,000 15 5 1
On Hit On Block Guard Properties
- - Unblockable Hardknockdown.png

Sequence ender that functions almost the same as Taskmaster's regular Sting Master 236S special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow.

Hyper Combos

Legion Arrow
236XX (1 bar)
Damage Startup Active Recovery
20,000 x25 ~ x50 10+1 77 44
On Hit On Block Guard Properties
- -22 Mid Airok.png, Hardknockdown.png, Otg.png (only certain versions), mashable, 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:

  • L+M: On both the ground and in the air, the arrows are shot directly forward.
  • L+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.
  • M+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.

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.


Aegis Counter
Secret Move!
214XX (1 bar)
Damage Startup Active Recovery
250,000 5+0 25 19
On Hit On Block Guard Properties
- - Counter Invuln until active, Counters any physical hut, Hardknockdown.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.

Universal Mechanics

Ground Throw
6H, 4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

Standard ground throw that sends the opponent flying across the screen into a Hard Knockdown. Taskmaster can follow this up by doing a 236L+H Air Legion Arrow just off the ground.

Air Throw
j.6H, j.4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

This airthrow spikes the opponent straight down to the ground, while Taskmaster briefly floats above them. Taskmaster can follow this up with a 236M+H Air Legion Arrow.


Snap Back
Qcf.png+A1.png/A2.png
Damage Startup Active Recovery
50,000 2 3 20
On Hit On Block Guard Properties
- 0 Mid Snapback

Animation and hitbox based on 5H.


Hard Tag
Hold 14f A1.png/A2.png
Damage Startup Active Recovery
27,000 - 20 34
On Hit On Block Guard Properties
- -15 OH 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 second' position, point and anchor Taskmasters have also seen success. Taskmaster's assist is solid, although rarely the best assist on a team, and he can provide support for his teammates in the backline via that assist or by utilizing his solid DHC options. Taskmaster is a solid choice for activating X-Factor, as it can compensate for his naturally poor damage output (especially after throws), and also makes his projectile game into a legitimate chip damage threat.

Notable Synergies

Sentinel: Sentinel Force (Charge) is a generically strong assist that Taskmaster greatly benefits from having access to. Taskmaster has two approach tools in Spidey Swing and Charging Star that are actually fairly minus on block, but Taskmaster can compensate for this weakness by calling drones alongside the attack, allowing him to approach (or retreat) safely. Additionally, Sentinel assist allows Taskmaster to follow up after his OTG Hyper, as the drones will continue to juggle the opponent after the hyper ends when spaced correctly.

Players to Watch: ImmaAriesBaby (Taskmaster/Sentinel/Doom)

Other Players to Watch: HonzoGonzo (Taskmaster/Doom/Ammy), DJ Houshen (Felicia/Taskmaster/Vergil, Felicia/Taskmaster/Skrull), Adelheid Stark (Taskmaster/Spencer/Ammy), WhiteBlack (Wesker/Taskmaster/Vergil), NeoKarsh (Wolverine/Spencer/Taskmaster), OneWolf (Nova/Taskmaster/Vergil)

Combos

Solo Combos

X-Factor Combos

TBW

Sample Team Combos

Task/Doom/Sentinel
Nova/Taskmaster/Dante
Nova/Taskmaster/Dante pt.2

TAC Infinites

Corner Down
Midscreen Down feat. Nova/Dante

Alternate Colors

Taskmaster colors.jpg

Videos and External Resources