Running Mates: Teams/Assists

If your assist is being punished, you’re the one doing it wrong. No one says tron or haggar is a bad assist despite the fact that if you’re looking for them it’s super easy to backdash and put a beam super out and wreck them. In fact, if someone is intensely focused on punishing Sentinel, it’s pretty easy to recognize that and take advantage of the opening.

Wesker is a pretty huge because of the unblockables + otg assist off throws. When you “get in” with Haggar, how do you plan on opening anyone up. Literally everyone in the world knows that if you just hold up+back vs Haggar you pretty much remove all his methods of opening someone up (especially after the H Hoodlum Launcher whiff nerf and just how generally bad H Hoodlum Launcher is). If air throws aren’t a threat as Haggar, you might as well put your controller down vs anyone who want to lame it out, because there’s absolutely no way to open up anyone without it.

Also I totally switch to Sent/Haggar/Wesker against a lot of matchups, but Haggar is fun as hell on point and the team is constructed in such a way that it’s not that bad. Haggar is certainly in the bottom 4 characters in the game because of how poorly he operates without assists and how little he can do to open someone up. If you consider She Hulk a grappler, she’s about a million times better of a character than Haggar in just about every way: easier to land command grabs that lead to more damage, huge mobility options, self OTG that can be comboed out of, faster movement speed, better air throw hitbox, better normals on average, etc.

Haggar certainly needs to be buffed because his options are just lame and for the most part unsafe. His hypers are all pretty bad, Pipe is easy to block and makes you very vulnerable to air throws vs smaller characters, Lariat while on point is almost unusable because almost everyone can crouch under and punish.

^Pretty much my feelings on Haggar.

I think he beats some characters like Tron Bonne, X-23, C.Viper, Chun-Li and Spencer but then he basically loses to anyone else with even the tiniest amount of projectile zoning capabilities.

What was the Hoodlum Launcher H glitch? I’ve never heard anything about it and it got patched :sad:. Also I agree with the whole up+back thing. Once you have like 20 seconds left and are losing, there really isn’t much you can do to catch up by himself. The only things you can do are air throw to body press or risk a Piledriver/Hoodlum Launcher H.

I wish pipe did block damage and Violent Axe was Green Hand (negates projectiles). His Rapid Fire Fist being unsafe on hit at times and being unable to combo into the last hit is dumb (sometimes even the first time you do it it still doesn’t work). His body press should either be safe on block, or have some startup invincibility. He has like 0 chip ability and Sentinel is a better grappler than he is. Sentinel’s command grab can be comboed out of and has the same reach as Haggar’s lvl3 grab.

Ryu’s not going to get very far jumping back and shooting fireballs. Neither is Akuma, Morrigan, Spidey, or anyone with a one hitter quitter projectile. It’s the beams and full screen pressure that give Haggar problems; characters like Arthur, Doom, Dorm, Taskmaster and Ammy.

My opponents usually do hold up back at the start of a match, but as long as Haggar is always advancing, they can’t setup any anti-Haggar strategies. he may take some hits, especially while air borne but auto air tech stills moves him forward and he can come down with something useful like headbutt, pipe, or a normal into combo. L Hoodum Launcher and Violent Axe are both safe on block, and they move him forward. H Violent Axe is especially good cause it closes the gap well, can punish poorly timed assists and even hits airborne characters for a big combo. Of course, once good zoning characters (like the ones I mentioned before) get a good distance away from Haggar, you might as well tag him out and bring him back in via DHC once you get back in range. It’s a tough matchup, but once I stopped fishing for guaranteed damage with hopping pipe, and using his +frame moves to apply pressure, I was getting lots of openings for big damage. Then there’s his command grab setups and Hoodlum Launcher reset in the corner that works against some of the cast.

If Haggar gets buffs, then I’m sure we’ll see more of him. I wish his lvl 3 did more damage considering the risk. If he doesn’t, it won’t be the end of the world(no pun intended).

Have you tried wave dashing? press two buttons to dash and hit down so you can cancel into another dash. You can also scare them with a L Hoodlum Launcher when it’s blocked.

Also, Sentinel grab range is better because he’s freakin huge. If his command grab had worse range than Haggar it would be useless.

Hoodlum Launcher reset in the corner gets blown up by anyone who knows how to mash a fast air normal or roll forward. Both M and H Violent Axe can be punished on block using pushblock (H being ridiculously unsafe, never just throw it out ever please). L Hoodlum launcher has some neat tricks for pressure if you’re fishing for counterhits (I like doing a neutral jump 8H right afterwards, it catches people a lot more than you’d think), but it’s still only +4 and it’ll whiff vs. a well timed backwards jump, which makes it unsafe to just randomly throw out for pressure. I dunno what kind of safe pressure you think Haggar has, but most of it is pretty unsafe if you’re playing against people who know the matchup.

I just brought up Sentinel’s grab reach because it makes no sense when you consider Haggar is supposed to be the main grappler character. I’m not asking why is Sentinel’s reach so good, I’m asking why does Haggar’s grab game suck so much by comparison. Haggar’s command grab is like obsoleted by Sentinel’s. Worse reach, worse followup potential (especially in the corner), less mobility to get close enough to land the grab, etc. Piledriver just isn’t scary.

Also my point about the up+back and 20 seconds left was not about approaching them, but actually getting damage once you are in. If they are air blocking all you can do is air grab them or chip with Violent Axe L for a little bit of damage. Only getting hit by Hoodlum Launcher H does real damage. Air throw to body press and Backdrop both are okay, but landing them is still not that easy and the risk/reward is meh.

I don’t think he is like bottom 4, but he is low mid tier at best imo.

Honestly, I don’t care about wherever Haggar ranks on any list, to me the guy is way too much fun to use. I’ve been using [media=youtube]xlDn6umHUZI"[/media], but I’ve more or less replaced Arthur for Trish due to better mobility and damage.

Basically I put Haggar on point vs nearly anybody besides heavy projectile users, using only projectile assists from Trish/Arthur and Morrigan. Love how much damage the guy can do without meter, as well as the opportunites to be had from those who refuse to respect the pipe and its damage potential.

LOL battletoads and Double dragon. good stuff on them vids

Thanks man, I had to put some nostalgic game music for some of the vids :stuck_out_tongue:

Man, I’m getting old :sweat:

that other vid with the guy complaining had that boss music from part 2.

On topic. has anyone found any uses for Haggar’s other assists? too bad Haggar’s pipe doesn’t hit overhead…

Violet axe gives some breathing room for both Rushdown teams and keepaway / zoning teams.

Like how it can set up, for Spencer, a gap in the opponent defence for a triangle zip jump to beat Advance Guard.

Or how it can help, for Chris, to beat triangle jumpers by using Shotgun right after calling the assist. Gives time to be used to set a mine.

However, it gets overshadowed by how great Lariat is vs dive kickers, triangle jumpes, and how effective that Hard Knockdown is for OTG potential combos.

The team I run is Zero (rangeki)/Haggar (lariat)/Wolverine (berserker barrage).

It’s a pure rush down team with advantages for each character on point. Zero is better for aerial approaches than Wolverine, but on the ground they both play off of each other.

Zero can use wolverine for for offense and Haggar for defense for his pressure/mix up game. I just now started putting Zero on point, so I can’t really go in depth with him. Right now this team is much more effective than Haggar/Zero/Wolvie. Push blocks already have little use against Zero, and with Wolverine backing him, they’re damn near useless. Throw in the warp dash and your opponent better block like J Wong to have a chance if you can hit your combos.

Haggar requires Zero to be in Sougenmu to maintain constant pressure and to have any hope for strong keep away teams, but he shouldn’t be out against those anyways. Either way, before putting Haggar in, it’s best to combo into a Sougenmu/Rapid fist DHC. Now Haggar can get in and apply pressure, which either assist can help him with once he’s in. Zero is the ideal whether Haggar’s in or out since his assist doesn’t put him next to the opponent, cutting down on two for one punishes and allowing Haggar bigger frame advantage once he’s in.

Wolverine is the anchor as he’s the best on his own, but if he gets into a match early, Zero (Sougenmu again) can help his mix up and Haggar covers his ass. He’s the best to use if you come across a good keep away team unless fighting Dormammu. Leave that guy to Zero since carpet flame destroys any ground approach this team can make. On the ground, he’s pretty much interchangeable with Zero when it comes to approaches I think, but Wolverine has Zero beat as an anchor period.

Pipe assist. It would be great if it hit overhead. I can’t consider it a good assist. It uses up your ground bounce.

I’ve started running Haggar, Deadpool, Dormammu. Katana-rama keeps the pipe catch going and the DHC matches up pretty well. I haven’t really tried out the Dormammu Purification assist into body press but it has potential.

Purification into body press does amazing damage if you can nail the timing. The longer your combo’s gone on, the harder it is to do. Generally it straight-up doesn’t work after a full relaunch. But since you’re running the Deadpool OTG, you can do a pipe combo into OTG, then jump-cancel S into super splash to get all the hits on the way down. A basic combo starting with pipe into JC Super Press does nearly 700k. Pretty incredible for a combo that starts by burning your groundbounce.

i have switched my team up a little and have decided on Haggar(point, lariat), storm, dorm. my go to combo with haggar, DHC to storm does around 900 killing most of the cast with just 2 bars and if i need to DHC Dorm hits almost 1100. my favorite thing about the team is that if haggar is about to die a safe dhc into storm saves him so i can use lariat assist the rest of the game. storm whirlwind assist pushes them to the corner fast(wavedash with haggar behind it) and Dorm black hole keeps them there. Dorm is a great anchor as well.

on a side note there have been a few times i get down to my opponent having just character and if i have 4 bars all i need is one crouching hit from storm and then use the dhc trick from haggar to kill anyone in the game. Heavy meter usage but damn does it really hurt when they have only one left. Plus it is really just flashy.

Thoughts on this team?

So I’m new to tag games, not real educated on the whole team synergy stuff. I have been playing Haggar/Wesker/Akuma. Can y’all tell me if this is a bad mix and what each of these characters roles are (battery etc.) I’m also good with Arthur, Felicia, Zero, and Viewtiful. Should I switch one of those in? Thanks for the help :smiley:

^That sounds like a really good Haggar team.Akuma tatsu assist to get in and Wesker gunshot assist for extra OTG damage off of pipe and unblockables.

Edit. Got some feedback on the Chris end. So I’m gonna stick with gunfire. And take mine assist to the lab.

To below poster: yes people whom choose haggar just for his assist are screwed. It’s the same as users who just have tron in for flame assist.

I’ve got some DHC glitch nonsense with Felicia in the second slot that kills anyone that isn’t Thor off a crouch jab at the start of a match.
No video yet, I’ll try to get one up either tonight or tomorrow (edit: sometime this week; decided to make a complete combo video for my team),
but it’s basically:

Haggar d+L -> BnB -> dp+L (builds a meter) ->
sjc RFF (whiff), DHC Felicia Dancing Flash (whiff) ->
Felicia dash under OTG df+M -> BnB using assists (builds a meter) -> Dancing Flash.

Over 1.2 million damage with 3 bars, two of them being built by the combo itself.
It does well over 1 million without the Dancing Flash at the end, killing most characters with 2 bars.

Of course this isn’t restricted to just Felicia. Other characters can pull this crap afterwards too. Build a team around it and death is guaranteed to anything that Haggar touches.

Short version: Screw the scrubs using Haggar purely for his assist. On point is where the good shit is.