The CamPAIN Trail: A Mike Haggar Combo Thread

Assuming most of you use Haggar with Spencer on your team, you could DHC it after Bionic Lancer and it’ll hit them all the way down for about 7-9 hits.

Speaking of Spencer, I recently tried to make use of his slant shot assist in combos. So far, I’m been able to start combos with :d::l:,:d::m:+:a1:(Slant Shot),:s:. The assist grabs them back in after the launch and you have enough time to dash up and do your regular bnbs. You’ll still be able to wall bounce and stuff.

I haven’t seen this mentioned anywhere, so I’ll throw it out there. If you have a fast OTG assist like X-23’s ankle slice (Arthur’s fire bottle is too slow, sorry), Haggar can combo off of his standard throw. Throw (5 hits) > :a1:, :qcf::l:, :l:, :m:, :dp::l:, j.:m:, j.:h:, j.:d::h:,:dp::l:,j.:h:.j.:u::h:,:qcf::s: does around 370k, or Throw (5 hits) > :a1:, :qcf::l:, :l:, :m:, :dp::l:, j.:m:, j.:h:, j.:d::h:, :s: :dp::uf: :atk:+:atk: for like 440k. Sadly, I couldn’t get ankle slice to combo off a piledriver.

welp Ill get around to updating when I can.

No, I have tried Spencer and failed miserably. I use Arthur/Haggar/Doom (or Skrull). Any set ups come to mind then?

Here’s a very easy combo that starts from a low attack, can be done anywhere on the screen and even works well in laggy matches:

:d::l:, :m:, :f::h:, :qcf::h: (1 hit), :qcf::atk::atk: (level 3), :dp::l:, j.:m:, j.:m:, j.:u::h:, :qcf::s:

673,100 damage (you might have to take out one j.:m: depending on character)

To get level 3 easily, just use your left hand for the :l: button and your right hand for :m: and :h:

Since I believe Haggar builds stocks rather easy and his super (level 3) does a lot of damage, I’m willing to sacrifice a stock.

:m:, F.:h:,QCF.:m:,:m:,DP:l:, SJ, :m:, :m:, :h:, Down.:h:, land, DP.:l:, SJ, :m:, :m:, :h:, Down:h: xx QCF.:s:
Does like 600K dmg.
Can do more if you do a jump in attack like Headbutt to :s:
You can do Haggar Press for more dmg, but thats up to you to go meterless or meter.

edit: my bad. they are already written out at the bottom of the video. guess i should actually click that “show more” button once in a while.

[media=youtube]63qcqs81u90[/media]
Magneto: jp H, jp uH-S, M-fH, dp L, jp M-M-H-dH, L-M, dp L, jp M-M-H-dH, jp H-uH, Double Lariat, qcf hyper

Dr Doom: fH, L-M-fH, XF, dash fH, qcf L, L-M, dp L, jp M-M-H-dH, jp H-dH

Dormammu: jp H, jp u H-S, M-fH, qcf L, L-M, qcf L, XF, jp H-uH, M-S, jp M-H-dH-S

Sentinel: jp H, jp uH-S, M-fH, qcf H (1 hit), qcf hyper, jp M-M-uH, Double Lariat, qcf hyper, XF, Double Lariat, qcf hyper

Wesker: jp S, M-fH, XF, jp dH, jp L-M-H, M-dH, dp L, jp M-M-H-dH, qcf S, dp hyper

Super Skrull: dp L, jp M-M-H-dH, L-M, dp L, jp M-M-H-dH, L, Double Lariat, XF, dH, dp L, jp H-dH, dH, dp L, jp H-uH

Arthur: jp uH (counter hit), hcb hyper, M, dp L, jp M-H-dH, dash M-S, dp hyper

Hey, guys…

I’m working on this combo right now…

Double Lariat xx Rapid Fire Fist, Hoodlum Launcher (M), air M, air H, Wild Swing

The problem I’m having is the timing with the first cancel. When I input RFF after Double Lariat, I tend to whiff the last hit of RFF and therefore have trouble connecting the M Hoodlum Launcher. Anyone with any tips for this problem?

Dont mash RFF. It will juggle better.
Also, M Hoodlum is a grab, not a hit. Use L Hoodlum.

I have recently started to learn the timing on using M Hoodlum after a standing H which forces a techroll for whatever reason. The timing is tight, but it is always the same.
Current combo:
j.d+:h: s.:m:xx:l:Violent Axe s.:l: s:m: s.:h: forced tech to :m: Hoodlum.

How do you do a tech roll?

They auto-tech. You can not tech roll in this game.
for some reason his s.:h: forces a small roll if opponent has already been bounced.

It also helps to throw RFF early so it hits the opponent while they’re high up, but not so high that it starts to whiff before the pummeling stops.

Anyway, came here to post this:
These combos deal an absolute fuckton of damage. Haggar can basically kill Sentinel with Lv1 X-Factor and no meter.

With OTG Assist vs anyone:
(Hitconfirm), :d::m:, :f::h:, XFC, Dash, :f::h:, :qcf::m:, ( :d::m:), :s:, :uf:, J:m:, J:m:, J:h:, J:d::h:, Land, :s:, :uf:, J:h:, J:d::h:, Land, :a1:, :s:, :uf:, J:h:, J:u::h:, J:s:

Without OTG Assist:
VS Sentinel: (near corner)
(Hitconfirm), :d::m:, :f::h:, XFC, Dash, :f::h:, :qcf::m:, :m:, :qcf::l:, :l:, :m:, :dp::l:, :u:, J:m:, J:m:, J:h:, J:d::h:, Land, (Dash), :d::h:, :s:, :uf:, J:h:, J:u::h:, J:s:

VS Hulk/Haggar/Thor: (near corner)
(Hitconfirm), :d::m:, :f::h:, XFC, Dash, :f::h:, :qcf::m:, :m:, :qcf::l:, :l:, :s:, :uf:, J:m:, J:m:, J:h:, J:d::h:, Land, ( :a1:), :d::h:, :s:, :uf:, J:h:, J:u::h:, J:s:

The assist is only needed to push the damage up to kill Thor. Pretty much any assist works.
You can also use assists to make it work mid-screen. Like against Hulk (and the others depending on the assist) you can do :a1:, :h:, :s:; using the assist to prevent the groundbounce.

VS Tron:
(Hitconfirm), :d::m:, :f::h:, XFC, Dash, :f::h:, :qcf::m:, :d::m:, :qcf::l:, (slight delay), :l:, :m:, :s:, :uf:, J:m:, J:m:, J:h:, J:d::h:, Land, :s:, :uf:, J:h:, J:u::h:, J:s:

VS She-Hulk:
(Hitconfirm), :d::m:, :f::h:, XFC, Dash, :f::h:, :qcf::l:, :l:, :m:, :dp::l:, :u:, J:m:, J:m:, J:h:, J:d::h:, Land, Dash, :a1:, :h:, :s:, :uf:, J:h:, J:u::h:, J:s:

You have to switch it around a bit for different assists. This seems to be fairly stable, though.

VS Anyone else:
(Hitconfirm), :d::m:, :f::h:, XFC, Dash, :f::h:, :qcf::m:, ( :d::m:), :s:, :uf:, J:m:, J:m:, J:h:, J:d::h:, Land, :d::m:, :s:, :uf:, J:h:, J:u::h:, J:s:

X-23 on your team? Great. Tag her in straight afterwards and dirt nap the incoming character with the extra 2 meters you just built with that combo… and now the opponent is down to 1 and a bit characters and the round only just started :rofl:
(though unfortunately it only builds 2 meters against characters with 1.1m health, the others die too soon)

Edits: Fucktons of them. I think I’m done now though.

Another issue with this combo…

Double Lariat xx Rapid Fire Fist (Level 1), Hoodlum Launcher (L), air M, air H, Wild Swing

I connect with the Hoodlum Launcher but once I get them into the air, I hit the M and they air recover. Any tips?

The hitstun decay prevents you from combing into Wild Swing after Lariat xx RFF from pretty much anything. The best you can do after a launcher is M, M, Headbutt, S/Aerial Exchange.

Also if you have anyone who can abuse the DHC trick with, Haggar can start the DHC trick by doing Hooligan, super jump canceled abortion punch/body press, DHC to non-hitting DHC. It resets the damage scaling and hitstun scaling, so it basically lets you do 2 full damage combos for 2 bars which you get back at the end of the combo anyway.

If you make it air M x 2, air up H, Wild Swing then it all connects (might not work on characters which can’t connect two air Ms due to size). Basically if the opponent can recover before the air H hits, it should be replaced with his air up H since that comes out much quicker and it usually gives enough height to combo the Wild Swing.

[media=youtube]T0szcw0NRrE[/media]

Video of the stuff in my earlier post.
See 1:10 for it being used in combination with X-23 to potentially kill two characters at the start of a round.

[media=youtube]VBK9mqIHKbU&feature=related[/media]

Haggar has a reset loop in the corner that can easily lead to 100% after a few iterations. Can any character get out of this? Double jumps and Sent’s hard drive come to mind.

edit: yeah nvm

Can’t you land j M, j 8H, 236S ?

Or does this not work? I know you can land it off of a relaunch from the super, but I can’t remember if I landed it after a lariat or not.

edit: Wait, are you saying like, after a combo into a lariat into a launch? Yeah that probably won’t work.

Sorry I made a mistake on that. When I tried that combo I didn’t do the Wild Swing fast enough so it kept whiffing for me. Headbutt to Wild Swing is kinda awkward for me so I tend to do it slower so I won’t flub it. Lariat, RFF, Hoodlum L, M, M, Headbutt, Wild Swing works. L, L, Headbutt, Wild Swing is better though since it lets you do max damage Wild Swings (8k more damage and more meter).

I’ve been getting ~700k off of almost any hit Haggar lands, since you can TK Super Splash from a 5S. If you’re running an OTG assist, you can do j.2c 5a 5b 236a 5a 5b 623A, sj. b c 2c, assist 5s 6239AB for 700kish damage. Without an assist, you can still hit 2a 2b 236a, 5a 5b 623a, sj. b c 2c, land, dash 5Sxx6239AB. This seems pretty useful; either combo builds a little over one bar, so if you need Haggar for raw damage rather than being a battery he’s pretty self-sustaining.