My first thought is that once hulk is out you should try to switch to doom and zone him, Hulk is quite frankly better at some of haggars jobs than haggar. I use Haggar/Thor/Sentinel, and if I come up against a decent hulk, sentinel, or Dormammu, its time to bring out sentinel or thor. Then if hulk gets in close, I might be able to call haggar’s lariat assist to setup a combo for them.
Basically, Haggar is great, but sometimes he isnt who you want on point.
Haggar is an amazing assist and does solid damage with minimal combos, so he’s more of a character you want if you don’t want to learn a 20 button input combo, and you want a great Assist for Sent.
I think you are drastically underestimating the tactical advantages haggar provides, and failing to acknowledge the kind of damage he can do if you DO use his “20 button input combos”
1.Hes a great assist for any zoning character, not just sent.
2.Hes also a fantastic battery character, he just doesnt really need any meter. Ive seen people running haggar/morrigan/pheonix to great effect, they use haggar on point, and morigan as their main assist,Pheonix assist only if they are only desperate need of a projectile. then when they have nearly 5 bars they switch to pheonix, as soon as she dies and transforms they bring out haggar again(they can also use morrigan to zone you at this point, if haggar needs a rest), and build up more meter, still using morrigans assist as often as possible, they always keep enough meter on hand for healing field if dark pheonix is out. At this point, you have to work your way through whats left of haggar (no easy feat) a fairly healthy morrigan, and a full health dark pheonix who will ALWAYS have healing field going, USUALLY with X-Factor. Basically haggar is a great charcacter for building meter, Haggar has a good synergystic role that makes him contribute more to the team than just his moveset and life bar, bringing haggar in makes meter hungry characters more effective. (Like sentinel who NEEDS a ton of meter to hang with dormammu and some of the other zoning characters at long range)
3.Playing haggar and only using his shortest combos is kinda stupid/lazy, its just like with any other high strength character, you can get away with it, but its like eating cupcakes with no icing, and your deliberatley handycapping him. The “pipe loops” are particularly good.
haggar is also a great anti rushdown character. The ground and air pipe swings will shut out alot of folks opening moves before they really get started, and nullify some mixup setups (basically to guarantee a hit from some of the standard unblockable setups, they have to get in OVER the air pipe, its a bitch, and it makes a normally safe setup kinda risky for them) IF the pipe swings fail to shut them out, you still have Drop kick> ground roll, AND if that isnt already enough, LARIAT! Bring a couple of ranged assists and you can chip them down while they fail to get close enough to hurt anyone. This may also be a good time for a throw, since it can quickly put people on defense. You generally want SOMEONE on your team who can counter rushdown, its just as important as having someone to counter zoning. Haggar isnt the only choice for this, but hes an awfully good one if you have sent, or doom, or arthur, since they need meter and need an assist that will cover their ass, and all get owned hard by rushdown.
I havent tested, but I would doubt it since it actually counts as a “hit” not a throw.
Sup everyone, just letting you know that I’m using Arthur/Spencer/Haggar and streaming almost every time I play the game (can do training mode or XBL). So if you’re interested in any of those characters and would like to watch and talk strats or play me, check out http://www.ustream.tv/channel/live-speedrunning . I don’t think I’ll do anything tonight since I already worked on capturing some stuff, but tomorrow I’ll stop the combo grinding and play some actual matches!
Yo, just curious as to how much invincibility Haggar’s level 3 super has. I’ve grabbed people through HSFs and Viewtiful Joe’s gun, so I’m curious.
**Edit While I’m at it, how fast does his QCF+PP super start up? I’ve noticed it has a fast startup when I DHC’ed into Wolverine, now I’m planning to use it as a punish into Spencer.
I’m trying to decide if I want to have him on point for his tasty combo’s that don’t need meter or if he should be second to get maximum damage off of Tron’s otg hyper combo’s. I like him more on point but without him my Tron’s kind of useless, using sents drones to carry on combo’s is really awkward as well.
I’m considering putting haggar in the middle, one assist generally is enough to get them in. Doing something like Wesker/Haggar/Iron man gives you a gap closing assist you need if wesker dies, but if you manage to get wesker out and haggar in when wesker is low, then you have a nice assist to close the gap and then a nice combo extending assist while wesker recovers. And if someone wastes a bar to snapback to pull wesker back out, well then haggar gets a level 2 xfactor thats more than enough to do heavy work against the enemy team.
assistless haggar is just a nightmare though against anyone who can zone.
I usually put him second, with thor out front.
Thor can work with one meter, hell he can easily 100% an opponent with 1 meter, So ill usually do that, and take advantage of the knockout to tag in haggar, this puts haggar in an ideal spot, zero meter, but with two ranged assists. and up against an opponent whos usually down one member, and hopefully flabbergasted and desperate. If haggars built 2 or 3 meters Ill bring thor back in, 4 or 5 and sentinel is a better bet while haggar recovers.
IF things go badly, I still have XF-sentinel.
haggar in the middle is the way to go. use the lariat assist to help your point before you end up DHCing into haggar press or punch or Aerial exchange him in (gonna test and see if giant swing does more damage the higher in the air haggar is). haggar’s game gets substantially better when starting with an opponent in a hard knockdown state (as opposed to running him point and trying to deal with the midscreen game). since so many characters have teleports we won’t be able to just spam j.Pipe–though a headbutt (since you can o-s air throw with it) works wonders. getting hit by a full combo from wesker with an otg into wallbounce teleport combo hurts even the mayor.
right now, i’m seeing that haggar loses to hulk (can super armor any approach or AA hyper any jump in AND can play keepaway with gamma wave all day), phoenix (sj homing shot runaway does maybe the most chip in the game right now), and wolverine (you literally have to guess which way to block and if he does the speed power up you better just hope a pipe hits him). doom missiles will certainly help against phoenix though. with all that said, haggar is a definite threat in this game and i piped the hell out of some people in a tournament on sunday–even landed a level 3 on a sentinel.
also, haggar keepaway (besides pipe) = sj. air command throw whiff x3. keeps him in the air forever way out of reach. great for escaping sentinels shooting HSFs at you for chip.
i really think haggar can shut down a good sent if he gets him in the corner, jumping headbutt really hurts him and if you ever hit it you can take off a lot of his life. for wolvie i do think if you let him your only hope is lariat or a good assist or a good pushblock. The way to work this matchup or chun li or any other fast character with out a teleport or projectile is jumpaway pipe. shuts down a lot and leads to safe good damage combos.
on hulk the only area i see haggar winning at is at maximum pipe rage. their you can do standing pipe or 623B to launch, problem is at any other range hulk wins badly. Instead overhead headbutt helps but not much. best to try to keep him just within pipe rage.
That was what i thought originally, but if you watch some of the earlier matches floe used haggar on justin and got raped. i don’t there was anything floe coulda done to avoid the rape. On a separate note, I love this character, I really do, started playing the game yesterday and I was running haggar with storm and chris and his assist is ridiculous. Not only does it have head to toe invincibility it can easily hit confirm into both of those characters hyper and it helps chris keep his combos going after an OTG pistol shot. And he does shit loads of damage without any meter, like wow.
Yeah, I’ve asked about this in the general forum. If this is missing, I’m absolutely shocked that its not there. It was one of the most important features in training mode for SF4 and how they could forget to include it is beyond me…
Just found it, its in there, you just go to controller settings and change a button to P1 or P2 recording, then another to Playback. An awkward way to do it but w/e.
LOL @ Jesse V. Anyway. Mike is your basic, faster-that-Gief, FF type player. Dash-in Hcb+atk is good if the opponent is expecting a/nother rushdown. And I get on avg, 60/40 on his air hcb+atk, when one is downed. & another one enters. 60% sayin that it succeeds. I think u gotta be annoying with the pipe. Like end it it ACs, as soon as u jump with assists even. Pipe (pause) niggas down and throw. Oh yea. Can we vote on callin him Jesse? I if we can lulz.