The CamPAIN Trail: A Mike Haggar Combo Thread

Hello, citizens of Metro City ? I am really enjoy this third installment in the series thanks to Haggar and his amazing strength!! I train with him every day, searching for the best combos to kick asses but, sometimes, at the end of some aerial combos, I cannot make my opponent doing a ground bounce even after performing an Air Pipe ? Is there any reason in that? May be, I tried to input too much hits in the same combo and the game has cancelled this ground bouncing phenomenon to let my opponent having a chance to counter attack in some way ??

You can only do one ground-bounce in a combo :frowning:

Is it possible to pull off the lvl 3 rapid fire fist off a combo? or is that asking too much? i’d imagine it’d prolly only be possible off a fight stick tho … dont kno if u can mash that hard on a reg controller

Use 2 hands to mash and you may be able to pull it off. I use my left hand on L and my right hand on M and H (regular 360 controller). I get it about half the time.

So whats the max damage you guys can get off of one air pipe without meter?I can get about 510,000 but I’m wondering if you can get more.

pipe - s.M, qcf+L, s.L, s.M, dp+L, sj. M H qcf+S

550k I believe.

edit: fixed

That doesn’t combo. You’re getting the axe strengths mixed up.

544k (very consistent):
J:d::h:, Land, :m:, :qcf::m:, :m:, :s:[:uf:], J:h:, J:u::h:, :qcf::s:

550k (whiffs midscreen on some characters):
J:d::h:, Land, :m:*, :qcf::l:, :l:, :m:, :dp::l:[:u:], J:m:, J:h:, :qcf::s:

566k (whiffs on some characters):
J:d::h:, Land, :m:*, :qcf::l:, :l:, :m:, :dp::l:[:u:], J:h:, J:u::h:, :qcf::s:

600k (character specific, opponent mustn’t be too far below you):
J:d::h:, Land, :uf:, J:h: … J:u::h:, Land, ( :l:#), :m:, :qcf::m:, ( :m:), :s:[:uf:], J:h:, J:u::h:, :qcf::s:

(** Replacing :m: with :d::m: works better against some characters.)
(
# Using :l: reduces the damage, but makes the combo significantly easier.*)

With 1 bar in the corner, end with :s:, :f::d::df::uf::atk::atk:
With 1 bar midscreen, replace the aircombo with J:m:, J:m:, J:h:, J:u::h:, J:s: and OTG body press.

Will practice these tomorrow thanks.Every pipe needs to hurt.

You’re right it was supposed to be qcf+L at the beginning after s.M, not qcf+M. Sorry about that.

Nice. Ill be sticking with the consistent one. Thank you.

Can someone explain what TK Splash is used for? Saw it up the page and was curious as to it’s use. Isn’t splash a ground only move?

Haggar’s press super? It gets more hits if the opponent’s in the air. Great with Dante’s Jam Session assist.

I found in Haggar’s trial 7 I had success landing the whole thing by dashing under the opponent.

I gave up on landing two M hits in air combos. I always seem to whiff.

What I do: which I’m always landing now is:

M, pipe, hoodlum L (nuetral jump) M H Pipe (land) hoodlum L (nuetral) M H spinarooney.
Air pipe (land) L hoodlum L (neutral jump) M H spinarooney.

Lariat counter, rapid fire fists hoodlum L (neutral jump) m h spinarooney.

I’ve noticed sometimes after rapid fire fist I could land M pipe S while they’re in juggle state. Not sure if it’s big character only.

I’ve been wondering too. Anyone here landing sky high backdrop at all? And can, say, Wesker’s OTG assist go to work after it?

Sometimes in corner, after relaunch by air pipe, instead of going to regular air combo, I go for M M H Headbutt, and during their air recovery, I jump and do backdrop.

What makes this good set up is that the opponent can see Haggar small jump until it is too late, and unlike super jump, it does not create lots of noise or a big flash. Although I tried going for H Hoodlum Launch, it seems inconsistent often and needs specific timing during air combo before landing, but is much more rewarding.

Alright well I’m going to post a few tidbits and reorganize the OP soon. Anything else other than this post that needs to be in plain view for all aspiring haggars?

I would like to say that before you post Sprint’s that for the 1 bar mid-screen option you should replace the headbutt :u::h: with air pipe :d::h: for two reasons: Pipe does more damage and has been more consistent than the headbutt (for me). If you get too low in the air to do headbutt, it will whiff and then you screw up the whole combo. Pipe has a huge area to which it can hit, as to why it seems to be the better choice.

What’s the best combo Haggar can do with an OTG assist?
So far, all I can do is change the final qcf.S by S, land, OTG, L hoodlum, HHS for 75-100k extra.
With meter, you can land, OTG, RFF lvl3. It deals more damage than hoodlum, Haggar press, but you might be vulnerable when the character flips out before the very last hit. This adds about 150k compared to a regular combo.
If you’re starting with a pipe, then it gets more interesting, but I need to try more of these.

Btw, I’m testing with Deadpool’s OTG assist, not sure if it makes a difference.

I just scored a succesful Lariat! Wut Do?

unless you do level 1 Rapid Fire Fist they will pop out of the last hit. so you can stick with Haggar press OR you can go DHC into somebody before Rapid Fire fist ends. trying to combo after wards is futile the next hit you land except for Hoodlum L will result in them kicking out. so time a Hoodlum L jump up and S them right back down.

Taskmaster can land any of his Legion Arrows. after either one it doesn’t matter to him.

What is the timing on hoodlum, to super jump cancel (holding up), to haggar press?
As soon as he superjumps he is in the air and cannot use haggar press. I don’t even see how superjump cancel is even really a cancel…

Can anyone help me out ont his one?

You press the two attack buttons just before you press up

:f::d::df::atk::atk:~:uf:

And what is the advantage of this? Now I’m curious. I’ve never even heard of it.