Breaking all the computers skips half the stage, including the boss. But otherwise there's not much that really went wrong. I had to take the May fight conservatively because they weren't positioning themselves properly. The result is that he absolutely demolishes it. Haggar is the only character who has a jumping down attack that hits the bulldozer. I can't use the buffer kill against him or any later boss because bosses after Callman suffer from less hitstun than other enemies. Drake fight goes pretty well, he can pretty much escape the setup I use any time he wants, but he chooses not to here for the most part. I do have to resort to throwing Mays more than I'd like because of their positioning, but throwing them does not cost too much time compared to if I try to punch and some of them throw me. Round 4: Starts off pretty rough, but the enemies generally cooperate and even stack themselves pretty well. Round 3: Nothing much to say here, the stage is really short and I get good stacking. Using this method probably costs 10 seconds compared to a perfect fight, but that number is pretty deceptive since a perfect Callman fight with the buffer kill strats is essentially impossible. So, instead, I just use this throw loop, which allows me to attack him continuously while still controlling what his lackeys do during the fight. The method I use to fight Callman is a bit unusual, I could use the buffer kill and just attempt to combo him, but he tends to just throw you out of it. The second screen here went fairly poorly, I spent a long time struggling to get clean hits on Billys and one of the Dirks, but the other enemies cooperated very well. Round 2: I really start abusing the buffer kill here to put enemies in range of death from violent axe. Still, getting knocked down twice costs less time than if I knock down Dave once and he jumps, so a solid stage. The Dave fight went ok I did very well on my buffer kills but got smacked twice. In addition, since everyone dies to simple strings, catching the enemies you want in a string is critical. The small number of enemies mean not getting accidental knockdowns is more important than later on. Round 1: This is a very difficult stage for Haggar. Haggar's slow running speed actually makes this easier for him than it is for Dean. For a good example of this in the Haggar run, watch the Dave fight, and notice how there are a few frames of running and I move towards him slightly in between attacks. Normally, this buffer lasts a really long time, possibly a full second. This kills the buffer the game uses to determine how far in a string of attacks you are. So, in between attacks, I run for a few frames. Normally, doing several punches in a row will result in a knockdown on enemies, but any time spent on the ground is time I can't attack. One very important engine mechanic that I abuse a lot in all the characters run is a buffer kill on strings. The biggest strength he has in this setting is that he has very strong options for clearing enemies off of him when things go poorly, which is good since things will generally go poorly for him more often than Guy or Lucia (which should be indicated as Haggar took nearly the same amount of attempts as those two characters combined) He is the only character without a jumping down attack that leaves enemies standing, so a running jump isn't an option, and his dash attack has extremely limited range. While Haggar's punches have fantastic speed and range, when he does need to get close to enemies, he doesn't really have a good method. So, instead of using his actually useful tools, I have to abuse the buffer kill to hit enemies with his standing punches until they are in range of killing them with violent axe. On the other, all of these things knock enemies down, which often costs a ton of time. On one hand, Haggar has powerful throws, a fast and damaging special attack, and a really useful super.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |