Well, my stance is still that Nova is better used on point, but it’s good to see that there are creative minds out there who are figuring out ways to make it work with Nova in the number two spot.
Sorry for the double post, but now I am seeking some advice…
I am still trying to make a team made up of Haggar and Super Skrull.
I’m dead-set on having Haggar as my point character. I feel that in UMVC3, point is where he belongs. I see Skrull as being the team’s anchor. Skrull’s combo’s are relatively simple in terms of execution, in XF3 a combo as simple as elastic slam, OTG-teleport-fist-pound-attack, Inferno can cause an exeptional amount of damage, he has a fair amount of tools to help get in even with assists, and tenderizer as an assist is awesome for screwing incoming characters.
With those fixed points in place, I decided there were certain requirements of my second character. He would need a projectile assist to help Haggar get in and hopefully allow Haggar to combo after normal and command throws. Also, he would need to benefit from Skrull’s lock-down tenderizer assist. Any DHC/THC compatability would be benficiary as well. Lastly, the character would have to be some I enjoyed playing. Any TAC potential would be a great perk, too.
The only answer I came up with was Doctor Doom.
I know for a fact that molecular shield allows Haggar to continue combos after both types of throws. I know that Plasma Beam/Giant Haggar Press DHC work well together. A TAC to Doom allows ridiculous meter to be built. Much like the perk Doom gets from having Ammy’s cold star lockdown, Doom ought to be able to get some of the same results from Skrull’s tenderizer assist.
Questions:
- How do y’all feel about the team make-up and my theory behind the team? All feedback is helpful.
- Which Doom assist would be best for Haggar? Molecular shield helps with combo extension, like I mentioned, but it doesn’t seem especially useful for getting in. Can beam be used to continue combos after throws? If so, how?
Beam works for command throw combos, you just need to be precise with calling doom as early as you can and delaying c.H as long as you can. not quite sure if it works with normal throws thoguh.
I agree wholeheartedly.
For the record, since Skrull can land a s.S off any meteor smash, he can literally do throw, meteor, s.S, air series, meteor, s.S, air series ( third loop if you just do S in the air), then inferno, kills, like, errthang. He just gets a relaunch off of meteor smash, at least one off anything, more if you do specific shit, but yeah, better than ok damage, he is a one-touch machine, and I think he’s great at utilizing the meter Haggar builds. And his THC/DHC is so damaging.
Hrm…so, to meet those conditions, I have a few standard and more odd suggestions.
Jam Session extends off throws, fun fact. If you wanna run that, it gives Haggar newfound vertical coverage, extension and combos are still solid, and Dante is a great DHC if ever there was one. As for Tenderizer use, he’s got a teleport and possibly every tool, there’s something there. Also, good THC.
Taskmaster gets some TAC options off of Haggar, (not in the swag combos sense, but he can delayed j.H and land with shield skills into sharp sting, call haggar, otg, skillz sharp sting, otg super, DHC to Rapid Fire Fist is brutal damage) The assist works for throw extension of all kinds, and Tasky may be able to get his unblockable off a corner tenderizer lockdown (which he can convert into a full combo if you have Haggar assist available afterward).
For less seen choices, but still fantastic, I’d say Doctor Strange is way up there on the badass list. Bolts allows for a ton of extension with Haggar, I’m personally shite at timing it, but it does work, I know that. In addition, it’s a fullscreen beam that keep assists still for a while for birthdaying purposes, he’s got a good birthday DHC, and if you have the swagfingers to do FoF loops, you have really really really strong TAC options. And another extra benefit, between bolts you can command grab for some truly dirty stuff. Also, that THC sounds really cool.
Odd enough, Shuma may work here. His beam assist covers good space and actually extends all throws and combos for Haggar, the timing’s super-easy and very consistent. He’s probly worse in the synergy department, but his incoming high/low game with Tenderizer assist is amazing, thanks to his cr.H jump cancelled into QCF+L instant high/low stuff.
And then Rocket Raccoon, either with the obviously great log trap assist, or, my recommendation, spitfire twice, it extends all throws, all combos, it’s godlike in that regard, and spitfire twice is even better than bolts for grabbing people during assisted blockstrings, because they cannot just duck and jab. AND, slow assist means they have to keep still and take whatever Haggar’s bringin’, and the durability doesn’t suck. Small guy, hard to punish. My one qualm with that suggestion is that Raccoon, well, I honestly don’t know if he’s good with Tenderizer or not, but he’s a very self-sufficient character. At least you have flame carpet mixup craziness on incoming, thank to tenderizer. And that THC keeps them still forever, you can get whatever extension you want afterwards, and for fun, try taunting during the THC.
Doom is really really good, all assists sound good, because it’s Doom.
If Dorm’s assist was better for approach, I’d recommend him on his good synergy with Skrull, his extenstions, THC, and damage, but nah, you need that horizontal projectile action.
Odd mention of Frank who can get pictures off of tenderizer, shopping cart both extends off throws and helps approach, and his “TAC option” will get him at least to level 4. Also, grounded rapid fare fist levels Frank to 5, mash and tag frank in, pic and haggar spin, S air S, whiffed knee drop back down, another pic. I say that Frank also wants a good prjectile, so it’s not as optimal as some of the others.
Arthur is always good support for Haggar, extension, apporach, THC, but he’s not too fantastic a character solo, doesn’t get much off tenderizer, and he’d be best on anchor, and that’s reserved for Skrull.
- Like it, works. Needs a second guy, but that’s what I ranted about.
- All are good, not sure about plasma beam’s extension, missiles extends for everything, just be careful calling it fullscreen, Haggar has no tools to protect it from guys like Akuma or dormammu. Molecular shield could still be great for lockdown and staying in, but getting in to begin with would be Haggar and Haggar alone, but once you’re there, shield is GREAT.
DukeofFortuneMan, thank you for your thorough feedback!
In regards to your list of second slot characters, here ar my thoughts:
I really like Dante as a character, and I admit that Jam Session is a godly assist. My one reason for not playing him is that I play on a pad as opposed toan arcade stick. And bold move cancelling on a pad is nearly impossible. So, if I were to pick up Dante, I’d be using him at a tenthof his full potential.
I love Taskmaster as a character, and his arrows make great assists. However, much like with Dante, Tasky is hard to play with on a pad, although to a muh lesser extent. For example, ending a Taskmaster combo with the vertical Legion Arrow is easy because my thumb is already right there on the medium and heavy buttons. But if I wanted to punish an assist call, hitting light and medium is difficult to do quickly. And the angled Legion Arrow of light and heavy is borderline impossible for me on a pad. Still, I’ll keep Tasky in mind as I do have a lot of fun playing him.
I like the idea of Doctor Strange because I love the bolts assist. Even if a character were to duck under the bolts, they’d be so passive at the moment that I could scoop them up with a command throw. Of course, some characters could strike with a cr.l, but others would probably try to strike me and get hit by bolts. The problem with Doctor Strange for me is that I have bangd my head trying to get his loops down for a Thor team I was experimenting with and never suceeded. Maybe the mystic arts are too much for me.
Shuma is an interesting option to play with. I do hear good things about his beam assist. And if you say the assist extends Haggar’s throws, then it is worth a look, for sure.
When UMVC3 came out I assumed Haggar and Rocket Raccoon would be best friends due to spitfire twice, but I haven’t really seen them played together too often. That’s a shame because I see all of those perks you mentioned between the two. And as far as RR’s use of tenderizer assist, it could definitely be used to screw an incoming character if Skrull is called and then RR teleports behind. I’ve dabbled with RR, so this option wouldn’t be too crazy for me.
Discovering how good dark hole was for extending Haggar’s combos was a big surprise for me, so the Haggar/Dorm combo definitely earns my respect. And you’re right, this would be much better if the hole was better for getting in, but overall this is still a maybe option for me.
A different Haggar team I dabbled with was Haggar/Frank/Ryu, so I am familiar with the benefits of giving Haggar the cart to play with. And, in general, I do like Frank a lot. Even if I don’t do the RFF trick to level Frank up super fast, any TAC combo into Frank will get him to level 3 at least (if done properly). This is a maybe as well.
I love Arthur, and he is the current anchor of my Haggar/Deadpool/Arthur team right now. But his weaknesses have been bothering me recently, which is part of the reason why I am looking for a new team (also, I am a trash Deadpool). The daggers cannot be overlooked, though.
While Doom is still my front runner right now, you have given me somegood stuff to think about. Shuma, Dorm, Frank and Rocket Raccoon will all be put through some lab session to see what feels the best for me.
Thanks again for your well-thought reply.
i recently picked up shuma ANd haggar and I love haggars damage. i was running modok/haggar/shuma but it seems as if shuma is horrible on anchor. Also, modok bomb was nice for combo extension and ok for helping haggar get in, but, i generally feel as if haggar and modok are competing for the point spot.
I’m going to try Haggar/shuma/doom (beam) to see what synergy I can build there. I typically use modok/doom (missiles) but missiles weren’t working for my haggar the way I wantto play him.
Also, having shuma on second means he will have a beam to help his mixup so i’m hoping i’ll see greater mileage out of his play.
I’ll just have to stick to having modok on another team where he can shine I guess
If you are dedicated to playing Shuma, I think the team of Haggar/Shuma/Doom could be pretty awesome. On this team, what assist are you using for Shuma? People seem to like the beam assist to help Haggar get in, but if you already have Doom’s beam, I’d recommend the Shuma bounce (don’t know the real name of the assist).
If you can pin somebody in a blockstring with Haggar and call that Shuma assist, it holds the opponent in guardstun for a bit allowing you to try a high/low mix-up. Or maybe get the timing right and greet them with a command grab after getting out of guardstun. Also, I believe the Shuma bounce assist helps extend Haggar’s combos from hardknockdowns, throws and command throws.
Then, when Shuma is on point, Doom’s beam could be used to help Shuma mix people up pretty easily thanks to the Shuma bounce attack on point.
Just a thought, at any rate.
Anyone know the timing so that i can otg and then continue the combo with doom plasma beam?
Really tight. As per Steeler, you essentially need to call Doom as soon as possible and hit the OTG cr.h as late as possible. It’s so tight that I am not even sure if it works for all scenarios.
It works after the command grab for sure, but like I said, the timing is tight. I think it works after ending an air series with wild swing, but I’m not positive. Not positive after the ground/air throw either.
When it works, though, it works well. The few times I got it to connect in the lab, it was gorgeous. My only concern would be the beam adding to much HSD to the combo. That’s why my gut tells me to use Doom’s molecular shield for combo continuing effects, not to mention the more lenient timing. That probably wouldn’t work too well for your Haggar/Shuma/Doom team though.
I was thinking, and another thing I like about the idea of your team is that Haggar doesn’t need to burn a lot of meter to do big damage, right? So, say you end up in the position where you just killed of an opponent’s character with Haggar and have three bars of hyper available. The guide would have me believe you could quickly hard tag in Shuma (or maybe you did a TAC combo and Shuma was the one to get the kill shot anyway), and use his level three to do unblockable big damage to your opponent’s next character as they come in.
Again, I lifted that idea from the guide, but Haggar would be one of the best point characters to set that tactic up due to him needing nearly no meter to bring the hurt.
Just stuff to mull over, anyway.
Yeah I’ve actually been doing that a lot but the level 3 just isn’t that great. im gonna need to find another horizontal assist that i can combo off of or else ill probably go back to modok. doom is cool and i think im good with him but i dint really see the synergy with haggar combos… but then again i guess i could use it primarily as a tool ti get in or open through opponent up…
Timing for Beam followups is much easier with magneto. if you can use Magneto and you are using a beam I reccomend magneto instead of Doom.
As Jchin said. haggar is a good Battery so he can definitely setup some CHAOS DIMENSION with his meter build AND Lariat lockdown assist.
but I like the idea of your team. THREE RULERS. A Mayor a Monarch and a God.
Beam should be fine if you get the timing down though. Doom beam is a better “Fuck you make way for the mayor” move than Deesruptor.
What is the timing with disruptor during Haggar’s combos btw? When I tried out Mags for like a minute, the pipe right after his cr.H would hit right after disruptor hits, so it would either use my ground bounce early or I can’t follow up with a hoodlum L or S if I used up my ground bounce before. I’ve tried canceling the pipe into hoodlum L before it hits but they always recovered right before it hits them.
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I use it specifically after grabs (throws command grabs wild swing.)
Call mags at the same time as cr.H and cancel the pipe into L hoodlum. Its spacing and HSD dependent but should always work after a throw or wild swing early in the combo so you should pretty much use it as the first extender. Or if you have to after a ground bounce, just cancel into pipe and get a double drop kick afterwards.
I’ve been trying out my new team of Haggar/Dorm/Strange and it works pretty well in theory and in practice. Both assists help Haggar get in and they both work as a combo extension, they all DHC fairly well, and it’s a very versatile team. Lariat is great for Dorm in neutral game and for combos and it’s perfect for Strange since if it hits the opponent is at the perfect height for a jump loop. Chaotic Flame and SOV are great THCs for Haggar and if I do LariatxxRFF I can cancel into Stalking Flare for a ton more chip and I can stay on the offensive at the same time. Only problem is when Strange is by himself but if you have a couple bars of meter then it can go a long way. Not to mention since Strange’s beam hits twice I can really go nuts with the Dormammu teleports.
Also I think there was a post here not too long talking about timing the Bolts assist into Haggar’s combos, after an air series, do the first c.:h: + f:h:, then once the ground pipe recovers call Strange assist and go into cr.:hhxx:f+:h:xxHoodlum Launcher:l:. Done correctly, you will OTG,the first beam will hit, Haggar hits them with pipe, the second beam hits, and then you launch them with Hoodlum Launcher. This isn’t affected by HSD either, since the beam is a soft knockdown.
Hey y’all. I’m still trying to make some traction with my Haggar (lariat)/ Doctor Doom (molecular shield)/ Super Skrull (tenderizer) team, and I think I stumbled on to something kind of cool.
I was goofing off with Haggar’s extended combos, essentially just trying to see which assist helps in situations X, Y and Z. Well, I ended an air chain with wild swing, landed, called Skrull’s tenderizer, performed cr.h, s.f+h and instead of cancelling into hoodlum launcher l, I just stood there. I noticed that tenderizer holds the opponent in the air for a while and the last hit of the assist causes the opponent to air recover. Has anybody toyed with this reset setup?
If the opponent air recovers neutral, it allows a very easy jump and air throw set up. But I haven’t experimented much with either the backward or forward air recovery yet.
This experimenting may lead nowhere, or it could be pretty useful. I’ll let you know if I come up with anything good.
I was thinking of switching out Mags for Strange actually. first thing I came up with was what you mentioned with bolts of ballsack with otg. It’s simple enough actually. I think I might stick with this team actually.
Lariat assist should be able to hold the opponent in place long enough for Drom’s flame carpet to recover and get a launch in there.
Perhaps for chip you can do a combo, end with Giant Haggar Press, DHC to Stalking flare, DHC to SoV and set up graces or chip with Daggers
this might be a good idea in the corner.
The bolded part works, and I’ll see what I can do about the italicized part now.
Also Strange is a good replacement for Mags IMO but he’s not nearly as easy to use a point character as Magneto, but he’s definitely worth trying.
Edit: I tried out chip setups after DHCs and while yes they do work, I’m assuming the Giant Haggar Press is after a long combo, which is fine, but since this is Haggar we’re talking about the combo will most likely kill instead. However you are free to do whatever you wish after the DHC. Dorm can setup spells, cast pillars, and Strange can do the same with Daggers and setup his graces.
he fits better for me. since i am defensive and Magneto is for defense.
I also found that if you DHC into Stalking Flare from Giant Haggar Press and wait for the opponent to be grounded, you can DHC into SOV which will OTG and the Flare will give you time to do stuff like a possible teleport combo(?), link another SOV, set stuff up, etc. It costs a lot of meter but hey it looks kinda cool.