UMVC3/Taskmaster

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Taskmaster

Umvc3 taskmaster face.jpg In A Nutshell


Taskmaster is known as a slow moving, low mobility character with great versatility. He can zone with his aim master special in many different directions, in turn baiting the enemy to attack where his counter-attacking and combo skills can truly be showcased. With high priority and unusual properties of his heavy normals, he frustrates opponents into high damaging combos. His enemy will try and get through a barrage of painful arrows only to be hit by a Shield Skills or a Spidey's Swing combo opener when he finally does gets through Taskmaster's zoning, and, if paired with an OTG assist, it just makes Taskmaster that much more deadly. The true strength of Taskmaster really lies in his versatility as he can fill any role on a team whether placed at point, assist, or anchor. He is a great battery; most of his longer combos are capable of more than completely fueling his combo ending level 1 Hyper, Legion arrow. If you need a versatile character who can handle most any situation through zoning and countering with the added perk of an unblockable mix-up, Taskmaster's the merc for you.

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Aim Master (Horizontal Shot)
shot front
60,000 x 3
Legion Arrow ( l + m )
Beta.png Aim Master (Parabolic Shot)
shot tiltup
60,000 x 3
Legion Arrow ( l + h )
Gamma.png Aim Master (Vertical Shot)
shot upward
60,000 x 3
otg
LegionArrow ( m + h )

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
l
48,000
Crouching Light
d + l
45,000
low
Standing Medium
m
40,000 + 40,000
Crouching Medium
d + m
65,000
low
Standing Heavy
h
90,000
Crouching Heavy
d + h
80,000
Web Swing
f + h
80,000
airok chipdamage
Charging Star
b + h
95,000
chipdamage
Can negate some projectiles
Standing Special
s
90,000
launch no cancel
Jumping Light
air l
50,000
high
Jumping Medium
air m
68,000
high
Jumping Heavy
air h
50,000 + 50,000
high
Jumping Special
air s
90,000
high no cancel

Special Moves

Name
Command
Damage
Special Properties (glossary)
Aim Master
qcf + atk
60,000 per hit
airok Hold button for more hits
m and h versions otg
Sting Master
qcf + s
160,000
(80.000 (sword stab) + 80.000 (gun shot))
startupinv
hardknockdown
Guard Master
qcb + atk
100,000 l
100,000 m
40,000 h
l counters high
m counters low
h counters projectiles
Light Sword Master
dp + l
50,000
Followup on block
    Combo Followup
After blocked Light Sword Master
h , qcf + h
89,000 (30,000 + 10,000 + 50,000)
1st and last attack are unblockable
Last hit is unscaled
Medium Sword Master
dp + m
50,000
Followup on block
    Combo Followup
After blocked Medium Sword Master
h , m , h , qcf + h
146,000 (30,000 + 28,000 + 30,000 + 10,000 + 60,000)
1st and last attack are unblockable
Last hit is unscaled
Heavy Sword Master
dp + h
50,000
Followup on block
    Combo Followup
After blocked Heavy Sword Master
h , m , h , h , m , qcf + h
193,800 (30,000 + 28,000 + 30,000 + 25,000 + 31,000 + 10,000 + 70,000)
1st and last attack are unblockable
Last hit is unscaled

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Legion Arrow
qcf + atk + atk
296,600 (15,000 x 25)
airok
Damage scales by 0.98
atk buttons determine angle
Air m + h version otg
Air l + h version otg
Ground m + h version otg
mashable
Aegis Counter
qcb + atk + atk
250,000
counter

Strategy

Tips and Tricks

  • Though you don't get much damage off of Taskmaster's unblockable head-butt, you can combine it with the right assist to combo after it hits and make it a serious threat. You could also super cancel anytime before the finisher into Legion Arrow.
  • Remember that Charging Star can destroy some projectiles. From full screen, it won't get you all the way it, but it can really help change your positioning.
  • After Spidey Swing, you are airborn and can do attacks that count as high or can cancel into Legion Arrow l . Combine this with a low assist to make Taskmaster's offence really scary.
  • By using Aim Master and Web Swing, you can change Taskmaster's facing and direction of movement, allowing you to do a number of tricks to cross up.