I do it easily by using my right thumb to press Triangle and O at the same time and my left thumb to press Square. Works every time.
Haggar is by far my favorite character in UMVC3 but I dunno why I have a hard time with his crouch H OTG relaunch combos. I wnated to know and be sure if YOU HAVE ALREADY USED HAGGAR’S GROUND BOUNCE by starting his combos with Jump Down+H (air pipe) or by just using hit after a first air magic series, CAN I STILL RELAUNCH MY OPPONENTS USING CROUCH H OTG+“NO PURE” OTG assists such as Frank West’s Shopping Cart or Hulk’s Gamma Wave??
I hope I am clear, I’d like to have a godlike Mayor like Sprint, Bum or Kane Blueriver’s. Thanks to all Haggar fellows!!
Here’s the mechanics behind that:
Haggar’s Jumping Pipe, Ground Pipe against airbourne opponents, standing H, and Violent Axe H are all ground bounces.
Using any of those during a combo results in the use of a ground bounce, including use as a combo starter.
Jumping pipe and ground pipe however will cause hard knockdown if used again in a combo where a ground bounce is already used.
This is where the Dropkick is important and very useful. The Dropkick can otg the opponent, but also causes hard kockdown. This means that since you used a normal to otg you can call an assist anytime during the animation, so your choices of assists are greater and timing can vary based on assist. I’m not sure what you mean by “NO PURE,” but if you mean that if you want to use characters that have assist otg’s, that’s still fine. Crounching heavy just allows for some of the slower otg’s to now work as well since the dropkick cause hard knockdown.
The key to this aproach would to essentially “play dead” with haggar. This means dropkick, towards the end of the animations call assist, DO NOT HOLD DIRECTION OR A ROLL WILL HAPPEN RUINING TIMING, haggar will lie down, get back and if you timed it correctly, can hoodlum launcher L afterwards.
I’ll be covering some of this stuff in upcoming videos, but i guess this is an early breakdown.
I play Haggar/Frank(cart)/Hawkeye(poison) and find that I really have to screw up to not relaunch with hawkeye(unless Im in the right side corner cuz he misses his shot sometimes) but my opponent almost always fell out of the combo is I tried a second relaunch with the cart assist. Mid match last night and idea came to me like a lighting bolt, :a1::d::h::f::h:, delay a split second, then :dp::h: for a nasty reset. With this new trick, my Haggar has become relentless, I got so much hatemail and ragequits last night that I cant even decide which is best to post in the ragemail thread. Im trying to find a way to record and post a vid of this but it is pretty easy to do(I thought of and pulled it off mid match). It wouldn’t surprise me if this worked with other assists that are like the shopping cart such as hulk gamma charge but I have not experimented yet.
Thanks mrwhelan for your advices!! I mean by “no pure OTG” assists, assists which are not Wesker B, Hulk A, Hawkeye B, etc… If I clearly understood your explanation, I should land a crouch H THEN CALL ASSIST AND INPUT THE L HOODLUM LAUNCHER MOTION DURING FORWARD H??
So I tested this out a bit more, I could not get the reset to work with Hulk because in order to time it right you have to land the pipe before going for hoodlum H and with Hulk, that sends them to the ground instead of bouncing off teh assist like it does with Frank. The reset is escapable by forward teching but I found that if you think they will forward tech, just jump up and get them with an air backdrop for even more damage.
As far as your question Dudley, most instances I have experienced have you calling the assist before the dropkick but I have seen (forget where, maybe Bum?) dropkick cancel call hulk, then dropkick cancel again to continue the combo, so really the timing of the assist is going to vary depending on the assist and what you want to do with it. Also, some assists you have to cancel the pipe into hoodlum before it hits and others you have to let it hit first and sometimes like with hawkeye, it doesnt matter if the pipe comes all the way out or not.
Thanks OlDirtyBastard!! I wanna try the timing with Hawkeye’s poison fizz assist? What about his greyhound assist?
greyhound seems better for haggar’s mobility but I use poison because of the extra damage. Now that I have this frank reset I may reevaluate what assist I use. I am pretty sure you can otg with either though. Best is to try both and see what you liek the most.
Thanks!! Wanna try both assists right now!!
I think I finally understood what was my problem: I suck on cancelling the forward H ground pipe into Hoodlum Launcher L before the ground pipe appears and causes a ground bounce. The timing seems to be tight…
I did at first as well, I have been playing with a stick for about 5-6 months and was still fairly inconsistent when executing a DP, especially in a combo. What helped me was picking an assist who had more lenient timing(hawkeye poison) and a tighter timed one(Frank Cart) so I could always get at least 1 relaunch before possibly dropping a combo and I would just skip the second assist and go into a super or THC if I needed the kill. Just make sure that you are spending time practicing cancelling the pipe and eventually you will get it. Now my Haggar combos come out like butter and I never thought I would have that type of execution. Also, watch what is happening during the otg, you can delay cancelling the dropkick with the pipe to give your assist some more time to get out.
Thanks!! I need to practice to get the timing with the assists I will definitely pick. I dunno if I should stop at neutral position between Haggar’s crouch H OTG and his ground pipe…
I’ve been trying to figure out a team that plays to my strengths/odd attraction to characters that make me have to work harder than others, and I came up with this:
[media=youtube]liYyKWtwZL4[/media]
requires two bars and builds one and a half for 1.1 million damage anywhere on the screen. You can do it off of an air-pipe, as well, for only a little less. It will also work with Frank West, She-Hulk, etc.
I’m sorry if this is old tech, but I’ve never seen anybody else do it. Be gentle.
Here are some of my Haggar BNBs with the team of Tron(Boulder)/Haggar(Lariat)/Doom(Missiles). If anyone has suggestions to optimize them further, please advise!
[media=youtube]6dNuI74UTv0[/media]
c.:l: f.:h: :dp:+:m: s. :dp:+:l: sj.:h::d:+:h: s.:s: :a2: sj.:h: :u:+:h: :qcf:+:s: :d:+:h: :a1:~c.:h: f.:h: s.:s: or :dp:+:l: if cornered sj.:h::u:+:h::s: c.:h: xx THC for 2 bars, repeat c.h for 3 bar THC // f.:h: xx :atk:+:s: xx :qcf+:atk::atk: or j.:d:+:h: c.:h: OTG x
[media=youtube]YkMyI7b2O3U[/media]
j.Pipe s.:s: :a2: sj.:h::u:+:h::qcf:+:s: :u:+:h: s.:s: sj.:h::u:+:h::s: or :qcf:+:s: :a1:~c.:h: f.:h: s.:s: sj.:h::u:+:h::s: c.:h: f.:h: :a1::a2: etc
A tick throw setup using Tron
[media=youtube]XRPlctFjc3k[/media]
and off of SPD
[media=youtube]QIfcf_dB3xo[/media]
Seeing a few opportunities where you could be using two OTGs instead of just one after the hard knockdown from j.S or Pipe (i.e. before calling Tron assist)
After connecting with dp+M;
J.,,:u::h:…:u::h: (land) then relaunch.
Demonstrated here
For the first part are you talking about like in the first video right before the THC? Because if so I omit the second cr.H because it builds me 2 bars exactly before the THC, and doom doesn’t really add much to the THC so I try to avoid doing a 3 bar THC if I can and then building the last bar with the lariat to go into RFF. Edit: Oh, I see what you mean. I’ll see if it further affects my meter management for the THC… sometimes when I THC they pop out and just get locked down by king kobun, I’m not sure what causes it. It happens if I mash, sometimes if I don’t. I think it has to do with the timing of when I call the THC after the OTG…
And I’ll try to get that double heatbutt relaunch down because my tick throw uses up the tron assist anyway. Thanks! You’re one of my inspirations to step up my Haggar~
I guess the double headbutt is only a valid option if you land a clean hoodlum (no hits comboing into it)? I’m not sure about how viable it is, I can’t land it consistently, but I guess it’s the only relaunch option midscreen after a HL. I want to stream for a bit and let everyone see what my combos are, so they can offer input about how could I do extra damage, or acquire what I know for use on their own Haggar setups.
It doesn’t have to be a clean hoodlum, but the hitstun deterioration has to be really low for it to work. I think the most you can do is L,M, L hoodlum for the combo to work.
Also, I’ve seen that most people here try to work out long, fancy combos from ideal situations, when they should be working from the situations that will most likely happen in a real match. I haven’t seen anyone here working on combos starting from an anti-air lariat (not that you can improve it much, lariat adds a lot of hitstun deterioration, but it’s definitely a killing tool too), but I guess you get my idea. After all, at least my personal purpose is converting any hit into a TOD, and that’s how I’ve managed to build a highly successful Haggar, not from fanciness, but from smart play.
Agreed – I just played some casuals at the Shadowloo Showdown quals at school today and I had found I’d get a lot of airthrows with haggar but the combo I’d do for SPD didn’t work. I have to work on what I call ‘ghetto confirms’ but those shouldn’t be too hard to come up with.