UMvC3: Taskmaster standing throw confirm with Sentinel assist
Must delay TK if they're far from your screen boundary to give drones travel time. Not bad n.n someone was asking me how to play taskmaster, and I was thinking about how throw conversions were very important so that Task actually has legit mixup, but they use Sent so I was wondering how to make it threatening... I think this sorta works.
Text I sent to him (He plays Dorm/Task/Sent): "I think the most important thing you need to do is to "force Taskmaster to be threatening." I feel in order to make him you need to address his key weakness, which is his inability to open people up. Sentinel drones are good zoning support and that is quite helpful, and they can be used to support an offense by giving you fuzzy guard opportunities vs people that block it, so that has potential to be strong and I would work on it - while the opponent is forced to block, Web Swing to overhead or swing cancel land and low, rejump after overhead if they block with j.M j.H j.S to tag them with fuzzy block trying to block low after you land. This is one of the ways I try to open people up with Ammy assist. The other, however, is with a strong low/throw mixup game. I was thinking about how you could make this work, and I found a way to combo off of Taskmaster's standing throw with Sentinel, so I've attached that video.
As well, work on using all his great pokes and just learn good confirms in general, I guess d: Of course, Charging Star is great at punishing people who try to counterzone you! Don't be afraid to rush in with dashing charging star (dashing immediately before using it keeps dash momentum with it, making it travel faster and farther) to suddenly blow through your opponent. The time when the opponent is starting getting past your defensive play is the time to shift gear and suddenly go on the offensive. (Or when they block your Drones/my cold star~)
So, use your assists to make your zoning function better as well as to make Charging Star stronger for pressing offense to get mixup. As well, use assist for throw confirms. Unblockable setups would be ideal but you don't have the assists for it. I feel he's strongest on point if for no other reason than to give you pressure into throw that you can still have an assist to combo off of, but I think your setup may be able to work!"
Not valid on Rocket Raccoon.
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