haggar himself has no answer for that, you need to use assists that cover up his bad matchups against zoners
u could try superjumping in inbetween doom missiles but be prepared to block the inevitable s.S from sentinel as u descend
haggar himself has no answer for that, you need to use assists that cover up his bad matchups against zoners
u could try superjumping in inbetween doom missiles but be prepared to block the inevitable s.S from sentinel as u descend
DHC tag to your team’s dedicated zoning character. Seriously, you’re not getting in as Haggar against Sentinel/Doom.
the thing is I play Haggar/Sentinel/Phoenix so by DHC’ing I lose 2 meters which isn’t good for Phoenix. Should I swap out Phoenix, I could put Arthur in as point or Chun-Li in as my anchor.
why arent u playing sentinel on point with haggar as the #2? that can handle a zone team
I don’t see it dude, I commend you for trying but if you’re left with just Haggar vs one or more zoning characters he’s completely fucked. If I see a Haggar super jumping, I’m either going to use air supers to chip him out, or just dash under him to the other side. You’re basically banking on the other guy to do something stupid, or just stand there like a putz.
The upshot is if you get matched up against a rushdown character as Haggar then happy times are ahead.
Also for some advice you have Haggar out and they have a zoning character waiting, would snapping him in be a good idea? I mean Haggar doesn’t use bar anyways, and a snap back puts a zoning character in awful position, especially against Haggar.
I have done this a few times, it works but you have to capitalize on it,; otherwise your doing them a favor getting their zoning character in against your grappler, and burning a bar in the process. Generally I only do this when my haggar is in and I have more bars than they do.
At this point I no longer think haggar is FREE versus zoning characters. hes at a disadvantage but its not insurmountable. you can beat some arthurs and sents without too much trouble. Doom is a total pain in the ass but it can be done. Its a lot like playing geif in ssf4, getting in is a bitch, but you really only have to get in once or twice to ruin their plans.
I don’t know if this has been brought up yet (didn’t feel like reading all 34 pages first) but I was screwing around in training mode and came up with something that I think might be kind of cool, but I’m not sure it is terribly useful in a real match.
With opponent in the corner, if you combo s.L, s.M, s.H, 236H, the last hit of the special appears to slam them on the ground and make them recover immediately. If you pause just a moment, you can level 3 super right as they stand up. Or, if they roll the opposite way to get out of the corner, you can lariat into the 100 hand slap. It’s a pretty cool little set-up if it actually works the way I hope it does.
edit: I know if you’ve already made contact with a s.L there are endless possibilities especially in the corner, but I was trying to find a way to “safely” set up a level 3 super.
during haggars super how do you make his eye shine to add more attacks?
Mash buttons.
Stop mashing right when the fist hits for lvl 2 (blue eye), keep mashing for level 3 (red eye).
Lvl 3 never continues a combo, but deals huge damage.
Lvl 2 and lvl 1 have similar properties. I almost always use lvl 2.
So what are his options to advance on opponents that play keepaway?
-Super jump? Sticking any aerial out?
Anything else?
Sup Havok. I didn’t know you had this game. Maybe we can get a few friendly games going sometime.
Most of the time I approach with just regular jumps unless they are like full screen in which case I’ll super jump occasionally. The dropkick roll is only good from far away since they can hit you before you roll. Sometimes you can just wavedash to approach them and catch them off guard.
Haggar’s regular jump is amazing and gets you through a lot of projectiles. The key is making sure you hold back right after jumping forward to block stuff in case you get hit. When you get close enough start using air pipes to make them afraid to push buttons.
You can DI a little bit during your super jump as long as you don’t attack. Even though you don’t have a lot of control, you can still space yourself pretty well. As long as you pay attention to where they are (there will be a little player1/2 icon showing where they are) and listen to their voice for assists you can DI accordingly and usually end up in a better position than when you started. If you spam super jumps and DI forward then a smart player will just wavedash under you every time.
The dropkick roll isn’t invincible until like a second after you press the button. It can also be hit by beam supers on reaction. Sometimes you can trick someone into jump attacking you by doing the dropkick and then canceling it into lariat. Dropkick rolling is also tricky after you knock them down if you cross them up and use an assist.
Haggar’s wavedash is a little weird, but with good timing it is surprisingly fast. You just press down after about 2/3rds of his regular dash distance and immediately dash again. Sneaking in a few wavedashes here and there really helps. If you want to block during the dash you have to crouch first though. Before the match starts at the part where you can move around and can’t dash, jumping forward is noticeably faster than walking forward. Every little bit helps lol.
Yea man! I’m totally down
Moving around with Haggar can be annoying sometimes haha
I 100% believe that Haggar is the worst character in the game when he is by himself.
He cannot do anything to get in. At all.
super jumps + air pipe
I would have to give this title to She-hulk. It hard to do much against people throwing shit at her. Haggar at least has range with air pipe and trades with headbutt for stun against point and/or assist characters.
I’d bet someone like MODOK or Arthur is more free by himself vs. a rushdown team than Haggar is vs. a keepaway team.
Violent axe L is amazing imo. It punishes so many whiffed moves easily. It easily hits Sentinel if he whiffs launcher trying to armor through your pipe. It hits Chris’s flamethrower during its endlag with good timing. It trades in your favor with Ammy’s okami shuffle super after you block the fire hit. It even tags Trish’s sword throw super before she can throw it at you from like half a screen away.
Violent axe L also leaves you with a small frame advantage on block and does okay chip damage. It has decent priority and beats/trades with a lot of random aerials, so you can anti air with it too. Comboing out of it can be tricky though, and at max range the only to get a combo going is to cancel it into the rapid fire fist super unless they are in the corner.
i think hsien-ko is far far worse by herself
I wish you were right.So many characters have ways around air pipe though, Sentinel and Hulk give me nightmares trying to get in like this.
i dont pipe thouse guys sent i light kick my way in becuase its pretty fast in the air…hulk you just have to wait for them to throw out the standing h then punish