Running Mates: Teams/Assists

I was thinking Spencer and Strange. Not sure though. Might swap in Doom simply for Missiles to cover neutral a little bit.

<span style=“font-family: Arial, Verdana; font-size: 13px; line-height: normal;”>I’ve recently started running Haggar(Lariat)/Deadpool(Quickwork)/Taskmaster(Hshot), any opinions on this team?</span><br style=“font-family: Arial, Verdana; font-size: 13px; line-height: normal;”><br style=“font-family: Arial, Verdana; font-size: 13px; line-height: normal;”><span style=“font-family: Arial, Verdana; font-size: 13px; line-height: normal;”>I found that Hagar and Deadpool do have some good synergy and Taskmaster just compliments both of them as well. This was partly based off who I play good with and partly on team synergy. Haggar and Deadpool are good at building meter for sure and the endless task combos come in handy. <br></span><br>Any help at all very much welcome

Deadpool is a great neutral partner for Haggar. Steeler and I both use him. You can use Quick Work for hard to blockables and assist extension (you can use Quick Work to extend combos and combo off SPDs, air SPDs and air throws while still keeping your ground bounce)! I use Haggar/Deadpool/Iron Man but I imagine your team does a THC in a similar manner. Try ending a long combo with a THC and then doing a L Hoodlum Launcher, Wild Swing afterwards. Deadpools guns pin the opponent in place and let you followup afterwards. Iron Man’s THC adds a lot to the damage without screwing up this pinning property and I imagine task would be the same.

haggar/dante/dorm does obscene damage and doing an H hoodlum launcher reset off of jam session is fairly broken. My tod with haggar on point takes all my meter but puts my opponent near (but not exactly in) the corner where no matter how they air recover H hoodlum will catch them. To achieve this simply use jam session at the end a combo. Anything will work seriously pipe, air grabs or however you get it done. Too bad I still play dante like a seal with two left fins. . . When I get figured out switch it up to shuma and hope for the best.

Out of the following, which team is the most solid:
-Wesker/Haggar/Strider
-Viper/Haggar/Strider
-Skrull/Haggar/Strider
or
-Chris/Haggar/Strider

I really think the X/Haggar/Strider shell holds potential, but I’m having difficulty picking a point.

I’d say the wesker one then maybe the viper one.

the chris one seems like it would be fun to play though.

maybe deadpool or felicia might serve as interesting points for that shell?

Yeah, I’m trying to perfect my Haggar for Texas Showdown.
I want to play Viper, but I can’t seem to use her properly. I can actually use the Wesker one though. Unless I somehow learn Viper before then, I’ll run Edi.E(Wesker)/Haggar/Guy(Strider).

what are the properties of haggar combos that allow him to be able to do Cr H twice in a combo? Like sometimes I can get it to hit, sometimes they just recover too fast. I want to optimize a doom combo with missiles that ends in missiles call, cr H otg, cr H otg, missiles hit, jump pipe or j qcf+S. etc. I can’t get this off of a full combo with relaunch. Like it only works if i use pipe early in the combo and don’t get a ground bounce?

Also, i’m looking for consistent ways to use modok bomb assist with my haggar combos but they seem really finnicky. Anyone have experience with this assist?

thinking about haggar/dorm/strider. Any suggestions/input? If not strider, what about hawkeye.

It’s hard to describe when you get two cr.h and when you only get one but some things i’ve know so far is that:

  1. If you end with qcf+S you’ll never get two cr.H unless you’re relly close to the ground.
  2. If you end your air series with something like sj.H, Headbut, sj.S or something like that you’ll get two cr.H.
  3. If you do an airgrab close to the ground you get two cr.H, but i’m not relly sure on the height of it.
  4. If you do a lvl 3 hyper grab you can get two cr.H if you do the first cr.H early.

it’s basically if they are in hard knockdown, then the first cr.H will keep them in hard knockdown. if it’s soft knockdown, then cr.H cannot put them in hard, only soft.

<br><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/16451/insomnia88">insomnia88</a> said:</div>
<div class=“QuoteText”>thinking about haggar/dorm/strider. Any suggestions/input? If not strider, what about hawkeye.</div>
</blockquote>

Hawkeye would probly work better with that team. Dorm/Strider’s weird without something that’ll handle mid-range, and Haggar/Strider doesn’t handle as well as Haggar/Hawkeye. As far as Haggar/Dorm/Hawkeye, Haggar gets some good extension with those two assists, one snipes other assists, and one keeps them still for a while, and Dorm gets some insane extension with lariat and hawkeye, mostly lariat, though.

After Showdown, I can say that I fucking hate zoning Task and any Zero now…

How does Haggar/Shuma/Strider sound? If that just seems impossible, what about MODOK/Haggar/Strider? I know the MODOK team is better, but I would rather run Shuma.

Problem with your Strider team is that Haggar will have hell against anyone who can keep projectiles on the screen. Believe me, I used to run Wesker/Haggar/Strider. If you swap Strider for Hawkeye, then you run into problems against anyone who can stay in the air for a long time. I would run Haggar/Hawkeye/Strider if you want the best possible configuration.

agreed haggar really needs an assist that can swat at your opponent at super jump height
also comboing into vajra is mad stylish

I’m thinking of playing Haggar/Frank/Dante. Haggar does a great job of leveling up Frank, and I think Jam session is great for just about everyone. Thoughts?

Say, who’s Haggar’s best partner that can abuse Vajra? I’m thinking something along the lines of Haggar/Reset Assist/Strider. I need an alt team in case I finally get to another tournament and they don’t have Mystic Ray assist.

New haggar player here and havin a blast. Running haggar plasma hawkeye and haggar drones plasma. Problem I’m running into is on a midscreen combo, my cH fH stuff seems to push them too far away (as well as neutral assist hits). How can I make sure all my hits convert and, more important, all my launches continue to a relaunch. I do know the relaunching sequences, they just keep seeming too far away. Any idea how tomitigate this?? Thanks!!

How are you currently trying to convert? I would call Doom, dH, then cancel the fH followup into Hoodlum Launcher L as quickly as possible. The sooner you cancel, the less of an effect pushback takes.

it’s tough midscreen; you have to be pretty close for the pickup to work with doom beam. helps if you end the air series early, like j.H, headbutt, j.S.