I managed to do that Air Exchange glitch with the Air Pipe finisher
(if u guys dunno what im talking about, im referring to that same She-Hulk thing, where the exchange char never comes in, and u get a free re-launch)
I wasnt able to do it consistently enough, but u get a weird wall bounce that tells me u might be able to do something, though i dunno what. just thought u guys would like to know…
Have you tried the other variations of Aerial Exchange? I think you may have done :s: which causes a wall bounce. :d: :s: causes a ground bounce and :u: :s: causes them to go higher. Although for She-Hulk, i don’t think it matters since it actually whiffs. Maybe for haggar since it kinda connects it makes a difference?
I’ve been trying to find aerial command grab tech traps in the air, since after enough launching enemies just fall out of air combos after a hit or two. I haven’t had any luck with it, anyone else want to take a crack at it? I’ve been using 2a 2b 6C 236B S j.b j.b j.c j.2C, S, j.b j.b j.c j.2c j.236S, Katanarama assist, ???, (some kind of grab?) I’m thinking something similar to Polimar’s air throw resets in TvC.
Edit: Needs more time in the lab, but I got a throw off of 2a 2b 6c 236B S j.b j.b j.c j.2C relaunch j.b j.b j.c j.2c, Katanarama, launch, super jump after them, then wait until they turn over and then do a command throw. I can think of a few characters that might be able to mash out an air-invul super, idk the frames. It should still work on most of the cast.
I havent heard anyone say haggar is bad since pre-release. The closest I have seen is people who say he should only be used for his assist, and while almost no-one seems to agree with that even THEY admit that hes a solid chatracter even if its just for the amazing lariat assist.
Haggar is good but hes pretty much free to zoning characters (Amaterasu and Dormammu) without the right assist.I’ve been trying to utilise some new technology to get around it though.
I’ve been using super jumps and then whiffing three piledrivers to do two things:
1.Get them to come to me.Opponents sometimes use this opportunity to attack and get close by dashing towards before you’ve gotten to the ground.Use this opportunity to either come down with the pipe, try and connect a lariat when you land or just lure them into putting you into blockstun and then XFC out and level 3 them.
2.Use it to gain ground safely against your opponent.Putting yourself so high up in the air and staying there for a while makes Haggar a hard target to shoot down.Characters dont really have that much to get you with that high in the air aside from stuff like Hail storm or Ammy elements. You make slow progress towards characters but it is much safer than just jump pipe.
It can also be used to evade a lot of chipping ground supers like Dormammus chaotic flame. Its not the best tactic in the world but I’ve worked it into my game quite alot against certain matchups. Its funny because people saw this technique as a joke at first,it looks pretty dumb, but it has practical uses and its good to mix in with standard pipe shenanigans.
i actually do this too with the wiffing pile drivers i mix it up make them 3-2-1 some times it throws them off and i get a free opening for the pipe or light kick
With some success I’ve been whiffing cr. H + assist and using the roll as a means of getting across the screen with invulnerability while covered by Taskmaster’s arrows. Against a character with high mobility though it can be pretty tough to pin someone down so I usually just switch to Taskmaster since he’s pretty good at chasing people down.
Edit: Of course you probably don’t want to do this against anyone who can hit OTG from far away like Hulk’s super.
What I have trouble with is getting into a position to use a combo other than Pipe, cr. M, S, air combo. How are you guys getting in and what are you using to start something like Cr. :l:, Cr. , :f::d::df::l:?
I found a fun reset when you land a launcher or violent axe A or B. Do whichever your favorite air combo ending in dat pipe is, and on ground bounce do a standing jab and cancel C hooligan throw. It will grab them on air tech and relaunch them for another ground pipe bounce combo. I haven’t tested it on people mashing in air. What kind of priority goes C hooligan have against people mashing normals in air?
against characters like hulk you just have to be more careful with the roll–it still works though but the hard part is making it to that 51st frame where haggar is then invincible and can roll around. you have no idea the kinds of things i’ve rolled through and landed a level 3.
also, that pipe combo is worthless. if you can land cr. after a jump pipe you should be able to do the j.:l::h: > land etc. combo I posted in the combo thread. and after a ground pipe you can cancel into either or :l:axe and do some cool stuff after that. in order to catch people with jabs you have to set up the frame traps by making them block :l: hooligan (positive) or blocking pipes cancelled into hooligan (neutral). haggar’s pressure game is literally beastly, especially once you can start mixing up hooligan with :l:hooligan and then foregoing the second half of the combo for a :h: hooligan reset that will kill the character. Believe me, the salt flies…
imo haggar kills sent, instant overhead on reaction to his cr m is great. everyone always talks about xfactor sent inspiring hate, well it is nothing compared to the hate you get when you have xfactor haggar. You are always at positve frames and you dont need meter to kill, and jumping pipe in xfactor will piss off everyone.
Been using a lot of L Hoodlum Launcher for approach. It usually scares the fuck outta most players and they end up throwing something out there for me to punish. It also beats a lot of moves out surprisingly.