Is this possible at the end of long combos with assist extensions? Doesn’t seem like it is.
The cancel that is, not the THC.
Is this possible at the end of long combos with assist extensions? Doesn’t seem like it is.
The cancel that is, not the THC.
Nope. cr.:h: is always a hard knockdown, and the ground pipe is supposed to whiff (it’s the only thing you can cancel from a cr.:h:) and you then quickly cancel to THC/Body Press. A good visual indicator of whether or not the Body Press will hit or not is if the enemy is in the air during the super flash. If they’re on the ground during the flash you did it too late.
Can I get some optimal combos for my Haggar (midscreen/corner)? I’m running Haggar/Dorm(Dark Hole)/Doom(Plasma Beam).I’d really appreciate it.Thanks!
Well you could do Air pipe,,:s:,Jump Air:m::h:, :d::h:,Wild swing,Call beam assist, Otg kick,:f::h:,Hoodlum launcher :l:, Air ,:u::h:.Air :s:,call Dark Hole, Otg kick, :f::h:,Body press don’t know if it’s optimal or the damage since I use Phoenix Wright(get em missile) and Doom(Hidden Missiles)
Does anybody have some bare basic consistent TAC combos with Haggar midscreen from each of the three directions?
If someone snaps in Iron Man, my gameplan is to hit them with Repulsor, do Spread, dash L Smart Bombs, dash c.M, s.H, S and then air series TACing back into Haggar. When I do this I just want to be able to hit a random direction to be able to keep the opponent guessing.
i would just do a simple J.H, Headbutt (UP H in air), wild swing then you should have enough time to do dropkick shenanigans with haggar iron man considering the assist iron man has. Otherwise i would rather use the bar by doing a crossover counter against the opponents block string and capitalize.
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BTW, did a quick lab time during my study break. Haggar TAC to doom ----> Raw tag ------> Combo off of raw tag yeah
well u can use it to extend combos. after u use ground bounce, next time u land air pipe in combo, call pw + OTG, f+H then immediately dp+L, the dog will otg him so u can get teh grab to connect.
CAn someone help me extend this? I did it one time where after tgeh final drop kick I did whiff pipe and was able to do a 2 man THC with haggar and modok, and continue the combo. I can’t recreate it. I don’t know why sometimes the knockdowns seem hard and other times they don’t stay grounded
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Lastly, do giant swing and sj {H,u+H, S} have the same amount of hitstun? like can i replace one with the other? is one significantly better than the other?
the lower the giant swing is, the better the chance you’ll do hard knockdown. if you OTG with c.H when they are in soft knockdown, you put them back in soft knockdown. same for hard knockdown.
giant swing takes more hitstun away from combos, i’m pretty sure. and it’s harder to get the hard knockdown with c.H. as long as hitstun is high enough that H,u+H,S will work, i go with that. but near the end of combos it often doesn’t work, but i think you can always giant swing out of hoodlum.
Lariat. always Lariat
yea to solve all of lifes problems
ALL OF THEM!
I’ve been trying to optimize combos recently. Let me know if you guys got any ideas to increase my damage in these combos.
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At the end of the Dorm air backthrow -> hardtag, any reason why you didn’t opt to dropkick twice before canceling to THC? Scaling maybe?
Sometimes I don’t reach the otg in time to do the double. In this case, I could have double otg for more damage.
Well you should get more damage doing wild swing before calling dorm in the first two. Also in the corner you can get a (delay) j.m, (delay) j.h, (delay) headbutt, L hoodlum at the start of the combo.
Hey guys, could someone explain to me how to continually drop-kick otg? I can drop-kick xx Steel Pipe but the recovery on the pipe is too long, by the time I go for the dash and next drop-kick, the opponent is recovering. How do I do this?
You have to OTG quick enough after a hard knockdown so that the opponent’s legs recoil back, that means you’ve done it in time for a followup. If you do it too late, they’ll fall flat on their backs as a soft knockdown and you can no longer OTG. You get hard knockdowns + enough time to OTG after sj.S in aerial rave state, sj.pipe after using your groundbounce, f.H hitting an airborne opponent after using the groundbounce, and from an initial dropkick itself. You can’t do two dropkicks if you end your combos with wild swing or take too much time to dash up to your opponent after sj.S.
my team video combo with Haggar, Chris and Strider, showing the synergy of this team with insane combos and high damage.
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really nice. i liked all the little touches in the haggar v nemesis combo, the double hoodlum L with strider, the extra j.H -> j.headbutt after pipe. that chris v thor combo was sick too with the 5 incendiaries.
by the way… you’re not Chris D are you? i think i’ve seen you at K.O.P. and some Big E tournaments (or at least someone who plays your exact same team)
edit: nevermind… i just saw Chris D reply to you in the Chris Redfield thread saying he gave up the team a while back.
Kind of a 101 question, and if the answer exists elsewhere please feel free to just point me to it rather than re-type, but:
It seems haggars combos/relaunches are based on, post knockdown, a combination of one or two d+H, f+H, and assist calls. How exactly do those work, so that I might experiment with various assists. Currently its disruptor, plasma beam, triple arrow, and drones I’m most interested to try. And how much are these affected if the initial hit is with a jumping Pipe (thus using the ground bounce right away)?
I’m contemplating possible teams like haggar mag sent, haggar doom sent, maybe even haggar mag doom, or possibly throwing hawkeye somewhere in the mix. Again, not looking to ask you kind folks to type out 50 long combos, but am hoping that with an understanding of how his otg/relaunch mechanic works I might be cable to conjure up my own tods.
Thanks in advance for any assistance!
how many dropkicks you can do depends on the knockdown j.pipe, j.S in most cases, standing pipe, the “big” hard knockdowns get you two dropkicks,you can call an assist anytime during these, and get a relaunch, the objective is just to relaunch without using a bounce, and it usually works on most hitstun levels for a lot of assists. Example, bolts, I would knockdown, d.H f.H call bolts dash d.H f.H DP+L, no bounce used. If you have two dropkicks, a lot of assists can work.
QCF+S, throws, command throws, stuff like that, gives one dropkick, certain assists are better for that, mags, hawkeye, shopping cart, fast stuff, and you can time dark hole and task arrows and stuff like that to work there too, with a bit more thought.
Hawkeye extension is easy, d.H+assist, f.H, lololol, Doom, watch paradigm? Never tried it. Sent, call him ,and pick him up on the second dropkick. Most assists have relaunch capabilities when you get into them from the right move. Also, whiff cancel the pipe into DP+L when the assist would pop them out faster. Oh, and spin sets up lariat off of a f.H during the extensions. Oh, and also also, s.S is a bit faster than DP+L, and you can also launch or DP+L off a ground pipe if they’re high enough when the ground pipe sends them flyin’ down.