The CamPAIN Trail: A Mike Haggar Combo Thread

Throws/Air throws have way more damage/hitstun scaling than piledriver (and p.much everything), which particular problem were you having on this situation? And what do you mean with “ghetto confirms”?

Yeah I realize airthrows scale a lot more but basically after the throw I’d call Tron and :dp:+:l: into sj.:m::m::h:Pipe and off the groundbounce try to relaunch but they’d flip out.

And for ghetto confirms that’s when you get a random hit or off of one of your assists or something… that’s what I call them anyway, it’s the same idea you mentioned of converting any hit or throw anywhere on screen into a TOD.

Comboing after anti-air lariat is almost exactly the same as off a Backdrop. It’s just a matter of going straight into dp+L or S after the OTG+Assist (instead of qcf+M,M,dp+L, for example) and then doing the rest of the combo as normal.

You do have to judge the lariat correctly though. If it connects too low or the third hit is going to miss, hit their feet with RFF Lv1 and combo after it with :f::h:,:s:(****:uf:):m:,:m:,:u::h:,:s: (land) :d::h:,:f::h:(whiff):d::h:+:a1:…etc.

I know, I know. It’s just that sometimes the opponent recovers after the first launch between the :m: and the :h:, but it’s like 10% of the time. But what I meant is that for example, I don’t see people talking about their possible combos after hitting a pipe midscreen or in the corner. My particular goal is to take opponents to the corner, as there is where I can maximize damage. I.E., if I hit a pipe in corner, I do :dp::l:, SJ, :m:, :m:, :h:, :u:+:h:, land, :s:, SJ, :m:, :m:, :h:, :d:+:h:, :qcf:+:s:, then start with the assist combos :)d:+:h:, :f:+:h: + :a1: (Rocket Punch), :H: xx :qcf:+:l:, SJ, :h:, :u:+:h:, :s:,:d:+:h:, :f:+:h:, :d:+:h:, :f:+:h: + :a2: (Gamma Wave), Lariat xx RFF.

In midscreen, after a late pipe, I do jump :l:,:m:,:h:, jump :l:,:m:,:u:+:h:, then :m: and :s: if still midscreen or hoodlum if in corner by this point.

You’re fucking blind. That’s been discussed in this very thread since pretty much day one of vanilla.

lol… I just posted a video of my pipe BNB too.

looking back at it, I wonder if I can get a s.H f.H dp+L qcf+S after the king kobun sort of like how you do with Rock n Roll THC, Sprint.

Nothing in depth though, I mean, this is only 4 pages long :frowning: , but well, the idea for all of us here is to level up, right? It’s just that I don’t see an unified plan of the best option after each possible setup.

I tend to assume that whatever Sprint shows in his combos is the optimal setup, or at least, try to derive concepts from it. Because Sprint.

Hey im considering picking up hagger, and i was just curious what his optimal combos were WITHOUT any assists. I know his combo dmg increases dramatically with assists but i will be using Task, Hagger, Akuma in that order and i don think akuma’s assist will work unless in a corner bc it carries too far? Any help will be much appreciated!

I have to try it out next time Im playing but Im pretty sure I remember reading that you can otg with task with the right timing and as long as your combo carries them close to the corner you could possibly use tatsu to get a H Hoodlum reset. Ill check it out next time Im in the training room.

yeah you can use tatsu to get the reset. that’s about it really, you can’t combo midscreen and tatsu puts them up high enough that it’s hard to get a hoodlum L in the corner. don’t remember if you could hit an S though. that’s one of the reasons i put deadpool on my team instead of akuma.

I recently picked up Haggar for my Felicia team as a Second point and Assist character, but I’m having some issues with the big guy as far as combos go.

I get to do pretty lengthy combos that result with 750k-800k damage meterless before the opponent jumps out, but the thing is, I KNOW I can follow up with a THC, but I can’t seem to get any of the hits to… well… hit! Is there some trick to making c.:h: > f.:h: > THC work?

Is it possible that your calling an assist to relaunch too close to the thc? Your assists just may not be available yet.

I think Felicia and Doom are fast enough to hit your opponent before they hit the ground. Make sure you cancel cr.H into f+H as soon as possible and cancel the f+H into team super as fast possible as well. Also try be as close as you can to the enemy before doing cr.H.

Yea, I just simply wasn’t fast enough to do the THC before. I’ve sped up a bit and it hits a bit more consistently now. Got near lethal damage for three bars. 1.21 Million damage. Nice.

This what I’ve been trying to use as my bnb off of a jump pipe lately:

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It’s relatively easy, and would appear to work on the vast majority of the cast (I haven’t tested pixies yet, but it does work on Zero)

The dashes before otg’ing after a Wild Swing are what pushes the opponent to the corner.

Also note the followup to the Dante THC, I came up with it recently but it’s really easy and even if you fuck up by trying to cancel pipe into L Hoodlum too early, the pipe connects and you can drop kick x2 anyway.

Sick… I have difficulty doing the Headbutt -> booty bump -> headbutt, but good shit.
Chris+Haggar team super can do similiar to what you did in the video.
Haggar is really really good.

how do you combo with disrupter and dark hole and ryu tatsu? Timing is weird after starting with pipe ground bounce or even with it. Like going for the :dp: :l:. I was only able to do it once in a while. It looks easy but its hard for me.

Here’s a quick and easy 1 mil ToD with Ammy and Viper (starting with a pipe). Granted, I tried using the Ammy assist in many places of the combo but the awkwardness of Ammy’s cold star hits made them flip out a lot. As a result, I ended up using her Assist as an extra “umph” to hit the 1 mil. I never really experimented with his head butt but it’s definitely something I’ll look into.

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I was wondering, is it possible to consistently combo off of the lariat? Cuz I’ve seen some people combo off it but I can never seem to get it. Is it like height dependent or something? Or is it just a really tight link?