The Jesse Ventura, I mean Haggar Thread (MvC3)

The pipe has a great hitbox and causes ground bounce, which give Haggar all day to hit confirm to pain. A lot of people like to hit buttons instead of block, so pipe blows them up.

sentinel’s armored s beats it cleanly after the 4 frames startup.

or you can just counter super all day against it although they can whiff the command throw to avoid it.

only person who straight up out prioritize the braindead pipe is Zero…and thats saying something

true but you generally dont have to worry about that online because 90% of online hagger’s think they can just pipe derp thier way to a win so they dont bother learning anything else about him

and you cant cancel the pipe if the pipe already striked during the cinematic pause, but it only applies if you are recovering and they tried to pipe you on wake up.

Otherwise, just stick to armor moves, invincible moves or counter. If you want to, you could even use hypers to really hurt him.

Yeah you cant cancel the pipe into command throw to stop yourself from getting countered by Wesker or Task.Not off a regular jump pipe anyway, the pipe always hits before you have time to cancel unfortunately.

you beat it by placing a huge tax on metro city against pipes

the pipe is very punishable since its delay afterwards is long. if it pulls out in the air. then dash under haggar and proceed to punish

I’m curious as to what move of Zero’s out-prioritizes this. My friend plays Haggar on point with Doom assist to keep pipe safe on block (effectively giving him free mix-up which between high low and throws like crazy is pretty rough), and I usually zone with charged buster and Dante assist, but if I can just straight out beat the pipe with Zero that would be awesome.

Why are you guys giving people tips on beating the glorious pipe? This is metro city! Go back to your own character forums and conspire against us Haggars there.

He’s got way more than just that pipe. Wait till people figure out how to abuse hoodlum M, thats what im working on atm

I already found great ways to abuse M Hoodlum launcher, using Deadpool Diagonal gun shoots which causes the opponent to drop down very quickly, and gets grabbed since air blockstun is gone once you hit the ground.

Also, if you are midscreen, at any point the opponenet tries to jump back air dash vs Taskmaster vertical, they drop down even faster from block stun, similar fashion to Deadpool’s. The thing that makes this even more dangerous is that even on hit, they will recover instantly after getting hit in the air, and get auto grabbed if distance is close enough.

Since you already know how damaging Haggar is, both of these options leads to 500k+ pretty easily (Very high for a dashing grab). Also it is soooo braindead and effective its funny.

Oh and to add, should you fail to grab them (the opponent was slightly above the ground and was not grabbed) you can cancel the Hoodlum launcher into Lvl 3 Grab, or just Pile drive them. Mix it up with low Light attack, with high DAT PIPE MAN attack, with instant back drop for back jumper, and you successfully harrased an opponent.

I know its tooo good to be true, but after passing all that obstacle Mario course, you have to make sure damn well the princess is in that castle.

I don’t mind people focusing really hard on beating the pipe, forgetting all the other useful tools Mike Swagger has.

I gotta agree here, due to my experience being my highest damaging combos involve not starting off with a pipe hit. 700k+ with one bar, and the combo builds the aforementioned bar.

People are really sleeping on the power of jumping L and especially jumping regular H. That jump H (double leg drop) can mindfuck people the way it comes out so late.

Exactly. I always strive to start my combos WITHOUT the pipe because it uses up your groundbounce before you’ve even started your combo, which kind of caps the combo (assuming you don’t use OTG assists) at around 500-600k, at best. Jumping L and H are good tools, but also Jumping M. At the end of the day all his jumping attacks are good tools really, and it’s all about mixing and matching depending on the situation, keep your opponent guessing. During certain jumps the jumping L might cross over while a jumping H maybe wouldn’t, so you can keep your opponent guessing.

Also, Violent Pipe (Forward+H) is a very under-used weapon in his arsenal. It’s got a HUGE hitbox, leaves them in a bloody coma and lets you combo into M Axe, s.L and launcher, leaving you with a groundbounce still to use. I’m trying to stop going for the launcher ex: c.L, c.M, S (which still leaves you with plenty of options, including groundbounce), but to do c.L, c.M, f.H, L/M Axe into S and then whatever combo your heart desires.

Hoodlum M is one of my main weapons. Try adding Doom to your team, once you’re in the corner, call out missiles and watch them panick, not knowing whether you’re waiting for missiles (which will break any combo they attempt on you, including hypers), jumping in with pipe, dashing in for c.L or going for hoodlum M while missiles are still in the air.

Ahhh!!! Get outta my head!! Forward + H to M axe is what I often use in combos for the exact same reason (avoiding the early ground bounce for big damage). Nothing feels sweeter than [media=youtube]xlDn6umHUZI&feature=mfu_in_order&list=UL"[/media] without the early pipe. :rock:

I am just going to formally request and ask very nicely for someone to post Haggar frame data stuff in this thread. I don’t have the Brady guide yet, but I am sure (well hoping anyway) that someone who does may read this thread and decide to help. You can post it and I’ll put it all in this post or the next post. I’ll even try to make it look pretty for you. Any and all input is appreciated. All you have to do is post numbers next to attack names and I’ll probably know what to do with them. Any special properties/stuff the guide may mention like airborne frames and whatnot would be cool too. Credit will be given where it is due so people can know how awesome you are and how great the Brady is.

Anyways thanks in advance.

All credit goes to kensanity and the Brady guide for being awesome in general. Also good job on getting Hoodlum Launcher’s name right kensanity. I kept thinking it was Hooligan lol.

The format is startup/active/recovery…frame adv. on hit/frame adv. on block…total blockstun (special notes). For supers the first number in startup is before the screen freeze and the second number is after the screen freeze. For multi-hitting moves, the number in parenthesis are the frames in between hits where there are no hitboxes. Hardkd = unrecoverable knockdown and softkd = recoverable knockdown.

Ground Normals

:l: 7/3/16…-2/-3…15
:m: 11/3/20…-1/-2…20
:h: 14/4/21…softkd/+1…25 (causes ground bounce. snapback uses the same animation as this attack)
:s: 11/3/23…launch/+0…25 (launcher attack)

:d::l: 8/3/14…+0/-1…15
:d::m: 12/3/21…-2/-3…20
:d::h: 16/6/49…softkd/-29…25 (invincible after frame 50, unrecoverable knockdown state)
:f::h: 19/3/24…+10/+9…35 (ground bounces airborne or unrecoverable knockdown if bounce used)

Air Normals

Air :l: 7/till grounded/1
Air :m: 13/till grounded/1
Air :h: 16/till grounded/2 (raw tag uses the same animation as this attack)
Air :u::h: 8/4/19 (grounded counterhit causes dizzy. airborne counterhit causes hard knockdown and next hit otgs)
Air :d::h: 14/3/29 (ground bounces or unrecoverable knockdown if bounce used)
Air :s: 14/4/23

Ground Specials

Violent Axe :d::df::f::l: 15/4/22…+10/+0…25
Violent Axe :d::df::f::m: 18/5(12)4/17…+16/+5…25
Violent Axe :d::df::f::h: 20/15(11)4(14)3/19…softkd/+5…26 (last hit ground bounces)

Hoodlum Launcher :f::d::df::l: 14/6/16…launch/+4…25 (blockable throw+launcher attack)
Hoodlum Launcher :f::d::df::m: 26/8/32…launch (throw+launcher attack)
Hoodlum Launcher :f::d::df::h: 30/14/43…launch (air throw+launcher attack)

Double Lariat :atk:+:s: 8/45/28…hardkd/-31 (invincible from frame 1-40 , 100,000 health becomes red)

Flying Piledriver :f::df::d::db::b::l: 5/1/30…hardkd (throw)
Flying Piledriver :f::df::d::db::b::m: 3/1/32…hardkd (throw)
Flying Piledriver :f::df::d::db::b::h: 1/2/33…hardkd (throw)

Air Specials

Backdrop :f::df::d::db::b::l: 5/1/35…hardkd (air throw)
Backdrop :f::df::d::db::b::m: 3/1/37…hardkd (air throw)
Backdrop :f::df::d::db::b::h: 1/2/38…hardkd (air throw)

Wild Swing :d::df::f::s: 17/3/21…hardkd (blockable air throw. damage and hits increase with height. 6, 8, or 12 hits)

Supers

Rapid Fire Fist :d::df::f::atk:+:atk: 10+5/3(21)4(35)5/22…bounce*/-1…25 (last hit always ground bounces. ignores ground bounce limit. mash buttons for more hits and damage. hits 12, 18, 24, or 30 times)

Giant Haggar Press :f::d::df::atk:+:atk: 5+16/16(5)55/30…hardkd/-53…31 (can hit otg and the explosion on landing negates projectiles)

Hyper Haggar Slam :f::df::d::db::b::atk:+:atk: 8+0/1/34…hardkd (throw. invincible from frame 1-10)

i’;ll get this info to u tonight