Mayoral Moustaches and Violent Hugs - The Ultimate Haggar thread

That sounds pretty good. Can you elaborate? My shell of Deadpool/Doom works pretty well… Quick Work assist allows you to combo off any throw or whatever without using ground bounce (unless it’s stupid Tron). It’s a quick low hitting assist that is surprisingly difficult to hit and still has a large enough hitbox to get people that are normal jump height. THC with Deadpool allows you to continue the combo with Hoodlum L (or a Hoodlum H corner reset so you kill off normal throws). THC with Deadpool and Doom will one touch any character off a decent BnB. Plasma Beam is great, a bit easier to combo off of compared to Disruptor. Deadpool also loves Doom and vice versa.

Well, I mean a shell where the anchor provides a great assist that benefits both Haggar and the 2nd character and can stand on his own if things turn sour. Doom is good, but it is hard to make a comeback with him against a full team. People are still making Doom anchor work though.

My current team is Haggar/Deadpool/Arthur, and aside from some inherent character weaknesses, I believe the team works well. Both Quick Work and Daggers help Haggar continue his combos as well as supply him with an unblockable as well as good coverage. Not to mention the THC with three bars is amazing. Even with just two, like Steeler said, Haggar can continue the combo with Hoodlum Launcher L.

Now Haggar is dead. Daggers allow Deadpool to do teleport mix-ups (if you like to gamble or are good at counting) as well as continue a combo after using his overhead command attack. Also, their THC works well, too, to add on some extra damage.

Now Deadpool is dead and Arthur is by himeself. This is the weakest part of the team because of how bad of a character Arthur can be. But, when well played, a Golden Armor level 3 X-Factor Arthur can be damn awesome. And if the instant overhead M, S, Crossbow cancel, land, Cr. L hits an opponent they are opened up and have to deal with the following combo.

This ain’t an Evo team, but it is a decent team.

I’ve tinkered with Magneto not at all, so this question isn’t judgmental, just out of curiosity: What does Magneto do for Haggar? I get that it is a good beam assist and helps with Haggar getting in, but does it do anything else?

Love the wrestling analogy. Aside from the fact that I hated Evolution, I really appreciate the reference. I am now going to considering Thor and Hulk on my Thor/Hulk/Doom team the Brothers of Destruction for a Kane and Undertaker shout out.

It doesn’t really do much other than helping you get in. And also beat other projectile assists quickly due to its speed. The point of Magneto on the team is that you get a top character that can make a comeback if need be with all the meter building you do with Haggar. Though if you’re not good with Magneto, Doom Beam works fine. Doom is kinda more like Ric Flair than Magneto anyway.

Doom does strike me more as Ric Flair, too. You could always consider Magneto to be like Randy Orton to stick with the Evolution theme, though.

I’m there with you buddy. I got a less than stellar character in the back mainly because I like him. Its workable fortunately, with Iron Man in the back its not too bad because if this team works Haggar does the blunt of the work, making Deadpool and Iron Man effectively zoning clean up crew.

A better choice for Orton would be Vergil. :smiley:

Actually that’s my team. Here’s a vid my scrubby ass made:

[media=youtube]D4jiJHQSX_g[/media]

Yo Frutsy… really dawg? haggar anchor? Muchacho.

Hey, other Mayors. So, my team is Dormammu/Haggar/Taskmaster, and I love the team to death, but Haggar is by far my weak link. And I needs the help. So, I have a bunch of questions about Haggar play. None of them are really about damage conversion and combos, mine, though kinda basic and not supercrazyswaggy, are enough to kill most people with either 2 meters or 1 meter and a TAC. But I have a bunch of other areas of my play that suck, such as:

Mixups: I spar commonly with a Chris main, who, though his defense is lacking online, has some seriously solid reads on me, since we’re pretty much always doing matches. He blocks my shit all day, and it’s made me realize my Haggar mixups are shit or nonexistent. Once I’m near and they are blocking, what sequences are good for mixing people up, and how do I turn my approach into something other than them blocking the jumpin and advancing guarding me away?

Also, on the subject of Chris, once he sets up a fire grenade and I’m not directly next to him, am I Chris’s bitch for the next 5 seconds? Because it certainly feels that way.

Advancing Guard baits: My favorite thing with Nemesis and Taskmaster is to bait an advancing guard from my ground sequence to open people up by throwing out multiple cr.L’s before going into a true blockstring. Obviously Haggar has difficulty doing that the same way, are there any buttons that work to provide the same mixup?

Incoming: I know the classic crossup QCF+L, I know using ground pipe to push them down into beam assist, resulting in pressure and catching some buttons, and I also like jumping pipe forcing them to block a dark hole, and if they don’t advancing guard, they land and cannot react to a DP+M. Any other notable Haggar incoming mixups?

Other than that, I really have no questions that experience fighting folk will not grant me. Oh, and I just discovered today that cr.H into pipe is an infinite on large characters in higher XF levels. FUN, I also spar against a sentinel, and I get to show some serious disrespect :D. Any advice or thoughts are appreciated. Thanks guys!

Here are some mix-ups I’ve found to be useful:

When an opponent blocks an attack string but doesn’t advance guard you away, I go for Hoodlum Launcher L and then L version of his command grab. After that I continue with a combo thanks to assists. For example, L, M, Ground Pipe XX Hoodlum Launcher L, Command Grab L. Of course, if they stop blocking for the Hoodlum Launcher L, then you got yourself a combo right there. Otherwise, timing the Command Grab L after is pretty easy since a blocked Hoodlum Launcher L gives you a +4 frame advantage.

When an opponent blocks an attack string and does advance guard, I go for Hoodlum Launcher M. For example, L, M, Ground Pipe (push blocked) XX Hoodlum Launcher M. The longer start-up of Hoodlum Launcher M allows the opponent to get out of blockstun for you to grab them and toss them in the air for a combo.

I think the key when close to a guarding opponent as Haggar is to make them guess if you are going to grab them by their face to hurt them or punch them in their face to hurt them.

I don’t have a lot of experience fighting Chris specifically (Nemesis, Taskmaster and Vergil is the team I have the most experience fighting), so I can’t help you too much with his specific questions. The fire grenade is the one he tosses and then ignites into a flame carpet essentially, right? If so, I would probably just super jump over it and be ready to block on the way down. Or drop an air pipe while coming down if you think it’ll land. Aside from the Grenade Toss L, Chris doesn’t seem to have a lot of anti-air defense anyway.

For incoming characters, I usually just keep it simple by having them fall into an assist (Arthur Daggers usually) and trap them there after that. Nothing fancy, but if you have some good reads on your opponent, it gives you the control you need to destroy their next character.

Hopefully some of this was helpful. Always happy to help another mayor.

Push him the hell away. Stay patient and call assists carefully so he doesnt magnum said assist. Taskmaster can arrow him. OR you can swap Tasky on point and have him take out Chris.

haggar has frame advantage with Hoodlum L.

what assists are you using? if you are using a projectile assist like beam or something like that. I like to do hoodlum L do create a fast dash under with a beam/projectile assist to create a ghetto teleport mixup. A good lockdown assist would create guard breaks/high low mixups and if you’re really good on timing, you can command grab right afterwards.

you can also be simple and if they’re not blocking, just come in with a jumping L, and you can convert off that and end up getting a full combo.

I feel like this team would be much more beneficial if Haggar was third. Do task/dorm/haggar for optimal taskmaster combos. you can also do dorm keep away and relaunch combos with haggar assist. even though haggar assist was nerfed, its still a damn good assist. Viscant proved this at that one seasons beatings tourney during the summer.

mixups - use projectile assists when you get in. your opponents can’t push block they point when they have an assist backing you up. you can also use the assists as a tick throw set up. i like to do plasma beam and cold star. once its over command grab. also. dont be afraid to use jumping M, it crosses up. dropkick is SO ACTIVE it hits overhead if your opponent is crouching.

incoming mixups - see the post above. it varies from team to team and be creative. you have the right idea so far.

regarding the chris matchup - you just have to be patient. and use assists to get in. read your oppoenent too. dont be afraid to lariat as well.

Thanks to everyone who posted in response to me, gave me some good ideas, and I have a few more incoming things to show for it. People are very helpful around here. In response to one particular post:

Haggar Anchor, I like him, especially the XF infinite on large characters, and how free Sentinel is to him, but I absolutely adore both Taskmaster and Dormy anchor. Also, I get crazy mileage out of Lariat already, I have jumploops and throw combos off it, and I actually can get two lariat assists in one combo, fun stuff. Dorm with Haggar assist is possibly the most underrated pairing of all time.

That said, I like my team’s order as it is, no offense. I usually run Dorm/Haggar/Task, and hold one of the assist buttons depending on the matchup. Rushdown, I go Haggar, because spin always puts a rut in stuff like wolvy mixups, Taskmaster for things like Firebrand and Akuma, who he can outfootsie easily. Dorm is for anyone who will give him a bit of space, or anyone who easily gets zoned, like Tron, Chris, Doom, Trish, so on. For Dorm/Haggar/Task, I’d say the order’s pretty good, everyone gets a beam, DHC to Body Press in the corner, TACs actually work pretty damn well for extra damage, also I have meteor rawtag swag in that order, it isn’t efficient damage-wise, but damn does it look cool. Haggar/Dorm/Task is order two, and that’s more of a standard Haggar TOD package, on less amounts of hitstun I can DHC into fireball juggling from Rapid Fire Fist, and the THC does a ton of damage, though I only get a single dropkick afterwards. And TACs to Dorm from Haggar combos can actually get a meterless TOD on small-to-medium-health guys, it’s ridiculous, and my Haggar combos are pretty basic too. Task/Haggar/Dorm I like as is, Taskmaster still gets full throw conversion thanks to Lariat, Haggar has a good assist in case Task dies, and without TACs my basic Task combo DHCed to Rapid Fire Fist gets me a kill on everyone but giant-health guys, and then I can DHC to Fireball and chip for the kill very reliably, many times keeping the stalking flare around.

And about the chris match, gotta try some more lariats on him, it might catch my roommate off guard (I spar with a chris guy at the house).

just picked the mayor up and wow can he do some wild damage. i’ve been using bulbamike’s team but in a different order modok (bomb)/haggar (lariat)/shuma (ray)

I’m wondering if I can extend this combo anymore. Or if there’s another way to optimize it.

haggar: L, M, dp+L, sj M, M, H, pipe, land dash dp+L, sj M, M, H, pipe, S, land, modok assist+cr H, f+H, dp+L, sj giant swing, land, shuma assist+Cr H, f+H, dp+L, sj giant swing, land, crH, f+H, THC. after reviewing this thread i think I can maybe get another dp+L into giant swing after teh THC, i’m not sure (modoks beam super holds them up for a while after haggar recovers).

But i’m wondering if the rest of the combo is modified. i do not know why in some other combo strings, the modok bomb does not otg. That is why I’m sticking with this combo. Also, I notice bulba mike opts to go for sj H, headbutt, S instead of giant swing, and I don’t know if that is combo specific or if regardless of hitstun either that or giantswing is viable.

sj. H Headbutt S allows for two dropkicks once on the ground, and is better for moving to the corner, but it’s dependant on hitstun. Good news, you can have quite a bit of hitstun before that’ll drop. Your first assisted relaunch, try doing that instead of giant swing, then you can get an extra drop kick before you kick and call shuma.

Also, at the beginning, there’s always cr.LM QCF+L st.MH DP+L as a teeny bit of damage boost at the start, and in the corner replace the MMH Pipe S with MMH Pipe Giant Swing, but be warned both of those additions will change hitstun a bit (but the DP+L into giant swing relaunches don’t actually care about hitstun, so you’re golden). There’s also relaunches that save the groundbounce by doing stuff like two headbutts in a low-hitstun air combo, but that isn’t anything I’ve learned. I’m new too and I like to keep his stuff simple, as it seems to ToD either way.

Ooh, and a question/topic for all Haggars. I discovered today during games with my friend (probably eons late) that cancelling an air H into a whiffed Headbutt seems to seriously mess up the opponent’s advancing guard attempts. I’m wondering if anyone’s explored that, and if it’s as useful as I think it is.

Newbie question: What’s the operational difference between :qcf::s: and :s:? Or rather: when should I use Wild Swing or :s:?

I think the rule of thumb is to use wild swing for damage but use j.s to move the opponent near the corner. Also, I find wild swing and j.d+h the only reliable way to end air chains so that I may use an assist to extend the combo midscreen. I think j.s just hits the opponent too far away.

use Wild Swing to end combos and be on top of your opponent. You have less time to follow up then S. a fast assist like Magneto Disruptor will still help haggar follow up but is harder for say, Dormammu Dark Hole. S has Haggar land faster, giving you enough time to dash and call Chris Gun Fire, and OTG as needed.

Practice your combos. and see what is best for you. if you did an Up Exchange into haggar Wild Swing will get more hits