The Jesse Ventura, I mean Haggar Thread (MvC3)

Ummm… not to be a downer, but wouldnt they be able to option select a reversal special/Breakaway?
Its not something we will see from Dumbasses, noobs, or scrubs, but it would seem like the logical step in defending against haggars wakeup game, the ideal counter would be an ambiguous crossup.
Also, I wouldnt do this to thor or another haggar, they get a free grab since the prone characters grab will get priority if their timing is halfway competent. I have done that to a couple of zero players who thought they were being smart.

L can be blocked, M is a throw thus unblockable.

Keep in mind if they block a lead pipe swing, you can go for the L Hooligan and even if they block that you will still be neutral. Lead pipe got mad blockstun man.

Arthur Daggers assist is amazing for Haggar. It’s like a faster drones.

Arthur(Dagger)/Haggar(Lariat)/Sent(Drones(Charge)) Is really strong so far. Haggar is gonna take some time to learn though. Loses hard to run away/rushdown. You have to push the pace of the match to win.

What kind of setups are there for the Haggar Body Press? I’ve tried using the Hoodlum Launcher but it seems Haggar goes past the opponent unless they’re in a corner.

Any list of assists that will juggle the opponent properly for multi hit body slam, like dormammu’s pillar?

With dormammu’s pillar Ive been doing a pretty primitive combo :l::m::qcf:+:l::l::m::dp::l: (air):m::m::h::d:+:h: (ground):a1::qcf::l::dp::atk::atk: for 677k~(corner)

So far one of the only ways ive found to actually do more than just 50k~ extra damage with a haggar super.

In the corner(or near the corner) you can use plain S to end it and follow up with body slam for about 620k. You can hitconfirm this combo with the pipe and do 602k(unmetered) by skipping the first light and medium hit(660~ if you use S and then follow up with a body slam).

And for those of you wondering the combo he listed does 569k meterless, unassisted, and no x-factor. Not to shabby.

Also if you’re feeling especially violent and stylish, after the 2nd launcher you can medium, medium, heavy, down heavy, airgrab.(doesn’t offer any more or less damage but you hit them WITH A PIPE then you THROW THEM INTO THE GROUND)

I think this is a great intro BnB for haggar. I have some more corner experimentation thats been netting more damage but id rather not post every tiny thing I find.

So far using meter with haggar just doesnt seem worth it outside of the one partner combo I use. I’m waiting for more combos to arise~

I think haggars game is going to hinge on how good pipe and throw traps actually are. His damage isn’t anything exceptional although it is on the high end. So far our inability to use effective supers is killing his damage.

I was just coming in here to post about this. I didn’t think you actually could hit with the pipe twice and still get the giant swing but, luckily for us, you can and it will do a couple K more damage than M H Headbutt Giant Swing. You can even M M H Pipe S into Aerial Exchange (who is gonna see that coming?)

Also, meterless corner combo with spencer armor pierce (sorta like the mission with wesker except I use spencer on my team):
L cr.M assist cr.H S > j. M M H Pipe > L Hooligan > j. M M H Pipe Giant Swing = 610,800 if I remember correctly and after the first cr.H, if you think you may not have called the assist at the correct time, just gatling directly into S, which will whiff, but you’ll still have time to launch with a second S and do the combo.

Lastly, RESETS!!!

L MxxL Axe > L MxxL Axe > (optional L) C Holligan (the air throw) into j. M M H Pipe > L Hooligan etc.

Another one:
L MxxL Axe > L MxxL Hooligan > j.M M H Pipe > L Axe > C Hooligan > etc…

I was talking with someone about Haggar and they were saying that he is good at forcing his offense on people and generally hard to prssure. Which is pretty much the only a grappler type can work in mahvel any way i think. Question i have though is what are general options to his pressure? Like is it free for him to just spam lariat when he is in trouble? Also what anti air or just anti options in general do u have when he takes to the air with pipe? It would seem like the obvious thing to do would be to just bring out a lame character against him and lame him to death but what are like options for as he closes in other than pushblocking?

How do you guys work Flying Piledriver/Skyhigh Backdrop and Final Haggar Buster into your game? During a match I can never find an appropriate time to grab someone. Plus, Skyhigh Backdrop never connects when I launch someone or try to finish an air combo with it. FHB is just a waste of three bars unless I can find a way to connect with it.

Any good setups for his ground or air piledriver?

What’s a good way to catch someone playing keepaway?

There are several ways to get the piledrivers in. The ways I do it are ground pipe, hoodlum launcher L. If they block that, the guardstun is enough to where you’ll have a +4 frame advantage and you’ll be able to do piledrive. Another way would be c. H then roll in front of them. 1 frame H piledriver will beat almost everything they pull out, unless they jump…in which you do larriot. I only use final haggar buster defensively, if ever.

The thing with me is though is that I always get wacked when I attempt to grab someone out of an attack. I can only grab people when they block too much. Going air-to-air with a command grab is someone I should learn how to do with Haggar and Thor. Online play doesn’t help though.

You need a good assist like author assist B. Something that will keep them in check if they advance guard, allowing you to hoodlum launcher right into them. c. H to roll forward works pretty well, as well as pipe to hoodlum launcher L or violet axe H. You have to be creative and mix it up or they’ll catch on pretty quickly.

Yeah an assist that reaches out and keeps them in check is almost a must if your leading haggar, dr dooms rocks and arthurs magic bottle both seem to get the job done even though arthurs is much shorter ranged, the thing with arthur is he has great synergy with haggar, If you switch to arthur haggar with lariat assist is a great way to play lockdown ranged games and have a safe fuck off button when they get in.

As far as haggar getting in and doing work on the ground its all about the Pipe, any pipe hit is leading into H violent axe and a big combo, I havent checked the frame data cuz i’m lazy as fuck but it seems like pipe is safe as hell on block and when it hits you have all day to combo off it. His normals are alright with decent range and easy to hit confirm into combos due to the long hit stun they drop you into.

I have been just using dooms rocks to get into mid range or punish when they jump, once I’m at mid range I go for the pipe hit chip away at their team, The best thing about Haggar IMO is that he needs no meter to do good damage, so if I anchor with sentinal or c. viper I can let them chew up the meter once haggar goes down or tags out.

I’ve got the Strat guide here, it says it’s +9 ON BLOCK. You can actually follow up with L Hoodlum and even if they block that you will still be neutral.

pipe has +10 on hit and +9 on guard

I have a problem I’d like to reach out and get some input on. My team at this time is Haggar with Lariat (or Tron, I use them in roughly the same combat role), Amaterasu with Cold Star, and any third other (currently X-23 with Ankle Slicer, but this can change).

I’ve been having trouble against a team of Zero, Magneto, and Sentinel (Drones). The second I block an attack from Zero or Magneto, I’m done; I get pushed into the corner, locked down in blockstun. Push blocking doesn’t help; any gap I create is promptly filled by Sentinel drones, so it seems impossible to get out and I find that by the time the projectiles are done Zero/Magneto is back in my face and the situation repeats until he lands a successful hit. Surely this can’t be inescapable, however?

Edit: Amaterasu’s Cold Star assist isn’t much help here. If I try to get her out there to provide fire support for Haggar, Zero either nails her or the drones do when she backflips. She seems useless in this particular matter, despite being a fine assist otherwise.

If anyone could offer either general advice (e.g. works with any character) or Haggar-specific advice (beyond “Lariat more”) to get out of these sort of situations, it would be much appreciated!

Probably Hisien-Ko Gong Reflection is the best thing here, because it reflects projectiles AND it’s a projectile itself, so if they try blockstun from distance they couldn’t, if they don’t you are in range for reaction (same function for Sempu-Bu, but only if you have super armor power-up).
Modok barrier it’s also a good choise, it stops attack and projectile at the same. It isn’t useful in combo like Ammy, but stop any type of rushdown or retreat (try to use it and put your opponent between it and you, it’s like a corner state for some thing) and give you the time to take a breath.

Hmm. Those are possibilities, yes. I was currently toying with Haggar/???/Arthur (Dagger Toss), trying to see if Arthur’s shots are fast enough to cover what I need; Amaterasu’s start-up is too high. ‘???’ would be some other character, in any case.

Granted, if it’s just a case of having a reflector… Amaterasu has one for an assist, I believe. I may try that out and see if it solves the Sentinel side of the problem since Lariat will deal with the Zero part.