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*'''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 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. | ||
*'''Range:''' Many of his attacks are disjointed and allow easier follow-ups from assists. | *'''Range:''' Many of his attacks are disjointed and allow easier follow-ups from assists. | ||
*''' | *'''Flexible Team Position :''' He 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. | *'''Poor OTG Options:''' Throw Conversions requiring assists or X-factor to combo into. | ||
*'''Limited mixup potential:''' His Unblock-able setup is always escapable with good pushblock timing. | *'''Limited mixup potential:''' His Unblock-able setup is always escapable with good pushblock timing. | ||
*'''Needs Teammates or Extra Meter for | *'''Needs Teammates or Extra Meter for Throws:''' Taskmaster has poor damage with throws or needs teammates to convert from them. | ||
*'''Non-piercing Projectile:''' Arrows only hit the point character or the assist in neutral,and requires 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. | ||
*'''Committal options vs. Airborne Opponents:''' He has limited to Aim Master ({{clr|L|236L}}) and Web Swing ({{clr|H|6H}}) against aerial opponents. | *'''Committal options vs. Airborne Opponents:''' He has limited to Aim Master ({{clr|L|236L}}) and Web Swing ({{clr|H|6H}}) against aerial opponents. | ||
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|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 flashly 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|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. Inputing Web String ({{clr|H|6H}}) after ({{clr|H|j.4H}}) option select that allows you to maintain pressure if jumping special is blocked | {{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. Inputing 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, | {{clr|S|j.S}} is a downward slash with a large hitbox in front of Taskmaster. It lasks 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] | |||
}} | }} | ||
}} | }} | ||
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<br>'''Taskmaster can cancel Web Swing ({{clr|H|6H}}) with:''' | <br>'''Taskmaster can cancel Web Swing ({{clr|H|6H}}) with:''' | ||
*<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. | *<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. | ||
*<code> Aim Master ({{clr|L|2}}{{clr|M|3}}{{clr|H|6}}X) </code>is | *<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'''= Alot 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>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. | |||
<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. | ||
}} | }} | ||
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|properties={{projnull}} (frames 4-18), {{strk}}, {{chipdamage}} | |properties={{projnull}} (frames 4-18), {{strk}}, {{chipdamage}} | ||
|description= | |description= | ||
Taskmaster charges a short distance forward while | 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. | ||
<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 | |||
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: | ||
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*<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. | *<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. | ||
*<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...] | *<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...] | ||
<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. | |||
}} | }} | ||
}} | }} | ||
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|onhit=-13 ~ +3 | |onhit=-13 ~ +3 | ||
|onblock=-15 ~ +1 | |onblock=-15 ~ +1 | ||
|properties= {{proj}} | |properties= {{proj}}{{airok}}, chargeable<br>Priority: Low, Durability: 3 per projectile<br>{{chipdamage}} | ||
}} | }} | ||
{{AttackData-UMVC3/M&H | {{AttackData-UMVC3/M&H | ||
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|onhit=-18 ~ -2 | |onhit=-18 ~ -2 | ||
|onblock=-20 ~ -4 | |onblock=-20 ~ -4 | ||
|properties= {{proj}} | |properties= {{proj}}{{airok}}{{strk}}, chargeable<br>Priority: Low, Durability: 3 per projectile<br>{{chipdamage}} | ||
}} | }} | ||
{{AttackData-UMVC3/M&H | {{AttackData-UMVC3/M&H | ||
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|onhit=-23 ~ -7 | |onhit=-23 ~ -7 | ||
|onblock=-25 ~ -9 | |onblock=-25 ~ -9 | ||
|properties= {{proj}} | |properties= {{proj}}{{airok}}{{strk}}{{otg}}, chargeable<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. 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. | 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. | ||
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|onhit=- | |onhit=- | ||
|onblock=-22 | |onblock=-22 | ||
|properties={{proj}} | |properties={{proj}}{{chipdamage}}{{airok}}{{hardknockdown}}, mashable<br>Priority: High, Durability: 1 per shot | ||
}} | }} | ||
{{AttackData-UMVC3/M&H | {{AttackData-UMVC3/M&H | ||
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|onhit=- | |onhit=- | ||
|onblock=-22 | |onblock=-22 | ||
|properties={{proj}} | |properties={{proj}}{{chipdamage}}{{airok}}{{hardknockdown}}{{otg}}, mashable<br>Priority: High, Durability: 1 per shot | ||
}} | }} | ||
{{AttackData-UMVC3/M&H | {{AttackData-UMVC3/M&H | ||
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|onhit=- | |onhit=- | ||
|onblock=-22 | |onblock=-22 | ||
|properties={{proj}} | |properties={{proj}}{{chipdamage}}{{airok}}{{hardknockdown}}{{otg}}, mashable<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: | ||
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<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 | <br>Taskmaster can follow up into [https://wiki.supercombo.gg/w/UMVC3/Taskmaster/Combos#AegisCounterFollowUp Super Combos, and Assists Extension]. | ||
}} | }} | ||
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|description= | |description= | ||
'''A Forward Throw will cause Taskmaster throw them in front of him in a Hard Knockdown.''' | '''A Forward Throw will cause Taskmaster throw them in front of him in a Hard Knockdown.''' | ||
<br>Taskmaster can follow up | <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 has 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 | <br>Taskmaster can follow up into [https://wiki.supercombo.gg/w/UMVC3/Taskmaster/Combos#TaskmasterAirThrowFollowUp Super Combos, and Assists Extensions].<br><br>Both Air Throws has the same animation as Captain America's Air Throw. | ||
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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 compensate for his naturally mediocre 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. | |||
Anchor Taskmaster has a hard time making timely solo '''1 vs 3''' comeback since his mix up game isn't fantastic. | <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. | |||
Revision as of 05:16, 31 May 2023
Introduction
Although he does not have any actual superpowers, Tony Masters was seemingly born with an enhanced form of photographic memory called "photographic reflexes". After witnessing a person performing any physical movement, Tony is able to replicate it perfectly. He eventually created the persona of Taskmaster, working as a mercenary and using his unique ability to mimic the combat styles of superheroes and other notable fighters. While he is primarily depicted as a villain, Taskmaster is motivated mainly by money and has been shown to fight alongside heroes when it is in his interest to do so.
In UMvC3, Taskmaster is an all-arounder who has moves thematically borrowed from Hawkeye, Captain America, and Spider-Man, paired with a handful of original abilities. Taskmaster is slow - both his mobility and his attacks have poor speed, but he has solid range on his sword attacks and a versatile moveset. He uses Aim Master (236X) to fight from a distance, and can blow through his opponent's own projectiles with Charging Star (4H). Although they are difficult to use effectively, Taskmaster also has several Counter skills, as well as an Unblockable via the followups to his Sword Master (623X) special.
Strengths | Weaknesses |
---|---|
|
|
Unique Mechanics
His dashing animation is somewhat unique in that he spends the first 5 frames stationary, then starts to accelerate. After the first few frames, he lowers his body (and hurtbox) while moving meaning he can potentially dodge aerial attacks, dash under opponents during incoming or aerial opponent in blockstun from assists.
As a result, plink-dashing slower than usual compared to other characters is optimal (because he accelerates later in its animation).
Taskmaster | |
---|---|
Character Data | |
Health | 1,100,000 |
Ground Magic Series | Stronger |
Air Chain Combo Limit | Three |
Forward Dash Duration | 35 frames |
Backdash Duration | 35 frames |
Jump Duration | 46 frames |
Superjump Duration | 81 frames |
Walljump? | No |
Doublejump? | No |
Airdash? | No |
X-Factor Damage Boost (1/2/3) | 30% / 55% / 80% |
X-Factor Speed Boost (1/2/3) | 10% / 15% / 20% |
Minimum Damage Scaling (Normals, Specials) | 10%, 20% |
Minimum Damage Scaling (Hypers) | 33% |
Minimum Damage Scaling (X-Factor) | 35% |
Move List
Assists
Assist![]() ![]() |
Damage | Startup | Active | 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 lasks 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
Horizontal![]() ![]() |
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 | ![]() |
![]() ![]() Priority: Low, Durability: 3 per projectile ![]() | ||
Diagonal![]() ![]() |
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 | ![]() |
![]() ![]() ![]() Priority: Low, Durability: 3 per projectile ![]() | ||
Vertical![]() ![]() |
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 | ![]() |
![]() ![]() ![]() ![]() 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. Fully charged Aim Master halts Taskmasters vertical momentum, allow him to stall. Two arrows doesn't stall him in the air and allows him to be significantly more mobile in neutral, and allows him to start combos from Aerial Aim Master.
|
S![]() ![]() |
Damage | Startup | Active | 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 can be canceled from Charging Star (4H), and is safe on block making Charging Star (4H) safer to use in neutral. This cancel is vulnerable to opponents push-blocking the initial Charging Star leaving you wide open and in the animation of the Sting Master. This move is useful as a combo ender for Taskmaster, as he can capitalize on the 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 L Follow-ups
H![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
30,000 | 24 | 5 | 1 | 16 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+240 | +4 | - | ![]() |
- | ||
Unblockable attack. If Taskmaster gets an opponent to block the initial swing but not pushblock it, he can open them up with this short-range attack, then finish the sequence for moderate damage. |
H![]() ![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
10,000 + 50,000 | 15 | 5 | x2 | 1 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+450 | - | - | ![]() |
![]() | ||
Sequence ender that functions almost the same as Taskmaster's regular Sting Master (236S) special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow. |
Sword Master M Follow-ups
H![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
30,000 | 24 | 5 | 1 | 16 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+400 | +4 | - | ![]() |
- | ||
Unblockable attack. If Taskmaster gets an opponent to block the initial swing but not pushblock it, he can open them up with this short-range attack, then finish the sequence for moderate damage. |
M![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
28,000 | 13 | 5 | 1 | 21 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+224 | -1 | -3 | ![]() |
- | ||
Filler. |
H![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
30,000 | 20 | 5 | 1 | 16 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+240 | +4 | +2 | ![]() |
- | ||
Filler. |
H![]() ![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
10,000 + 50,000 | 15 | 5 | x2 | 1 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+240 | - | - | ![]() |
![]() | ||
Sequence ender that functions almost the same as Taskmaster's regular Sting Master (236S) special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow. |
Sword Master H Follow-ups
H![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
30,000 | 24 | 5 | 1 | 16 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+240 | +4 | - | ![]() |
- | ||
Unblockable attack. If Taskmaster gets an opponent to block the initial swing but not pushblock it, he can open them up with this short-range attack, then finish the sequence for moderate damage. |
M![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
28,000 | 13 | 5 | 1 | 21 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+224 | -1 | -3 | ![]() |
- | ||
Filler. |
H![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
30,000 | 20 | 5 | 1 | 16 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+240 | +4 | +2 | ![]() |
- | ||
Filler. |
H![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
25,000 | 21 | 3 | 1 | 22 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+200 | 0 | -2 | ![]() |
- | ||
Filler. |
M![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
31,000 | 18 | 4 | 1 | 17 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+248 | +4 | +2 | ![]() |
- | ||
Filler. |
H![]() ![]() |
Damage | Startup | Active | Hits | Recovery | |
---|---|---|---|---|---|---|
10,000 + 50,000 | 15 | 5 | x2 | 1 | ||
Meter | On Hit | On Block | Guard | Properties | ||
+800 | - | - | ![]() |
![]() | ||
Sequence ender that functions almost the same as Taskmaster's regular Sting Master (236S) special. Ends in a Hard Knockdown that Taskmaster can follow up with an OTG Air Legion Arrow. |
Hyper Combos
Horizontal![]() ![]() ![]() |
Damage | Startup | Active | 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 | ![]() |
![]() ![]() ![]() ![]() Priority: High, Durability: 1 per shot | ||
Diagonal![]() ![]() ![]() |
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 | ![]() |
![]() ![]() ![]() ![]() ![]() Priority: High, Durability: 1 per shot | ||
Vertical![]() ![]() ![]() |
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 | ![]() |
![]() ![]() ![]() ![]() ![]() 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:
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. |
![]() ![]() ![]() ![]() |
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 | - | - | ![]() |
![]() | ||
A Forward Throw will cause Taskmaster throw them in 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 | |
---|---|---|---|---|---|---|
27,000 | - | 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 compensate for his naturally mediocre 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.
=== 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)
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
Notable Players
Name | Team | Region | Status | Notes | Matches |
---|---|---|---|---|---|
Adelheid Stark | ??? | Inactive | Link
| ||
DJ Houshen | West Coast | Inactive? | Link
| ||
Double A | Ohio (East Coast) |
Active | Link
| ||
ImmaAriesBaby | Ohio (East Coast) |
Active | Link
| ||
ImmaAriesBaby's 2nd Team |
Link
| ||||
HonzoGonzo | California (West Coast) |
Inactive? | Link
| ||
HonzoGonzo's 2nd Team |
Link
| ||||
KillerKai | West Coast? | Inactive? | Link
| ||
Moises | Chile | Inactive? | Link
| ||
Moons | New York (East Coast) |
Inactive | Link
| ||
NeoKarsh | West Coast | Inactive? | Link
| ||
OneWolf | Texas (East Coast) |
Active | Link
| ||
Ronan Healy | Flordia (East Coast) |
Active | Link
| ||
Sondelight | North Carolina (East Coast) |
Active | Link
| ||
tabs | West Coast? | Active | Part of the Modding Community | Link
| |
WhiteBlack | France | Inactive? | Link |