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|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=8 | ||
|active= | |active=3 | ||
|recovery= | |recovery=17 | ||
|hit= | |hit=-2 | ||
|block= | |block=-5 | ||
|notes= | |notes=Does not allow you to chain it into itself like some other light attacks do. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=15 | ||
|active= | |active=2 | ||
|recovery= | |recovery=24 | ||
|hit= | |hit=-6 | ||
|block= | |block=-1 | ||
|notes=- | |notes=- | ||
}} | }} | ||
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|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=8 | ||
|active= | |active=6 | ||
|recovery= | |recovery=26 | ||
|hit= | |hit=-11 | ||
|block= | |block=-14 | ||
|notes= | |notes=Does not allow you to chain it into itself like some other light attacks do. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=10 | ||
|active= | |active=5 | ||
|recovery= | |recovery=49 | ||
|hit= | |hit=Knockdown | ||
|block= | |block=-35 | ||
|notes= | |notes=This normal has strange cancel behavior. During the early recovery frames, when he's still airborne, it cannot cancel into anything except Tag; not even Surge or Storm, nor aerial Specials or Hypers. However, in the later recovery frames, once his feet are touching the ground again, it behaves like most any other normal in terms of cancel properties. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=7 | ||
|active= | |active=3 | ||
|recovery= | |recovery=16 | ||
|hit= | |hit=-1 | ||
|block= | |block=-4 | ||
|notes=- | |notes=- | ||
}} | }} | ||
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|guard=High | |guard=High | ||
|properties=Ground Bounce & Hard Knockdown (vs. airborne only) | |properties=Ground Bounce & Hard Knockdown (vs. airborne only) | ||
|startup= | |||
|active= | |||
|recovery= | |||
|hit= | |||
|block= | |||
|notes=- | |||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo= | |||
|name=Body Blow | |||
|command=[[File:Mvci_fwd.png]][[File:Mvci_lp.png]] | |||
|damage=650 | |||
|guard=Mid | |||
|properties= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hit= | |||
|block= | |||
|notes=- | |||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo= | |||
|name=Steel Pipe | |||
|command=[[File:Mvci_fwd.png]][[File:Mvci_hp.png]] | |||
|damage=900 | |||
|guard=Mid | |||
|properties= | |||
|startup= | |startup= | ||
|active= | |active= |
Revision as of 07:43, 18 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 | 8 | 3 | 17 | -2 | -5 | ||
Does not allow you to chain it into itself like some other light attacks do. |
Standing Heavy Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | 15 | 2 | 24 | -6 | -1 | ||
- |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 8 | 6 | 26 | -11 | -14 | ||
Does not allow you to chain it into itself like some other light attacks do. |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 7 | 3 | 16 | -1 | -4 | ||
- |
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) | ||||||
- |
Body Blow![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
650 | Mid | |||||||
- |
Steel Pipe![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
900 | Mid | |||||||
- |
Flying Bodyslam j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | High | |||||||
Can cross up. |
Head Butt j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | |||||||
Can cross up. |
Aerial Steel Pipe j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
900 | High | |||||||
- |
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 | Mid | 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 |
![]() |
Mid | ||||||||
![]() |
Mid | ||||||||
Hoodlum Launcher![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
Mid | ||||||||
![]() |
Mid | ||||||||
Flying Piledriver![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
2200 | Throw | |||||||
![]() |
3000 | Throw | |||||||
Sky-High Backdrop j. ![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
1800 | Throw | |||||||
![]() |
2400 | Throw | |||||||
Wild Swing j. ![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
Mid | ||||||||
![]() |
Mid | ||||||||
Cleanin' Up The City![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
![]() | ||||||||
![]() |
![]() | ||||||||
Move (during Cleanin' Up The City) ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
n/a | n/a | n/a | n/a | |||||
Throw (during Cleanin' Up The City) ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
Mid | ![]() | |||||||
![]() |
Mid | ![]() | |||||||
Drop (during Cleanin' Up The City) ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
![]() | ||||||||
![]() |
![]() | ||||||||
Hypers
Rapid Fire Fist![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | ||||||||
Giant Haggar Press![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | ![]() | |||||||
Max Back Breaker![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Throw | ||||||||
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind