I dont know that this is the best on incoming but I use violent axe M right before they come in and the second hit will cross under them for a full combo if it hits, if they block, you can lariat into super to make it safer. This works a lot of the time for me and I prefer it to the L version because it covers more ground to get the mixup when you may have been too far away. Give it a shot let me know how it works out for you.
Also I would love to hear some arguments for which is the best incoming mix ups. Ive been using this for a while because it is easy to time and works well but Im trying to level up all my characters so Im finally open to try some new mix ups.
I personally don’t agree with Violent M if it forces you to lariat and burn a meter for stuff that isn’t even safe. body press and RFF are not safe on block. maybe in xf3, highly doubtful though.
is violent L any safer than M? it does seem like i get punished for M way more often than for L…
also if you manage to have 3 meters when you kill someone, lariat becomes really good on entry because the instant they land after blocking it, you level 3 their ass. pretty sure it has enough blockstun so that it lasts until they land, right?
Only if they land and you see them crouch – otherwise if they’re up-backing you’re out 3 bars and you’re now unsafe in the corner. That mixup isn’t really worth it unless you’re on the ropes anyway lol
good point, didn’t think about the up-backing.
Violent Axe L is neutral on block
Violent Axe M and H are +5 on block
Compare Hoodlum Launcher L which is +4.
everyone loves throw or crL on block or whatever vs Haggar so headbutt after axe L and crL after M/H Axe.
On a side note. Haggar S is actually neutral on block
After some matches with a friend (we’re both ass) I have some things to report and ask questions for as am looking to increase my Damage output:
These are what I do. I’m not impressive in the slightest but these aren’t very hard and fit what I do with my team. Will post Video shortly.
Forward Throw
Throw, call disrupter. crH S xx Giant Haggar Press. 437,900 Damage. 15 Hits. Costs 2/3 meter.
Note: Do NOT mash for more hits of throw, you will deal less damage (430,900). call Magneto as haggar is throwing opponent to ground. Replace S from pipe with Hoodlum Launcher in corner or on Small targets
Back Throw
Throw, Call dormammu crH pipe S xx Giant Haggar Press. 365,700 Damage cost 60% meter.
the front throw works too.
Piledriver/Sky high Back Drop Combosssssssssss
H Piledriver. Deesruptor, crH, Pipe (ground bounce) S xx Giant Haggar Press. 692,200 or 704,400 damage. Costs half a meter. Works on Everyone. This shit is retardedly easy.
call magneto Disruptor, crH, Pipe hits and ground bounces, S, sj. L M H Pipe. walk forward menacingly and call Dorm, once dorm shows up, crH Pipe S xx Giant Haggar Press. 738,400 -748,700
Hoodlum Launcher M Combos:
Hoodlum Launcher M , M M H Pipe dash Forward S jM jH Pipe, call Dark Hole, Pipe xx Hoodlum Launcher L xx Giant Haggar Press
698,100 damage Builds 1.10 meter.
[media=youtube]D4jiJHQSX_g[/media]
Does Haggar have any consistent midscreen TAC combos? Headbutt xx Wild Swing seems impossible anywhere, I often find myself in positions where I start Deadpool instead of Haggar because of bad matchups and then TAC into Haggar to try and kill the character.
Also Densuo…when I do my beam extension with Unibeam I just do c.H + Assist, forward H xx L Hoodlum then Wild Swing in the air, gets you good damage and Hoodlum + Wild Swing ignores hitstun pretty well if you plan on killing them with a THC.
Here is a quick video I made of me doing the combo I described on the last page. I don’t know of any other character that breaks 1M without using meter, TAC, X-Factor, or some kind of infinite. I love the Mayor!
[media=youtube]mlcek4QO280[/media]
Edit: Had to upload it again because the video failed to process. Should work now
I always did have trouble with TACs now that you mention it
So how exactly do haggars cancel the cr.:h: into body press? I can get pretty much the entire basic relaunch combo, but I can’t figure out how to end it. I see bum and them do like cr.:h: :f: :h: body press, but whenever I try they get up long before I land.
IIRC your body press has to be from a hard knockdown, so if you c.H and you see your opponent’s legs bend at the knee and recoil towards their chest then you can cancel to body press.
You need to cancel the cr.:h: into a ground pipe first since you can’t do any special/super cancels from cr.:h:, so do cr.:h:xxf+:h:xxBody Press, or you cancel the f+:h: into a THC, and you’ll get Body Press if you only have 1 bar.
I was going to ask about that. It seems like my combos off of Haggar’s air throw can be inconsistent. Sometimes they have the kick back like you mentioned, and sometimes they don’t. Is there a way to guarentee it? The combo I’m using to start off a throw is air throw/ground throw, call Viewtiful Joe bomb assist, cr. h, st. pipe, cr. h, (bomb explodes), st. pipe, hoodlum launcher L.
If you take too long to do the cr.H after the knockdown, they won’t do the reel back animation. In other words, for air grabs, if done really high up, it’s likely that Haggar wasted too much time on the air and the special animation won’t happen.
Thanks for the reply, I’ll keep that in mind.
A newbie question for someone that uses Wright with Haggar but what can Haggar get off of Wright’s get em missle assist right now I’m using Hoodlum launcher :l:? Trying to increase the damage on my Haggar combo.
In the corner you should be able to get any move off of Get Em’ Missile, but midscreen Hoodlum Launcher :l: has the best chance of hitting.
If you get a regular throw, don’t forget that you can call your assist early. As in when haggar is about to slam the fool on the floor and you can follow up from there. You should be able to get some unblockables with Air Pipe and Missile
Ya missile helps with haggar with ublockables tho working on the combo side of things trying to get the best combo right now