Well, I’m not sure if I should just make a separate thread for this, but I’m currently streaming some XBL matches! Check the sig.
Reply: would you like some more pipe?
Also: has anyone tried out his other two assists any? Pipe assist might work… but I don’t think Axe is any good.
pipe smash is so so…(seen someone use it during a stream)
haven’t tried violent axe or seen anyone use it yet
the double lariat is always the way to go when it comes to haggar’s assist type
L hooligan is a frame trap, right? So has anyone had success mixing up L hooligan and M hooligan cancelled from standing M or standing pipe? Does hooligan M not connect because of pipe blockstun?
If you cancel asap Hooligan M whiffs from a blocked pipe. You can cancel it slightly after it hits to grab them if you want though.
Nothing makes me smile more than guard XFC level 3 into Final Haggar Buster on Sentinel for the KO.
But yes I love this big lug! I use Wesker [Edge]/Ammy [Cold Star]/Haggar [Lariat]. I try to rotate them in and out to get the most exposure with them. Pipe and Samurai Edge causes some nasty unblockables. Cold Star and Hooligan M is great with the timing for an unblokcable hit as well.
I love how Hags air normals stay out forever but I just ate a deadpool counter hit hyper after tapping H after a super jump, all I could do was watch Haggars outstretched body land on him.
I’m assuming there is absolutely no way to cancel those right? Although I did find out that if the character is big enough, you can use a headbutt right after hitting them for some extra damage then proceed on the ground with the combo of you choice, it looks pretty sexy too.
I am streaming my games using Haggar, I am still learning everything about streaming so would like advice/input please… MvC3PS3 on USTREAM: Playing Marvel vs Capcom 3 Baahybee .
you can cancel with 236s in the air i believe.
I am finally getting really good at handling sentinals with haggar, i just wait for the cr. mk and jump pipe on reaction. it counts as an instant overhead on sent and bounces. Runaway sent is not giving me as many problem either, i am just having issues with runaway wesker with sent assist. seems they can chip to death with gun, i can lariat the teleport so they dont do that anymore but i keep losing to timeouts on that. also what punishes weskers launcher, it seems really safe.
After abusing 2+C in the air a lot on opponents, I start to use standing pipe to catch them off guard. I always buffer the l hooligan initially. If you are max range pipe the hooligan will whiff. if you are closer, the chance of the hooligan hitting is obviously much higher. I typically use L hooligan because they can block it, and if they block it you are safe. U kind of want to get them into the habit of wanting to stay grounded, so that you can space a standing pipe, whiff the light hooligan and then catch them with level 3 hyper.
After large characters block a light hooligan you can instant overhead with jumping light and combo into jumping pipe.
A VERY useful anti sentinel strat.
j.:l: has such a monstrous hitstun for being a light attack. it seems much much easier to land a tick spd/level 3 off of a sent drone ON HIT than when somebody blocks a j.:l:.
instant overhead into pipe is hot. seems haggar has two options for instant overheads on the big characters-j.:l: (into pipe or j.:s: are probably the most prudent) and headbutt (into j.:s:). Headbutt may have a better risk/reward since it covers more options and if you score a dizzy it’s free whatever the hell you want but i’m guessing j.:l: may hit on more characters. this would need to be tested and it would be extremely useful to know.
If you have 4 bars to burn, I found a way to start a combo after landing a piledriver. As soon as you land from the piledriver, do the body press super and DHC immediately to Dormamu’s level 3 or Chris’s level 3. Dormamu’s is fast enough to combo off of the wild swing air grab too. I’d bet other supers work, but the lack of scaling for level 3’s is pretty nice for throw combos since they do half damage otherwise. You can also combo from regular grabs doing this.
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[/LIST]Having some issues connecting Haggar’s air :qcf::s: after a combo, half the time it calls out the team air switch, and the other half I’m too far below the other guy. Whats the propper combo follow up after launching?
j.:h:, j.:u::h:, :qcf::s: is your best option. It does good damage and it’s pretty reliable. j., j.
, j.:h:, j.:d::h:, :qcf::s: does slightly less damage, but it’s quite manly. Plus, you can tack a body press on the end.
I just use. J.:h::u::h::qcf::s:
Good damage and easy to combo into.
I just realized that Haggar loses health when he uses his Double Lariat assist… why? >:|
It is paying homage to how he lost health when he used it in Final Fight. Plus I think its Capcom’s way of balancing the only single invincible assist in the game.
Mike Haggar’s stats are wrong. Energy projection should be maxed. He projects his energy with DAT PIPE.
Haggar keeps his LMH air normals active just like in final fight. Exceptions are his non air final fight moves, headbutt, DAT PIPE, command throws and S. It has it’s advantages…
I figured that was the reason but I’ve never played Final Fight. Thanks for the info.