UMVC3/Taskmaster/Combos

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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.
Basic Web Swing ComboDay 1 execution for good damage
Easy
Damage: 692,800
Meter Gain: ~1.2 bars (costs 1)
2L > 2M > 5H > 6H > j.5M > j.6H > j.236M[Three Arrows] > 5H > 4H > 5S > j.5M > j.5M > j.5H > j.6H > j.5M > j.5H > j.5S > jump > j.236H[Three Arrows] > 236L+H

This combo is extremely useful as a day-1 BNB and deals enough damage and builds enough meter to kill most of the cast with a good DHC behind it. This combo works midscreen or in the corner. Be very careful when in the corner that you don't accidentally switch sides. This can be avoided by delaying the S after 4H, allowing the opponent time to fall and cross back into the corner.

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.
The Moons (with looped hypers)Better damage, more meter
Easy-Medium
Damage: 939,300
Meter Gain: ~1.4 bars (costs 2)
2L > 2M > 5H > 4H > 5S > sjc. > j.5M > j.6H > j.5H > j.236M[Three Arrows] > 5H > 4H > 5S > j.5M > j.5M > j.5H > j.6H > j.5M > j.5H > j.5S > jump > j.236H[Three Arrows] > 236L+H > 2369M+H

While still being relatively easy, this combo is Taskmaster's definitive BNB. It does huge damage and builds a good amount of meter, enabling you to kill most of the cast even without assist extensions. This combo works midscreen or in the corner. Be very careful when in the corner that you don't accidentally switch sides. This can be avoided by delaying the S after 4H, allowing the opponent time to fall and cross back into the corner.

H Aim Master StarterYour go-to anti-air
Easy-Medium
Damage: 850,000
Meter Gain: ~1.2 bars (costs 2)
236H[Three Arrows] > 5H > 6H > j.5M > j.6H > j.236L[Three Arrows] > 5H > 4H > 5S > j.5M > j.5M > j.5H > j.6H > j.5M > j.5H > j.5S > jump > j.236H[Three Arrows] > 236L+H > 2369M+H

This is your combo if the opponent is hanging out at super-jump height. This combo works midscreen or in the corner.

X-factor InfiniteKills everyone (even in Level 1)
Easy-Medium
Damage:
Meter Gain:
4H > 236M[Three Arrows] > repeat

This combo is a true infinite in x-factor 2 and 3, but in xf1 it still lasts long enough to kill the entire cast if you blow X at the very start of the combo. If you're struggling with the timing, you're likely going too fast. You have a bigger window than you think, as shield skills in XF is only 4-5 frames.

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.
TK H Aim Master (Corner Only)Good for comboing off certain awkward starters like Unblockable
Medium-Hard
4H > 5S > 2369H[Three Arrows] > 5H > 4H > 5S > j.M > j.M > j.H > j.6H > j.M > j.H > j.S > assist extensions > hypers

A stylish route that is slightly less damaging than his most optimal stuff but works in some situations that they don't, such ass off of an unblockable or grab pickup starter.

Corner Self-OTGExtra Meter and Damage in a Pinch
Medium-Hard
[at top of normal jump height] j.6H > 236H[Three Arrows] > land > immediate 4H > 236S

A difficult but rewarding extension that is important for many of Taskmaster's most optimal combos. Height is the key here. You want to time your j.6H just at the top of normal jump height.

Optimal Unblockable Follow-Up (Assist-Specific)Requires proper support
Hard
623L[blocked] > H > 236H > simultaneously whiff 6H & call a fast assist > 236H[Single Arrow] > 5H > 4H > 5S > 2369H[Three Arrows] > 5H > 4H > 5S > j.M > j.H > j.6H > j.M > j.H > j.S > jump > j.6H > 236H[Three Arrows] > 4H > 236S > jump > 236H[Three Arrows] > 236+236L+H

Because you know you wondered how to kill thor off an unblockable

Assist Extensions & Combo Enders

Taskmaster benefits from assists by:

  • Converting his throws into a combo. It is possible to combo solo from his air throw but has minimum height requirement, and is timing dependent.
  • Building large amount of meter; allowing him to Double Legion Arrow or DHC more often.


Assist Combo Extension

Universal ExtensionShoulder Throw!
Damage: 59,500 (Maximum Damage Scaling) + Assist's Damage
Meter Gain: 0.3 bar + Assist's Meter
(After Air Series or Sting Master) Assist Call , rejump , j.236H [Amount of arrows various] > Assist Hits > 4H > 236S
or
(After Air Series or Sting Master) Assist Call , whiff 6H, j.236H [Single Arrow] > Assist Hits > 4H > 236S

Works with (Adjust timing as needed):

  • Beams (Doctor Doom's Plasma Beam, Iron Man's Unibeam, Magneto's Electromagnetic Disruptor, etc.)
  • Rocket Raccoon's Log Trap (Assists that cause Wall bounces may require a backdash before the Charging Star.)
  • Trish's Trick "Peekaboo"
  • Vergil's Rapid Slash
  • Nova's Centurion Rush M
  • Hawkeye's Quick Shot
  • Doctor Doom's Molecular Shield
  • and more

Cold Star Extension*Shattering glass*
Damage: 69,500 (Maximum Damage Scaling) + Assist's Damage
Meter Gain: ~0.3 bar + Cold Star's Meter
(After Air Series or Sting Master) Assist Call , sj. j.236H [Three Arrows] > Assist Hits > 623L > 4H > 236S

Works with:

  • Amaterasu's Cold Star

Drones ExtensionSentinel Force (Charge)


(After Air Series or Sting Master) call drones > jump > j.6H > 236H[Three Arrows] > 4H > 623L > 4H > 236S

Works with:

  • Sentinel's Sentinel Force (Charge)

Dark Hole ExtensionUUUUhhhhhhhaaa... we will triumph.
Damage: 39,500 (Maximum Damage Scaling) + Assist's Damage
Meter Gain: 0.3 bar + Assist's Meter
(After Air Series or Sting Master) dash back once, Assist Call, whiff 6H, j.236H [Single Arrow] > Assist Hits > 4H > 236S

Works with:

  • Spencer's Wire Grapple (Slant Shot)
  • Dormammu's Dark Hole (replace 4H > 236S with 5H > 4H > 236S or just 236S)
  • Dante's Jam Session (just 236S)

Hidden Missiles ExtensionBecause you know there had to be one
Call missiles > Jump > 236H[Three Arrows] > 236L+H > 623L > 4H > 236S > Jump > 236H[Three Arrows] > 236L+H

Works with: Doom's Hidden Missiles

Meterless Hidden Missiles ExtensionBecause you know there had to be another one
Jump > hold forward > call missiles & simultaneously j.6H > 236H[Three Arrows] > land > 4H > 236S > wait for missiles to hit > 4H > 623L > 4H > 236S > Jump > 236H[Three Arrows] > 236L+H

Works with: Doom's Hidden Missiles

Throw Setups and Conversions

Grounded Throw Follow UpsShoulder Throw!!!
Easy
Damage: 396,500
Meter Gain: .08 (cost 1) = -0.93
Forward Throw > 2368M+H
or
Forward Throw , whiff 6H > 236M+H
Grounded Throw Follow Ups (With Assists)Shoulder Throw!!!
Easy-Medium


Forward Throw > Call fast assist > whiff 6H (timing varies) > 5H > 4H > 5S > j.MMH > j.6H > j.MHS > assist extension > hypers

Grounded Throw Follow Ups
Easy
Back Throw , jump (at the peak) > 2368L+H

Air Throw Follow UpsYou can't jump away. You're in for a world of hurt!!!
Easy
Damage: 396,500
Meter Gain: .08 (cost 1) = -0.93
Air Throw > 236M+H
Air Throw Follow Ups (with assists)You can't jump away. You're in for a world of hurt!!!
Easy-Medium


Air Throw > Call Assist immediately > j.6H > 236H > 4H > S > j.MMH > j.6H > j.MHS > assist extension > hypers

This pickup is vital, but can be tricky at first, due to the fact that it involves a double side-switch. Practice makes perfect!

Aegis Counter Conversions


Aegis Counter Follow UpI can see through that!!!


jump, (at the peak of the jump) Legion Arrow (j.236M+H).
Aegis Counter Follow Up w/ assist
Assist Call, FXX, whiff 6H > 236H [Single Arrow] > Assist Hits > Start Combo


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