NORMAL MOVES
Damage #s are (standing/crouching/air)
L - LIGHT (48k/45k/50k)
s.M hits twice, and can be hit confirmed into b+H, s.S.
j.H will cross up, though the spacing is tight.
S - EXCHANGE (90k/NA/90k)
Damage #s are (standing/crouching/air)
L - LIGHT (48k/45k/50k)
s.M hits twice, and can be hit confirmed into b+H, s.S.
j.H will cross up, though the spacing is tight.
S - EXCHANGE (90k/NA/90k)
Taskmaster fires a chargeable arrow burst at the opponent. In the air and on the ground, the L version fires horizontally. On the ground, the M version fires upward in an arc which will catch most normal and triangle jumps; in the air it fires at a smilar downwards angle, making it useful to counter opponents' projectile attempts that would beat grounded L Aim Master. The H version fires straight down in the air, making it useful for OTG xxx Hyper. On the ground, H Aim Master fires in a steep upward angle, hitting Flying or super jumping opponents.
A counter attack. L for high/mid, M for low; H reflects projectiles and absorbs non-Hyper beams.
Taskmaster leaps forward, swinging his sword. This unique attack has unblockable followups should the opponent block the Sword Master. Progressively stronger Sword Masters, while slower to start up, allow for a longer follow up chain. The chains are:
LIGHT SWORD MASTER (blocked)
Head Butt - H (30k)
Lights Out (ender) - QCF+H (60k)
MEDIUM SWORD MASTER (blocked)
Head Butt - H (30k)
Below The Belt - M (28k)
Low Kick - H (30k)
Lights Out (ender) - QCF+H (60k)
HARD SWORD MASTER (blocked)
Head Butt - H (30k)
Below The Belt - M (28k)
Low Kick - H (30k)
Shield Bash - H (25k)
Knee Kick - M (31k)
Lights Out (ender) - QCF+H (60k)
STING MASTER
QCF + S
Shot - Front
Excellent assist for projectile clashing wars, and works well when paired with quick characters who can easily switch sides or crossup an opponent.
Shot - Tilt Up
Shot - Upward
Taskmaster rains arrows down upon the opponent with this Hyper. Each combination of attack buttons angles the Hyper differently. On the ground, LM wil fire them straight; LH at an upward angle; MH will fire them nearly straight up and the arrows that do not hit the opponent on the way up will fall downwards. In the air, LM fires the arrows straight ahead; LH fires them at a slight downward angle; MH fires the arrows straight down. The LH and MH versions can hit an opponent OTG.
Aegis Counter works against any physical attack, and can be follwed up with an aerial LH Legion Arrow. Its long recovery makes it vulnerable to retaliation should it whiff.
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