The Jesse Ventura, I mean Haggar Thread (MvC3)

i dont think haggar is bad…i rather have him then tron i just want a way to get in on fireball spammers.

He’s got his bad matchups. but I like him too much to drop him.

j.L is amazing, yes. It has a very odd hitbox, can crossup, leaves enough hitstun for for confirm into c.l, cr.m, s -> combo. I try to use it at any given opportunity, because it doesn’t use up your ground bounce and allows you to Hoodlum L after air pipe/air s.

What I find very useful is doing QCF S after a delayed air-pipe (you’ll grab them really close to the ground) and then crossup dash while they’re recovering and going for mixups with instant airpipe, cr.l or hoodlum M.

Like I said, Haggar is all about conditioning your opponent.

I would likr to know what do you think of Haggar’s air command grab “Skyhigh Back Drop”. Is it easy-to-use and useful? I have a quite hard time to perform this move. Are there any specific conditions when inputting the command?

I’ve said it before but personally, the one and only buff I want to give Haggar is have the oppent be left in the same knock down state as an air counter Headbutt (basically they can’t tech at all and all of Haggar’s normals hit OTG). Keep in mind the combo after would be scaled pretty harshly, but still you could really do enough damage to make people be really scared of Haggar’s piledriver/backdrop.

Also yeah, Haggar’s Air L is pretty godly and most people don’t realize how easy it is to hit confirm into a full combo off of it. (Air L into another A L into cr.L into cr.M into whatever the fuck you want)

no dice here. I’ve used it to waste time in the air when turtling.

has anyone found success with landing hoodlum L then going for hoodlum H on non flyers/air dashers? hoodlum H got some range on it

I forgot all about that, thanks for reminding me.

I think j.H is underrated as well. No, not the pipe or the headbutt, just regular old j.H. You can push it late as hell and it’ll still hit, and it gives a good amount of hitstun to combo from something that didn’t even look like it was out. Another little gimmick is just ticking the M Hoodlum Launcher. cr.LM xx Hoodlum Launcher M has got me a lot of success. If they start before the Hoodlum, just pause and punish the hit. If they jump, do Hoodlum H instead, or just rely on those Haggar tactics and pipe that ish.

Another thing I’ve recently discovered is if you land a close pipe hit (mess with it) you can do s.H and immediately cancel it into S for a little bit of extra damage than your normal pipe combo (mine being s.M xx Hoodlum L, sj. MH xx Wild Swing). Pretty strict and situational, but damage is damage.

Lastly, what are you guys doing off of Haggar on-point Lariats? I go for Lariat xx Punch Hyper (name escapes me, I do apologize), then launch and go for a Wild Swing (very tricky, but possible), but I miss that hyper so much it annoys me. Might just instead go for the slam hyper instead just for the guaranteed but lesser damage.

I have a tinge of irritance from missing lariat xx rapid fire fists. I’m going to take it to the lab and see what the deal is this weekend.

I think the key is where the opponent is in relation to the lariat. Typically I go for it after 2-3 hits from the lariat. I definetly go for rapid fire if I caught an assist.

But Tostada Press never misses… It just does crap damage to the point man compared to bagging Rapid Fire Fists to Hoodlum L or S > M H Big Swing.

Edit: from videos and from what I tried in training mode I believe the key to landing Lariat xx Rapid Fire Fists is having the opponent’s feet parallel to Haggar’s face. but if you catch an assist and the assist is lower then the opponent, do it, they’re both eating.

I’ll do this again likely monday with every member of the cast (I dont have shuma/Jill sorry) to confirm this is the correct way to always land Lariat xx rapid fire Fist
For the sake of the forum can someone else try this to confirm?

I’m having a hard time getting Rapid Fists (mashing buttons to get the blue eye) to connect after a team combo (Hulk’s BnB into Gamma Quake, DHC into Viewtiful Joe’s Mach Speed. I DHC into Rapid Fists it right before Joe launches.)
What usually happens is that Haggar will hit the enemy up into the air, but the attack after that won’t connect. I’m thinking that the ground bounce in Hulk’s BnB (Jumping S) won’t let Haggar hit again, but I’m not 100% sure.

Some tournament play from WSO @ Troc, playing my Haggar/Doom/Akuma team as per usual. You can have a look, I utilize the haggar corner reset and Hoodlum M quite alot, like I posted above!

Justin.tv - armshouse - WSO 3rd May MVC3 tournament
/AJ

Cheech Wizard’s Haggar is very good as well, and he’s on that stream too! If you’re interested in seeing some Haggar action you should definately tune in.

^Oh shit man, I didnt realize you were on SRK AJ! Thanks for coming yesterday.We need players for Marvel, and your Haggar is getting good.

You’ve made me realise I need to end combos in jumping pipe xx wild spin in the air so I can get to the ground quicker to mix them up with cr.H.

:slight_smile:

I thoroughly enjoyed it man, coming down every week now hopefully. I do not like my Haggar vs your Taskmaster matchup, though, haha!

what do you have to do to combos to have the wild swing connect after pipe? I’ve seen people do this in streams but i usually opt for headbutt then wild swing

To get the swing after air pipe you have to have super jumped upforwards (:uf:) after :s: . Super jumping upforward makes you fall down diagonally so you can do M,M,H,Pipe in the air then after doing the pipe as you’re falling down you cancel into wild swing.Haggar sort of falls along with his opponents so you’re close enough to them to get the wild swing. You want to delay the cancel into mighty swing as long as possible so you can grab them closer to the ground.

As I mentioned you cant do this when you superjump upwards.Thats why it doesnt work when you land an air pipe then do st.l, st.m xx hoodlum launcher L because to combo off of hoodlum launcher L you have to jump upwards and not upforwards.

I know I probably overcomplicated my explanation here but just look at the matches with Gimp in that video he linked and you’ll be able to see the timing.

^ That, basically.

It whiffs sometimes if you do 2x j.M in air, depends on how early you input the jM and the size of the characters hitbox.

When Haggar uses his j.L attack, mash L as you’re landing. If the first one connects you can combo into a second one making you’re follow-up ground combo much easier to connect. If you don’t connect well that j.L is gonna be out there anyways so doesn’t make a difference.

Dunno if anyone else has noticed that jumping S is an excellent crossup.Very quick and consistent, much more so than crossup pipe.Really easy to confirm into cr.L afterwards too.

Will have to start using it the next time I play.

Getting in is the only problem I have.

My ps3 is outta commision. I had a wonder. If you whiff sky high backdrop while jumping up do you start to descen or does the jump continue?

I think you pause your ascent and start descending from that point once the whiffing animation is over.

Gonna check. There could be a use for this