originally i used beam exclusively with hagger because it sets up for some nice tick command grabs and can help deal with other projectiles and small characters
i’m starting to use missiles because there are a few people i play who love to just air camp my haggar with characters like dante, who has more range than haggar so it’s hard to deal with it… missiles help bring him back down and close the gap. otherwise he just jumps over the beam or uses his akuma assist. that and i am using deadpool in the second slot, and deadpool with missiles is hella hard to crack open.
so i would say it depends on the team you are facing. molecular shield seems like the least useful to me due to how slow it is…the only thing it has on the other two assists is that it’s way more consistent for all types of combos in case your third character (who should have a really good comboing assist like cart or quick work) is dead.
Can tatsu help otg for haggar, Ive never tried it but I would think it would push them away or hit them after you hoodlum launch them. As far as the neutral assist game, I personally think greyhound is better because tatsu knocks them back further and forces you to chase them down which can be difficult with haggar, Of course this is all in theory since i havent played the 2 together or seen anyone who has.
My main team, as mentioned in previous posts, is Haggar/Deadpool/Arthur. I love this team dearly as I have a fondness for the characters’ roots and I believe they have a good synergy together. However, I wanted some spice in my life so I began work on two other Haggar teams.
My first was Haggar/Spencer/Hawkeye. I don’t think this team is terribly unique (a Haggar training video had this team, I believe), but I was surprised by how well it works. Both Spencer and Hawkeye offer great combo extensions for Haggar, and they DHC/THC pretty well.
The second team I created was Haggar/Frank West/Ryu. For Frank, I’ve given him the Tools of Survival assist because of how effective it is for Haggar’s combo extensions, plus it make a pretty decent inning assist akin to Chun’s lightning legs. For Ryu, I have him doing his Hadoken assist. The projectile assist is good for Haggar, can work for combo extensions, and allows him to do Shinku Hadoken during THCs.
Anybody have any comments/criticisms/questions regarding my teams? I’d love feedback if anybody has any to spare.
I’ve been using Firebrand/Haggar/Frank. Amongst other things one of the benefits of having Firebrand on point is that I can cancel any ground series into a hyper then immediately DHC into a grounded rapid fire fist, which I can mash for over 50 hits and safely (and easily) get Frank to level 5 with 2 bars. Because FB has a powerup hyper the first bar isn’t wasted. I don’t know whether or not you can DHC out of Ryu’s powerup, but if you’re going to have Frank on your team I think it’s worth considering.
Also, I’d suggest trying Frank’s cart. It’s a much better assist overall, and though the timing is trickier you can still easily use it to extend a Haggar combo after a hard knockdown, even out of the corner. Call Frank at the same time you input cr.H. Cancel to 6H. Early in a combo you can hit them with the pipe before canceling into 623L, late in a combo you have to cancel out of the pipe as quickly as possible (make sure you let the stick pass through neutral or you’ll keep getting violent axe instead).
That’s an interesting idea regarding Ryu’s power-up into RFF into Frank’s snap shot. I’ll try it today and see what comes of it. My initial idea was to shoehorn RFF into one of Haggar’s early combos (maybe something as simple as an air pipe, standing medium, RFF) and then hard tag to Frank for the snapshot. With my mashing abilities, I can squeeze out a level 3 Frank pretty easily, which isn’t bad.
I agree that the cart is a much better assist overall. I’ll give it a shot to see how well I can extend Haggar’s combo with it. I’m a mediocre player at best, though, so I may fail a lot. If the cart works for me, though, then that’d make me super happy. I like Tools of Survival with Haggar just fine, but I love the cart a lot more.
And about the violent axe mis-input, I am no stranger to that. I have screwed up my fair share of matches for not letting the stick go to neutral. : P
I appreciate the suggestions. I’m eager to see how they work!
Switched up my Haggar team from Haggar/Chris/Skrull to Haggar/Dorm/Hawkeye. New team is really fresh but was able to about 1.1 mil with a THC at the end of my combo. Dorms Dark Hole lets me Hoodlum Launcher if I have already used OTG. Also, I’m fairly sure Dorm/hawkeye have good snyergy. Beam Assist/ Teleport is always nice to have. Don’t knwo how to paly either of them though. Thoughts? Anyone use Dorm on Haggar team or similar?
Difference is as soon as they’re in the air (ie. after a pipe bounce) it’s risky to fully mash RFF because they might fall out.
If you fully mash RFF you can get 55-58 hits. Hold down L1 or R1 or whatever so Frank tags in as fast as possible, and with a bit of practice you can call haggar’s lariat just before OTGing them with the camera. Then you can launch, MMHS (after the first shot he should have his paddlesaw, which makes this possible without them dropping out from hit-stun decay), snap another shot and bam, level 5 frank. If you’ve got the bar you can cancel into survival techniques and keep DHCing for the kill.
There’s a video floating around somewhere on the frank forums.
So with Dante on point Im finding actual use with Haggar’s Violent axe. Namely on block strings. May or may not get a stray hit in but it keeps Dante safe and its free chip damage.
After an air pipe i do m s jump m h qcf s call Dante otg pipe xx violent axe jump forward headbutt/pipe. In the corner you like get a free backdrop.
With magneto its hilariously easy afterany throw to otg pipe for bounce and combo from there.
TO add to what SKOOKASTAR has suggested, if you and your opponent are on the ground do L, M xx Ground Pipe xx Violent Axe H, then cancel Axe into RFF after the first hit. Fully mashed this will get you 49 hits before you hard tag frank and 50 once you snap a shot. Then like SKOOKASTAR said, call in lariat to relaunch for a second shot for an easy level 5 Frank.
This is where things get a bit iffy… If you are comboing someone who is in the air with haggar and combo into RFF you can not full mash the move to assure the ground bounce at the end, then hard tag frank for the snap relaunch. The problem is, you dont have lvl 4 already so chances are, your air series will drop. To avoid this, I will relaunch and just hit jS or jM>jS into the second snap. You may only get lvl 2-3 Frank but it is better than nothing and still does decent damage.
I also suggest trying to get haggar tagged out before dieing because you can use lariat to get 2 snap shots off of a simple frank combo. This gets you to level 3 the first time and 4 or 5 after the second combo.
The ground tactic is interesting and, better yet, sounds easy. I like easy. I’ll give it a shot very soon. The second tip that you said could be iffy sounds … well, like you said, “iffy.” And I truly love the lariat to get two snapshots out advice. That will also be on my try-out list, a list for which I am very excited to dig in to.
In all, I really just need to get comfortable with my Haggar/Frank West/Ryu team. I feel like I’m breaking in a new pair of shoes trying to get used to how these three interact with each other. The knowledge I am getting from you all is very helpful. If any more advice comes to mind, I am all ears.
And in regards to what SKOOKASTAR said about DHCing from Ryu’s power up hyper to Haggar’s RFF, I couldn’t get that to work. Maybe it was user error on my end, but I spent a fair amount of time trying to make it work. And that’s just as well, really. I am happy with the thought of Ryu as anchor as I love to punish people with Shinku Hadokens. I will find a way to make Team Man Meat work and work well.
For Ryu you have to use the tatsu super DHC into RFF for it to work plus it gets you more hits, you should get to over 100 before the first snapshot. I think his normals dont cause enough hitstun to do power up. This video was before the patch so you actually can mash for more hits now.
Starting Haggar c.:l:, c., pipe, Axe (1 hit) xx RFF is a better hit confirm than standing L, M in my opinion since it starts low.
I was trying to use M Axe> RFF for a while and suggested it to someone else in one of these threads. Someone (wish I could remember who do give proper credit) pointed out that M misses on some characters and that the H Axe actually reaches further on the first hit and allows you to do this set up on anyone and with more consistency.
Edit: Just watched your vid Ocaml and I have no clue how I havent seen it before but that cart hyper dhc in rff will definitely come in handy. Thanks!
What I meant was since c.l hits low, you should try to start your strings with it instead of s.l. But start punishes with s.l since it comes out 1 frame faster and does more damage.
As far as the M vs H axe: Its due to the knockback from the normals. M Axe will always work at or near point blank range if you do c.l, c.m but will miss on some characters if you do s.l, s.m. I just did a quick test. I also tested doing a c.l to hit to push back and then start c.l, c.m and still worked. c.l, s.m will work on all characters as well if you use H axe (M wiffs on RR) and it actually does more damage so it is the preferred way to go. I need to work on doing this…
depends do you need someone that helps you close the gap when they are throwing projectiles at you or do you need something that helps you open them up when they are close? for the first, i think quick beam assists like doom’s are great. for the second, i think deadpool’s quick work is amazing. quick, hard to punish, surprisingly big hitbox, deadpool can sneak in under some projectiles, hits low, easy to confirm off of…
I’ve joined Team Haggar. Relatively late, but I joined. My team as of now is Haggar a/Chris b/Doom y. You can play this team in any order and it still has stupid DHC and team synergy. The name of the game is to kill somebody as quick as possible with the least amount of meter as possible. My Haggar team combo builds dumbass meter, so immediately, after, I can THC into death for most of the cast. I can do it midscreen because Doom’s THC (sphere flame) doesn’t push him out so I can get full damage. Gun fire and rocks help Haggar get in and combo. Chris can use Haggar’s assist not only as a "don’t jump at me assist’, but as a combo extender, and he can use Doom’s Rocks to assist with zoning. Doom gets a GTFO off assist with Haggar and Gun Fire to let a nigga in.
Rocket Raccoon’s spitfire assist can be a big help to The Mayor. The two shots can bypass some projectiles and cause enough block stun for Haggar to move in. Haggar can also connect cr.h to it as well. If you are up for the challenge of learning RR I say go for it the two have a lot of synergy.