UMVC3/Taskmaster/Combos

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< UMVC3‎ | Taskmaster
Revision as of 14:16, 6 February 2023 by Trocipal Cloud (talk | contribs) (Just starting the page will add more later.)
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Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

Beginner Combos


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.
Taskmaster's basic combo.The first Taskmaster combo you should get down.
Easy
Damage: 627,800
Meter Gain: -0.2 bar
2L > 2M > 5H > 4H > 5S sjc. j.5M > j.5M > j.5H > 6H > j.5M > j.5H > j.5S , land rejump > j.236H (Three Arrows) > 236M+H

You are going to be using this combo alot to confirm from assists with ambiguous hitstun-scaling.
If the j.5S misses, you need to be slightly above them before the Web Swing (6H).
If the opponent is too high before the Charging Star (4H) omit one of the j.5M to continue the combo.

Core Combos


Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.


Advanced Combos


Combos Three Stars.png
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core combos.
  • May only work on a few characters or in specific circumstances.
  • Can have any amount of requirements such as meter, positioning, starter.
  • Are not necessarily harder than core combos, but require more specific knowledge.

Assist Extensions

Standard Combo Extension

Notation Damage Meter Location Video

(After Air Series or Sting Master) Assist Call , rejump , j.236H (Three Arrows) > Assist Hits > 4H > 236S

59,500 (Maximum Damage Scaling) + Assist's Damage

0.3 bar + Assist's Meter

In the Corner

Link

Adjust timing as needed

Alternative Combo Extension

Notation Damage Meter Location Video

(After Air Series or Sting Master) Assist Call , rejump , j.236H (Three Arrows) > Assist Hits > 623L > 4H > 623S

69,500 (Maximum Damage Scaling) + Assist's Damage

0.3 bar + Assist's Meter

In the Corner

Link

Use this if the Assist sends the opponent too high.


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