I know Haggar likes a beam to get in, or at least a multi-hit projectile (Haggar/X/Arthur being my favorite shell), but I was trying to think outside of my usually constrictive box.
I have tried some stuff out with Skrull’s other assists, but I didn’t like the results. Tenderizer would have been my first choice, but it can’t extend combos reliably, so I scrapped it. I may visit it, though due to its guard breaking abilities. And I really don’t like stone smite for Haggar, though it seems a lot of people disagree with me. I don’t see how Haggar gets use of a wall bounce.
After some tinkering and more brainstorming, I thought of Haggar/Skrull/Ammy. The cold star assist would be a boon to both Haggar and Skrull. It can extend Haggar’s combos and set up some grab stuff for both Haggar and Skrull (Probably. Theory needs testing.). Thoughts on that team?
Your sage wisdom throughout these forums have helped me a lot in developing my Haggar play. Thank you for your insight.
Hrm…Skrull can combo off a meteor smash in certain situations with Ammy, and with others, make attempted elastic slams safe. Yeah, that’s good stuff, Skrull with the right assists doesn’t need XF to do damage, and he covers some bad matchups for Ammy/Haggar.
As for Stone Smite, I only like it, because, like Arthur Daggers, Frank’s cart, Jam Session and other assists, the timing’s very easy for connecting and extending from pretty much any place and any situation in a combo. It extends for a lot of people, and it does a lot of damage. Why I don’t like it is it has almost no neutral game applications, so I’d prefer something that can be put to more use than just damage, which Haggar has enough of already.
This is the team I main and as you mentioned it works in a lot of orders. I always select is Dorm/Haggar/ Taskmaster. I like this order because I can switch the order before the match start and not leave Haggar as an anchor. Being able to decide after you see your opponents team between Dorm/Hag/Task, Hag/Dorm/Task, and Task/Hag/Dorm, each of which play differently. I have a lot of tech with this team, but it struggles against certain assist, i.e. Doom beam or missles, and Magneto beam because they come out faster than Taskmaster leaving Haggar without a reliable way to get in. But I still believe it is one of the best Haggar based teams.
Agreed. I’m finding Task/Hag/Dorm and Hag/Dorm/Task by far the best orders after some testing. I actually like Haggar on anchor too, when I’m up against rushdown teams, having the spin the entire time is great. And Dorm second lets TACs do some extension work, safe DHC in case of Haggar punches being blocked, and you get stupid stuff like 1.2 mill off Haggar for a meter. Also, holy crap, combos off of throws for days. I used to run Task/Dorm/Vergil, and I prefer this team a lot more.
Why on earth don’t people run this team in tourneys? It’s so good! I think I’ve seen Hag/Dorm/Doom somewhere on a stream in Japan, but that’s about it.
Now that you mention Vergil I experimented with replacing Dorm with Vergil on the team and it was pretty effective even though my Vergil was a fraud. Replacing Dark Hole with Judgement Cute assist doesn’t change much. I haven’t worked on the team recently because I just didn’t like using Vergil, but I figure it is something nice to have in case you running into a really bad matchup you don’t know how to deal with.
I think Hag/Dorm/Magneto is EVEN better than Hag/Dorm/Doom and Hag/Dorm/Taskmaster. Disruptor’s speed helps against those who like to call Missiles/Beam often. I think there was someone from Maryland (FourthStar?) who rocks Hag/Dorm/Magneto.
Someone on the Task forum was running that team for their Haggar as well, and said it was awesome. And I recall seeing Fourth Star at one point using that team, but I haven’t seen him use it in forever. Shame, that.
I need to fight more missiles to make an accurate judgment, only one of my online friends run missiles, and I haven’t fought him in a while, but I’m thinking that if I’m fighting missiles/plasma, Dormy’s switching to point, and that might solve a bit (yay birthdays!).
Hag/Dorm/Magneto is probably a better overall but I like the utility that Taskmasters arrows give.
[LIST]
[]Slow enough that you can dash behind them to get in
[]Tons of hit stun so its a lot easier to confirm random hits into combos
[]Able to pick up off all grabs (except sky drop) without using ground bounce
[]Can extend combos fairly easily
[]Can be used to set up the corner reset
[]Have a few tricky incoming setups I can use
[/LIST]
With that said Magneto’s beam would be really helpful against missiles, but that is a hard fight for Haggar anyway. This does make me want to try a Haggar/Vergil/Magneto team though.
So, yeah, I was aware of the other ones, and think that is an advantage to Maggy’s beam, but as for those. Throws, I seem to be having trouble with his normal ground throw. Taskmaster crosses up on occasion, and just ends up looking dumb. I find dormammu doesn’t whiff as much, so I’ve been using dorm for midscreen ground command throws and all normal ground throws, and Task for corner command throws and air grabs. For extension, I’m having trouble extending midscreen stuff with Task arrows, I end up using dormy for that. In the corner, it’s odd, certain amounts of hitstun allows haggar to hit with the otg and pipe, then relaunch without them bouncing, and after a certain amount of stun, ya gotta empty cancel the pipe.
As for incoming, also have been using dormammu, or the simple Light Violent Axe crossup. Or faking it with just a pipe under their head. Care to share? I’m still a newb with this team.
Oh, and my real reason for using Taskmaster…this was originally a Taskmaster team. Teehee, character loyalty.
Picking up off a normal ground grab can be a bit tricky because of the cross up thing you mentioned, but I used to do it all the time because it scales less than dark hole. Its just a matter of practicing the timing in training mode.
For midscreen pick ups there are two things that make it tricky. Arrows have a noticeable startup so you need to call them before you OTG, and depending on how far away taskmaster is either 2 or 3 arrows will hit. The general rule of thumb is relaunching is always more consistent midscreen using S than hoodlum. Here is my guide
[LIST]
[]If you end and air series with S, do it as late as possible. The closer they are to your feet the easier the pick up.
[]A full dash away. Call taskmaster THEN dash and OTG. Its likely only 2 arrows hit so let the pipe hit and launch with S.
[]A half-dash away. Dash WHILE calling taskmaster and then OTG. If all 3 arrows hit you should be able to hit with pipe and relaunch with hoodlum launcher, but S is more consistent.
[]Right by your feet. Call taskmaster THEN OTG. If timed properly you should always hit with 3 arrows and be able to relaunch with hoodlum launcher, though S also works.
[*]Late in combos (lets say after 3 launches) the arrows won’t have enough hit stun to let the pipe hit then do hoodlum launcher so empty cancel the pipe. You do get a reset opportunity if you let the pipe hit and then hoodlum launcher because they should flip out right above your head or a lil forward and can jump up for the air grab.
[/LIST]
On incoming this only works in the corner, but you want to hit the opponent with a meaty pipe at close to max range while calling arrows. If they aren’t blocking they get hit by the pipe and fall into the arrows. You will have time to dash up and continue the combo without using your ground bounce. If they block they should still fall into the arrows and be forced to block. You now have a 50-50 mixup between hoodlum M and H. If they aren’t holding up immediately then hoodlum M will grab them while they are on the ground. If they are holding up then hoodlum H will snatch them from the air. If done at a closer range you can do the same thing but threaten with a command grab instead.
Yeah, I don’t really normal grab with Haggar for a similar reason, command grab has way better scaling. And that incoming mixup is pretty nice. I’ve been toying with hitting them with meaty things on incoming and have them fall into arrows, but that is a nice idea of what to do afterwards.
I want to run a team with Haggar, it doesn’t matter who’s on point. I’ve also been considering using Super Skrull. If I use them both what are my options for a point character? Or should Skrull be on point? Also, I hate Aurthur and especially Sentinel. Maybe Spencer? Or better yet, Storm or Iron Man. Idk. I’m trying to build a third team and my other two already have Doom in it so I don’t want to use him TOO much but unless it’s necessary I’ll use him.
I’ve been running Haggar/x/Skrull since vanilla (tho i havn’t actually played “seriously” for more than like a few months) But if you’re comfortable with haggar on point and with anchor skrull I think it’s great. I can see Iron Man fitting in on that team really good; you’ll have stone smite for combo extension and Iron Man for neutral assist with his awsome beam. It’s not a top tier team but i think that if you put in some work, it’ll do some damage!
Well, I think I can go without Skrull. I’m not sure what order to put them in, but I really want to use Iron Man/Haggar/Spencer. How is Iron Man on point? Does he have synergy with Haggar and Spencer? My other team has Spencer/Nova, and they have great synergy. I figured Nova isn’t much different from Iron Man and Iron Man has zoning capabilities…I think. Does he?
Haggar and Spencer are my best characters, but I hate playing Sentinel. I don’t like Dante and Deadpool is overrated. I use Doom on my other two teams and I already have sort of a “tank” character on my team (Haggar). I just don’t want two slow characters.
What’s a good point that’s fast and fulfills my team’s needs? x/Haggar/Spencer
If you’re going Haggar/Spencer, I’d say perhaps go for someone, either on point or anchor, who can zone on their own, preferrably with a decent horizontal projectile assist to help Haggar and Spencer get in easily. Iron Man once again works here, same with Taskmaster, Arthur (though you said he wasn’t for you), Hawkeye, Chris, Doctor Strange, Dormammu’s assist is okay for the job, but not fantastic, so he might be better suited point. Strider would work okay as well, and if you are truly crazy, Shuma Gorath’s beam assist is amazing for Haggar, and not terrible for Spencer either. Akuma’s Tatsus and Log Trap get an honorable mention for being great approach assists with some extension capabilities here and there, but Tatsus are not fullscreen coverage, and Log uses Spencer’s wall bounce.
I like Iron Man’s Unibeam a lot but then again I’m biased. It does a great job of clearing screen real estate for Haggar and can be used at the end of combos as a extender to give more damage (Unibeam will increase damage of your combo when done near the end) and meter gain. The THC with Iron Man causes massive damage and the Proton Cannon will always catch them and ensure you get the whole hyper combo regardless of where HSD is at, and the PC also holds them in place for an extra L Hoodlum, Wild Swing at the end of the combo.
The downside of course is Iron Man himself, he isn’t a very good character and by extension a crappy anchor. But if you can make it work I recommend it!
I don’t know if this was mentioned before but Captain Americas shield slash is amazingly good for the folloing reasons:
It doesn’t have the best projectile durability but its not so bad.
We can extend the combos from anywhere in the screen with good additional damage.
3- The shield hit twice so we can do numerous mixups including any hoodlum, command or normal grabs, or lariat between the two hits.
4- Cap is a really good character and he benefit a lot from Haggars assets.
Hm. I can mess around with Iron Man/Haggar/Spencer. Does Iron Man actually suck that much? I’m a noob so I don’t have much experience in team building. I just want a good Marvel character on point or anchor. I might just have to go with Taskmaster.