Mayoral Moustaches and Violent Hugs - The Ultimate Haggar thread

Lab work focusing on OTG follow-ups.

As a reminder, I suck. So if you feel the need to confirm any of this, feel free, it’s good to have more then one person say “Hey this works” as opposed to just one person.

Firebrand
Assist B after afull combo corner only(?)

I’m going to test him more, I forgot about calling assist at the end of throws.

Phoenix Wright
Assist A corner only turnabout mode only
Assist B corner only turnabout mode only. (good stuff)
I’m going to test him more, I forgot about calling assist at the end of throws.

**Chris **
Boulder punch assist corner only. Enough time for pipe cancel?
I’m going to test him more, I forgot about calling assist at the end of throws.

Arthur
heavenly slash, daggers are fine.
There’s something to mess with using bottle…

All have good time for pipe cancel except slash.
forgot to use King’s Armor
I’m going to test him more, I forgot about calling assist at the end of throws.

**Frank West. **
DAT CART is GODLIKE, clearly wherever Frank found this cart is where Haggar found his pipe. Works pretty much everywhere, you don’t even need to call it at end of throw, We have the Pipe and Cart connection. Clearly Haggar would survive the zombie apocalypse.

Plunger works, but inferior to DAT CART.

I did this with Frank at level 1. no leveling needed for Haggar to benefit from his assist. The cart is EASY to use. Justin Wong was not lying when he was raving about Dat Cart.

**Vergil **
Rising Sun. Corner only. Pipe cancel will hit. RESET CHANCE on normal air recovery.

I’m going to test him more, I forgot about calling assist at the end of throws.

**Wesker **
Ghost Butterfly. Call him when haggar lifts the opponent up to slam them on the ground and do otg. opponent will wall bounce. Pipe cancel will ground bounce in corner. The you can M xx violent axe L and hoodlum H reset.

Ghost butterfly will wall bounce after otg after you combo. Pipe cancel will hit or you can whiff cancel pipe into lariat for hard knockdown and Giant Haggar Press

OTG assist makes pipe hit guarunteed.

**Zero **
Hadangeki (slash projectile) is cash in every way.
With his sougenmou mode active, you can land pipe and link to RFF Easily.

Zero Y assist (bum rush slash) can be used after a throw for a mixup between resets or combo follow up. Throws lower damage significantly though… works easier in sougenmou mode.

**Ryu **
Dragon Punch works in corner. Pipe cancel will whiff. Golden opportunity for a reset.

Hadoken allows pipe cancel to hit from anywhere. In the corner, cancel to hoodlum L immediately and follow up. I stick to M H Giant Swing.

Tatsu allows pipe to hit from anywhere. In corner Cancel to hoodlum L immediately.

**Dante **
Jam session in corner will allow you to cancel to body press for extra hits. Works from a grab anywhere. You can hit pipe and go into hoodlum L. Check your timing.

Crystal only works after throws. Pipe hits. That’s it. Corner hoodlum m whiff into Piledriver?

Great list.

Honorable mentions:

  • Hawkeye’s Rag time Shot: Arrows will OTG after the dropkick. With the right timing, you can roll right toward the opponent as the arrows hit. Only works outside the corner though.

  • Chun’s lighting legs: Works kinda like Arthur’s bottles. Just be aware of the hitstun decay. I’ve connected with rapid fire fist off it and had the opponent fall out of the first hit.

  • Cap’s Shield Slash: I mentioned this in the last page. Combos fine without needing to pipe cancel. Works great after throws. Gotta try experimenting with new stuff like lariat to get that maximum damage output in long combos.

Nobody has tested what is the best assist of Ghost Rider for Haggar?

I tried the Heartlees Spire, because it stop projectiles and OTG, but i haven’t tried if it’s usefull for followup cr.H.

Probably Hellfire it’s better for that, but it can’t be used as a projectile shield.

Cool stuff. Next week once I have some free time I’ll take a bunch of assists into the lab with Haggar and try them out with his various BnBs and see just how well they work. Ryu’s Tatsu is amazing because you can hit with the pipe and still get Hoodlum L without needing to empty cancel from anywhere in almost any combo.

Basically there’s about 5 or 6 core BnBs that cover almost all of Haggar’s bases so I should probably just go assist by assist and figure out which ones work in which combos, which ones allow for pipe hits and which ones need to be empty canceled etc.

And fuck my fucking computer suddenly becoming to slow to capture footage. I need to fix this but can’t figure out how/afford to.

Lol I did a bunch of Haggar/GR combos/videos that are in the OP, the Chain of Rebuttal is definitely the best imo because it cover a lot of horizontal space to help you get in and when paired with Haggar’s OTG you can use it as late as you want in a combo. Since it wall-bounces hit-stun scaling doesn’t matter.

Came up with a Cap/Hawkeye assist combo that does over 900,000 damage starting with no bars and no x-factor. Can only be done outside the corner though. Uses Cap’s Shield Slash:a1: and Hawkeye’s Rag Shot:a2:. I might need to modify it for midget characters.

instant j.:u::h:, j.:s:, cr.:m:, :s: launch j.:m:, j.:m:, j.:h:, j.:d::h:, :f::d::df::l: relaunch j.:m:, j.:m:, j.:h:, j.:d::h:, :a2:, :d::h:, roll forward, :s:, :d::df::f::s:, :a1:, :d::h:, :f::h:, :atk:+:s:, :d::df::f::atk::atk: burning vigor.

Damage varies around 901,000-950,000. After the relaunch air combo, you might need to walk forward a tiny bit against shorter characters to nail that OTG dropkick. Don’t get too close though or the arrows won’t hit or you won’t have enough time to roll. The combo leaves you with about 80% of 1 bar, so if you start the combo with about 20% of meter, you’ll have another bar by the end to DHC for that 1 mil. It helps to tiger knee the Wild Swing to make sure it comes out before the HSD kicks in. The hardest part is getting shield slash to hit in conjunction with dropkick xx pipe to bring the opponent close enough to get tagged with the lariat.

Thanks to metrokard for suggesting that I use lariat.

[media=youtube]v-wOE9e_VX0[/media]

This forgotten piece of tech was on renicgaming’s channel back when MvC3 first came out and I’m here to remind you all that haggar is akuma. You have to do the pipe slightly late to give enough time for blockstun to wear off and have to be close enough for cr.m to hit but other than that this is really easy to do in real matches.

With pushblocking opportunities for this happen a lot less often in practice but its still a nice piece of tech for someone scared.

I really feel haggar has a great amount of options for staying in once he catches you, and now his command grabs aren’t crap so he really has a way to open people up.

Gimmie time. I’ll run through every character. But I don’t have Shuma/jill

Heres a Haggar corner combo that i figured out that uses Frank West’s cart assist, it’s more for style than anything and it’s my first time trying to notate a combo so chances are my notations are going to look like gibberish, but hey, at least it looks stylish:

cr.:l:, cr.:m:, st.:f::h:, :dp::l:, neutral super jump, [( j.:m:, j.:h:, j.:u::h:)be sure to delay each hit so you can land and perform the next move before the opponent flips out], st.:s:,super jump, j.:m:, j:h:, j.:d::h:, st.:s:, super jump (slightly delayed), j.:h:, j.:u::h:, j.:qcf::s:, cr.:h:, :a1:or:a2:, st.:f::h:, :s::atk:, :qcf::atk::atk: .

Meter built: ~1.5 bars.
Meter spent: 1 bars.
Damage dealt: 774,800 without mashing rapid fire fist.

Just wanted to note a couple of things, RR is quite hard to combo after a Hoodlum Launcher, and Haggar now has invinicibility until the first strike of Rapid Fire Fist, which you’ll realize it’s a HUGE buff during the next few weeks.

Hey guys, max RRF hits you want after Lariat is 18.

Get it by waiting until after the first punch to start mashing.

Sorry if this is common knowledge :smiley:

mash lariat. opponent starts mashing cr L. counter with RFF.

ME GUSTA.

Thanks for the info catbond!

I have tommorow off from work as well. so I will have a full list of OTG followups ready.

I’m finding Haggar an excellent battery for a Phoenix team. Currently running Haggar/Hawkeye/Phoenix and he is able to do ~715kish with no meter and build 2 gauges off a hit. Hawkeye’s arrows assist also helps to get in / fight against zoners for a bit

I used a Haggat Deadpool Phoenix team in vanilla. Haggar is a terrific battery.

hawkeye can totally use the meter if he needs it too

Shenanigans:
Land a throw. button dash, jump forward, piledriver. lol

Notes: Pipe whiff canceling into Pile Driver moves the mayor forward a little bit. Range extension??

Notes: I want to say setups for sky high back drop and Piledriver are the same but I’m not sure…

OTG Follow Ups

Beware of timing your assist after a normal grab in the corner. the assist sometimes comes out in the wrong direction if you do the assist call too early.

Not doing these with XFC as we all know it will work.

Combo I used to land assists after air combos that end in S:

Air Pipe M S super jump M H Air Pipe S land, buttons dash, call assist, otg, pipe OTG.

Nemesis T-Type

Assist A (Clothesline Rocket)

After throw: Call haggar at slam portion of throw. requires timing. landing second hits of assist is inconsistent. in corner can result in pipe hit, rocket hits lariat, GHP.

After air throw: can’t call assist during the move. same deal otherwise .

After sky high back drop: can’t call assist during the move. same deal otherwise . in the corner, skyhigh otg assist pipe assist hit 2, lariat, GHP did at least 500k

After pile driver: no

after qcf+S: no

after S: Corner only 726,900 damage Air Pipe M S super jump M H Air Pipe S land, buttons
dash, call assist, otg, pipe lariat GHP builds ones full meter.
above combo, pipe will whiff, ending the combo, but rocket sends them across screen 576,000 damage.

Assist B (Launcher Slam) uses up your ground bounce. but they roll out after the first bounce.

After throw: Must be called during throw animation. pipe will hit. OTG them again. 217,500 damage without mashing. 222,600 with.

After throw corner: same as above

After air throw: call assist immediately after landing, step forward, then same as above. 285,400 damage.

After sky high back drop: back drop, call Assist. OTG, assist hits, dat pipe, OTG.
Kinda hard to do… call assist first and otg as late as possible. Works anywhere. 465,500 damage

After pile driver: Same as Sky High Back drop. like I said. timing is REALLY strict…

after qcf+S: not if you used your ground bounce. Not really worth doing.

after S (corner): yes. pipe will whiff as they will auto roll out after assist hits… chance for a reset with pile driver on whiffed Pipe (cancel)!! OH MY GOD IT LOOKS GOOD… so long as they dont recover front or back…

Assist Y Rockit Lawnchar!

After throw: pipe whiffs. opponent goes flying

After throw corner: pipe hits for ground bounce. if you Violent Axe M you have a good opportunity for a reset.

After air throw: call assist immediately after landing, step forward, then OTG, pipe (ground bounce) otg again. 301,600 damage. works anywhere. whiffing pipe makes them recover immediatly at full screen.

After sky high back drop: nope.

After pile driver: nope

after qcf+S: I couldnt land it.

after S (corner): after a full combo because if you end it early they land way before haggar does. land, call assist then otg. hit’em with that pipe.
Combo I did: 592,400 damage. Air Pipe M S super jump M H Air Pipe S land call assist, otg, pipe, otg
548k if pipe after assist whiffs

outside of corner: Air Pipe M S super jump M H Air Pipe S land buttons dash, call assist, otg pipe otg 573,400 damage.

Firebrand:

Assist A (Hell Spitfire) Hits otg.

After throw: I like to whiff pipe. in the corner. then you can launch and do whatever.
the most I could do was throw, otg fire hits, pipe, fire hits, M and then I drop it.

With Luminous Body you can call it after otg. for a pathetically easy relaunch.

outside of corner it’s hard to use it… but there may be a chance to scare the opponent into getting up holding down back seeing the fire as you dash in for Hoodlum M if they dont recover in a direction?

With Luminous Body you can call it after otg. Pipe whiffs, dash forward M S.

the most I could do was throw, otg fire hits, pipe, fire hits, M and then I drop it.

After air throw: After pile driver: possible. call assist, dash, otg. only one hit of fire will hit whiff cancel the pipe into hoodlum L.

in corner pipe will likely hit, the fire PREVENTS using your ground bounce and you can Hoodlum L.

With Luminous Body: do it before, or after. it doesnt matter.

After sky high back drop: Same as air throw. no dash.
With Luminous Body: do it before, or after. it doesnt matter. you’re not gonna get much.

I notice if I whiff pipe the fire bounces them up… I was able to jump forward and M H

After pile driver: possible. call assist, dash, otg. only one hit of fire will hit whiff cancel the pipe into hoodlum L

after qcf+S: all aboarrrrrrrrrd for resets with sky high back drop. Air Pipe M S jump M H QCF+S land call Firebrand, OTG whiff pipe jump at them or neutrally for air throw or Sky High.

With Luminous Body: no changes.

after S: refer to the combo I use. It works in the corner. wasnt happening anywhere else. if you dash in and then call firebrand otg hits and then one fire hit, they bounce out. you can risk a reset attempt here.

With Luminous Body: no changes. possible chance for Hoodlum L. otg fire pipe fire hoodlum L

Assist B (Demon Missle Charge)

After throw: In corner. Easy enough. pipe will cause ground bounce. relaunch’em.
out of corner: you’ll have to dash once after pipe hits then you can M S etc.
With Luminous Body: same thing really.

After air throw: dash and call Firebrand. OTG. you’ll have to dash once after pipe hits then you can M S etc. You dont have to dash the first time if you are in the corner.

With Luminous Body: no need for the first dash.

After sky high back drop: it’s tough. but possible to at least get the pipe in then dash. but only in the corner.

With Luminous Body: very very good. call Firebrand, otg. pipe for ground bounce, dash forward M S whatever.

After pile driver: couldnt get it.

With Luminous Body: press assist and OTG at the same time. Pipe ground bounces. we’re already almost at 500k damage.

after qcf+S: call assist first THEN otg. works anywhere.
With Luminous Body: same deal. easier to execute.

after S: call assist first THEN otg. works anywhere.
With Luminous Body: same deal. easier to do.

Assist Y: (Demon Missile: Swoop)
After throw: Ironically when you call it too early, making Firebrand come out the wrong way, it lands. pipe hits, relaunch, etc. XD it is useless otherwise… until

With Luminous Body: call at end of grab. pipe hits, they’re right in front of you. Relaunch.

After air throw / After sky high back drop / After pile driver/ after qcf+S: no use.

After S:
call it first then dash and otg.
With Luminous Body: same deal.

Strider Hiryu
Assist A: Ame-no-Murakumo (He runs forward and slashes)
Useless to Haggar.

Assist B: Gram (Strider slashs Cipher, mad range, Wall Bounce)
After throw (corner) : time it for when grab ends, OTG, Hiryu will wall bounce, pipe will ground bounce, relaunch.

After throw out of corner Pipe will whiff, opponent will be tossed to the other side of the screen. insta recovery for them.

After air throw: in corner call assist when you land, OTG, Gram wall bounces, Pipe will ground bounce. be sure to dash after the pipe so you can M, S

After sky high back drop: nope
After pile driver: nope

after qcf+S: nope.

after air S: yes. out of corner pipe whiffs, opponent is clear away from you. in corner its call assist, dash, otg, wall bounce from assits, pipe and then another OTG.

Assist Y: Vajra (Dive Kick)

Not to be used for OTG purposes.

Strider will find more use from Haggar then the other way around it seems.

Phoenix Wright
Nothing matters except Press the Witness while in Turnabout Mode, right? just doing it for completion’s sake, I suppose.

Assist A (Paperwork (High))
After throw:
Normal Mode: corner only pretty easy. but not worth it.
Turnabout: works both in an out of corner.

After air throw: nope
Turnabout: Yes. but be aware you wont get a ground bounce in the corner.

After sky high back drop: nope
Turnabout: Yup.

After pile driver: nope
Turnabout: yes.

after qcf+S: nope
Turnabout: you can do it.

after S: yeah. but they pop out. perfect range to force them to block pipe.
Turnabout: same deal.

Assist B (Press the Witness) in turnabout mode this bad boy is FULLY INVINCIBLE. and wall bounces.

After throw: be quick as in normal mode he doesn’t shove them away.
Turnabout: 425,100 damage. off a friggin throw in the corner. wow. mash throw, call phoenix at end of throw, otg Phoenix bounces them his walking makes pipe hit but not bounce, you time it right for M S jump m h qcf +S otg.,

After air throw:
Normal: no
Turnabout mode in the corner its nasty bagging 500k + with a GHP at the end. other wise you land pipe, Phoenix Wright sends them flying.

After sky high back drop:
Normal nope.
Turnabout: nope

After pile driver: nope.
Turnabout: it’s VERY tight. but if you land this in the corner its at least 663,800 Damage with: Piledriver, assist, otg, pipe, wall bounce, M S jump, M H air pipe S GHP

after qcf+S:
Normal nope
Turnabout: 699,700 damage in or ending in corner Air Pipe, M S jump M H QCF+S call assist, OTG, assist hits, Pipe, Assist Wall bounces, Lariat (it WILL get the three hits I hit this on Zero) GHP.

after S: easy enough in the corner. nope anywhere else.
Turnabout: 735,900 damage: on or near corner. Air Pipe M S jump M H air pipe S land call assist, dash otg assist hits, pipe hits, assist wall bounces, dash lariat (all three hits) GHP

997,100 after lariat mash that with rff XFC (level 1) Lariat GHP

Assist Y (Get’em Missile) Cute widdle doggie. Phoenix is VERY vulnerable. hits low. Hits OTG

After throw: missed time to go the wrong way makes otg hit, dog hits, pipe bounces. combo away

normal timing in or out of the corner. after pipe whiffs cancel to hoodlum L. Missile will hit them back up for you to launch them up.

Turnabout: same thing really.

After air throw: call assist, dash, otg, whiff pipe and cancel to Hoodlum L, Missile hits, Hoodlum L grabs’em m h qcf S 308,400 damage.

Turnabout: dash, call assist, otg whiff pipe cancel to Hoodlum L immediatley. jump. M S otg/GHP

After sky high back drop: works in the corner with timing. call assist. otg, whiff pipe, go into hoodlum L. m h qcf+s otg 512,800 damage. or you can M H pipe land, S m h qcf+S for 586,300 damage,

Turnabout mode: whiff pipe cancel to Hoodlum L immediatley

After pile driver: same as sky high.
Turnabout: whiff pipe cancel to Hoodlum L immediatley

after qcf+S: corner only otg whiff pipe, cancel to hoodlum L dog hits you go up. I can usually only land an M then S OTG.
Turnabout: dash, call assist, otg whiff pipe cancel to Hoodlum L immediatley. jump. M S otg/GHP

after S: corner only. same as QCF+S
Turnabout: dash, call assist, otg whiff pipe cancel to Hoodlum L immediatley. jump. M S otg/GHP
**In turnabout mode Missile is faster. **

**Chris **
Assist A Boulder Punch (Chris swings twice this is his H version of Boulder Punch)

After throw:

works both in and out of corner. requires tight timing for pipe to hit. Pipe of course will ground bounce, dash in and S

If not Chris’ second punch will send them flying. opponent is knocked down about two dashes away. I don’t know if Haggar can wave dash over.

**After air throw: **
Call assist first upon landing. very very easy in the corner. I reccomend a dash as you call the assist when not in corner, then dash again to get the M S jump m h air pipe S OTG for 371,100 damage.

After sky high back drop:

453,900 damage 454,400 in the corner. target gets hit by OTG, assist hit 1, Pipe, Assist hit 2 if you do it fast.

Delay your pipe hit in the corner, and you will get a ground bounce, dash in S etc, you’ll break 500k easy. timing is strict.

outside of corner assist hit 2 will send them flying. so just hit the pipe cancel and start dashing over.

**After pile driver: same as sky high back drop. **

after qcf+S: same as above. 531,900 damage with air pipe m s m h qcf+S OTG, assist, pipe assist hit 2

after S: air pipe, m s jump m h air pipe S call assist, walk forward, OTG, assist hit 1 assist hit 2 pipe dash otg 577,600

Assist B Gun Fire (Chris shows up and shoots a sub machine gun)

After throw: if messed up they will pop out in between bullets and pipe. very easy otherwise. The usual, call assist at end of throw.

After air throw: timing is stict. delay pipe a bit to hit close to end of gun fire to get the ground bounce.

After sky high back drop: couldnt get it.

After pile driver: nope.

after qcf+S: nope

after S: 568,100 air pipe, m s jump m h air pipe S, dash and call assist, walk forward, OTG, pipe dash otg. timing to get that last pipe in is strict otherwise they pop out and can block the otg since bullets will hit after pipe.

Assist Y (Grenade Toss) Chris dumps a land mine in front,

After throw: very easy to get the ground bounce, dash in S etc. if whiffed they can’t visibly see the mine and are forced to block if in corner.

After air throw: Piano dash then assist, otg immediatly, then pipe for ground bounce. dash in S etc.

After sky high back drop: nope.

After pile driver: nope.

after qcf+S: nope.

after S: 571,600 in the corner or ending in the corner only. air Pipe M S jump M H Air Pipe S land dash+call assist, otg, assist hits, pipe hits otg.

A few questions:

  • Do characters still pop out of the last hit of Rapid Fire Fist?
  • Is the range of his command grabs any bigger in Ultimate?
  • Does f+H hit overhead?

I like how he actually looks like a legit grappler now. Gief would be proud.

-They don’t pop out if you hit them with RFF raw, but if you combo into it from something like Lariat you have to wait until after the first punch to start mashing so you cap out at 18 hits. In an extended combo even if you never mash it at all they will still pop out.
-Not sure
-Nope

  • do what catbond said.
  • grab range has not increased. However when you do f+h and empty cancel to pile driver haggar steps forward.
  • no. F+H, steel pipe, doesn’t hit overhead. Only air pipe, down+h, hits overhead.

Ok, cool. Thanks.

Otg follow ups for Arthur

As a reminder:

Combo I used that ends in qcf+S: air pipe, step forward, M S jump M H QCF+S.

Combo I used that ends in S: air pipe, step forward M S jump M H Air Pipe, S

**Assist A: Heavenly Slash (Arthur swings his sword upwards.) **

After a throw: Call it whenever you want be it during throw end or after. It doesn’t matter it’s easy. Pipe will ground bounce. Dash in, do whatever.

With Golden Armor: no changes

After air throw: timing is lenient. Dash and call, otg, assist hits, pipe bounces, dash in, m s whatever.

With Golden Armor: no changes

After sky high back drop: in corner it works. Outside of corner I missed pipe on zero. So it’ll like miss on small characters. Worked on hawkeye and Vergil. So it shouldn’t be a problem on medium/large characters. DASH after the pipe to ensure you can follow up.

With Golden Armor: no changes

After piledriver/combo ending in qcf+s/ level 3 : easy. Call and otg at same time.

With Golden Armor: no changes

After air combo ending in air S: just dash, call at end of dash and otg. A

With Golden Armor: no changes


Assist B Dagger Toss (chuck three daggers)

No changes with Golden Armor active under any conditions.

After throw/ air throw/sky high backdrop/piledriver/level 3: pipe hits but cancel to hoodlum L immediately or they will pop out.

After combo ending in qcf+s or S: same timing as above. Beware: after hoodlum L you will only be able to connect with M then S. Anything else after M and they will pop out.


Assist Y Fire Bottle Toss (One medieval Molotov cocktail)

After throw: call at end of throw. Otg, bottle hits target. No ground flame, pipe bounces.

Couldnt follow up in gold armor. =/

In corner it doesn’t matter. They’re hard knocked down. Whiff pipe, the flame otgs them. Do whatever.

Gold Armor: no changes

After air throw: dash and call assist at same time. Otg. Whiff pipe, dash barely worked to get Zero with M S Might not work on smaller. Hoodlum L works fine.

Gold armor: fire bottle does enough hits while moving them a great distance. I couldnt catch up but still got a good 213,800

In corner, same as normal throw.

With gold armor: pipe hits, cancel to hoodlum L immediately.

**After sky high: **

No go outside of corner. ditto with armor.

In corner Call and otg at same time. whiff pipe and walk, bottle picks up M S whatever.

Gold armor: step in and L S. If you try m s they pop out.

After piledriver: timing is extremely tight on delaying otg and being able to follow flame hits to the point of not being worth it.

Get otg. Bottle sends them across the screen. Couldn’t follow up. But 378,800 damage.

In the corner it’s useable though. Ditto with gold armor.

**After qcf+S combo: **
Pipe whiffs, dash in and m S jump m S

Gold Armor: otg whiff pipe. I landed two violent axe L. I also barely managed a hoodlum L.

In corner they constantly popped out after fire bottle… So I pipe cancel to lariat and ghp

With gold armor: check your timing or it whiffs on zero (and small guys?) otherwise the same.

**Combo ending in S: **
Won’t reach

gold Armor: call assist. The fire will get the hits.

Corner: bottle hits. Hit your pipe n otg again.
Gold Armor: Corner, i couldnt get pipe cancel to hoodlum L. So I hit pipe and otg again.

Level 3:
You can follow up easily. Dash in there.

Gold Armor: bottle carries them away.

I’ll be going through Frank West’s assists tommorow if i have time. Happy Thanksgiving guys.