Lariat is still very viable, you just cant throw it out as carefree as before, it still has some invincibility, which is more than most assists can say. It also lost hard knockdown, but soft knockdown still alllows for good combo starting/extending.
Your initial thoughts on the team layout are effective enough to work with, but mixing it up might do you some good as well. For instance, with haggar on point and having dark hole/rocks as assists, you could relaunch twice in his bnb. rocks could also help dorm with teleport shenanigans as it would give you time to do more than one teleport giving you a fake out option. other stuff like the thc tricks would require labtime time, but this is all general food for thought
^Yeah, I don’t think the THC with Rocks is really good, since it’s Sphere Flame. But, it’s funny to imagine Haggar body-pressing someone into the flame.
the thc between sphere and splash is actually pretty good. the ball brings them up and haggar then drags them down. i just dont know how chaotic flame will play in that
I’m definitely going to test it out. I’m starting to like Haggar more because of his changes in Ultimate and I have some fondness towards grappler characters.
@Triplexraider
well, i use the Haggar/Dormammu/Doom order
it’s a good order to extend combos using black hole and plasma beam/rocks
and sometimes after taking down a character, i bring dormammu in, to use the lariat as an unblockable setup with flame carpet+ lariat+teleport
i have 2 new vids (and like, some 10 more to upload, just neeed some time as they are big vids) of FT10 matches against some good (some not so good) players
the stick i used was a little strange, i missed a lot os DP motions, and it pauses the game if you hit it with some strenght
(that does’nt explain the comeback i took on the RR video, there i just took all the wrong guesses xP )
[media=youtube]6wqpUYygYLo[/media]
[media=youtube]qfD4C7oeNDI[/media]
Just watched the first vid. Your Haggar is very good. Those ground resets were lovely. Love the use of the Level 3 grab (would be even funnier if you rotated the stick for more hits, though it’s tough to get all 26 hits). I was wondering if you consider finishing some Haggar combos with OTG cr. H & either assist -> f +H -> S -> super-jump cancel Body Press. Probably get a 1 million+ damage depending on the combo if it’s followed by DHC into Chaotic Flame.
Right now, I’m just working on Haggar Day 1 BnBs and trying to use him 2nd using Doom Beam to relaunch. I’m trying to play a defensive Dorm as he is my best character and I like to zone with Dark Matter/pillars/meteors/Stalking Flare/Plasma Beam assist when possible. Haggar is basically my meat shield.
I use the same colors for Haggar and Doom that you put on your team. My Dorm is color 2.
i haven’t tested the damage on TK body press after the launcher… maybe its easier to do, and the damage may be the same with the THC with 2 bars, because i will be able to mash on chaotic flame (i didn’t know you can’t mash on THC’s, just tested it some days ago to be sure, but i mashed for safety xD)
ohh and something nice haggar can do after the body press, at the right time, if you DHC into Sphere flame, on some characters you can hard tag back to haggar and do another body press ( will post soon the damage for this into and off combo)
Tests done… (couldn’t record them tough)
well, i tried doing my BnB with 2 assists, and tried ending it with S + TK Body Press DHC into Chaotic Flame, but the only way it could be done, was by using only the plasma beam assist to launch and TK the Body press, if i use the dark hole, the opponent recovers in the air before the body press could hit it
Damage = 953,900 with 2 bars, 1 assist, corner required
Test2
S + TK Body Press DHC into Sphere flame, raw tag, Body press
Damage = 738,200 3 bars corner required
Test 3
Combo ending in S + TK Body Press DHC into Sphere flame, raw tag, Body press
Damage = 1.040,100 3 bars, 1 assist, corner required
my BnB as seen on the video, with 2 assists, can do with:
2 bars = around 1.059,200
3 bars = around 1.195,700
it varies by the height you can grab the opponent with the QCF+S
I also noticed you use S instead of Hoodlum Launcher L to relaunch. Is that better for combos?
Also saw the 2nd video. Great stuff and that RR is REALLY good.
L Hoodlum does more damage (not sure the difference in hit stun if any) but the reason to do S over it is so you can get to the corner. If you are in the corner, L Hoodlum is better.
I noticed sometimes when using Haggar’s d.H to extend a combo, certain assists which work after air qcf.S won’t work after a hcb.A/B/C. You have less time to OTG after command throw, so the ones that require you to delay your dropkick, such as Captain America A are impossible.
Same with Taskmaster I guess?
However Captain’s NEVER gives me ground bounce, ever.
I noticed it about this strict timing after the piledriver
i miss it a lot trying to continue with my assists, especially Dormammu, as his dark hole takes some time to appear
plasma beam is a little bit faster, sometimes i can keep the combo, but not so often, it’s hard to get the timing
correct me if i’m wrong… Cap’s assist A is shield slash right?
i only tested him with charging star, and never got the ground bounce
For anybody looking for an assist to help Haggar with his combo resets/extensions, Ghost Rider (Hellfire) has been very helpful for me. Since Haggar is my favorite character in the game, I’ve tried many assists to find ones that help him. Doom’s Molecular Shield is also great for resetting/extending Haggar’s basic combo, but I’m a trash Doom, so I’m sticking with GR for now.
Some other useful assists I’ve come across are RR Spitfire Twice, Arthur’s Daggers (powered up seemed to work better), Arthur’s Fire Bottle (UNpowered seemed to work better here), and Ammy’s Cold Star (this worked MOST of the time, but there were some moments of failure. I blame myself).
Essentially, any assist that is active in approx. 40 frames and hits multiple times works well for a Haggar reset/extension.
Has anybody else found an assist that works particularly well for Haggar’s combo resets/extensions?
I use Shield Slash to make my resets a bit safer. It also works great with combos, you just have to delay your OTG dropkick slightly. Though, Cap can’t OTG after a piledriver because you have to delay his shield slash.
/
My problem today is that none of my characters are very good anchors. Haggar, Cap, Ryu. I’d love to switch Ryu with a good anchor who can also OTG assust after a piledriver and throw him on my Joe team instead. Anyone have a good recommendation?
I hear that Ryu is a good anchor, though. Good boost from X-Factor and if you have some meter, Shinku Hadoken would be good to punish fullscreen attacks/chip opponents. However, I hear Ammy is a good anchor, too, but that isn’t stopping me from having problems with her.
So, if you are looking for a good anchor with an assist that can help extend combos after Haggar’s piledriver (and dropkick follow up), then here are some options I found.
There are many out there who like using Arthur for an anchor. I think lvl.3 X-Factor grants his lance an infinite in Gold Armor state, not to mention huge chip for his projectiles on block. And his level 3 hyper, For the Princess, hits both the point and an assist character if you opponent has one out. His unpowered Fire Bottle Toss works, even in the corner. And his Golden Armor Daggers work well, too.
Wesker is a powerful choice for an anchor. I’m sure his benefits are universally known by now, so I won’t waste time describing them. But if you are looking for a quick-hitting assist to help out Haggar, he might be what you are looking for.
Hawkeye’s Greyhound shot works after a piledriver. And I think due to the extreme amount of chip damage he can output with lvl. 3 X-Factor, he’d be a decent anchor.
Doom’s Molecular Shield works well after a piledriver, too. Plasma beam, not so much though. If you call Doom’s Hidden Missiles before the piledriver, they kinda work, but it’s a bit messy because of how high the rockets put your opponent in the air.
Those were all I were able to find. Hopefully, something I said is helpful.
I just tested this and you can. You have to call Cap as soon as Haggar lands on his feet from the command throw and slightly delay the c.H, then assist hits, f.H, assist hits again, then either S or L Hoodlum. I was having trouble timing the L hoodlum and sometimes I would get turned around but you should have no problem.
I think a better way to end your combos would be to use Dark Hole to land the RFF super and DHC into Chaotic Flame.
@Ocaml
O-O
lol how can i let this pass by? xD
i’ll test it, thanks for the tip… i never tought about using the rapid fire fist to end combos
will post the results here after the test to see if it’s worth doing ^^
EDIT: just tested it… not worthy
it gives around 890,00 damage with 2 bars, leaving Dormammu on point (maybe this can be useful)
Are you sure? Did you mash all the way? What combos did you do? I’m pretty sure it should do more…
Edit: Well at least be comparable for 2 meters, it depends on your second char and if you can get a follow up after a THC but I figure since you can mash both RFF and Flame it would do more. You can also get a s.M with Dorm in the corner sometimes.
I mashed both hyper combos to the maximum to get that damage, the THC is better, and easier to do
I use Task/Haggar/Akuma… I am a newb with Haggar and I do solo combos with him (i know, he does so much more dmg with assists). How is Akuma’s tatsu assist for haggar? Its been working alright for me but I feel its sometimes bad because it forces the opponent away from me, however it works wonders if i push em to the corner. Akuma assist good or bad (outside of combos) ?