I’m not planning on relying on it. It’s just another tool in the arsenal but I wanted to know if it was still a decent option against certain characters.
Now I’m still wondering if I should change up my team… I don’t think I’ll be able to get a ToD with it the way it is structured although Chris’ Gun Fire is definitely a contender for a great assist.
Like I said it should be a goal not necessarily a must have. You should be about to get to close a ToD on all characters after landing a jump-in or c.L if you have the meter. Not sure how Striders super affects Chris’s in the THC if you can still get the follow, if so you should be fine. In general I like your team. Chris/Strider work well together and Haggar/Chris is pretty good.
Agreed – play around with the team. Haggar and Chris can build a lot of meter for Strider, and both Haggar and Chris benefit from the aerial control of Vajra. Chris and Haggar DHC great together and their assists work well for each other as well.
Are they able to beat it even if you hit 2A super low to the ground? Also, you can mix up hoodlum H with hoodlum L, j.pipe or j.headbutt as they can’t block during the airdash, or you expect them to land, hoodlum M, etc. The reset is still pretty strong even if not guaranteed.
Yeah after going 0-2 in a tournament (ran Haggar/Frank/Hawkeye before) and getting some advice I switched a few things around. I got zoned out HARD and this option offers me Chris/Haggar/Strider if I’m facing a zoning team.
I’d need to test how it happens in the THC though.
I have a question about connecting just a Wild Swing after Hoodlum L. Do you have to super-jump cancel into Wild Swing? For some reason, I jump up way too high for Wild Swing to connect.
Try jumping up back and match your opponent’s height before throwing it out. You might sacrifice some height-dependent damage but I find that method to be more consistent.
Yeah, sometimes I miss connecting even though I’m at the same height as my opponent. I think it’s because of HSD since I do Wild Swing after a air chain. I’m going to start ending air chains with S.
Oh, I think if your combo allows for it, end your chains with S. Use QCF+S when HSD is high and you need the knockdown after an OTG -> DP+L to tack on extra damage before your THC.
any tips for landing headbutt > L > headbutt consistently? i feel like i either don’t press L at the right time or i’m out of position and L won’t hit in the first place.
Don’t see it mentioned anywhere but Haggar can also do the incoming character pushblock punish. If you do a jumping pipe and they pushblock, you can dash immediately and go for a TK command grab (best to use L but M is usually possible H in some instances)or a regular grab. Characters can mash certain attacks to get out but you can always mix it up with instant headbutt or lariat if you see it coming.
I’ve found that the key for the headbutt relaunch is to slightly delay the sj.M sj.H after s.S until Hagar is slightly above his opponent before doing the u+h. then i mash L and if L hits then i mash u+h then i mash MM u+h and S. B)
th37ito and I are back with 2 more episodes of Online Buddha.
First is more of a rage-quit fun episode, the 2nd (ep4) has some solid haggar play utilizing rocket raccoon anchor.
ep3 is up now, ep4 will be uploaded later today. Check the youtube channel for the vids and tech.
Btw, working on a new combo/tutorial video for Haggar, this time focused more on his reset potential.
I’ll have that out within the upcoming week(s). Hope you guys enjoy our stuff
Let me guess, White devil, White devil?
I’ve been meaning to harass you about new episodes. Ive been working on leveling up my frank and hawkeye by making teams for them. It has definitely helped my frank play and made me realize that I have no interest in learning to play dante/ am terrible with dante. I thought you guys were on 360 for some reason, expect a request from Hammik next time Im on.
Am I missing something or is episode 4 not posted?
Keep up the good work, yall are definitely my favorite marvel show to watch.
Still at the office, haven’t uploaded 4 yet, it’ll be up by tonight
And thank you for saying we’re your favorite Marvel show. We’re doing what we can, and love to see that people appreciate it.
So I’ve got a question. I’ve been playing Haggar for quite some time now, and having watched streams, I notice that most Haggars at the tournaments hardly ever go for Wild Swing, instead going for air launcher/pipe into OTG actions. Is there a reason they haven’t been using Swing? I’ve personally been doing Wild Swing the most to make sure the assists can follow up properly.
It’s not the scaling that matters so much, because haggar’s scaling becomes pretty bad early on in the combo. The 2 main reasons for using slam are 1) it gives more time for you to use an assist/otg than wild swing does, and even more importantly 2) it helps move the opponent to corner. Once you have the opponent in corner haggar’s damage options, and more importantly, reset potential are incredibly deadly.
This is incredibly effective offline and should be emphasized more in haggar play. however when online it can be a bit of an issue since other forward motion moves like violent axe l,m are more likely to whiff, and wave dashing is required in certain situations to follow up slam, which can be difficult lag depending.
Ending with sj.S hard knockdowns give Haggar two c.H OTGs before needing to go into THC, which helps build a little bit of meter. It also pushes further into the corner, where Haggar is most lethal.
I find QCF+S to be useful mainly at the end of a very long combo to follow up a relaunch, just jump up or up/back into it for another hard knockdown before doing the final THC. Sprint demonstrates this well in his combos.
I’d been finishing with air pipe and then Wild Swing, but I’ve been wondering, if I’m seeking to push him in the corner (for reset opportunities) should I finish with Wild Swing, OTG Assist Launcher and then pipe for the air reset (character specific, naturally)