Looks like Haggar can neutral jump headbutt Akuma’s ground tatsu.
What made you guys decide to use haggar on your main team?
I picked the game up simply because he’s in it.
you that big of a haggar fan huh?
I love all of the final fight characters.In general I love freaking manly characters that hand out beatdowns so bad you can feel the power in your hands.Its why I play Alex in 3rd strike.Pipes, Lariats, Violent Axes, Rapid fire fist are very satisfying moves just like Alex’s Powerbomb, Headbutt, Air knee stomp and his Hyper bomb.
Absolutely. I’d like a Haggar shirt. I also can’t find that picture that has his manly pose with PIPE written on the bottom Obama style. As many bad matchups he has, I dont really care and still stick with him. I suck at marvel as it’s not really my kind of game (I favor defense) but I stick with it since Haggar’s in it.
Reporting in. counter Level 3 is pretty handy.
Pipe Assist isn’t have bad.
i love haggar…hes it’s unfortunate that hes my best character…;.; i think with the right assists though he wrecks face. also quick question…anyone got any useful tips for approches sometimes im a little to far away to pipe and when i do i get punished…with spamming dante a’s that take up my entire back yard.
periodically when I’m jumping in the air I’ll throw out a normal early and immediately cancel it with Sky High Backdrop.don’t get to repetitive with super jump. mix in some normal jumps, super jumps and interrupt your own trajectory with Sky High Back drop whiffs.
also. Haggar doesn’t care about chip when stalking. sometimes I take the chip and keep with the advancing guard. Be patient and see how they respond. Also. ground pipe works as a better zoning tool then you think, and if it gets blocked or if it lands call a assist and out comes Violent Axe or Hoodlum Launcher to cover you as you finish getting in.
here’s where you take player tendency and opposing character into consideration.
At the same time, once you get in. if a certain assist is giving you problems, once you do close in, just snap them in and get rid of them.
Haggar is cool, and Timothy made me realize that. =P
I feel Haggar becomes more useful when you don’t play him to actually land big damage, but play him to build meter. You don’t need to trick your opponent. You just need to be connecting with hits whether or not they are blocked and focus on pressuring your opponent when you have the opportunity. If you get to land a punish, that’s good news, but the real way to make Haggar useful is to focus on the fact that he’s good at building meter.
Of course, assistville is alright, but I feel a team gets more out of him by making sure he’s run on point for some time. He has high life and big damage for a reason. Getting over a bar of meter from him simply for expending his life alone makes him useful.
My team of Haggar (Pipe)/Ryu (Hadoken)/Arthur (Daggers) has been working overall pretty well for me despite the fact that I do have some matchup problems. This is however some of the best synergy I’ve found that works for me. Ryu and Arthur both are very strong keepaway characters especially when stocked with meter, and Haggar builds meter well. The only problem with my team is that certain matchups tend to give me huge trouble if I let someone die at the wrong time. I find X-23, Wolverine, and Dorm harder to deal with without Haggar. Wesker walks over my team if Ryu dies. Sentinel and Deadpool are really problematic if Arthur dies. All in all when I play, I have to know my matchups and thus who needs to stay alive.
With Haggar, I just go for the DHC Glitch into spencer, which basically push the opponent into the corner for very damaging meterless (well it costs 2 meters for DHC glitch, but after that its all meterless) combos with Doom missile assist, which rebuilds the meter back, and I can tag in Haggar again, but now they are cornered and in a very bad position.
I laugh at those who says haggar is helpless against many of the cast (well I agree if he is alone, but its kinda the player’s fault for running him last <.<), then immediately scream when Haggar corners them. The pesky zoning game which deals pitiful 100k damage of chip pales greatly in comparision to jumping pipe combos which reachs 550k via lazy or beginners mode combos, or to 100% if you spend meter to go immediately to DHC glitch.
yo denso thanks for the help my game improved a little by just doing the air grab wiff to mix them up…now i just need to work ground pipe in
Random thing I discovered. It’s not super practical, but it’s hilarious.
Jumping :l: instant overheads Sentinel, BUT the best part is that it combos into air Pipe.
Oh Sentinel and your retardedly huge crouching hitbox. Always entertaining to play with.
^Good to know.Headbutt is my go to instant overhead which works on Modok, Hulk, Sentinel and Tron.
Glad to know that a scrub like me who gets bodied in this game could be of help. Keep at it.
if i ever get a cam set up ill show you something great with haggar and wesker. ive been working on trying to get some resets with haggar…im starting to think that is where haggar hidden power is
My matches with Haggar/Task/Doom start here.
That was really solid gameplay! I learned quite a bit from your playstyle. That unblockable Taskmaster setup was especially sick.
I’m not sure why you use J-:l: as your falling aerial when you can more easily combo off J-:h: which also lingers until you touch the ground and hogs a TON of space. Also when doing air combo, keep in mind that you can actually chain into air :s: after Pipe. Outside of that I like your playstyle a lot.
Yeah, I think thats been a concurring theme in the Haggar forum as of late.Air pipe is good but mixing up air normals is key to not getting yourself figured out and killed.
I’ll try j.H more, but currently my favourite air moves are j.l and headbutt.Jumping L in theory isnt a very good move but I’ve had alot of sucess with it in casuals.I think people just expect slow pipes all the time so they’re suprised by the speed of jumping L.Headbutt is good because it has a good hitbox and Haggar moves his head forward, and I assume his hurtbox goes behind the headbutt hitbox,making it hard to counter.It also gives you the ability to juggle with cr.l,cr.m if you hit them at the peak of a regular jump.
I’ve just recently changed my Bnb starting from an air pipe to end in mighty swing which leaves Haggar so close to the ground that the Haggar press combos, but it crosses up which allows Task’s vertical arrows super to hit fully for 800,000 damage and I can tack Doom sphere flame onto that aswell.Before I was just ending air pipe and then into Haggar press DHC into parabolic Taskmaster super, which did about 100,000 less.
Since most matches are vs characters that can easily lame Haggar out by jumping around and using good pokes/projectiles/assists my Haggar pretty much only has two practical moves:
1.) Jumping Pipe (into combo)
2.) Lariat (into Hyper)
And that’s it. In a game like Marvel you’ll be lucky to get Haggar’s fat ass over to the opponent quick enough to do a close-range Piledriver or hit them with his slow-ass Standing/Crouching A. Level 3 Piledriver is just a gimmick move and unless you’re in X-Factor (which I think Haggar is a bad character to use it with) the damage isn’t really anything special. Speaking of which I try my best to make sure Haggar dies before my other teammates since they can utilize X-Factor much better, and also because there’s nothing worse than being stuck with Haggar solo.
If it wasn’t for Haggar’s high health and his Lariat assist greatly helping Chris out then I’d think he was dead weight. The only other gimmick I have with Haggar is doing a Piledriver deep in the corner and then immediately afterwards THCing with Chris’s Grenade Launcher which OTGs. Nice damage for a command throw but good luck pulling that shit off in a real match.
I don’t get your point. What do you mean that Haggar’s only two practical moves are Pipe and Lariat? They might be his best overall moves for actually hitting things, but that’s not how you’re supposed to play Haggar. He’s not cut out for tricking you. He is however well equipped for building meter due to his high base damage and life. Also Haggar has quite a few safe moves. They aren’t likely to actually hit anyone, but his Hoodlum Launcher as well as his Violent Axe are safe moves on block. Same goes for his normals. Also Haggar gets a LOT of mileage from Super Jumping. People have to actually respect Haggar’s air normals when he lands, due to their gigantic lingering hitboxes.
I mean sure, it’s awesome when Haggar actually DOES hit someone, but I don’t see that as being the point of using him. My team is built around the fact that Haggar builds meter. Haggar (Pipe)/Ryu (Hadoken)/ Arthur (Daggers). My personal playstyle leans towards defense and keepaway, and Haggar compliments this well for me in that he’s a character that’s hard to approach, and even better for the rest of my team given that he builds meter, while the rest of my team generally uses meter really well.