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.