The last hit of lariat needs to connect late, this usually happens if someone runs into lariat late its animation, which will also likely happen if they try an invincible attack on Haggar and you lariat through it, causing the hits to happen later. It can also happen if someone tries to jump on Haggar and they strangely bounce in the air between hits. Pretty much the only time you can’t do it is when someone gets hit by the first hit as soon as lariat becomes active and the second and third hit connect immediately (i.e., they stand on the ground in your face and you do lariat).
It’s usually pretty easy to tell if you can otg in time or not if you keep note of when/the height they get hit with it.
Anyone here tried doing the TAC infinite with Haggar? I tried to a downward TAC on the corner and do j.M headbutt j.L headbutt and land but they keep flipping out when I start a jump loop so I must be doing something wrong.
I think you might find more success ‘landing’ with j.H as opposed to j.headbutt, but no I haven’t gotten around to testing it myself. Not that Haggar needs one…
That looks promising, have you tried variations like using j.L instead of j.M (not sure if j.L links to j.H though), or delaying the headbutt just a bit, and jumping forward instead of up, etc…
I am now able to perform almost any of Bum’s crazy Haggar combos but I’m ashamed I don’t know how to connect his Wild Swing at the end of a very long combo, where The Mayor OTGes twice using Cr. H and assists and when the hit stun deterioration is going to reset his damage. Should I do that when ascending with the opponent? Is there a specific timing??
Just do it as you leave the ground, while you are ascending. There is a specific but tighter timing where you can get more hits/damage by delaying it just a tad (since Wild Swing sometimes does more damage the higher up you are).
right, and the first vertical “boundary” for more damage is possible but needs to be timed well. you can TK a Haggar Press out of Hoodlum if you are just about to kill a character and don’t want to spend 2 or 3 on a THC.
Can anyone explain how Japanese player Shimada does his BNB with Haggar and Hidden Missiles to get a hard knockdown from aerial rave -> missiles -> OTG dropkick -> OTG dropkick -> missiles hit -> hoodlum L -> missiles hit again -> lariat -> RFF? I can’t figure out how to get the missiles to OTG after the second dropkick. Thanks!
So I came up with a 4 launch combo with Haggar without assist. Its corner only but I only thought it worked off a raw L Hoodlum Launcher so didn’t think much of it. I told Bum about it on his stream and he did it off a L, M, L Hoodlum Launcher starter so I went back in the lab and figured out it is possible to do off a few starters that you might actually land in a real match.
The relaunch combo is
L Hoodlum Launcher, delayed , delayed :h:, delayed Headbutt, L Hoodlum Launcher, delayed , delayed :h:, delayed Headbutt, :s:, , :h:, Pipe, L Hoodlum Launcher, :h: Headbutt :s: Dropkick
Builds roughly 1.4 bars and does around 620K.
Its easiest off a L or M Hoodlum Launcher, but also possible off :l:, , Hoodlum Launcher without the timing being too strict. You can do the same off a :l:, , ground pipe hoodlum with a bit of practice. That does 664K and bulid a lil over 1.5 bars.
Off an air pipe its also possible but the timing on the 2nd relaunch is super tight so completely impractical.
Finally sometimes I can get an ender of :l: :l: Headbutt Wild Swing, but you have to input it super fast. Adds between 20-30k.
So I went back into training mode today and discovered off a raw hoodlum launcher there is a more optimized version of the combo that isn’t any more difficult.
This does 661.2K and build 1.3 bars. The timing for the first and second relaunch is basically the same since the HSD is still low at that point.
With the 2 assist I have (Taskmaster arrows, and Dark Hole) you can get 2 more relaunches into Wild Swing and get almost 950K meterless damage while building 2.2 bars. I’m curious if this is the most damage the Mayor can dish out with out using any meter.
Going to see if I can get anymore damage off a l m hoodlum starter.
Edit:
So this works off a :l:, , hoodlum starter as well! I’m so close to breaking 1M without meter using Haggar. If you start with :s: :l: Hoodlum, and do two assist pick ups you get 993.5K. I don’t think I maxed out the damage off the last two swings though so there is a chance with that it will break 1M.
If you are able to land a :l:, near the corner I believe this should be your go to combo. Once you get the timing it isn’t even hard and it hurts like hell.
So I was able to break 1M without meter by cheating and using a instant j. :h:, j. :s:, , hoodlum starter. Capped out at 1,015K. Maybe with different assist or better time Wild Swings you can get it to 1.05M but I’ll leave that for someone else to test out.
j.pipe dash s.:s: sj.:u:+:h::l::u:+:h: / j.:u:+:h: / s.:s: sj.:h::u:+:h::s: c.:h: otg pickup assist :dp:+:l: sj.:qcf:+:s: repeat etc, kinda hard tho. but thats for dat max damage
into the corner, you have lots of options.
air to air w/ j.LMheadbutt, if it connects, do another LMheadbutt launch etc, if they block the LM, delay the headbutt to be ‘instant’ overhead for more pressure
you can even do dash under s.S and it might crossunder but look not-cross up
my favorite though is to dash forward and f.H, cancel the pipe to violent axe L at the right time to get a crossup dp.L and go for s.LM :dp:+:L: and combo in the corner/reset, or if they tech out of the violent axe L then tiger knee a sky high backdrop
you can opt to not go for violent axe L if you anticipate them to down/back or block properly, cancel the f.H into dp+M. if they have a character w/ double jump or fly, go for dp+H after the pipe cancel.
ok, i got the combo down…but is there a visual that i can see of the incoming mixups? like i get whats supposed to happen, but im not sure exactly when and how to do it