Haggar UMVC3 Wishlist

So… Hsien-Ko’s Yellow Armor hyper?

A power up hyper feels like a cop-out for Haggar, personally. Haggar is good as a battery since he doesn’t rely on his Hypers to deal all of his damage. Give him a Power Up Hyper that gets rid of all his weaknesses (theoretically) and all the sudden he’s using up meter that other characters could have used, and used BETTER. He’s now a meter deficient character, destroying his use as a battery, and power-up hypers only make you a threat on point if your name is Dante or Pheonix.

and to top that off, such an addition to his moveset would be considered enough by the Capcom devs, so meterless Haggar would still be left high and dry.

I thought that guy was trolling to be honest.

Giving people power up hypers is a cop out buff.

he should have a level 3 super where he brings in all the final fight crew like mvc1-2 captain comando super.

Suit made out of final fight oil drums = lvl1 hyper armor on every frame… yes, trolling.

But my first statement, about the jumping pipe (j.d+H) = armor breaker… I was serious about that. I would really like to see that happen. When Haggar jumps, without an airdash, or double jump, Hulk and Sent have no qualms about sticking something out with super/hyper armor.

–Jive

IMO pipe is fine as is, and buffing it like that would only make Haggar users fish for random pipes even more, which is not exactly the worlds best tactic.

As long as pipe stays as is, all he needs buffs to are his other moves. I’ve already gone on at length about his command grabs and such, so I won’t bore you all by repeating it.

Well, anybody who just spams out jumping pipe deserves to die fast. And beyond day 1 MvC3… lol I don’t think any legit Haggars do that anymore. Although, I do agree, that it will make Haggar users fish for more random pipes, but only noob Haggars. Or people who don’t put in the time with Haggar, have him for the assist only… type players.

My issue is relative to Haggar not having an air dash or double jump. Not wanting to spam out pipe more like a noob. Because of Haggars weak “on point” status (in relation to the rest of the cast) and the properties of his assist, he’s usually delegated in the last slot. More often than not, if Haggar is actually fighting as the on point character, that means the rest of your team is dead. When Haggar jumps, Sent and Hulk don’t have to worry about an assist backing him up. They have no reason to not stick out a super/hyper armored normal. Again, Haggar can’t bait them with a reverse air dash or double jump. There’s much more to it than that, what I brought up is just a surface level issue. Also, it doesn’t look like Capcom buffed his grapple game in Umvc3 either. So if a grappler is going to have a sub-par grapple game, then yes… I wish they at least buffed pipe. Because honestly, looks like Capcom is fine with his lack luster grapple ability/properties.

I don’t think buffing pipe is the fix all solution for Haggar. Haggar clearly needs support in other areas of actual greater importance. I admit that. Buffing pipe should be one of the last things to be concerned about. However, Capcom for whatever reason, feels otherwise. So my attitude is, “if you won’t give me a grappler with decent properties on his grapples, could I at least have this then?”.

–Jive

Ah. I see what you meant now. I can agree with that overall statement.

I’m ok with Haggar having his work cut out for him when it comes to getting on one the opponent, It’s to be expected from a traditional grappler. But damn, they NEED to make him the scariest motherfucker in the game when he finally does come close. Right now, he’s only somewhat scary up close if he has XF2 or above, and thats only if I’ve gotten myself in a corner without my own XF. is sad.

major boost to Piledriver range or it’s damage, that’s all I want Capcom. T_T

It needs both, honestly. I’ve been playing with Thor and just the ability to c.H Kara into Mighty Hurricane makes this move possible to land and that has an easy chance to combo.

If Piledriver leads to combos, then I’m okay with the damage staying as it is. If not, both damage and range need to go way up.

i would really like c.h to have fireball immunity so i can get through them

Piledriver honestly needs to be the best Command grab in the game. it’s inexcusable that it’s almost as bad as shuma gorath’s. shit should do between 250-280K, and have range bordering on Thor’s Kara throw. I am not even kidding. That’s how much of a buff it needs.

I’m more mad that air command grab sucks. You make a good read which leaves you insanely vulnerable in the air and then you get… ???

Generally, when people refer to Piledriver, they also refer to Backdrop since it’s the same move with different animation. Even the damage levels are the same.

Ah well I find the ground version much more useful than the air version just because the range on the air one (in my experience) is garbage.

I tested it out myself a few days ago and the ground one is pretty damn bad as well. I can normal throw from a bigger range than I can command throw.

Haha yeah but the normal command throw has the benefit of only operating on a horizontal plane. With the air one you have to worry if the opponent is above/below you as well as how far they are horizontally.

The Haggarnaught

I’m just amazed that a Character like sentinel has a better command grab than the mayor of earth. It actually has legit, scary setups, and range that makes sense for the MAHVEL series. Haggars lacks all of that

his command grab is one of the worst in the game because he cant really do much off of it. hsien-ko’s is worse, but i dont know if i cant think of any others… pretty much every command grab in the game can be combo’d off of for more damage than haggars does!

No, hsien ko’s is just slightly, EVER SO SLIGHTLY, better since she can get a hyper combo off of it, which I think can at least lead to damage via DHc’s. Haggar gets nothing off his, and the damage is not worth that.

Something interesting that I hadn’t thought about until today: I went and dicked around in MVC2 today, and goofed around with zangief a bit in training mode. I forgot that he could SPD someone no matter of they were in the air, or on the ground. If they were within that moves range, they got grabbed. WHY ISN’T THAT RULE STILL IN EFFECT!? It’s obviously not game breaking, zangief was not even mid tier in that game, and since the screen didn’t pan out as far, it was actually a little easier to get in from full screen against heavy zoning/ push blocking.

It didn’t break him, so why isn’t it like that in MVC3? Haggar is one of only 2 characters with command grabs that function in air as well as the ground, and honestly, that kind of flexibility would make him all kinds of scarier up close, because it goes from “jump back and he cant piledrive me, or getbto the ground and he can’t backdrop me” to " fuck, fuck, fuck, gotta get AWAY. Anywhere but RIGHT IN FRONT OF HIM." zangiefs MVC2 SPD also had surprisingly crazy range, even on the heavy version.

There’s a precedent for in in previous games, and in a way that shows it does not break a character. This needs to be changed.

Agreed. He needs way more range.