UMVC3/Taskmaster

From SuperCombo Wiki


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
  • Above-Average Health: Taskmaster has a higher than average health pool, allowing him to sustain a significant amount of chip damage in lengthy projectile battles, and may require opponents to spend additional resources in order to kill him.
  • Strong Normals: Many of his attacks are disjointed and allow easier follow-ups from assists. He arguably has the best Throw Option Selects in the game.
  • Versatile Assist & Team Synergy: Taskmaster 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.
  • Bad OTG/Throw Options: Taskmaster's throws deal low damage, and throw conversions require assists, meter, or X-Factor to combo into.
  • Limited Mixup Potential: His unblockable setup is always escapable with good push-block timing.
  • Non-Piercing Projectiles: Arrows only hit the point character or the assist in neutral and require different relaunch combos for Happy Birthdays.
  • Limited Aerial Options: He has limited to Aim Master (236L) and Web Swing (6H) against aerial opponents.
  • Sluggish Mobility: Taskmaster is slow in both grounded and airborne movement, making it difficult for him to keep up with more mobile characters.

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.

Taskmaster Running & Standing.png


As a result, plink-dashing slower than usual compared to other characters is optimal (because he accelerates later in its animation).

UMVC3 Taskmaster Nameplate.png
UMVC3 Taskmaster Portrait.png
Health 1,100,000
Invulnerable Reversal(s) 214XX
Grounded Magic Series Simple
X-Factor Damage Boost (1/2/3) 30% / 55% / 80%
X-Factor Speed Boost (1/2/3) 10% / 15% / 20%
Air Movement Options
Air Actions Air Jumps? Air Dash? Flight? WallJump?
0 Yes No No No
Minimum Attack Scaling
Normals Specials Hypers
10 20 33

Move List

Assists

Aim Master L
Assist
Alpha.png
UMVC3 Taskmaster 236L.png
Assist
A1.png or A2.png
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) - - Mid.png Shot.pngFront.png
Priority: Low, Durability: 3 per projectile
Chipdamage.png

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
Beta.png
UMVC3 Taskmaster 236M.png
Assist
A1.png or A2.png
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) - - Mid.png Shot.pngTiltup.png
Priority: Low, Durability: 3 per projectile
Chipdamage.png

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.

Aim Master H
Assist
Gamma.png
UMVC3 Taskmaster 236H.png
Assist
A1.png or A2.png
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) - - Mid.png Shot.pngUpward.png
Priority: Low, Durability: 3 per projectile
Chipdamage.pngOtg.png

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

Stand Light
5L
UMVC3 Taskmaster 5L.png
L
L.png
Damage Startup Active Hits Recovery
48,000 5 3 1 10
Meter On Hit On Block Guard Properties
+384 +2 +1 Mid.png -

5L has minimal uses other than being a situational anti air.
Compared to 2L, 5L has slightly higher damage, safer on block and on whiff, but has a worse hit-box.
His 5L resembles Captain America's 5L.

Stand Medium
5M
UMVC3 Taskmaster 5M.png
M
M.png
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 Mid.png -

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.
5M's 2nd swing hits high making it decent anti-air but the only combos reliably into Charging Star (4H).

Stand Heavy
5H
UMVC3 Taskmaster 5H.png
H
H.png
Damage Startup Active Hits Recovery
90,000 11 3 1 20
Meter On Hit On Block Guard Properties
+720 +2 0 Mid.png -

Taskmaster steps forward slightly giving 5H more range compared to 5M allowing for easy pickups from assists.
5H links perfectly into Charging Star (4H).
Note: The Tip of 5H has minimal combo potential only linking into Single Arrow Aim Master (236L).


Crouching Light
2L
UMVC3 Taskmaster 2L.png
L
D.png+L.png
Damage Startup Active Hits Recovery
45,000 5 3 1 14
Meter On Hit On Block Guard Properties
+360 -2 -3 Low.png -

2L has great range for a light normal, and is very fast at 5 frame startup.
Can be thrown out to fish for hits with relative safety. 2L lowers Taskmaster's hurtbox very slightly compared to just crouching, although it is not low enough profile to evade under projectiles.

2L's animation is based on Captain America's 2L.

Crouching Medium
2M
UMVC3 Taskmaster 2M.png
M
D.png+M.png
Damage Startup Active Hits Recovery
65,000 8 3 1 19
Meter On Hit On Block Guard Properties
+520 -2 -4 Low.png -

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.

2M's animation is based on Ryu's 2M.

Crouching Heavy
2H
UMVC3 Taskmaster 2H.png
H
D.png+H.png
Damage Startup Active Hits Recovery
80,000 10 3 1 23
Meter On Hit On Block Guard Properties
+640 -2 -3 Mid.png Strk.png, Softknockdown.png

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.
Note: Not a low.

2H's Animation is based on Felicia's 2M.


Launcher/Special
Just like Cap!!!
S
UMVC3 Taskmaster 5S.png
S
S.png
Damage Startup Active Hits Recovery
90,000 9 5 1 30
Meter On Hit On Block Guard Properties
+720 Launch -12 Mid.png Launch.pngJcancel.png (on hit)
Nocancel.png (on whiff or block)

S launchers opponents into the air and can be a situational but unsafe anti air.
It's possible a cancel this move into Aim Master (2369H) using Tiger Knee Input Tiger Knee Input 2.0.png and is used in flashy combo extensions.

Launcher's animation is based on the beginning of Captain America's Star's & Stripes.

Aerial Normals

Jumping Light
j.L
UMVC3 Taskmaster jL.png
L
j. L.png
Damage Startup Active Hits Recovery
50,000 5 3 1 15
Meter On Hit On Block Guard Properties
+400 +13 +12 High.png -

j.L is used in many combo extensions.
Taskmaster's fastest aerial is used in low altitude confirms. Example: Chicken blocking the first hit of Haggar's Rapid Fire Fist.

Jumping Medium
j.M
UMVC3 Taskmaster jM.png
M
j. M.png
Damage Startup Active Hits Recovery
68,000 7 4 1 17
Meter On Hit On Block Guard Properties
+544 +16 +14 High.png -

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.

Jumping Heavy
j.H
UMVC3 Taskmaster jH.png
UMVC3 Taskmaster jH2.png
H
j. H.png
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 High.png -

j.H is double-hitting attack using as combo filler and landing against armored attacks.
(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. Inputting Web String (6H) after (j.4H) option select that allows you to maintain pressure if jumping special is blocked.

Jumping Special
j.S
UMVC3 Taskmaster jS.png
S
j. S.png
Damage Startup Active Hits Recovery
90,000 11 3 1 27
Meter On Hit On Block Guard Properties
+720 +17 +15 High.png Aircombofinisher.png

j.S is a downward slash with a large hitbox in front of Taskmaster. It lacks 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.


Combos after Air Series

Command Normals

Web Swing
Mighty Swing!!!
6H
UMVC3 Taskmaster 4H.png
H
F.png + H.png
Damage Startup Active Hits Recovery
80,000 11 13 1 16
Meter On Hit On Block Guard Properties
+640 +7 -6 Mid.png Chipdamage.png, 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 (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.
Taskmaster can only perform the aerial version of Web Swing once per jump state.
Taskmaster can cancel Web Swing (6H) with:

  • Air Normals (j. LMHS) is essential to extend combos with Taskmaster and to transition into overhead attacks for pressure.
  • Aim Master (236X) 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= Little of acceleration

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).

Web Swing's animation is based on Spider-Man's Web Swing.


Charging Star
Shield Skillz!!!
4H
UMVC3 Taskmaster 6H.png
H
B.png + H.png
Damage Startup Active Hits Recovery
95,000 6 9 1 29
Meter On Hit On Block Guard Properties
+760 - -15 Mid.png Projnull.png (frames 4-18), Strk.png, Chipdamage.png

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.

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 can cancel Charging Star (4H) (on hit or whiff) with:

  • Launcher (S) is used confirm into air combos, although Taskmaster will sometimes sideswitch with the opponent when doing this.
  • Sting Master (236S) should be used vs. grounded opponents to improve safety as Sting Master is safe on block, and works at a combo finisher.
  • Aim Master (236X) 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 (4H) and Aim Master (236M) in the corner). Charging Star/Aim Master loops can even be done on some on some characters without X Factor...



Charging Star's animation is based on Captain America's Charging Star.

Special Moves

Aim Master
Aim of Hawkeye!!!
I see you!!!

236X
UMVC3 Taskmaster 236L.png
UMVC3 Taskmaster 236M.png
UMVC3 Taskmaster 236H.png
UMVC3 Taskmaster j236L.png
UMVC3 Taskmaster j236M.png
UMVC3 Taskmaster j236H.png
Horizontal
Qcf.png + L.png
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 Mid.png Proj.pngAirok.pngChargeable icon.png
Priority: Low, Durability: 3 per projectile
Chipdamage.png
Diagonal
Qcf.png + M.png
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 Mid.png Proj.pngAirok.pngStrk.pngChargeable icon.png
Priority: Low, Durability: 3 per projectile
Chipdamage.png
Vertical
Qcf.png + H.png
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 Mid.png Proj.pngAirok.pngStrk.pngOtg.pngChargeable icon.png
Priority: Low, Durability: 3 per projectile
Chipdamage.png

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.
This is Taskmaster's primary tool for long-range combat, and paired with assists is sufficient to zone out slower characters.
Button strength mainly alters the trajectory of the arrows.

  • 236L is a direct horizontal shot.
  • 236M fires at a slight upwards angle that eventually arcs down. While airborne, j.236M fires at a down-forward angle instead of up-forward.
  • 236H is fired directly upwards, and then suddenly arcs back down to the ground at superjump height. While airborne, cj.236H is shot directly down towards the ground.

All versions of Fully Charged Aim Master are not subject to hitstun deterioration.


Combos


Fully Charged Aim Master (236H) vs. Aerial Opponent (directly above) > Charging Star (4H) > Countine Combo.



Aim Master's animation resembles Hawkeye's Quick Shot (Hunter).


Guard Master
Bring it!!!
214X
UMVC3 Taskmaster 214L.png
L Version (Mid/High Counter)
UMVC3 Taskmaster 214M.png
M Version (Low Counter)
UMVC3 Taskmaster 214H.png
H Version (Projectile Counter)
High + Mid
Qcb.png+L.png
Damage Startup Active Hits Recovery
100,000(2 hits) 5 20 x2 20
Meter On Hit On Block Guard Properties
+1000 - - Counter.png Counter.png High.png+Mid.png
Hardknockdown.png
Low
Qcb.png+M.png
Damage Startup Active Hits Recovery
100,000(2 hits) 5 20 x2 20
Meter On Hit On Block Guard Properties
+1000 - - Counter.png Counter.png Low.png
Hardknockdown.png
Projectile
Reflector
Nullifier

Qcb.png+H.png
Damage Startup Active Hits Recovery
- 5 20 1 20
Meter On Hit On Block Guard Properties
+1000 - - Projcounter.png Projectilereflect.png , Projnull.png

Taskmaster enters a defensive stance, in which he can counter certain attacks depending on button strength. On a successful L/M 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 (similar to Sting Master 236S, this animation is invincible and ignores projectiles and assists).

  • 214L counters Mid or Overhead attacks, cannot counter hypers or assists.
  • 214M counters Low attacks, cannot counter hypers or assists.
  • 214H 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.

If the counter sends an opponent into the corner, Taskmaster can follow up with a Tiger Knee Tiger Knee Input 2.0.png Legion Arrow (2369M+H).


Sting Master
Sharp Sting!!!
236S
UMVC3 Taskmaster 236S.png
UMVC3 Taskmaster 236S Hit.png
S
Qcf.png + S.png
Damage Startup Active Hits Recovery
50,000 + 70,000 15 3 x2 28
Meter On Hit On Block Guard Properties
+1130 - -3 Mid.png Hardknockdown.png, Chipdamage.png

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 also applies upward knockback to 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 Charging Star (meaty) 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.


Sword Master
623X
UMVC3 Taskmaster 623X.png
L
Dp.png + L.png
Damage Startup Active Hits Recovery
50,000 31 5 1 22
Meter On Hit On Block Guard Properties
+400 - -4 Mid.png Softknockdown.png
M
Dp.png + M.png
Damage Startup Active Hits Recovery
50,000 47 5 1 22
Meter On Hit On Block Guard Properties
+400 - -4 Mid.png Softknockdown.png
H
Dp.png + H.png
Damage Startup Active Hits Recovery
50,000 57 5 1 22
Meter On Hit On Block Guard Properties
+400 - -4 Mid.png 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 button strength determines the distance traveled before the downward swing:

  • 623L stands in place.
  • 623M moves quarter screen.
  • 623H moves half screen, and has the most follow-ups.

The follow-up sequences for each move are detailed below.

Sword Master L Follow-ups

Head Butt
(After Sword Master L is blocked) > 5H
Taskmaster's HeadButt.jpg
H
H.png
Damage Startup Active Hits Recovery
30,000 24 5 1 16
Meter On Hit On Block Guard Properties
+240 +4 - Unblockable.png -

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
Taskmaster's Light'sOut.jpg
H
Qcf.png + H.png
Damage Startup Active Hits Recovery
10,000 + 50,000 15 5 x2 1
Meter On Hit On Block Guard Properties
+450 - - Unblockable.png Hardknockdown.png, second hit does not scale.

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
Taskmaster's HeadButt.jpg
H
H.png
Damage Startup Active Hits Recovery
30,000 24 5 1 16
Meter On Hit On Block Guard Properties
+400 +4 - Unblockable.png -

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
Taskmaster's BelowTheBelt.jpg
M
M.png
Damage Startup Active Hits Recovery
28,000 13 5 1 21
Meter On Hit On Block Guard Properties
+224 -1 -3 Mid.png -

Filler.

Low Kick
(After Below the Belt) > 5H
Taskmaster's LowKick.jpg
H
H.png
Damage Startup Active Hits Recovery
30,000 20 5 1 16
Meter On Hit On Block Guard Properties
+240 +4 +2 Low.png -

Filler.

Lights Out
(After Low Kick) > 236H
Taskmaster's Light'sOut.jpg
H
Qcf.png + H.png
Damage Startup Active Hits Recovery
10,000 + 60,000 15 5 x2 1
Meter On Hit On Block Guard Properties
+240 - - Unblockable.png Hardknockdown.png, second hit does not scale.

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
Taskmaster's HeadButt.jpg
H
H.png
Damage Startup Active Hits Recovery
30,000 24 5 1 16
Meter On Hit On Block Guard Properties
+240 +4 - Unblockable.png -

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
Taskmaster's BelowTheBelt.jpg
M
M.png
Damage Startup Active Hits Recovery
28,000 13 5 1 21
Meter On Hit On Block Guard Properties
+224 -1 -3 Mid.png -

Filler.

Low Kick
(After Below the Belt) > 5H
Taskmaster's LowKick.jpg
H
H.png
Damage Startup Active Hits Recovery
30,000 20 5 1 16
Meter On Hit On Block Guard Properties
+240 +4 +2 Low.png -

Filler.

Shield Bash
(After Low Kick) > 5H
Taskamster's ShieldBash.jpg
H
H.png
Damage Startup Active Hits Recovery
25,000 21 3 1 22
Meter On Hit On Block Guard Properties
+200 0 -2 Mid.png -

Filler.

Knee Kick
(After Shield Bash) > 5M
Taskmaster's KneeKick.jpg
M
M.png
Damage Startup Active Hits Recovery
31,000 18 4 1 17
Meter On Hit On Block Guard Properties
+248 +4 +2 Mid.png -

Filler.

Lights Out
(After Knee Kick) > 236H
Taskmaster's Light'sOut.jpg
H
Qcf.png + H.png
Damage Startup Active Hits Recovery
10,000 + 70,000 15 5 x2 1
Meter On Hit On Block Guard Properties
+800 - - Unblockable.png Hardknockdown.png, second hit does not scale.

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
You can't run away! You're in for a world of hurt!
236XX (1 bar)
UMVC3 Taskmaster 236LM.png
L+M - Directly Forward
UMVC3 Taskmaster 236LH.png
L+H - Angled Upward
UMVC3 Taskmaster 236MH.png
M+H - Directly Upward
UMVC3 Taskmaster j236LM.jpg
Air L+M - Directly Forward
UMVC3 Taskmaster 236LH.png
Air L+H Angled Downward
UMVC3 Taskmaster j236MH.png
Air M+H Directly Downward
Horizontal
Qcf.png + L.png M.png
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 Mid.png Proj.pngChipdamage.pngAirok.pngHardknockdown.pngMashable icon.png
Priority: High, Durability: 1 per shot
Diagonal
Qcf.png + L.png H.png
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 Mid.png Proj.pngChipdamage.pngAirok.pngHardknockdown.pngOtg.pngMashable icon.png
Priority: High, Durability: 1 per shot
Vertical
Qcf.png + M.png H.png
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 Mid.png Proj.pngChipdamage.pngAirok.pngHardknockdown.pngOtg.pngMashable icon.png
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:

  • 236L+M: On both the ground and in the air, the arrows are shot directly forward.
  • 236L+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.
  • 236M+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.

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.


Aegis Counter
Secret Move!!!
214XX (1 bar)
UMVC3 Taskmaster 214XX.png
UMVC3 Taskmaster 214XX Counter.png
Atk.png
Qcb.png+Atk.pngAtk.png
Damage Startup Active Hits Recovery
250,000 5+0 25 x13 19
Meter On Hit On Block Guard Properties
-10,000 - - Counter.png Counter.png can't projectile
Startupinv.pngHardknockdown.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. Opponents can potentially use its super flash to cancel the attack, making this counter more unsafe compared to normal counters.


Activating Aegis Counter will cause Taskmaster to shoot the opponent behind him, sending them flying across the stage in a Hard Knockdown.
Taskmaster can follow up into Super Combos, and Assists Extension.

Universal Mechanics

Ground Throw
Shoulder Throw!!!
6H, 4H
UMVC3 Taskmaster GroundThrow.png
UMVC3 Taskmaster GroundBackThrow.png
H
B.png + H.png
or
F.png + H.png
Damage Startup Active Hits Recovery
80,000 1 1 x2 -
Meter On Hit On Block Guard Properties
+800 - - Throw.png Hardknockdown.png

A Forward Throw will cause Taskmaster throw them in front of him in a Hard Knockdown.
Taskmaster can follow up into Super Combos, and Assists Extensions.

Both Ground Throws has nearly the same animation as Ryu's Ground Throw.

Air Throw
j.6H, j.4H
UMVC3 Taskmaster AirThrow.png
H
j. B.png + H.png
or
j. F.png + H.png
Damage Startup Active Hits Recovery
80,000 1 1 1 -
Meter On Hit On Block Guard Properties
+800 - - Airthrow.png Hardknockdown.png

Both airthrows spikes the opponent straight down to the ground, while Taskmaster briefly floats above them.
Taskmaster can follow up into Super Combos, and Assists Extensions.

Both Air Throws has the same animation as Captain America's Air Throw.


Snap Back
236A1.png 236A2.png
UMVC3 Taskmaster 5H.png
Assist
Qcf.png+A1.png
Qcf.png+A2.png
Damage Startup Active Hits Recovery
50,000 2 3 1 20
Meter On Hit On Block Guard Properties
+500 (-10,000) - 0 Mid.png Snapback

Combos into Snapback:

  • Charging Star (4H) > Snapback (236A1.png).
  • Web Swing (6H) > Single Arrow Aim Master (j.236H) vs. Knockdown.png Opponent > Snapback (236A1.png).


Animation and hitbox based on 5H.


Hard Tag
A1.png/A2.png
UMVC3 Taskmaster HardTag.png
Assist
HoldA1.png
HoldA2.png
Damage Startup Active Hits Recovery
30,000 - 20 1 34
Meter On Hit On Block Guard Properties
- - -15 Ovrhd.png 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 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

Doctor Doom
UMVC3 Doctor Doom Icon.png
Alpha.pngBeta.pngGamma.png

Doctor Doom is probably Taskmaster's single best friend, and you will generally never be wrong putting him behind Tony Masters in either 2nd or Anchor position. Doctor Doom is a capable damage engine via TAC or DHC, and Taskmaster can use all three of Doctor Doom's assists extremely well. Plasma Beam is useful for full-screen coverage and late-combo extensions, as well as giving Taskmaster the ability to convert off his air back throw. Those same extensions can come off Molecular Shield, which also enables Task to convert off his front grounded and air throws, and give him a slow, meaty assist to cover an approach. Finally, Hidden Missiles can help him fight airborne characters like Magneto or M.O.D.O.K. who desire to hang out in the corner and zone you. Additionally, Missiles enables Taskmaster to do unique combo extensions that pump his already impressive damage into the stratosphere. All three assists enable unblockables with good timing, though in terms of ease it goes Missiles > Shield > Beam. However, none compare to the ease of use of Taskmaster's other best friend, Dante.

Dante
UMVC3 Dante Icon.png
Alpha.png

Dante is the 2nd best support character in the game, and this is just as true for Taskmaster. Jam Session is the unblockable-enabling assist. If building your strategy around unblockables, pick Dante. A simple Jam Session call to lock the opponent down and keep them from pushblocking away enables Taskmaster to easily land a (blocked) L Sword Master (623L) and follow up with an H headbutt. From there, he can follow up with either Lights Out (236H) if in the corner and with appropriate assists, or with X-factor to secure the kill. This is all in addition Jam's fantastic defensive utility, which can and will bail you out when the opponent is rushing in while it secures you hits when you have them backed into the corner. S+ tier assist, and Taskmaster makes great use of it. Devil Trigger is a safe DHC, and Million Dollars is an excellent bit of cleanup to kill anyone who isn't finished off by your looped supers. Finally, Dante's TAC infinite allows for Timer-Scam strategies, which can be very powerful on a team with a bulky point who can either bully or zone as required.

Vergil
UMVC3 Vergil Icon.png
Alpha.pngGamma.png

Vergil is the best or 2nd-best Damage Engine in the game and his utility for Taskmaster in particular is surprisingly strong. Taskmaster can protect Rapid Slash even full screen by using his arrows (236X) or Legion Arrow (236XX), and Rapid Slash enables certain extremely damaging combo extensions which can then lead flawlessly into Spiral Sword loops, netting one-touch kills on the entire cast without the need for a TAC. Vergil is very meter-hungry and Taskmaster can be an able battery for him with his 1.1 million hp and ample chip damage. Spiral Swords and Devil Trigger are both safe DHCs off either Legion Arrow or Aegis Counter, and Vergil can even use Taskmaster's arrows to do teleport shenanigans. Amazing pair.

Spencer
UMVC3 Spencer Icon.png
Beta.png

Spencer is a uniquely utilitarian pick for Taskmaster. His ability as a damage engine and strong mid rivals that of Vergil, though his anchor capabilities pale a bit before the Son of Sparda. Spencer's Slant Shot assist restands the opponent, allowing for certain unique extensions that Taskmaster cannot get off any other assist in the game, such as following up after Lights Out after an unblockable, or following up after his Front Throws. Spencer's ability to loop Bionic Maneuvers hypers combined with Taskmaster's complete lack of Wallbounces means that he can secure a kill against the whole cast off a single hit. What's more, Spencer actually quite likes having Taskmaster 2nd, being able to utilize Taskmaster's lateral arrows assist in his incoming mixups and to get an additional up-grapple off a team hyper combo juggle into a full combo. Taskmaster and Spencer have uniquely strong two-way synergy and the pair is absolutely worth your time.

Dormammu
UMVC3 Dormammu Icon.png
Alpha.png

Dormammu is an excellent 2nd behind Taskmaster on point, the pair covering for one another's weaknesses splendidly. Taskmaster serves as a superior point character with his ability to hang with the faster rushdown who would maul Dormammu at 99. He also serves as a battery, chipping the opponent down or even securing kills while accruing meter which Dormammu can then use to cash out for either Chaotic Flame or Stalking Flare, two of the highest-return hypers in the entire game. Chaotic Flame as a DHC after Legion Arrow secures many kills which other hypers would fail to manage, and Stalking Flare is an unconventional - but effective - way to set up Taskmaster's unblockable - though it is surprisingly difficult on incoming. Furthermore, Dormammu quite likes either taskmaster's up arrows or (more commonly) lateral arrows assists. Finally, Taskmaster is one of the best characters in the game at using Dark Hole, being able to use it both for late-combo extensions and also for easy unblockable setups in neutral or on incoming.

Iron Man
UMVC3 Iron Man Icon.png
Alpha.png

Everything Doctor Doom does for Taskmaster, Iron Man can also do - if he has to work a bit harder to get there. Iron Man serves as a damage engine off DHC or TAC, as well as his Unibeam assist doing many of the same things that Plasma Beam does, and being slightly better for random unblockables.

Sentinel
UMVC3 Sentinel Icon.png
Alpha.png

Sentinel Drones is another excellent choice for Taskmaster, giving him a slow meaty assist to dash in after and a good - if not great - vehicle to deliver unblockables. Ronan Healy has proven the effectiveness of Taskmaster with drones. Taskmaster can protect Sentinel fairly well between Shield Skills and his various Arrow specials and hypers, and Sentinel provides decent DHC synergy to Taskmaster as well, with Plasma Storm in particular being a good cleanup hyper if Sentinel is on 2nd.

Rocket Raccoon
UMVC3 Rocket Raccoon Icon.png
Alpha.pngGamma.png

Taskmaster works quite well with his fellow mercenary Rocket. Either Spitfire or Pendulum are excellent choices to back up Tony Masters, and Spitfire in particular enables several fun and unique juggles, such as a linked triple Charging Star; while Pendulum is also a fantastic assist full stop which Taskmaster can use to either convert into a full combo or extend at high hitstun. The DHC synergy is nothing short of excellent, with Rock and Roll being an excellent damaging DHC that can do many of the same things that Chaotic Flame or Million Dollars do. Mad Hopper is an excellent and safe DHC on a blocked Hyper or to if you desire to get Taskmaster out, and Rocket can use Taskmaster's assist better than many characters thanks to his unique mobility and teleport mixups.

Doctor Strange
UMVC3 Doctor Strange Icon.png
Beta.pngGamma.png

The Sorcerer Supreme is another great choice for Taskmaster, with Bolts of Balthakk being a good vehicle for instant overhead M off Web Swing in addition to its stellar lateral coverage and its power as a high-hitstun extension. Alternatively, Eye of Agamatto assist forfeits this neutral presence for a near-inescapable incoming unblockable setup. Spell of Vishanti provides Taskmaster with an excellent DHC or Team Hyper Combo to clean up kills which he might fall short on, and Strange is a strong anchor in all the ways that Taskmaster is not, capable of cleaning up in the same was as a Dormammu or Vergil.

Amaterasu
UMVC3 Amaterasu Icon.png
Beta.png

Taskmaster and the dog work quite well together, and he is one of the best characters at abusing cold star for easy unblockable setups, especially on incoming against characters with no air mobility. When paired with another reliable partner like Doctor Doom, Amaterasu can be amazing backline support and has a good safe DHC in Slow and a good damaging one in Okami Shuffle. Taskmaster doesn't help Amaterasu as much in return, but most of the time you want to be playing with the dog behind Tony Masters.

Arthur
UMVC3 Arthur Icon.png
Beta.png

Last but certainly not least, Dagger Toss assist is incredibly powerful with Taskmaster, especially when empowered with King's Armor. Placing Arthur 2nd at round start enables Taskmaster to act as a battery, build up to 2 meters, and then safely DHC into King's Armor before immediately dry tagging back in, now with perhaps the best lateral coverage assist in the game. Dagger Toss enables Taskmaster to convert off full-screen arrows (236L) by plinking up 3-4 times and linking with Charging Star into a full combo. Combined with his 9 points of projectile durability from a fully charged arrows, Arthur's dagger toss either doubles it (unpowered) to 18 points or nearly triples it (empowered) to 24. All in all, the pair works quite well together, and what King doesn't have a few mercenaries under his command?


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 Crimson Viper's Seismic Hammer

Nemesis' Rocket Launcher

Wesker's Samurai Edge (Lower)

Deadpool's Katana-Rama

Hawkeye's Quick Shot (Greyhound)

Magneto's Electromagnetic Disruptor

Shuma-Gorath's Mystic Ray


Notable Players

Name Team Region Status Notes Matches
Adelheid Stark

UMVC3 Taskmaster Color 2.png UMVC3 Spencer Color 6.png UMVC3 Amaterasu Color 2.png

??? Inactive Link


DJ Houshen

UMVC3 Felicia Color 4.png UMVC3 Taskmaster Color 4.png UMVC3 Vergil Color 4.png

West Coast Inactive? Link


Double A

UMVC3 Nemesis Color 1.png UMVC3 Hulk Color 1.png UMVC3 Taskmaster Color 1.png

Ohio
(East Coast)
Active Link


ImmaAriesBaby

UMVC3 Taskmaster Color 4.png UMVC3 Sentinel Color 4.png UMVC3 Doctor Doom Color 5.png

Ohio
(East Coast)
Active Link


ImmaAriesBaby's
2nd Team

UMVC3 Captain America Color 3.png UMVC3 Taskmaster Color Alt.png UMVC3 Doctor Doom Color 2.png

Link


HonzoGonzo

UMVC3 Taskmaster Color 1.png UMVC3 Doctor Doom Color 4.png UMVC3 Amaterasu Color 3.png

California
(West Coast)
Inactive? Link


HonzoGonzo's
2nd Team

UMVC3 Felicia Color 2.png UMVC3 Taskmaster Color 3.png UMVC3 Super-Skrull Color 5.png

Link


KillerKai

UMVC3 Zero Color 1.png UMVC3 Taskmaster Color 1.png UMVC3 Vergil Color 1.png

West Coast? Inactive? Link


Moises

UMVC3 Taskmaster Color 1.png UMVC3 C. Viper Color 1.png UMVC3 Amaterasu Color 1.png

Chile Inactive? Link


Moons

UMVC3 Nova Color 2.png UMVC3 Taskmaster Color 3.png UMVC3 Amaterasu Color 6.png

New York
(East Coast)
Inactive Link


NeoKarsh

UMVC3 Wolverine Color 3.png UMVC3 Spencer Color 3.png UMVC3 Taskmaster Color 5.png

West Coast Inactive? Link


OneWolf

UMVC3 Nova Color Alt.png UMVC3 Taskmaster Color Alt.png UMVC3 Vergil Color Alt.png

Texas
(East Coast)
Active Link


Ronan Healy
(ZonanFreely)

UMVC3 Taskmaster Color 6.png UMVC3 Doctor Doom Color 2.png UMVC3 Sentinel Color 6.png

Flordia
(East Coast)
Active Link


Sondelight

UMVC3 Taskmaster Color 5.png UMVC3 Sentinel Color 4.png UMVC3 Vergil Color 2.png

North Carolina
(East Coast)
Active Link


tabs

UMVC3 Taskmaster Color Alt.png UMVC3 Dante Color 1.png UMVC3 Hawkeye Color 1.png

West Coast? Active Part of the Modding Community Link


WhiteBlack

UMVC3 Wesker Color 1.png UMVC3 Taskmaster Color 2.png UMVC3 Vergil Color 2.png

France Inactive? Link

Alternate Colors

Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Alt Color
UMVC3 Taskmaster Color 1.png UMVC3 Taskmaster Color 2.png UMVC3 Taskmaster Color 3.png UMVC3 Taskmaster Color 4.png UMVC3 Taskmaster Color 5.png UMVC3 Taskmaster Color 6.png UMVC3 Taskmaster Color Alt.png