Yeah I think Haggar can contend with most of the cast if he has a good projectile assist and has a DHC glitch team.I started him on point because I felt I relied on lariat assist to much, it was almost a crutch.But now I’m discovering the beauty of Haggar on point.
Haggar is my battery character. I build meter by throwing out Pipes, other huge moves, and keeping him safe with Hadoken/Dagger assists in between moves. Usually once Haggar dies on my team, I have plenty of meter to work with to make Ryu and Arthur significant threats. The nice thing is I don’t have to worry too much about being crippled if a character dies on this team. Usually after Haggar dies, I have meter. If either Ryu or Arthur dies, I can simply rely on the other to support Haggar.
Also I think the Lariat assist is overrated. It’s pretty good overall, but it has flaws like not being good against crouching characters and of course the fact Haggar inflicts damage on himself when doing it, which hurts his battery capabilities. Steel Pipe is actually a pretty good assist. If you protect it well, once it is out, it beats almost everything just due to its sheer range (extra lols when you hit Tron out of her Gustaff Fire Assist). And it’s not too laggy. I really like getting a ground bounce especially if I have Ryu on point since he’s a character who benefits a lot from getting a ground bounce.
Arthur I keep last since he’s a good anchor. His chip game is good at cleaning up anything that is weakened, and all of his hypers are really good.
Pipe Assist imo is one of the most practical offensive assists in the game, aside from something like Wesker’s Samurai Edge and Deadpool’s Katanarama. In my opinion it isn’t always necessary to have the overkill defensive properties of the Lariat, and the Lariat has problems like dealing red life to Haggar, and being crouchable.
The damage on Pipe assist is HUGE. 110,000 is MASSIVE, especially for a single hit assist, and it’s one of three assists in the game that gives you a ground bounce iirc, the other two being Deadpool’s Kanatarama (which is mainly used to OTG), and Jill’s Somersault kick or something, and Pipe has to be respected especially due to its range. In more than one occasion, I’ve accidentally hit my opponent for calling an assist while bringing out the Pipe assist. Getting a ground bounce in that situation is amazingly awesome.
I’m not saying Lariat is bad, because it’s definitely an amazing assist overall and probably easier to fit on any team, but the Pipe isn’t bad at anti-airing either. It beats a TON of stuff just due to its range. It doesn’t whiff on crouchers. The damage potential from it is simply insane. And most importantly it doesn’t deal red damage to Haggar. You have to keep in mind one of Haggar’s most valuable qualities is his massive life, 1.2 mil which means over a potential bar of meter before he dies. It’s not the end of the world if he gets tagged during his Pipe assist. It’s slightly less affordable if you’re wasting some of your life to pay for the Lariat.
On my team which has Ryu (Hadoken) and Arthur (Daggers), Pipe Assist especially shines when Ryu is on point. If I land air L-tatsu > st m > st h > Steel Pipe > st m > st h > st fh > air combo, I do just shy of 500,000 before tagging on a Shinku Hadoken and without a wallbounce.
I’d think the Pipe assist would be a solid assist for Haggar if you have him on point as having the Lariat with Haggar nearly dead from a previous battle would be too risky to abuse, especially if you plan to get some of his health back. Is there any use for his Violent Axe assist? It might be a good assist to keep the pressure on someone, but I’d think the Pipe assist would also cover that nicely as well.
My instincts say that Violent Axe is mainly just inferior to Steel Pipe. Anyhow it’s the medium version. It isn’t as convenient to combo off of, it scales your combo more, and it isn’t as safe (unless there are some hidden invincibility properties that I don’t know of, which I doubt).
Although this may especially apply to my team, which benefits a lot from getting a ground bounce. If you’re supporting a character like Wolverine who commonly uses a ground bounce in his combos, you might prefer Violent Axe in that situation assuming you run Haggar as your second character on that team.
Hmm I see. I’ve been using Haggar with a team of Haggar/Hsien-Ko/Arthur and I’m unsure which assist to use for Haggar. I think either I can use the Lariat to give Hsien-Ko and Arthur some defense but since I use him on point, I cannot abuse the Lariat as much or the Pipe assist to help Hsien-Ko on keeping pressure and increase her damage output as well as not worrying about Haggar losing any red health.
Don’t sweat it too much if you have Haggar on point. The purpose of keeping Haggar on point is to build meter for the most part. On my team, I seldomly use Haggar’s assists. It’s mainly when I DHC into Ryu and then play him on point where I get more mileage out of my Steel Pipe Assist. Now if you’re playing Hsien Ko as your main point character (presumably to build meter for the Hyper armor), I’d say you almost definitely want to choose Lariat, given the last thing you want is to get ToDed by Dante or Mag-effing-neto.
On your team however I feel that it’s more difficult to DHC, so if you’re playing Haggar on point, I’m not really sure what to say. I feel ultimately you have a team synergy issue in that area, and I don’t know how to suggest fixing that other than well…suggesting my personal idea where I play Ryu on my team since you can basically DHC into him from anyone and since he’s a character who can really take advantage of a ground bounce. Ryu’s Hadoken is also very practical on keepaway teams due to its speed and size as well as its hitstun and single hit damage. I also feel your team mostly gets destroyed by Wesker matchupwise (maybe not Hsien Ko, I don’t know that matchup particularly well), while Ryu imo doesn’t really get destroyed by Wesker without meter even if all he can really do is just zone with L-Hadoken which Wesker actually does have trouble punishing.
Yea, my team is very weird for using three characters that usually struggle against very strong characters we all know and love, but I have been trying to make it work and I’m having some success. My team has pretty weird synergy compared to other teams since I don’t worry about ending a combo with a hyper from Haggar. Instead, I try to find a way to DHC to Hsien-Ko safely with Haggar with the help of his Lariat. I usually go for Rapid Fire Fist then into Chireitou to get her out and start mounting up a defense with the Gong. With Hsien-Ko on point, I never DHC into Haggar but instead into Arthur by ending a combo with Chireitou as it lasts long enough for me to raw tag into Arthur then use Goddess Bracelet to connect. If I have a meter left and I want either Haggar or Hsien-Ko out, I’ll try to use Golden Armor then raw tag back to one of them since the opponent usually can’t punish them form the other side of the screen unless they have a beam hyper and the opponent read my move. As for the Wesker match-up, Wesker isn’t really a problem. While he can zone out Haggar very easily, since he’ll be at the other side of the screen, I can easily raw tag to Hsien-Ko, start a defense, then Wesker is now at a disadvantage as he can’t simply rely on his zoning now. I actually find Trish and Dormammu much worse as both of them completely beats out Haggar, Hsien-Ko’s zoning is now useless with their better options and have to rely on her slow speed to get in, which forces me to get Arthur out. While that doesn’t sound so bad if Arthur can deal with those two better, but if I lose him, I practically lose the match as without Arthur and his assist, Haggar and Hsien-Ko are going to struggle to do anything and their X-Factor isn’t going to do much.
Before I get sidetracked too much and talk about other stuff besides Haggar, I think I’ll still stick to the Lariat assist. I’ve tried the Pipe assist and it helped Hsien-Ko pull off some very decent damage, but Arthur struggles without it as an anti-air assist. I’ll still experiment more with his assists though.
I do have Dormammu practice. Dorm on point in general destroys keepaway characters, but Haggar I feel actually isn’t useless against him. He doesn’t really win against Dorm, but the only thing you have to do is scare him by getting in midrange. In this range, Dorm has to be really careful about throwing out moves, and this is where you play mindgames with him.
As slow as Haggar is, his dash is just fast enough to prevent him from getting corner trapped by Dorm. Pipe outranges everything, and can trade favorably with Dorm’s Flame Carpet. I feel Dorm is most annoying for my team to deal with when used for his Dark Hole assist personally, which not only stops my projectiles but also hogs space forever. When I snap him in though, I feel like I can at least get some control over him and then punish him for his mistakes by simply outspacing him.
Avoid using Arthur against Dorm if possible partly because getting corner trapped by Dorm sucks, getting Chaotic Flamed for jumping with bottle tosses sucks, and getting Purification comboed after losing Gold Armor sucks even more.
As for Trish though. I don’t really have any practice against her, although I can see her definitely dictating the pace against your team. Your best bet is almost definitely using Arthur against her and keeping her honest using Gold Armor and defensive assist strategies. Note that since she doesn’t have an OTG, Gold Armor is relatively safe to use against her.
Right now I’m running Haggar(Lariat)/Doom(Plasma Beam)/Arthur(Dagger Toss).
I believe that Haggar and Doom were just made to work together. Haggar on point with Doom assist or Arthur assist helps him close in, though I use Doom from a further range than i would Arthur since Arthur keeps the opponent standing(or crouching) if the opponent is on the ground and doesn’t scale much at all. Doom can also use Arthur assist to either help keepaway or rushdown. If Doom is out while Haggar is alive he can use Haggar’s lariat assist to get the opponent off or to continue pressure. If Haggar assist hits, Doom gets a combo off OTG. If it gets blocked, Doom can start some offense. With Arthur, Haggar assist gets the opponent off where a hit lands Arthur a combo and a block leads Arthur to throw projectiles to get the opponent away from him. Doom assist just helps Arthur fill the screen. Arthur is last mostly for the lvl 3 x-factor chip.
For DHCs Haggar punch and press dhc into Doom’s hypers and Arthurs hypers. Doom can DHC air plasma beam into Arthur hypers and Haggar hypers. His sphere flame can dhc into Haggar’s press hyper(this one actually depends on how the sphere flame is set up, but if done right Haggar gets a lot of hits in) and Arthur’s Golden Armor. Arthur’s lvl 1 hypers can dhc into Haggar punch super and Doom’s hypers.
The one thing I really like about Haggar/Doom is how Haggar can combo into air pipe, then can raw tag in Doom and continue the combo. The order becomes Doom/Haggar/Arthur, which still works very well. Both Haggar and Doom make good batteries for each other and Arthur. The only thing I really don’t like about this team is that Arthur and Haggar can’t get much off air throws unless Haggar does a back throw to Doom assist or Arthur air throws into Haggar assist, both of which are very situational(I have done it though, so its not too unlikely).
My original order was Arthur(Daggers)/Doom(Molecular Shield/Plasma)/Haggar(Lariat), but i like my current order better.
Consider switching that Arthur assist to fire bottle.
Tap it just before a midscreen backdrop or normal throw to combo off it.
Stuns the opponent for a really long time, even if only the bottle hits.
It gets rid of flame carpets.
Powered up version is ridiculous.
Basically the idea I’m getting at is to use Doom’s assist to get in, and Arthur’s assist to stay in. You just have to be careful since it’s got a long startup, so is easy to punish if you throw it when the opponent isn’t being hit by something.
Also Arthur gets lv3 after his airthrow. You typically never want Arthur on point with less than 3 meters, because the threat of that fire dragon is the only thing to stop people from just beam supering through your projectile spam.
With that team I’d suggest putting Haggar first, Arthur second. As soon as you land a hit with Haggar, combo into Launch grab and DHC glitch into Arthur’s Armor, then raw tag Doom and OTG with him to finish them off (untested, but should work… I do it with Felicia if my team somehow ends up in that order).
Dead opponent, and their other characters have to deal with Doom and two ridiculous assists.
Haggar ends up in your second slot afterwards too, which opens up DHC-into-Haggar-Buster shenanigans
Who are for you the “ultimate assists” for the Mayor? Wesker for OTG and Arthur’s Dagger / Iron Man’s Beam to help the grappling mayor to close the distance with his opponents? Thank you in advance to all Haggar’s fans!! Can Haggar destroys 3 characters in a row if he got the good assists? That’s why I love wrestling!
Deadpool is the best OTG assist for Haggar. It is the only assist that will let you combo after a level 3 hyper, combo off of air throws even at super jump height, and also be used to reset your ground bounce.
I’m not sure what the best assist for approaching is. I think the best would probably be Doom’s plasma beam. I like Shuma’s mystic ray assist since it hits almost everywhere and helps me back them into the corner. It is also good to use when they roll into you on wakeup. Shuma will hit them from behind while you mix them up from the front. If you call Shuma right before you lariat, his mystic ray will come out when your invincibilty ends and keeps it safe.
Haggar can beat their whole team even without assists. You just have to be good enough to do it lol.