How many inputs does it take to get dat X-factor aura?
This is exactly what I was looking for - how to punish with Haggar, glad I came here, lol. I can use the pipe, and violent axe L is good sometimes, but…I guess standard grab is the way to go. Would appreciate anymore info on punishing w/ Haggar.
I simply mash the three attack buttons really fast. If you want a Blue Eye (lvl 2), stop mashing right when the punch hits them. If you want Red Eye (lvl 3, can’t combo afterward), keep mashing.
I’ve never found any use for lvl 1, so I either do lvl 2 so I can combo afterward, or lvl 3 for max damage.
Maybe mashing only one button works best. I’ll give it a shot.
I find XFactor, instant lvl 3 hyper to work beautifully during blockstrings. I often end up with only haggar alive, and lvl 3 xfactor lvl 3 hyper kills some characters instantly (I believe it deals about 855k).
I’m having trouble continuing combos after a launcher or Hoodlum Launcher on small characters. Even on C. Viper, I have trouble connecting two air Ms in a row. Any tips?
On small characters, Phoenix, and Chris use only one instead of 2 after a Hoodlum Launcher. On Ammy and MODOK hold :uf: after Hoodlum connects. With :s: on small characters just delay your jump a tiny bit. That usually fixes the problem in my experience. I don’t remember Viper causing problems with 2 air
's. Then again I’ve only played like 2 Vipers period lol.
It does 922k damage. If your X-Factor runs out before it finishes it does less damage though. In fact level 1 X-Factor almost runs out by the time you finish it…
As for the critical fists (blue eye rapid fire) I’ve found that it tends to do more based on opponent’s altitude.
Example being hulk’s gamma wave OTG in the corner. Abou that height, though I land a few, oddly enough, when landing the punch at around crotch level.
Why would you ever want two air M anyway? It only lowers the total damage for very modest meter gain, and makes the timing of every subsequent hit more strict.
I always try to go with as few M as possible in my combos, unless I’m craving for meter to finally get 3 meter so they respect the Lariat and don’t try crazy unsafe blockstrings. But even then, additional Ms are so character dependant, I only go for them when I’m really ahead or far behind.
About the hoodlum launcher… I’ve been playing Haggar for a while, and I’ve never, ever found a useful, solid spot for them. All my combos do without them, and the move is terrible otherwise. I guess hoodlum launcher cancel into lvl 3 is fun, but I can’t figure out any other use for the move.
I never use normal ground grabs either, H/L violent axe, or hyper press outside of DHC either. Any good everyday use for those?
For me, normal grabs have no use behind pile driver barring a shorter ending lag.
Violent Axe H is just a free launcher imo, but it covers good distance and has decent priority. You can also land it after a standing pipe for the free launch. Its more of a “If lag/pressure is too much, this is easier to do damage with”. Also gives you more distance on your attack than Vio M, meaning they are pushed more to the corner.
Violent axe L is more of a good free damage that leads to a DHC. In example, cr.LM-Pipe into Vio L into standing LM rapid fire DHC.
Another is just as a good launch set up, you can land something like (With a good otg assist)
cr.LM-pipe xx Vio L xx standing LS xx sj.MH-Pipe xx S xx sj.HS xx OTG into critical fist. Thats just me.
As for hyper-press, its decent chip and somewhat of a OTG. I dont use it myself but if you can manage something to launch them up (Say a shoryuken for example) you get those extra hits.
It’s kind of funny because I almost never use Piledrivers. Personally, I think his Piledriver is meh. They don’t lead into anything without 2+ meters and have startup. With an assist you can combo off of his normal grabs. The lack of a whiff animation is also nice and you can cancel the whiffed attack into Lariat for safety or into Violent Axe for pressure.
As for Violent Axe L, it is his best way to deal chip damage and it is a good poke. It can also punish stuff like Chris’s flamethrower on block and lots of whiffed moves from a surprising distance. Violent Axe H isn’t really that useful, but it is the easiest to combo out of and goes the farthest.
Hoodlum Launcher L is useful in blockstrings because it leaves you in their face (with frame advantage) even when they pushblock you. It also beats armored attacks. Hoodlum Launcher M is useful in blockstings (especially ones with assists), on wakeup, and right before they land. Hoodlum Launcher H resets are very nice, especially in the corner. If you predict a jump, Hoodlum Launcher H backed up with an assist is nice.
So Haggars worst matchup is Dormammu.Everyone agree?
I’d say his worst matchups are Ammy and then Wesker. I just don’t think Dormammu is that bad in comparison to those two. Any keepaway character with Tron assist is also pretty annoying.
I dont see the problem with hoodlum launcher. Land pipe xx hoodlum l nuetral jump m h qcf s.
Anyone got ideas for body press. I usually combo body press as a simple punish whenever I land a lariat. But I find the damage rather underwhelming.
You can TK it off a S or L/M Hoodlum Launcher for pretty solid damage. Depending on the combo it does more damage then another Air Series.
I got used to dash, M, S when I land a pipe, which seems equivalent to a launcher. But I was referring to spots where you use it as a poke. The ground versions are way too slow and vulnerable. Only the AA version seems like it might have some use, but I have yet to find a spot where I think to myself “Ah, I can go hoodlum here”, instead of either lariat or pipe.
As for the body press after lariat, isn’t it always more damaging to combo RFF after it, rather than press? There are some spots where the timing is tricky though, so I guess playing it safe with the press is always an option.
Btw, how safe is the body press? Let’s say you whiff a Lariat, can you cancel into it to be safe rather than eating a combo? Ideally I’d cancel into lvl 3, but that can’t be my only plan, and RFF is way too slow.
Haggar press is totally unsafe.you can DHC into a safe super though.
I disagreee. Wesker is only effective when he has an assist. Haggar can duck under standing pistol shot and if Wesker is stupid enough to teleport afterwards, Haggar can piledriver him on reaction. If he goes for an air teleport, haggar can lariat xx Super or air throw > OTG assist combo.
Ammy is annoying cause she’s low to the ground and consecutive Okami Shuffles are impossible to punish if Haggar isn’t standing next to her. I usually jump in with jumping A (leg drop) and then I can combo from there. Just be careful when you’re jumping around and attacking cause she can counter or air throw into a combo.
Dormammu is like dhalsim minus the punishable limbs, and Haggar is like Gief without a green hand and with a lariat that takes damage. Clearly the worse matchup for haggar in this game.
If I’m playing against a Tron, I snap her in first and take her out. I do this with any assist character that gives haggar problems: Hsien-Ko, Phoenix, Sentinel, etc. I think Haggar snapback is one of the best in the game.
Ammy is his worst imo because she has a simple and effective counter for anything Haggar does. If you spam pipe you get countered. If you don’t have the life lead she can run away and keep you out all day with whip, cold star, and that annoying paper thing. Her grab range and her blockstrings are ridiculous and if she does them right you either eat a low or whiff your grab then get hit. One super cripples you and the other is free damage on you unless you are close. She is also too small to mix up the number of aerials she needs to block, too small to instant overhead with the pipe, and too small to Lariat which is bs. The only thing Haggar has going for him is he can kill her in one combo. Easier said than done.
I’ve never played a Dormammu that gave me too much trouble as Haggar. I’ve been blown up by Wesker more times than I can count (especially XF3 Wesker…). How do you catch a runaway Wesker? Wesker with drones is just :sad:. Maybe it’s an online thing or the fact that I play Dormammu that makes me think he’s not that bad. All of his ranged attacks are slow and flame carpet isn’t foolproof.
True. flame carpet isn’t foolproof, but it shuts down a lot of haggar options, forcing him to go airborne in order to get to him. I can’t pressure Dorm with hoodlum launcher or close the gap with Violent Axe. I have to jump over the carpet to attack him, and that’s only if he doesn’t teleport to the other side and zone me out with dark hole, purification and chaotic flame. It sucks because I can’t even super jump toward him without getting knocked outta the sky.
Ammy is hard too, but she’s not so bad once she’s spent of meter. When you think she’s going to counter you, piledriver her. When you think she’s gonna shoot ice at you, super jump early and smack her with the pipe. Like you said, it doesn’t take much to kill her; just one mistake on her part will do.
And yea, Wesker and Wolverine are S-tier online. I put Thor on my team and stay away from Wesker so Thor can shoot him and Sentinel with mighty spark. Once Wesker attempts to get in, he gets a piledriver. Thankfully, I can react to Wesker when he teleports to the air.
I having major issues, my team is Taskmaster Haggar Chris. But i seem to get L’d out of everything… I’m not sure what I’m doing wrong and I’m having a very frustrating time trying to punish.
What (and when) exactly are you getting L’d out of?
Haggar’s jab are slow, so punishing certain moves on block is a bit harder than usual. You just have to get a feel for what attacks are unsafe enough to jab for free.