No edit summary |
No edit summary |
||
Line 10: | Line 10: | ||
{{Nutshell|The mayor of Metro City is back for his second term. Originating from Capcom's ''Final Fight'' series, a sister series to ''Street Fighter'' taking place in the same shared universe, Haggar entered the vs. series in Marvel vs. Capcom 3, acting as a sort of replacement for Zangief as the series' inveterate grappler. | {{Nutshell|The mayor of Metro City is back for his second term. Originating from Capcom's ''Final Fight'' series, a sister series to ''Street Fighter'' taking place in the same shared universe, Haggar entered the vs. series in Marvel vs. Capcom 3, acting as a sort of replacement for Zangief as the series' inveterate grappler. | ||
'''In Marvel vs. Capcom Infinite,''' Haggar brings his usual mix of devastating command grabs and surprisingly high damage without resource investment, but he's a bit more well-rounded now as he has oil drums from ''Final Fight'' that can shield his advances and give him full-screen presence.}} | '''In Marvel vs. Capcom Infinite,''' Haggar brings his usual mix of devastating command grabs and surprisingly high damage without resource investment, but he's a bit more well-rounded now as he has oil drums from ''Final Fight'' that can shield his advances and give him full-screen presence, giving him more opportunities to push his pressure and mix-ups.}} | ||
=== Introduction === | === Introduction === | ||
Line 23: | Line 23: | ||
=== Unique Trait === | === Unique Trait === | ||
'''Cleanin' up the city''': This trash projectile is a good way for Haggar to zone his opponents and make them respect his ranged game. There is a small chance that after the trash goes away that it leaves behind a | '''Cleanin' up the city''': This trash projectile is a good way for Haggar to zone his opponents and make them respect his ranged game. There is a small chance that after the trash goes away that it leaves behind either food that can grant super meter or a gem that can grant stone meter (however, your opponent can take these items too). What's more, on the ground Haggar, can hold this projectile, and if it's broken while holding, it he gains some invincibility. | ||
=== Normals === | === Normals === | ||
Line 30: | Line 30: | ||
|name=Standing Light Punch | |name=Standing Light Punch | ||
|command=[[File:Mvci_lp.png]] | |command=[[File:Mvci_lp.png]] | ||
|damage= | |damage=600 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup= | ||
Line 38: | Line 38: | ||
|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 44: | Line 44: | ||
|name=Standing Heavy Punch | |name=Standing Heavy Punch | ||
|command=[[File:Mvci_hp.png]] | |command=[[File:Mvci_hp.png]] | ||
|damage= | |damage=800 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup= | ||
Line 52: | Line 52: | ||
|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 58: | Line 58: | ||
|name=Standing Light Kick | |name=Standing Light Kick | ||
|command=[[File:Mvci_lk.png]] | |command=[[File:Mvci_lk.png]] | ||
|damage= | |damage=600 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup= | ||
Line 66: | Line 66: | ||
|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 72: | Line 72: | ||
|name=Standing Heavy Kick | |name=Standing Heavy Kick | ||
|command=[[File:Mvci_hk.png]] | |command=[[File:Mvci_hk.png]] | ||
|damage= | |damage=800 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup= | ||
Line 80: | Line 80: | ||
|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 86: | Line 86: | ||
|name=Crouching Light Punch | |name=Crouching Light Punch | ||
|command=[[File:Mvci_down.png]][[File:Mvci_lp.png]] | |command=[[File:Mvci_down.png]][[File:Mvci_lp.png]] | ||
|damage= | |damage=500 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup= | ||
Line 94: | Line 94: | ||
|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 100: | Line 100: | ||
|name=Crouching Heavy Punch | |name=Crouching Heavy Punch | ||
|command=[[File:Mvci_down.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_down.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage=800 | ||
|guard= | |guard=Mid | ||
|properties=Launch | |properties=Launch | ||
|startup= | |startup= | ||
Line 108: | Line 108: | ||
|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 114: | Line 114: | ||
|name=Crouching Light Kick | |name=Crouching Light Kick | ||
|command=[[File:Mvci_down.png]][[File:Mvci_lk.png]] | |command=[[File:Mvci_down.png]][[File:Mvci_lk.png]] | ||
|damage= | |damage=600 | ||
|guard= | |guard=Low | ||
|properties= | |properties= | ||
|startup= | |startup= | ||
Line 122: | Line 122: | ||
|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 128: | Line 128: | ||
|name=Crouching Heavy Kick | |name=Crouching Heavy Kick | ||
|command=[[File:Mvci_down.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_down.png]][[File:Mvci_hk.png]] | ||
|damage= | |damage=800 | ||
|guard= | |guard=Low | ||
|properties= | |properties= | ||
|startup= | |startup= | ||
Line 136: | Line 136: | ||
|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 142: | Line 142: | ||
|name=Jumping Light Punch | |name=Jumping Light Punch | ||
|command=[[File:Mvci_up.png]][[File:Mvci_lp.png]] | |command=[[File:Mvci_up.png]][[File:Mvci_lp.png]] | ||
|damage= | |damage=400 | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
Line 150: | Line 150: | ||
|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 156: | Line 156: | ||
|name=Jumping Heavy Punch | |name=Jumping Heavy Punch | ||
|command=[[File:Mvci_up.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_up.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage=800 | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
Line 164: | Line 164: | ||
|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 170: | Line 170: | ||
|name=Jumping Light Kick | |name=Jumping Light Kick | ||
|command=[[File:Mvci_up.png]][[File:Mvci_lk.png]] | |command=[[File:Mvci_up.png]][[File:Mvci_lk.png]] | ||
|damage= | |damage=600 | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
Line 178: | Line 178: | ||
|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 184: | Line 184: | ||
|name=Jumping Heavy Kick | |name=Jumping Heavy Kick | ||
|command=[[File:Mvci_up.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_up.png]][[File:Mvci_hk.png]] | ||
|damage= | |damage=800 | ||
|guard=High | |guard=High | ||
|properties= | |properties=Ground Bounce & Hard Knockdown (vs. airborne only) | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 192: | Line 192: | ||
|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=- | ||
}} | }} | ||
Line 200: | Line 200: | ||
|name=Throw | |name=Throw | ||
|command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage= 940 | ||
|guard= | |guard=Throw | ||
|properties= | |properties= | ||
|startup=3 | |startup=3 | ||
Line 214: | Line 214: | ||
|name=Air Throw | |name=Air Throw | ||
|command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage=1000 | ||
|guard= | |guard=Throw | ||
|properties= | |properties= | ||
|startup=3 | |startup=3 | ||
Line 242: | Line 242: | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
|photo= | |photo= | ||
|name= | |name=Violent Ax | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | ||
|ldamage= | |ldamage= | ||
Line 264: | Line 264: | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
|photo= | |photo= | ||
|name= | |name=Hoodlum Launcher | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
|ldamage= | |ldamage= |
Revision as of 22:57, 17 August 2024
Mike Haggar
In a nutshell
The mayor of Metro City is back for his second term. Originating from Capcom's Final Fight series, a sister series to Street Fighter taking place in the same shared universe, Haggar entered the vs. series in Marvel vs. Capcom 3, acting as a sort of replacement for Zangief as the series' inveterate grappler.
In Marvel vs. Capcom Infinite, Haggar brings his usual mix of devastating command grabs and surprisingly high damage without resource investment, but he's a bit more well-rounded now as he has oil drums from Final Fight that can shield his advances and give him full-screen presence, giving him more opportunities to push his pressure and mix-ups.
Introduction
Players to Watch
Sacktap, Jbrill
Character Vitals
Move List
Unique Trait
Cleanin' up the city: This trash projectile is a good way for Haggar to zone his opponents and make them respect his ranged game. There is a small chance that after the trash goes away that it leaves behind either food that can grant super meter or a gem that can grant stone meter (however, your opponent can take these items too). What's more, on the ground Haggar, can hold this projectile, and if it's broken while holding, it he gains some invincibility.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | |||||||
- |
Standing Heavy Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | |||||||
- |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | |||||||
- |
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | |||||||
- |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | |||||||
- |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | Launch | ||||||
- |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Low | |||||||
- |
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Low | |||||||
- |
Jumping Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
400 | High | |||||||
- |
Jumping Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | High | |||||||
- |
Jumping Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | High | |||||||
- |
Jumping Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | High | Ground Bounce & Hard Knockdown (vs. airborne only) | ||||||
- |
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
940 | Throw | 3 | 1 | |||||
Additional damage scales by 50% |
Air Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | |||||
Additional damage scales by 50% |
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | 6 | 8 | 44 | +33 | +28 | |||
Hit/Block adv is dependent on when you ![]() |
Specials
Violent Ax![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
|||||||||
![]() |
|||||||||
Hoodlum Launcher![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
|||||||||
![]() |
|||||||||
Hypers
![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind