larriet is pretty invicible all over then he is about finished he losses it.
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here is something intresting he can dash through the character when they are on the ground.
I just noticed something very, very cool. Haggar has Zangief’s headbutt if you do up + H in the air. If it counterhits, it stuns the opponent (not mashable!) Hsien-Ko style. Free combo.
Hagger is the shit! I really wish there were more combo vids out, I love seeing him man handle people lol.
wow i just figured out something awesome…you can combo into the violonet axe h and cancel the last hit and do rapid punch and still get the floor bounce to follow up with an air combo you can get way passed half for captain america this way
I’ve found him to be pretty damn ridiculous at the moment, and I like that.
the violent axe loops you can do can lead to some absolutely massive damage.
Oh no…not again. On february 15th, prepare to be Haggar-trolled…
So, I only just messed around with him for a few minutes, but I think his Hooligan Luncher (dp+any attack) prevents directional air recovery. I set the computer to air recover away and when I do a regular launcher, it does it, but when I use Hooligan Launcher it doesnt. If this is legit, you could magic series>hooligan launcher>jump and then air command grab your opp as they recover in the air and there doesn’t seem to be much they could do about it.
It seems a bit too good to be true, am I missing something?
Hrmmm is it really too good to be true though? The alternative is to jump up and do an air series, which can potentially lead to even more damage that his air to air throws.
Hooligan Launcher is basically just that–a launcher. I could see an air throw being useful at the end of a long combo though–where damage scaling starts kicking in. The air throw would be a nice way to reset damage.
backdrop actually does alot of damage but when we jump up after them and not do anything its really going to telegraph what were going to do…ive actually tried doing it though after they kinda flip you can do it but the might be able to answer back with something before you grab
I hear all this counter hit talk, but i have never seen once the Counter hit message pop out.How do you know when you got a Counter Hit, and how do you get one?
The only notification you get on counter hit is something different happening on the first hit of your combo, e.g. your opponent being stunned. It doesn’t boost damage (not on any attack I’ve tried, anyway) and it doesn’t seem to increase the frame advantage you get.
You get a counter hit by hitting an opponent that is starting up, in the active frames of, or recovering from a move. Basically, hitting them not only without them blocking or trading with you, but without them being able to block.
I have been playing around with haggar the last couple days (got my copy friday) and I have to say Hes pretty damn amazing.
Lariat is fantastic, and while it DOES drain health, even as an assist, it isn’t that bad because it doesn’t drain red health. It is especially good for people who like to use high powered assists.
Interesting Haggar Observations:
-You can cancel his j.m into his air throw.
-This means you can do: l,m,violent axe(h),s,j.m,j.m, Wild swing. Im sure someone with better execution can cram some more hits in there, with an X-factor it probably wouldnt be hard to get 100% out of that as a framework. In theory you could just replace the Violent axe with his gatling punch hyper, and it would add alot of damage, but that thing seems to cause some weird trajectory’s when you follow it up with a launch.
-His command normal >+H is fantastic, (its a standing pipe swing) It has good reach and stops pretty much everything dead in its tracks. I have piped people out hyper combos before. (granted these were stupid people, but still worth noting.) Its also a nice follow up to his h. so you can do l,m,h,>+h. But your kinda wasting a launcher opportunity.
wolverine charging from farther away than he should?
Pipe him.
Thor using Mighty Speech?
Pipe him.
opponent didnt notice you back dashed?
pipe him.
Shoto whiff a dragon punch?
Pipe him.
Are there better things you could do , probably but few of those will be as fun or satisfying, the damage isnt bad, and after this happens a few times people get pissed off and start playing angry and making mistakes.
To add inslt to injury, There are situations where it can combo into itself, so that you can essentially “double pipe”.
-IF you get stuck in a laggy game (has only happened to me twice out of 50+ games online) Spamming pipe seems a pretty safe bet in mid-close range.
Basically Im wondering what we can do after a pipe swing.
If you guys have some haggar questions you want answered I can try and test stuff just let me know what you want me to try.
DISCLAIMER:IM NOT PRO I COULD BE WRONG…but Im propably not.
This is correct, and the Brady strategy guide confirms. There is no super armor on any of Haggar’s moves.
Pipe ground bounces airborne opponents, which will lead into tons of different combos. You can combo into Violent Axe from a ground pipe hit against a grounded opponent, which then leads into all sorts of combos. Even if opponent blocks ground pipe, you are still at +9 frame advantage, which is awesome to allow you to continue pressuring.
Basically, pipe is awesome. Advancing Guard is probably the best defense against it, but then you can start mixing up Hoodlum Launchers to mind fuck your opponent.
So far my hat is off to CapCom. They really did well with this guy. After the way they shit all over Zangief (and grapplers in general) in SSF4, its nice to see a legit grappler in this game.
Played the game for a bit and I have a question: how are you guys dealing with Sentinel’s Crouching (is that the low attack that has super armor)?
Can Haggar punish this on block? Does Lariat hit this or does Sent’s limbs go under it? Does Haggar have any armor-breaking moves to beat it? Any input would be appreciated.
:qcf:+:h:, :dp:+:l:, j., j.
, j.:h: then either :qcf:+:s: or :d:+:h: followed by :dp:+:atk::atk:. Doesn’t require a corner. There may be better followups to the ground pipe swing but that’s the best one I could find. You can throw in an assist right after you hit with the pipe swing as long as the assist doesn’t push back too much.
How were you able to connect that super at the end? Because this is my first impression on Haggar:
Haggar: Disappointed. His HCB grab has pretty bad range. Air combos are pretty minimal. I tried launching and could only do LMH, nothing else. There could be more to him. I believe he’s got an air grab so I assume you can link it off of LM. I tried doing S, LM DownFoward H to bring out his Pipe and nothing. He can launch but can’t do a lot of damage, and seems to rely on Assists with good OTG, which means what happens when your assists are unavailable? Ya’ know? He can do good damage on the ground though, but in a game with heavy projectile spam I don’t see him connecting many ground combos. Jury is out on Haggar, but it’s not looking good for him. I mean, Super Skrull has a great command grab with excellent range, something Hagger just doesn’t have.
Another problem I had was his running grab sets them up for an air combo, and I thought the inputs for that follow up were very strict. I couldn’t do LMH, I could get out one L then it would drop. I can imagine a lot of raging for people who drop that combo. Keep in mind I could do basic LMH off of S with every other character, but there’s something specific with Haggar’s running grab that requires strict timing.
Don’t bother with L in air combos, it’s a waste of time. Normally after launch you go directly into :h::d:+:h: then loop into :d:+:h: body press or :u:+:h: into :qcf:+:s:
Also, aerial upward any direction + :h: is a headbutt that can link off of air :h: and cancel into air :qcf:+:s:. So air , :h:, :d:+:h: does more than air
,
,:h:.
I’ve been doing :s: j.,:h:,:d:+:h:, :s:,j.
,:h:,:u:+:h:,:qcf:+:s: or finish with :d:+:h: land, body press.
Though I think after air :d:+:h: you can do :dp:+:l: for more damage, I don’t know about the followups though, can you still hit j.,:h:,:u:+:h:, :qcf:+:s:?
Also what about violent axe in combos?
Here’s a good bnb:
:l:, , :dp:+:l: , j.
:h:, j.:d:+:h:, :d:+:h:, :dp:+:l:, j.
:h::s:, :dp:+:atk::atk: (OTG)