UMVC3/Haggar: Difference between revisions

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{{UMvC3Header}}
{{Infobox Character UMVC3
|name=Haggar
|image=Umvc3_haggar_face.jpg
|health=1,200,000
|magicseries=Stronger
|airchain=Three
|forwarddash=30
|backdash=31
|jump=36
|superjump=81
|walljump=No
|doublejump=No
|airdash=No
|xfactordamage1=40
|xfactordamage2=65
|xfactordamage3=90
|xfactorspeed1=0
|xfactorspeed2=5
|xfactorspeed3=10
|minimumdamagenormal=15
|minimumdamagehyper=30
|minimumdamagexfactor=35
|content=
==Introduction==
A former professional wrestler, Mike Haggar became a popular figure and was elected the mayor of Metro City. With his city overrun by crime and his daughter kidnapped, Haggar chose to personally take on the Mad Gear gang in his home series, Final Fight.


{{UMvC3CharacterHeader|Mike Haggar|haggar|
In UMvC3, Haggar is a high-damage and high-health grappler character. His gameplan revolves around making opponents block out of fear of his invincible Lariat attack or his massive pipe-swinging command normals, then scooping them with his command grabs or regular throws. Typical of characters in his archtype, Haggar is fairly slow compared to the cast as a whole, and can struggle to approach opponents with strong keepaway tools.
Mike Haggar, one time professional wrestler and Mayor of Metro City, took up his wrestling mantle once more to keep the streets of his fair city clean and to save his kidnapped daughter, Jessica. Now known as the "Fighting Mayor", Haggar continues a constant battle against the thugs of Mad Gear.
|
Haggar is a slow, brute of a grappler with some damaging tricks. His game-plan revolves around slowly stalking his enemies before surprising them with a grab or a lead pipe. Haggar's lariat move is unique in that it takes some of his health to perform (just like Final Fight!). This must be a trade-off for the fact that the move is fully invincible from head to toe until its recovery time. If slowly stalking your opponents and then scoring huge damage is your game, or you want the only fully invincible assist in the game on your team, give Haggar a spin. }}


=== Alternate Colors ===
{{ProConTable
| pros =
*Simple but effective strike/throw gameplan based around strong normals and a variety of grabs that all lead to huge damage.
*One of the only true reversal assists in the game in Lariat
*Very high health total makes it difficult for many teams to efficiently kill Haggar in one combo, allowing him to take extra risks or endure additional chip damage.
| cons =  
*Very poor mobility, lacking any special options for movement except for the default ones available to every character, and having an underwhelming forward dash.
*His poor mobility combined with his large size and complete lack of projectiles make him an easy target for enemy zoners, and he features several extremely lopsided matchups against characters that can play a strong keepaway game, such as Magneto and Morrigan.
*Lariat assist deals red health damage to Haggar which can quickly add up if the assist is spammed and can undermine his health advantage.
}}
 
}}
 
== Move List ==
 
=== Assists ===


[[File:Haggar colors.JPG]]
{{MoveData
|image=
|caption=
|name=Double Lariat
|input=Assist A
|data=
{{AttackData-UMVC3
|damage=40,000 x3
|guard=Mid
|startup=32
|active=45
|recovery=121, 91
|onhit=-
|onblock=-
|properties=Invuln until frame 33, Converts 100,000 of Haggar's health into red health, {{softknockdown}}
|description=
THC Hyper: Giant Haggar Press. Haggar's obvious assist choice. Comes out quite fast and is one of the few assists with invuln frames. Useful for combo extensions, as a defensive option, or while on rushdown to discourage opponents from mashing against your pressure.


=== Players to Watch ===
The self-damage from Haggar's assist is not considered a hit and does not award either play meter nor affect damage scaling. Health is deducted on the first frame of startup. Haggar can still use Lariat as normal even if he has less than 100,000 health remaining; it will set his health to 1.
}}
}}


KaneBlueRiver, Ranmasama, Bum, SprintGod, Roachking, Fooblat, Paradigm, Viscant, Wolf
{{MoveData
|image=
|caption=
|name=Violent Axe M
|input=Assist B
|data=
{{AttackData-UMVC3
|damage=50,000 + 80,000
|guard=Mid
|startup=42
|active=5(12)4
|recovery=110, 80
|onhit=-
|onblock=-
|properties={{strk}} (spinout) on second hit.
|description=
THC Hyper: Giant Haggar Press.
}}
}}


{{ UMvC3CharacterDataBox | [[File:1200k.jpg]] | Stronger | No | No | 0 |
{{MoveData
40.0 | 65.0 | 90.0 |
|image=
0.0 | 5.0 | 10.0 |
|caption=
11.0 | 16.0 | 21.0 |
|name=Steel Pipe
15 | 15 | 15 | 15 | 30 |
|input=Assist Y
35 | 35 | 35 | 35 | 30 |
|data=
35 | 35 | 35 | 35 | 30 |
{{AttackData-UMVC3
35 | 35 | 35 | 35 | 30 |
|damage=110,000
|guard=Mid
|startup=43
|active=3
|recovery=117, 87
|onhit=-
|onblock=-
|properties={{groundbounce}}, {{hardknockdown}}
|description=
THC Hyper: Giant Haggar Press.
}}
}}
}}


== Video Walkthrough ==
=== Ground Normals ===
 
{{MoveData
|image=
|caption=
|name=Stand Light
|input=5L
|data=
{{AttackData-UMVC3
|damage=65,000
|guard=Mid
|startup=7
|active=3
|recovery=16
|onhit=-2
|onblock=-3
|properties=
|description=
-
}}
}}


=== Technology ===
{{MoveData
<youtube>WgNTNVgNPAk</youtube> <br>
|image=
|caption=
|name=Stand Medium
|input=5M
|data=
{{AttackData-UMVC3
|damage=83,000
|guard=Mid
|startup=11
|active=3
|recovery=20
|onhit=-1
|onblock=-2
|properties=
|description=
-
}}
}}


=== Combos ===
{{MoveData
|image=
|caption=
|name=Stand Heavy
|input=5H
|data=
{{AttackData-UMVC3
|damage=100,000
|guard=Mid
|startup=14
|active=4
|recovery=21
|onhit=-
|onblock=+1
|properties={{groundbounce}}
|description=
Wastes ground bounce, which in most cases can be used more efficiently in combos by another move such as Air Pipe. Generally Haggar will want to skip this button in confirms and go directly from 5M into a launcher or special.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Crouching Light
|input=2L
|data=
{{AttackData-UMVC3
|damage=62,000
|guard=Low
|startup=8
|active=3
|recovery=14
|onhit=0
|onblock=-1
|properties=
|description=
-
}}
}}
 
{{MoveData
|image=
|caption=
|name=Crouching Medium
|input=2M
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Low
|startup=12
|active=3
|recovery=21
|onhit=-2
|onblock=-3
|properties=
|description=
-
}}
}}
 
{{MoveData
|image=
|caption=
|name=Crouching Heavy
|input=2H
|data=
{{AttackData-UMVC3
|damage=97,000
|guard=Low
|startup=16
|active=6
|recovery=49
|onhit=-
|onblock=-29
|properties={{otg}}, Self-inflicts {{hardknockdown}} on Haggar. Invulnerable from frame 50 onwards, {{nocancel}} except into 6H.
|description=
Very unique variant of a 2H sweep with several potential uses. Despite reading as vary disadvantageous on block, Haggar can throw this move out fairly safely as it places him into a {{hardknockdown}} state, where he can only be hit by OTGs. Afterwards, Haggar performs an invincible tech roll just as he would after any other knockdown, allowing him to safely travel across the ground.
 
Haggar can cancel this attack into 6H on hit or block, which will prevent him from entering the {{hardknockdown}} state. This allows Haggar to recover much faster, which is very useful in combos even if the pipe attack whiffs. 2H -> 6H is a true blockstring when done as early as possible, but can be delayed to frame trap opponents if desired. Additionally, Haggar can kara-cancel 6H in this sequence to add even more layers to his mixup potential.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Launcher/Special
|input=S
|data=
{{AttackData-UMVC3
|damage=100,000
|guard=Mid
|startup=11
|active=3
|recovery=23
|onhit=Launch
|onblock=0
|properties={{launch}}, {{nocancel}}
|description=
Safe launcher. Horizontal reach is not the best, so consider using 623L instead.
}}
}}


<youtube>uKL97yQ-zTM</youtube> <br>
=== Aerial Normals ===


=== Team Synergy ===
{{MoveData
|image=
|caption=
|name=Jumping Light
|input=j.5L
|data=
{{AttackData-UMVC3
|damage=58,000
|guard=OH
|startup=7
|active=Until grounded
|recovery=1
|onhit=+7
|onblock=+6
|properties=
|description=
Has infinite active frames until Haggar returns to the ground, at which point he recovers almost instantly. Hitbox does not completely cover Haggar but is quite large and tends to trade with other physical attacks.


[http://www.youtube.com/watch?v=OSIytmYPGLs Felicia/Rocket/Haggar tods with hard tags and THC] <br>
Can set up air resets when canceled into Backdrop (j.63214X) due to the very low hitstun late in combos.
}}
}}


=== TAC infinite ===
{{MoveData
|image=
|caption=
|name=Jumping Medium
|input=j.5M
|data=
{{AttackData-UMVC3
|damage=75,000
|guard=OH
|startup=13
|active=Until grounded
|recovery=1
|onhit=+19
|onblock=+18
|properties=
|description=
Has infinite active frames until Haggar returns to the ground, at which point he recovers almost instantly. Can cross-up.
}}
}}


[http://youtu.be/d0ZbxEy5ASk Tac infinite]
{{MoveData
|image=
|caption=
|name=Jumping Heavy
|input=j.5H
|data=
{{AttackData-UMVC3
|damage=100,000
|guard=OH
|startup=16
|active=Until grounded
|recovery=1
|onhit=+14
|onblock=+13
|properties=
|description=
Has infinite active frames until Haggar returns to the ground, at which point he recovers almost instantly.
}}
}}


== Move List ==
{{MoveData
|image=
|caption=
|name=Jumping Special
|input=j.5S
|data=
{{AttackData-UMVC3
|damage=110,000
|guard=OH
|startup=14
|active=4
|recovery=23
|onhit=+19
|onblock=+18
|properties={{aircombofinisher}}
|description=
-
}}
}}


<youtube>wtwjDzTshno</youtube>
=== Command Normals ===


=== Assist Types ===
{{MoveData
|image=
|caption=
|name=Steel Pipe
|input=6H
|data=
{{AttackData-UMVC3
|damage=110,000
|guard=Mid
|startup=19
|active=3
|recovery=24
|onhit=+10
|onblock=+9
|properties={{stagger}} versus grounded, {{groundbounce}} into {{hardknockdown}} versus airborne.
|description=
Ground throw OS, 2H follow-up, and scary button. Outside of its use as a 2H follow-up, Air Pipe is preferred over the ground version, as it allows Haggar to stay mobile.


{{UMvC3CharacterAssists
Can be kara-canceled into specials. This is mainly useful for canceling into one of Haggar's command grabs in order to punish opponents who are afraid of getting piped.
  | Double Lariat | {{direct}} {{instant}} | 40,000 X 3 <br> (108,300) | {{softknockdown}} | Giant Haggar Press
}}
  | Steel Pipe | {{direct}} {{front}} | 110,000 | {{groundbounce}} | Giant Haggar Press
  | Violent Ax | {{direct}} {{front}} | 50,000 + 80,000 <br> 122,000 | Stagger on first hit <br> {{strk}} on 2nd hit | Giant Haggar Press
}}
}}


=== Normal Moves ===
{{MoveData
|image=
|caption=
|name=Air Steel Pipe
|input=j.2H
|data=
{{AttackData-UMVC3
|damage=120,000
|guard=OH
|startup=14
|active=3
|recovery=29
|onhit=-
|onblock=+18
|properties={{groundbounce}} into {{hardknockdown}}
|description=
*Throw OS when input as j.3H or j.1H.
*Always causes a {{groundbounce}} on hit. Contrast with ground pipe, which does not groundbounce on hit against grounded opponents.
*In most cases can be chained into j.5S for additional damage and a better knockdown. If j.5S (or another attack) connects before the opponent reaches the ground, the {{groundbounce}} will be preserved.
*Holy shit.
}}
}}


{{UMvC3MoveListHeader}}
{{MoveListRow | Standing Light | {{l}} | 65,000 |  }}
{{MoveListRow | Crouching Light | {{d}} + {{l}} | 62,000 | {{low}} }}
{{MoveListRow | Standing Medium | {{m}} | 83,000 |  }}
{{MoveListRow | Crouching Medium | {{d}} + {{m}} | 80,000 | {{low}} }}
{{MoveListRow | Standing Heavy | {{h}} | 100,000 | {{groundbounce}} <br> {{softknockdown}} }}
{{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 97,000 | {{low}} {{otg}} <br> {{hardknockdown}} <br> only cancels into Steel Pipe }}
{{MoveListRow | Special | {{s}} | 100,000 | {{launch}} {{nocancel}} }}
{{MoveListRow | Steel Pipe | {{f}} + {{h}} | 110,000 | {{stagger}} vs grounded opponent <br> {{groundbounce}} <br> {{hardknockdown}} vs airborne opponent}}
{{MoveListRow | Jumping Light | air {{l}} | 58,000 | {{high}} }}
{{MoveListRow | Jumping Medium | air {{m}} | 75,000 | {{high}} }}
{{MoveListRow | Jumping Heavy | air {{h}} | 100,000 | {{high}} }}
{{MoveListRow | Jumping Special | air {{s}} | 110,000 | {{high}} {{aircombofinisher}} }}
{{MoveListRow | Head Butt | air {{u}} + {{h}} | 100,000 | {{dzzy}} on {{counterhit}} <br> unique {{hardknockdown}} on airborne {{counterhit}} }}
{{MoveListRow | Air Steel Pipe <br> "Dat Pipe!!" | air {{d}} + {{h}} | 120,000 | {{groundbounce}} <br> {{hardknockdown}} }}
{{MoveListFooter}}


=== Throws ===
{{MoveData
|image=
|caption=
|name=Head Butt
|input=j.8H
|data=
{{AttackData-UMVC3
|damage=100,000
|guard=OH
|startup=8
|active=4
|recovery=19
|onhit=+16
|onblock=+15
|properties={{dzzy}} on counterhit versus grounded, Special {{hardknockdown}} on counterhit versus airborne: can {{otg}} with any attack.
|description=
Very fast air attack, comparable to light normals. Mainly notable for its special properties on counterhit.
Can be used as an airthrow OS instead of Pipe by inputting as j.9H or j.7H.
}}
}}


{{UMvC3MoveListHeader}}
{{MoveListRow | Forward Throw | {{f}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} mashable }}
{{MoveListRow | Back Throw | {{b}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} mashable }}
{{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }}
{{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }}
{{MoveListFooter}}


=== Special Moves ===
=== Special Moves ===


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Violent Ax L | {{qcf}} + {{l}} | 110,000 | {{strk}} }}
|image=
{{MoveListRow | Violent Ax M | {{qcf}} + {{m}} | 50,000 + 80,000 <br> (122,000) | {{stagger}} on 1st hit <br> {{strk}} on 2nd hit }}
|caption=
{{MoveListRow | Violent Ax H | {{qcf}} + {{h}} | 50,000 <br> + 60,000 <br> + 70,000 <br> (160,600) | {{stagger}} on 1st hit <br> {{strk}} on 2nd hit <br> {{groundbounce}} <br> {{softknockdown}} on 3rd hit }}
|name=Violent Axe
{{MoveListRow | Wild Swing | air {{qcf}} + {{s}} | 30,000 X 5 + 50,000 <br> (152,300) | {{cptr}} <br> does not scale normally. <br> {{hardknockdown}} }}
|input=236X
{{MoveListRow | Hoodlum Launcher L | {{dp}} + {{l}} | 50,000 + 100,000 <br> (140,000) | {{cptr}} {{launch}} }}
|data=
{{MoveListRow | Hoodlum Launcher M | {{dp}} + {{m}} | 50,000 + 100,000 <br> (140,000) | {{throw}} {{launch}} }}
{{AttackData-UMVC3
{{MoveListRow | Hoodlum Launcher H | {{dp}} + {{h}} | 50,000 + 100,000 <br> (140,000) | anti-air {{throw}} <br> {{launch}} }}
|version=L
{{MoveListRow | Flying Piledriver L | {{hcb}} + {{l}} | 160,000 | {{throw}} <br> {{hardknockdown}} }}
|subtitle={{qcf}} + {{l}}
{{MoveListRow | Flying Piledriver M | {{hcb}} + {{m}} | 190,000 | {{throw}} <br> {{hardknockdown}} }}
|damage=110,000
{{MoveListRow | Flying Piledriver H | {{hcb}} + {{h}} | 220,000 | {{throw}} <br> {{hardknockdown}} }}
|guard=Mid
{{MoveListRow | Sky-High Back Drop L | air {{hcb}} + {{l}} | 160,000 | {{throw}} <br> {{hardknockdown}} }}
|startup=15
{{MoveListRow | Sky-High Back Drop M | air {{hcb}} + {{m}} | 190,000 | {{throw}} <br> {{hardknockdown}} }}
|active=4
{{MoveListRow | Sky-High Back Drop H | air {{hcb}} + {{h}} | 220,000 | {{throw}} <br> {{hardknockdown}} }}
|recovery=22
{{MoveListRow | Double Lariat | {{atk}} + {{s}} | 40,000 X 3 <br> (108,300) | {{hardknockdown}} <br> Haggar deals 100,000 <br> damage to himself. }}
|onhit=+10
{{MoveListFooter}}
|onblock=0
|properties={{strk}}
}}
{{AttackData-UMVC3
|version=M
|subtitle={{qcf}} + {{m}}
|damage=50,000 + 80,000
|guard=Mid
|startup=18
|active=5(12)4
|recovery=17
|onhit=+16
|onblock=+5
|properties={{stagger}} (1st hit), {{strk}} (2nd hit)
}}
{{AttackData-UMVC3
|version=H
|subtitle={{qcf}} + {{h}}
|damage=50,000 + 60,000 + 70,000
|guard=Mid
|startup=20
|active=5(11)4(14)3
|recovery=19
|onhit=-
|onblock=+5
|properties={{stagger}} (1st hit), {{strk}} (2nd hit) {{groundbounce}} into {{softknockdown}} (3rd hit).
|description=
Haggar advances forward with a sequence of strikes. Haggar can typically follow up any of these hits with 5L into a full combo.


===Hyper Moves===
Because it advances forward and has an upward-reaching hitbox, this move can be used as a cross-under. Simply throwing it out on your opponent's incoming character is relatively low-risk and effective.
}}
}}


{{UMvC3MoveListHeader}}
{{MoveListRow | Rapid Fire Fist | {{qcf}} + {{atk}} + {{atk}} | 50,000 + 20,000 X 9 (~ 42) <br>  + 50,000 + 100,000 <br> (276,800 ~ 396,600) | {{strk}} on second to last hit <br> {{groundbounce}} <br> {{hardknockdown}} on final hit <br> mashable }}
{{MoveListRow | Giant Haggar Press | {{dp}} + {{atk}} + {{atk}} | 30,000 X 7 + 200,000 <br> (328,400) | {{otg}} {{proj}} on final hit }}
{{MoveListRow | Final Haggar Buster | {{hcb}} + {{atk}} + {{atk}} | 450,000 in 8 hits <br> (504,000 in 26 hits)  | {{throw}} <br> {{hardknockdown}} <br> Spin {{360}} for additional damage <br> Level 3 Hyper. | level3 }}
{{MoveListFooter}}


== Mission Mode ==
{{MoveData
<youtube>jGV6GtX7kt4</youtube>
|image=
|caption=
|name=Hoodlum Throw
|input=623X
|data=
{{AttackData-UMVC3
|version=L
|subtitle={{dp}} + {{l}}
|damage=50,000 + 100,000
|guard=Mid
|startup=14
|active=6
|recovery=16
|onhit=Launch
|onblock=+4
|properties={{launch}}
}}
{{AttackData-UMVC3
|version=M
|subtitle={{dp}} + {{m}}
|damage=50,000 + 100,000
|guard=Throw
|startup=26
|active=8
|recovery=32
|onhit=Launch
|onblock=-
|properties={{launch}}
}}
{{AttackData-UMVC3
|version=H
|subtitle={{dp}} + {{h}}
|damage=50,000 + 100,000
|guard=Airthrow
|startup=30
|active=14
|recovery=43
|onhit=Launch
|onblock=-
|properties={{launch}}
|description=
Haggar charges up for a moment and then lunges forward.
*{{l}} version charges the least amount of time, lunges only a short distance, and is a mid strike. If it connects, it places the opponent into a short hitgrab animation that acts as a {{launch}}.
*{{m}} version charges longer, lunges further forward, and his a {{throw}} rather than an attack. This means it can not be blocked but cannot be comboed into or connect on opponents in blockstun. It launches opponents on a successful grab in a manner identical to the {{l}} version.
*{{h}} version charges the longest and lunges airborne at a diagonal angle. It is an {{airthrow}} and works mostly the same as the {{m}} version, except against airborne opponents rather than grounded ones.


== Strategy ==
The different variations of this move create a simple but effective mixup opportunity as opponents who attempt to escape one option may leave themselves vulnerable to another.


=== Tips and Tricks ===
This special works as a launcher, interchangeably with his 5S attack, and 623L is often preferred to 5S due to its superior reach. Just like with 5S, Haggar can superjump cancel this move if it connects. However, make sure to superjump **straight up** rather than up-forward or up-back, as any other direction will cause Haggar to miss the follow-up air combo.
* Haggar's ground d + h attack is multi purpose. It can hit a grounded opponent and it allows Haggar invicibility during the recovery roll which allows Haggar to get closer to the opponent. It can also be canceled out of immediately by f + h which can be used to extend a combo if an assist was called out before the d + h attack.
}}
}}


* Haggar's Hoodlum Launcher can be a hit or a grab, and they look the same on startup. This means the light version will cause a hit or be used to continue combos while the medium version will be useful against blocking opponents.


* Scoring a Double Lariat is a lot bigger a deal than it seems. Even though you lose some health, you can super cancel this move into either Haggar Press or Rapid Fist supers. If you go with Rapid Fist, you can
{{MoveData
launch and add more to your combo after to really make people regret coming into Haggar's space.
|image=
|caption=
|name=Flying Piledriver
|input=63214X
|data=
{{AttackData-UMVC3
|version=L
|subtitle={{hcb}} + {{l}}
|damage=160,000
|guard=Throw
|startup=5
|active=1
|recovery=30
|onhit=-
|onblock=-
|properties={{hardknockdown}}
}}
{{AttackData-UMVC3
|version=M
|subtitle={{hcb}} + {{m}}
|damage=190,000
|guard=Throw
|startup=3
|active=1
|recovery=32
|onhit=-
|onblock=-
|properties={{hardknockdown}}
}}
{{AttackData-UMVC3
|version=H
|subtitle={{hcb}} + {{h}}
|damage=220,000
|guard=Throw
|startup=1
|active=1
|recovery=33
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
Relatively standard grounded command grab. {{l}} version is the slowest but has the longest range. {{h}} version is instant (1 frame) but has the shortest range. All versions deal significant damage, apply throw scaling, and leave the opponent in a {{hardknockdown}} state next to Haggar, where he can pick up with 2H.


* Try jumping forward and pressing d + h right away. Not only is this a very fast overhead, but if the pipe hits, you'll score a ground bounce and the combo of your choice.
Without assists or X-Factor, Haggar's follow-up options after this grab are limited. If he has access to one of these things, he can pick up with 2H into a full combo.
}}
}}


* Haggar's Wild Swing increases with damage based on his height, so putting him at the end of your team can be effective if you tag to him through an aerial combo.
{{MoveData
|image=
|caption=
|name=Skyhigh Backdrop
|input=j.63214X
|data=
{{AttackData-UMVC3
|version=L
|subtitle=(in air){{hcb}} + {{l}}
|damage=160,000
|guard=Airthrow
|startup=5
|active=1
|recovery=35
|onhit=-
|onblock=-
|properties={{hardknockdown}}
}}
{{AttackData-UMVC3
|version=M
|subtitle=(in air){{hcb}} + {{m}}
|damage=190,000
|guard=Airthrow
|startup=3
|active=-
|recovery=37
|onhit=-
|onblock=-
|properties={{hardknockdown}}
}}
{{AttackData-UMVC3
|version=H
|subtitle=(in air){{hcb}} + {{h}}
|damage=220,000
|guard=Airthrow
|startup=1
|active=2
|recovery=38
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
Air version of Haggar's command grab. Works mostly the same, with the {{l}} version having the most range and the {{h}} version having superior startup and damage. Haggar takes longer to recover from a successful air grab than from the ground version, which can make assist-based 2H pickups harder to time (but still possible).


* Haggar's jumping light is an extremely useful move. It has high priority and as it constantly stays out as long as you're in the air, it can cancel out numerous Hyper Combo's, such as Wesker's Phantom Dance. It's also extremely safe on block and can easily lead into a combo.
All versions of this special instantly halt Haggar's aerial momentum, which is his only form of aerial "mobility". Haggar can repeatedly whiff this move in order to hover in the air (up to three times, based on the aerial special limit). This is useful if there is an opponent below Haggar has activated something scary, and he would like to stall and avoid confronting it (such as Morrigan in Astral Vision, Vergil in Summoned Swords, or any character in X-Factor).
}}
}}


* Landing an airborne counterhit with Head Butt puts the opponent in a unique hard knockdown state, where you can otg with any standing or crouching normal.


* Haggar can link two Rapid Fist Fire hyper attacks together by placing a Double Lariat at the end of the first one then canceling into another Rapid Fist Fire. This will do more damage than his level 3 hyper and require only two levels of hyper meter.
{{MoveData
|image=
|caption=
|name=Double Lariat
|input=X+S
|data=
{{AttackData-UMVC3
|damage=40,000 x3
|guard=Mid
|startup=8
|active=45
|recovery=28
|onhit=-
|onblock=-31
|properties=Invuln until frame 40 (!!), Converts 100,000 of Haggar's health to red health, {{hardknockdown}}
|description=
Haggar spin in place with a massive amount of invincibility. Can be used to juke certain projectiles, mash out of an opponent's offense, and generally be a threat any time Haggar is nearby and on the ground.


=== Combos ===
On hit, Haggar can cancel into Rapid Fire Fist (do not mash) to convert into a basic combo, or use its invincibility to bait attempts at punishing Lariat on block.
At any point during a combo when Haggar lands from an Aerial Rave you can connect an OTG hit on the opponent with crouching hard. Typically this will end the combo but if combined with a proper assist right before pressing the command (such as Spencer's Wire Grapple M) you can continue the combo for more damage.


The Throw Assist Combo can be performed off of the ground or air version of the Flying Piledriver.
The self-damage from Haggar's assist is not considered a hit and does not award either play meter nor affect damage scaling. Health is deducted on the first frame of startup. Haggar can still use Lariat as normal even if he has less than 100,000 health remaining; it will set his health to 1.
}}
}}


Solo Combo 1) {{ {{l}} , {{m}} , {{f}} + {{h}} , {{qcf}} + {{m}} , {{dp}} + {{l}} (launcher), air {{m}} , air {{m}} ,
{{MoveData
  air {{h}} , air {{d}} + {{h}} (land), {{dp}} + {{l}} (launcher), air {{m}} , air {{h}} , air {{u}} + {{h}} ,
|image=
  {{qcf}} + {{s}} (land), {{d}} + h}}
|caption=
|name=Wild Swing
|input=j.236S
|data=
{{AttackData-UMVC3
|damage=30,000 x5 - x11 + 50,000
|guard=Mid
|startup=8
|active=45
|recovery=28
|onhit=-
|onblock=-31
|properties={{cptr}}, {{hardknockdown}}
  |description=
Hitgrab that causes the opponent to be spiked back down towards the ground. It is faster than j.5S and j.2H by quite a bit, and thus is a smart choice for an air combo finisher late in combos when hitstun deterioration will make comboing into his other finishers difficult.


Solo Combo 2) {{ air {{d}} + {{h}} (land), {{uf}} , air {{l}} , air {{m}} , air {{h}} (land), {{m}} ,
Wild Swing has the special property that the spinning {{cptr}} part of the attack hits more times the higher Haggar is in the air when it connects, increasing damage and meter gain. It will always deal a minimum of 5 hits plus the final slam, but can do as many as 11 when very high up.
  {{dp}} + {{l}} (launcher), air {{m}} , air {{h}} , air {{u}} + {{h}} , {{qcf}} + {{s}} (land), {{d}} + h}}
}}
}}
 
 
=== Hyper Combos ===


Throw Assist Combo) {{ {{hcb}} + {{atk}} , trap assist, {{d}} + {{h}} , {{f}} + {{h}} ,
{{MoveData
  {{dp}} + {{l}} (launcher), air {{m}} , air {{m}} , air {{h}} , air {{d}} + {{h}} (land), {{dp}} + {{l}} (launcher),
|image=
  air {{m}} , air {{h}} , air {{u}} + {{h}} , {{qcf}} + {{s}} (land), {{d}} + h}}
|caption=
|name=Rapid Fire Fist
|input=236XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=50,000+ 20,000 x9-x42 + 50,000 + 100,000
|guard=Mid
|startup=10+5
|active=3(21)4(35)5
|recovery=22
|onhit=-
|onblock=-1
|properties=Invuln until frame 20, {{strk}} (penultimate hit), {{groundbounce}} into {{hardknockdown}} (final hit), mashable.
|description=
Reversal hyper that starts a combo on hit. If this hyper is mashed during the initial hit, Haggar's eye will gleam and he will perform significantly more attacks than normal. However, these extra hits can cause the hyper combo to drop, especially if the opponent is airborne, and so it is often omitted.


Corner Reset Combo) {{ air {{d}} + {{h}} (land), {{l}} , {{m}} , {{dp}} + {{h}} , air {{m}} ,
Despite being listed as -1 on block, there is a very large gap between the final two hits where a blocking opponent can recover and mash out a punish, so this hyper is actually very unsafe.
  air {{m}} , air {{h}} , air {{d}} + {{h}} (land), {{l}} , {{dp}} + {{h}} , air {{m}} , air {{m}} , air {{h}} ,
}}
  air {{d}} + {{h}} (land), {{l}} , {{dp}} + {{h}} , air {{m}} , air {{m}} , air {{h}} , air {{d}} + {{h}} (land),
}}
  {{dp}} + {{atk}} + atk}}


Corner Reset Assist Combo) {{ {{qcf}} + {{h}} , {{l}} , {{s}} (launcher), air {{m}} , air {{m}} ,
  air {{d}} + {{h}} (land), trap assist, {{d}} + {{h}} , {{f}} + {{h}} , (reset) {{dp}} + {{l}} (launcher), air {{m}} ,
  air {{m}} , air {{h}} , air {{d}} + {{h}} (land), {{l}} (reset), {{dp}} + {{h}} , air {{m}} , air {{m}} , air {{h}} ,
  air {{d}} + {{h}} (land), {{s}} , air {{m}} , air {{m}} , air {{h}} , air {{d}} + {{h}} (land), {{dp}} + {{atk}} + atk}}


=== Basic Strategy ===
{{MoveData
Haggar is a stereotypical grappler with some very good mix up qualities. The most difficult part of Haggar's game is getting in close enough with his normal attacks in order to maximize damage. When Haggar is having trouble getting close with standing attacks he can pull out his variety of tools such as his air headbutt to put the opponent in a dizzy state, the far reaching steal pipe to down the opponent, the standing hard attack to roll towards the opponent and the Hoodlum Launcher to move in swiftly with an attack. Since Haggar can do so much damage without depending on his hyper attacks he can be great at building hyper meter for the other fighters on the team.
|image=
|caption=
|name=Giant Haggar Press
|input=623XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=30,000 x7 + 200,000
|guard=Mid
|startup=5+15
|active=16(4)44
|recovery=30
|onhit=-
|onblock=-53
|properties={{otg}}. spinout into {{hardknockdown}}, Priority: High, Durability: 10
|description=
Haggar leaps into the air and then splashes down on the opponent. The falling portion of the hyper consists of multiple small hits. Under regular circumstances, these hits will rarely connect. Certain DHCs into this hyper will place the opponent airborne such that Haggar will hit them on the way down, drastically increasing this hyper's damage output.


Conversely Haggar can easily performing a reversal on an offensive opponent due to the invincible start up of his Double Lariat. The Double Lariat should not be used carelessly though because it causes damage to Haggar himself and leaves Haggar vulnerable on the recovery. This vulnerability can be negated by canceling into one of Haggar's hyper attacks.
When Haggar reaches the ground, he produces a massive, screen-wide explosion that acts as a high priority projectile, hits {{otg}} and deals great damage even by itself. The explosion spreads out from the point of impact over time, and so it can interfere with an opponent's attempts to punish it.
}}
}}


With an opponent who has become guard happy it can become easier to predict their actions. Haggar's ground Command Throw, the Flying Piledriver, can do an impressive 220,000 damage against guarding opponents while the Hoodlum Launcher medium can move in swiftly and throw the opponent into the air for a massive combo.


=== Advanced Strategy ===
{{MoveData
Due to his buffs in Ultimate Marvel vs Capcom 3 Haggar become a stronger point character while still maintaining a roll as a valuable assist. To really get the most out of Haggar though it is best to pair him with an assist that can capture the opponent following Haggar's OTG standing hard attack. With such an assist Haggar is given enough time to cancel back out of the OTG atack with f + H (the only move that can be canceled from his OTG) which will then allow for a longer combo.
|image=
|caption=
|name=Final Haggar Buster
|input=63214XX (3 bars)
|data=
{{AttackData-UMVC3
|damage=450,000 - 504,400
|guard=Throw
|startup=8+0
|active=1
|recovery=34
|onhit=-
|onblock=-
|properties=Invuln until frame 10, {{hardknockdown}}, mashable (see description)
|description=
Cinematic command grab hyper. Invulnerable until active which allows it to be used as a reversal, and completely inescapable after the flash.


It is important to understand the difference between the Hoodlum Launcher light and the Hoodlum Launcher medium. The light version is not a grab, rather it is an attack. The difference is that grabs can catch guarding opponents but not opponents in a get hit state, which the opposite is true to the attack version. This means when your opponent is guarding too much you can break through with the medium Hoodlum Launcher while The light version is better suited for mid combo use since the medium version can's grab an opponent mid combo.
This hyper can be "mashed" by rapidly spinning the stick during the animation, which increases the total damage slightly.


Haggar's Level 3 Final Haggar Buster is considered a throw and as such it can not be comboed into. You can get into position for this high damage move by catching a blocking opponent, canceling out of Hoodlum Launcher or by X-Factor canceling while in range. If you have the correct assist paired with your OTG attack you can combo off of the Final Haggar Buster as well.
Ends in a {{hardknockdown}} similar to Haggar's regular command grabs, which can be followed up with 2H in the usual way.
}}
}}


== Strategy vs. Haggar ==
=== Universal Mechanics ===
* Hagger will be attempting to train his opponent to guard often through the use of Pipe attacks and heavy advancing. If he is able to get you blocking then he has free reign to advance with his set of throw attacks (e.g. Hoodlum Launcher Medium) which all lead into heavy damage combos.
* When an opposing Haggar whiffs lariat, you may be inclined to punish it with a crouching normal, but you should consider several things before you do so. If the Haggar has one meter, he can counter your punish attempt by using the invincibility of his Rapid Fire Fist hyper, which can lead into a full combo. If you are using a character with an invincible hyper (eg: Spencer's Bionic Lancer), or a physical counter hyper (eg: Taskmaster's Aegis Counter), you can punish freely and react accordingly, should the Haggar use Rapid Fire Fist. In general, using any projectile move or hyper is the safest way to punish a whiffed lariat, provided you are out of the range of Haggar's Rapid Fire Fist.


{{MoveData
|image=
|caption=
|name=Ground Throw
|input=6H, 4H
|data=
{{AttackData-UMVC3
|damage=60,000 - 100,000
|guard=Throw
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}, mashable
|description=
Can be mashed to raise the total hit count from 3 to 5. Unmashed it deals less damage than a regular throw, fully mashed it deals slightly more.
}}
}}
{{MoveData
|image=
|caption=
|name=Air Throw
|input=j.6H, j.4H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Airthrow
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=Snap Back
|input={{qcf}}+[[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=50,000
|guard=Mid
|startup=2
|active=3
|recovery=22
|onhit=-
|onblock=+5
|properties=Snapback
|description=
Animation and hitbox based on 5H
}}
}}
{{MoveData
|image=
|caption=
|name=Hard Tag
|input=Hold 14f [[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=27,000
|guard=OH
|startup=-
|active=20
|recovery=31
|onhit=-
|onblock=-11
|properties={{softknockdown}}
|description=
-
}}
}}
== Team Position ==
Haggar has seen major tournament success in all three team positions. As a '''point''' character, he can make liberal use of one or two projectile assists to cover his largest weakness: his trouble approaching. Haggar also has an easy time extending his combos with just about any assist, usually by calling them at some point in his 2H -> 6H OTG sequence, so point Haggar can rack up a long, high damage combo quite easily. When in the '''second''' or '''third''' position, Haggar provides a surprisingly large amount of utility. His highly invincible Lariat assist is a huge threat whenever it is available, discouraging an opponent from trying to press buttons out of fear of being stuffed by Haggar. His OTG-capable Giant Haggar Press is always used for THCs and can thus provide some use as a combo-extension tool for others. Haggar also makes a surprisingly strong '''Anchor''', as he can use X-Factor activation to convert a stray hit into an easy kill, and then leverage that momentum through very ambiguous oncoming mixups.
=== Notable Synergies ===
'''Rocket Raccoon:''' As Rocket's Log Trap assist causes a wall bounce on hit, it is most useful for characters like Haggar, who do not have any wall-bounce moves of their own. These characters do not have to worry about a "wasted" wall bounce, and can freely use Log Trap as a neutral assist or combo extension. Also, as Haggar's Giant Press hyper has very low total duration, it has nice synergy with long-duration hypers such as Rocket's Rock 'n' Roll hyper. If Haggar performs a THC with Rocket behind him, he will recover while the minigun is still juggling the opponent, and can follow up.
'''Players to Watch:''' Paradigm (Haggar/Rocket/Arthur)
'''Dormammu:''' Dark Hole assist has a huge amount of duration and projectile durability, which can help Haggar get in on keepaway style characters. Additionally, Dorm's Stalking Flare hyper provides a lot of synergy potential. Haggar can DHC to it if a reversal Lariat or 236XX attempt fails in order to avoid punishment. Also, Dorm can call out Stalking Flare and Flame Carpet (3H) then tag in Haggar. The opponent, especially on incoming, will have to block both of Dorm's attacks, giving Haggar time to attack.
'''Players to Watch:''' Paradigm (Haggar/Dorm/Doom), Ranmasama (Haggar/Dorm/Magneto)
'''Hulk:''' Lariat assist provides a huge buff to Hulk's hit/throw mixup game, especially when called during an oncoming mixup. Lariat underneath Hulk will catch opponents trying to press buttons or dash to safety, leaving the opponent with few options. Haggar's assist can also be used to pick up after a Gamma Wave OTG. Having an easy pickup like this gives Hulk a lot of extra damage potential off airthrows, command grabs, and Gamma Charges.
'''Players to Watch:''' KaneBlueRiver (Hulk/Haggar/Sentinel), Jan (Hulk/Haggar/Shuma), JDog (Hulk/Sent/Haggar), Tong (Hulk/Sent/Haggar), Fooblat (Hulk/Haggar/Doom)
'''Sentinel:''' Sentinel Force (Charge) is one of Haggar's favorite assists. It is on screen for a very long time and has respectable durability spread over three drones, making it useful to cover his approach. Although Haggar can pick up and extend combos with most assists, the high total hitstun of Sentinel Force makes it particularly easy to do so. Also, Hyper Sentinel Force represents a safe DHC option if Haggar attempts a reversal Lariat or 236XX which fails.
'''Players to Watch:''' KaneBlueRiver (Hulk/Haggar/Sentinel), JDog (Hulk/Sent/Haggar), Tong (Hulk/Sent/Haggar)
'''Other Players to Watch:''' Sacktap (Ghost Rider/Haggar/Arthur), RoachKing (Wesker/Haggar/Phoenix)
== Combos ==
=== Solo Combos ===
<code><nowiki>2L > 2M > 6H xx 623L sjc. j.5M > j.5M > j.5H > j.2H, land, 623L sjc. j.5M > j.5H > j.2H > j.5S, land, dash up 2H > 6H, dash up 2H > 6H xx THC. (Damage varies depending on meter spent and THC hypers activated. Deals 630k at one bar, builds ~1.2 bars of meter.)</nowiki></code> <br>
Basic midscreen confirm. Most Haggar combos are just additional extensions tagged onto this basic route. Superjump straight up when using 623X as a launcher, not up-forward or up-back.
If you want to avoid using THC (to save bar or because another character's hyper will interfere), cancel the first 2H > 6H sequence directly into 623XX, and omit the second one. <br>
<code><nowiki>2L > 2M > 6H xx 623L sjc. j.5M > j.5M > j.5H > j.2H > j.5S, land, 5L > 5M xx 623L sjc. j.5M > j.5M > j.5H > j.2H, rejump, j.5H > j.8H, land, 5S sjc. j.5M > j.5M > j.8H xx j.236S, land, 2H > 6H (698,000 for 0 bars, builds ~1.8 bars of meter)</nowiki></code> <br>
Haggar can perform a rejump loop in the corner by spacing out the normal attacks in his air combo so that j.5S connects just as both he and the opponent land. Then immediately 5L to catch the opponent before they reach the ground and relaunch. Combined with Haggar's regular {{groundbounce}} relaunch, Haggar can deal great damage even before spending meter or calling assists.
=== X-Factor Combos ===
<code><nowiki>j.63214H, 2H > X-Factor > 5M xx 623L sjc. j.5M > j.5M > j.5H > j.2H, land, 5S sjc. j.5H > j.8H > j.5S, land, 2H > 6H (kara-cancel) xx 623XX (1,035,000 damage for 1 bar in level 1 X-Factor, builds 1.6 bars of meter in level 1 X-Factor.)</nowiki></code> <br>
Simple X-Factor confirm into a quick 1 million damage. Shown off Skyhigh Backdrop, but also works off any throw, reversal lariat, or any other situation to confirm a stray hit.
=== Sample Team Combos ===
<code><nowiki>2L > 2M xx 623L sjc. j.5M > j.5M > j.8H, j.8H land, 5L > 5M xx 623L sjc. j.5M > j.5M > j.5H > j.2H, land, 623L sjc. j.5H > j.8H xx j.236S, land, 2H+A1 (Dormammu - Dark Hole) > 6H xx 623L sjc. j.5H > j.8H > j.5S, land, A2 (Doctor Doom - Hidden Missiles), 2H > 6H (whiff), dash 2H > 6H (whiff), (assist hits), 6H xx X+S xx 236XX. (1,022,000 damage for 1 bar, builds ~2.25 bars of meter)</nowiki></code> <br>
Haggar can combine a very large variety of assists with his 2H > 6H sequence to OTG relaunch. Haggar can only connect one 2H after j.236S, so note how in this combo Dark Hole assist (which is quite fast) is used to relaunch afterwards. Haggar needs two 2H > 6H sequences to stall while Hidden Missiles reaches the target in comparison, so in the final air sequence Haggar finishes with j.5S instead, which allows him to land the first 2H in time.
The opponent will tech out of the final hits of 236XX in this combo, so do not end with that hyper if the opponent's character has more than 1,022,000 health. <br>
<code><nowiki>63214L, A1 (Arthur - Dagger Toss), 2H > 6H (kara-cancel) xx 236L, 5L > 5S sjc. j.5M > j.5M > j.5H > j.2H, land, 5S sjc. j.5H > j.8H > j.5S, land, dash forward A2 (Sentinel - Sentinel Force Charge), 2H > 6H (whiff), 2H (assist hits) > 6H, 2H > 6H (whiff), 2H > 6H xx THC (Damage varies depending on meter spent. 2bar combo with Sentinel deals 703,000 damage. Builds ~1.6 bars of hyper meter.)</nowiki></code> <br>
Another example of OTG relaunches with assists. Dagger Toss is a fast assist comparable to Dark Hole; Sentinel Force is a slow assist comparable to Hidden Missiles. <br>
=== TAC Infinites ===
<youtube>d0ZbxEy5ASk</youtube>
== Alternate Colors ==
[[File:Haggar_colors.JPG]]
== Videos and External Resources ==
<youtube>wtwjDzTshno</youtube> <youtube>WgNTNVgNPAk</youtube> <youtube>uKL97yQ-zTM</youtube> <youtube>myApYalfUEg</youtube> <youtube>F8QbADyH75Q</youtube> <youtube>xUzPCYS1930</youtube> <br>
[http://www.youtube.com/watch?v=OSIytmYPGLs Felicia/Rocket/Haggar tods with hard tags and THC]
{{Content Box|content=
{{Navbox-UMVC3}}
{{Navbox-UMVC3}}
[[Category:Ultimate Marvel vs Capcom 3]]
}}

Revision as of 18:19, 9 February 2022


Introduction

A former professional wrestler, Mike Haggar became a popular figure and was elected the mayor of Metro City. With his city overrun by crime and his daughter kidnapped, Haggar chose to personally take on the Mad Gear gang in his home series, Final Fight.

In UMvC3, Haggar is a high-damage and high-health grappler character. His gameplan revolves around making opponents block out of fear of his invincible Lariat attack or his massive pipe-swinging command normals, then scooping them with his command grabs or regular throws. Typical of characters in his archtype, Haggar is fairly slow compared to the cast as a whole, and can struggle to approach opponents with strong keepaway tools.

Strengths Weaknesses
  • Simple but effective strike/throw gameplan based around strong normals and a variety of grabs that all lead to huge damage.
  • One of the only true reversal assists in the game in Lariat
  • Very high health total makes it difficult for many teams to efficiently kill Haggar in one combo, allowing him to take extra risks or endure additional chip damage.
  • Very poor mobility, lacking any special options for movement except for the default ones available to every character, and having an underwhelming forward dash.
  • His poor mobility combined with his large size and complete lack of projectiles make him an easy target for enemy zoners, and he features several extremely lopsided matchups against characters that can play a strong keepaway game, such as Magneto and Morrigan.
  • Lariat assist deals red health damage to Haggar which can quickly add up if the assist is spammed and can undermine his health advantage.
Haggar
Umvc3 haggar face.jpg
Character Data
Health 1,200,000
Ground Magic Series Stronger
Air Chain Combo Limit Three
Forward Dash Duration 30 frames
Backdash Duration 31 frames
Jump Duration 36 frames
Superjump Duration 81 frames
Walljump? No
Doublejump? No
Airdash? No
X-Factor Damage Boost (1/2/3) 40% / 65% / 90%
X-Factor Speed Boost (1/2/3) 0% / 5% / 10%
Minimum Damage Scaling (Normals, Specials) 15%
Minimum Damage Scaling (Hypers) 30%
Minimum Damage Scaling (X-Factor) 35%

Move List

Assists

Double Lariat
Assist A
Damage Startup Active Recovery
40,000 x3 32 45 121, 91
On Hit On Block Guard Properties
- - Mid Invuln until frame 33, Converts 100,000 of Haggar's health into red health, Softknockdown.png

THC Hyper: Giant Haggar Press. Haggar's obvious assist choice. Comes out quite fast and is one of the few assists with invuln frames. Useful for combo extensions, as a defensive option, or while on rushdown to discourage opponents from mashing against your pressure.

The self-damage from Haggar's assist is not considered a hit and does not award either play meter nor affect damage scaling. Health is deducted on the first frame of startup. Haggar can still use Lariat as normal even if he has less than 100,000 health remaining; it will set his health to 1.

Violent Axe M
Assist B
Damage Startup Active Recovery
50,000 + 80,000 42 5(12)4 110, 80
On Hit On Block Guard Properties
- - Mid Strk.png (spinout) on second hit.

THC Hyper: Giant Haggar Press.

Steel Pipe
Assist Y
Damage Startup Active Recovery
110,000 43 3 117, 87
On Hit On Block Guard Properties
- - Mid Groundbounce.png, Hardknockdown.png

THC Hyper: Giant Haggar Press.

Ground Normals

Stand Light
5L
Damage Startup Active Recovery
65,000 7 3 16
On Hit On Block Guard Properties
-2 -3 Mid -

-

Stand Medium
5M
Damage Startup Active Recovery
83,000 11 3 20
On Hit On Block Guard Properties
-1 -2 Mid -

-

Stand Heavy
5H
Damage Startup Active Recovery
100,000 14 4 21
On Hit On Block Guard Properties
- +1 Mid Groundbounce.png

Wastes ground bounce, which in most cases can be used more efficiently in combos by another move such as Air Pipe. Generally Haggar will want to skip this button in confirms and go directly from 5M into a launcher or special.


Crouching Light
2L
Damage Startup Active Recovery
62,000 8 3 14
On Hit On Block Guard Properties
0 -1 Low -

-

Crouching Medium
2M
Damage Startup Active Recovery
80,000 12 3 21
On Hit On Block Guard Properties
-2 -3 Low -

-

Crouching Heavy
2H
Damage Startup Active Recovery
97,000 16 6 49
On Hit On Block Guard Properties
- -29 Low Otg.png, Self-inflicts Hardknockdown.png on Haggar. Invulnerable from frame 50 onwards, Nocancel.png except into 6H.

Very unique variant of a 2H sweep with several potential uses. Despite reading as vary disadvantageous on block, Haggar can throw this move out fairly safely as it places him into a Hardknockdown.png state, where he can only be hit by OTGs. Afterwards, Haggar performs an invincible tech roll just as he would after any other knockdown, allowing him to safely travel across the ground.

Haggar can cancel this attack into 6H on hit or block, which will prevent him from entering the Hardknockdown.png state. This allows Haggar to recover much faster, which is very useful in combos even if the pipe attack whiffs. 2H -> 6H is a true blockstring when done as early as possible, but can be delayed to frame trap opponents if desired. Additionally, Haggar can kara-cancel 6H in this sequence to add even more layers to his mixup potential.


Launcher/Special
S
Damage Startup Active Recovery
100,000 11 3 23
On Hit On Block Guard Properties
Launch 0 Mid Launch.png, Nocancel.png

Safe launcher. Horizontal reach is not the best, so consider using 623L instead.

Aerial Normals

Jumping Light
j.5L
Damage Startup Active Recovery
58,000 7 Until grounded 1
On Hit On Block Guard Properties
+7 +6 OH -

Has infinite active frames until Haggar returns to the ground, at which point he recovers almost instantly. Hitbox does not completely cover Haggar but is quite large and tends to trade with other physical attacks.

Can set up air resets when canceled into Backdrop (j.63214X) due to the very low hitstun late in combos.

Jumping Medium
j.5M
Damage Startup Active Recovery
75,000 13 Until grounded 1
On Hit On Block Guard Properties
+19 +18 OH -

Has infinite active frames until Haggar returns to the ground, at which point he recovers almost instantly. Can cross-up.

Jumping Heavy
j.5H
Damage Startup Active Recovery
100,000 16 Until grounded 1
On Hit On Block Guard Properties
+14 +13 OH -

Has infinite active frames until Haggar returns to the ground, at which point he recovers almost instantly.

Jumping Special
j.5S
Damage Startup Active Recovery
110,000 14 4 23
On Hit On Block Guard Properties
+19 +18 OH Aircombofinisher.png

-

Command Normals

Steel Pipe
6H
Damage Startup Active Recovery
110,000 19 3 24
On Hit On Block Guard Properties
+10 +9 Mid Stagger.png versus grounded, Groundbounce.png into Hardknockdown.png versus airborne.

Ground throw OS, 2H follow-up, and scary button. Outside of its use as a 2H follow-up, Air Pipe is preferred over the ground version, as it allows Haggar to stay mobile.

Can be kara-canceled into specials. This is mainly useful for canceling into one of Haggar's command grabs in order to punish opponents who are afraid of getting piped.

Air Steel Pipe
j.2H
Damage Startup Active Recovery
120,000 14 3 29
On Hit On Block Guard Properties
- +18 OH Groundbounce.png into Hardknockdown.png
  • Throw OS when input as j.3H or j.1H.
  • Always causes a Groundbounce.png on hit. Contrast with ground pipe, which does not groundbounce on hit against grounded opponents.
  • In most cases can be chained into j.5S for additional damage and a better knockdown. If j.5S (or another attack) connects before the opponent reaches the ground, the Groundbounce.png will be preserved.
  • Holy shit.


Head Butt
j.8H
Damage Startup Active Recovery
100,000 8 4 19
On Hit On Block Guard Properties
+16 +15 OH Dzzy.png on counterhit versus grounded, Special Hardknockdown.png on counterhit versus airborne: can Otg.png with any attack.

Very fast air attack, comparable to light normals. Mainly notable for its special properties on counterhit. Can be used as an airthrow OS instead of Pipe by inputting as j.9H or j.7H.


Special Moves

Violent Axe
236X
L
Qcf.png + L.png
Damage Startup Active Recovery
110,000 15 4 22
On Hit On Block Guard Properties
+10 0 Mid Strk.png
M
Qcf.png + M.png
Damage Startup Active Recovery
50,000 + 80,000 18 5(12)4 17
On Hit On Block Guard Properties
+16 +5 Mid Stagger.png (1st hit), Strk.png (2nd hit)
H
Qcf.png + H.png
Damage Startup Active Recovery
50,000 + 60,000 + 70,000 20 5(11)4(14)3 19
On Hit On Block Guard Properties
- +5 Mid Stagger.png (1st hit), Strk.png (2nd hit) Groundbounce.png into Softknockdown.png (3rd hit).

Haggar advances forward with a sequence of strikes. Haggar can typically follow up any of these hits with 5L into a full combo.

Because it advances forward and has an upward-reaching hitbox, this move can be used as a cross-under. Simply throwing it out on your opponent's incoming character is relatively low-risk and effective.


Hoodlum Throw
623X
L
Dp.png + L.png
Damage Startup Active Recovery
50,000 + 100,000 14 6 16
On Hit On Block Guard Properties
Launch +4 Mid Launch.png
M
Dp.png + M.png
Damage Startup Active Recovery
50,000 + 100,000 26 8 32
On Hit On Block Guard Properties
Launch - Throw Launch.png
H
Dp.png + H.png
Damage Startup Active Recovery
50,000 + 100,000 30 14 43
On Hit On Block Guard Properties
Launch - Airthrow Launch.png

Haggar charges up for a moment and then lunges forward.

  • L.png version charges the least amount of time, lunges only a short distance, and is a mid strike. If it connects, it places the opponent into a short hitgrab animation that acts as a Launch.png.
  • M.png version charges longer, lunges further forward, and his a Throw.png rather than an attack. This means it can not be blocked but cannot be comboed into or connect on opponents in blockstun. It launches opponents on a successful grab in a manner identical to the L.png version.
  • H.png version charges the longest and lunges airborne at a diagonal angle. It is an Airthrow.png and works mostly the same as the M.png version, except against airborne opponents rather than grounded ones.

The different variations of this move create a simple but effective mixup opportunity as opponents who attempt to escape one option may leave themselves vulnerable to another.

This special works as a launcher, interchangeably with his 5S attack, and 623L is often preferred to 5S due to its superior reach. Just like with 5S, Haggar can superjump cancel this move if it connects. However, make sure to superjump **straight up** rather than up-forward or up-back, as any other direction will cause Haggar to miss the follow-up air combo.


Flying Piledriver
63214X
L
Hcb.png + L.png
Damage Startup Active Recovery
160,000 5 1 30
On Hit On Block Guard Properties
- - Throw Hardknockdown.png
M
Hcb.png + M.png
Damage Startup Active Recovery
190,000 3 1 32
On Hit On Block Guard Properties
- - Throw Hardknockdown.png
H
Hcb.png + H.png
Damage Startup Active Recovery
220,000 1 1 33
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

Relatively standard grounded command grab. L.png version is the slowest but has the longest range. H.png version is instant (1 frame) but has the shortest range. All versions deal significant damage, apply throw scaling, and leave the opponent in a Hardknockdown.png state next to Haggar, where he can pick up with 2H.

Without assists or X-Factor, Haggar's follow-up options after this grab are limited. If he has access to one of these things, he can pick up with 2H into a full combo.

Skyhigh Backdrop
j.63214X
L
(in air)Hcb.png + L.png
Damage Startup Active Recovery
160,000 5 1 35
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png
M
(in air)Hcb.png + M.png
Damage Startup Active Recovery
190,000 3 - 37
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png
H
(in air)Hcb.png + H.png
Damage Startup Active Recovery
220,000 1 2 38
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

Air version of Haggar's command grab. Works mostly the same, with the L.png version having the most range and the H.png version having superior startup and damage. Haggar takes longer to recover from a successful air grab than from the ground version, which can make assist-based 2H pickups harder to time (but still possible).

All versions of this special instantly halt Haggar's aerial momentum, which is his only form of aerial "mobility". Haggar can repeatedly whiff this move in order to hover in the air (up to three times, based on the aerial special limit). This is useful if there is an opponent below Haggar has activated something scary, and he would like to stall and avoid confronting it (such as Morrigan in Astral Vision, Vergil in Summoned Swords, or any character in X-Factor).


Double Lariat
X+S
Damage Startup Active Recovery
40,000 x3 8 45 28
On Hit On Block Guard Properties
- -31 Mid Invuln until frame 40 (!!), Converts 100,000 of Haggar's health to red health, Hardknockdown.png

Haggar spin in place with a massive amount of invincibility. Can be used to juke certain projectiles, mash out of an opponent's offense, and generally be a threat any time Haggar is nearby and on the ground.

On hit, Haggar can cancel into Rapid Fire Fist (do not mash) to convert into a basic combo, or use its invincibility to bait attempts at punishing Lariat on block.

The self-damage from Haggar's assist is not considered a hit and does not award either play meter nor affect damage scaling. Health is deducted on the first frame of startup. Haggar can still use Lariat as normal even if he has less than 100,000 health remaining; it will set his health to 1.

Wild Swing
j.236S
Damage Startup Active Recovery
30,000 x5 - x11 + 50,000 8 45 28
On Hit On Block Guard Properties
- -31 Mid Cptr.png, Hardknockdown.png

Hitgrab that causes the opponent to be spiked back down towards the ground. It is faster than j.5S and j.2H by quite a bit, and thus is a smart choice for an air combo finisher late in combos when hitstun deterioration will make comboing into his other finishers difficult.

Wild Swing has the special property that the spinning Cptr.png part of the attack hits more times the higher Haggar is in the air when it connects, increasing damage and meter gain. It will always deal a minimum of 5 hits plus the final slam, but can do as many as 11 when very high up.


Hyper Combos

Rapid Fire Fist
236XX (1 bar)
Damage Startup Active Recovery
50,000+ 20,000 x9-x42 + 50,000 + 100,000 10+5 3(21)4(35)5 22
On Hit On Block Guard Properties
- -1 Mid Invuln until frame 20, Strk.png (penultimate hit), Groundbounce.png into Hardknockdown.png (final hit), mashable.

Reversal hyper that starts a combo on hit. If this hyper is mashed during the initial hit, Haggar's eye will gleam and he will perform significantly more attacks than normal. However, these extra hits can cause the hyper combo to drop, especially if the opponent is airborne, and so it is often omitted.

Despite being listed as -1 on block, there is a very large gap between the final two hits where a blocking opponent can recover and mash out a punish, so this hyper is actually very unsafe.


Giant Haggar Press
623XX (1 bar)
Damage Startup Active Recovery
30,000 x7 + 200,000 5+15 16(4)44 30
On Hit On Block Guard Properties
- -53 Mid Otg.png. spinout into Hardknockdown.png, Priority: High, Durability: 10

Haggar leaps into the air and then splashes down on the opponent. The falling portion of the hyper consists of multiple small hits. Under regular circumstances, these hits will rarely connect. Certain DHCs into this hyper will place the opponent airborne such that Haggar will hit them on the way down, drastically increasing this hyper's damage output.

When Haggar reaches the ground, he produces a massive, screen-wide explosion that acts as a high priority projectile, hits Otg.png and deals great damage even by itself. The explosion spreads out from the point of impact over time, and so it can interfere with an opponent's attempts to punish it.


Final Haggar Buster
63214XX (3 bars)
Damage Startup Active Recovery
450,000 - 504,400 8+0 1 34
On Hit On Block Guard Properties
- - Throw Invuln until frame 10, Hardknockdown.png, mashable (see description)

Cinematic command grab hyper. Invulnerable until active which allows it to be used as a reversal, and completely inescapable after the flash.

This hyper can be "mashed" by rapidly spinning the stick during the animation, which increases the total damage slightly.

Ends in a Hardknockdown.png similar to Haggar's regular command grabs, which can be followed up with 2H in the usual way.

Universal Mechanics

Ground Throw
6H, 4H
Damage Startup Active Recovery
60,000 - 100,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png, mashable

Can be mashed to raise the total hit count from 3 to 5. Unmashed it deals less damage than a regular throw, fully mashed it deals slightly more.

Air Throw
j.6H, j.4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png


Snap Back
Qcf.png+A1.png/A2.png
Damage Startup Active Recovery
50,000 2 3 22
On Hit On Block Guard Properties
- +5 Mid Snapback

Animation and hitbox based on 5H


Hard Tag
Hold 14f A1.png/A2.png
Damage Startup Active Recovery
27,000 - 20 31
On Hit On Block Guard Properties
- -11 OH Softknockdown.png

-


Team Position

Haggar has seen major tournament success in all three team positions. As a point character, he can make liberal use of one or two projectile assists to cover his largest weakness: his trouble approaching. Haggar also has an easy time extending his combos with just about any assist, usually by calling them at some point in his 2H -> 6H OTG sequence, so point Haggar can rack up a long, high damage combo quite easily. When in the second or third position, Haggar provides a surprisingly large amount of utility. His highly invincible Lariat assist is a huge threat whenever it is available, discouraging an opponent from trying to press buttons out of fear of being stuffed by Haggar. His OTG-capable Giant Haggar Press is always used for THCs and can thus provide some use as a combo-extension tool for others. Haggar also makes a surprisingly strong Anchor, as he can use X-Factor activation to convert a stray hit into an easy kill, and then leverage that momentum through very ambiguous oncoming mixups.


Notable Synergies

Rocket Raccoon: As Rocket's Log Trap assist causes a wall bounce on hit, it is most useful for characters like Haggar, who do not have any wall-bounce moves of their own. These characters do not have to worry about a "wasted" wall bounce, and can freely use Log Trap as a neutral assist or combo extension. Also, as Haggar's Giant Press hyper has very low total duration, it has nice synergy with long-duration hypers such as Rocket's Rock 'n' Roll hyper. If Haggar performs a THC with Rocket behind him, he will recover while the minigun is still juggling the opponent, and can follow up.

Players to Watch: Paradigm (Haggar/Rocket/Arthur)

Dormammu: Dark Hole assist has a huge amount of duration and projectile durability, which can help Haggar get in on keepaway style characters. Additionally, Dorm's Stalking Flare hyper provides a lot of synergy potential. Haggar can DHC to it if a reversal Lariat or 236XX attempt fails in order to avoid punishment. Also, Dorm can call out Stalking Flare and Flame Carpet (3H) then tag in Haggar. The opponent, especially on incoming, will have to block both of Dorm's attacks, giving Haggar time to attack.

Players to Watch: Paradigm (Haggar/Dorm/Doom), Ranmasama (Haggar/Dorm/Magneto)

Hulk: Lariat assist provides a huge buff to Hulk's hit/throw mixup game, especially when called during an oncoming mixup. Lariat underneath Hulk will catch opponents trying to press buttons or dash to safety, leaving the opponent with few options. Haggar's assist can also be used to pick up after a Gamma Wave OTG. Having an easy pickup like this gives Hulk a lot of extra damage potential off airthrows, command grabs, and Gamma Charges.

Players to Watch: KaneBlueRiver (Hulk/Haggar/Sentinel), Jan (Hulk/Haggar/Shuma), JDog (Hulk/Sent/Haggar), Tong (Hulk/Sent/Haggar), Fooblat (Hulk/Haggar/Doom)

Sentinel: Sentinel Force (Charge) is one of Haggar's favorite assists. It is on screen for a very long time and has respectable durability spread over three drones, making it useful to cover his approach. Although Haggar can pick up and extend combos with most assists, the high total hitstun of Sentinel Force makes it particularly easy to do so. Also, Hyper Sentinel Force represents a safe DHC option if Haggar attempts a reversal Lariat or 236XX which fails.

Players to Watch: KaneBlueRiver (Hulk/Haggar/Sentinel), JDog (Hulk/Sent/Haggar), Tong (Hulk/Sent/Haggar)

Other Players to Watch: Sacktap (Ghost Rider/Haggar/Arthur), RoachKing (Wesker/Haggar/Phoenix)

Combos

Solo Combos

2L > 2M > 6H xx 623L sjc. j.5M > j.5M > j.5H > j.2H, land, 623L sjc. j.5M > j.5H > j.2H > j.5S, land, dash up 2H > 6H, dash up 2H > 6H xx THC. (Damage varies depending on meter spent and THC hypers activated. Deals 630k at one bar, builds ~1.2 bars of meter.)

Basic midscreen confirm. Most Haggar combos are just additional extensions tagged onto this basic route. Superjump straight up when using 623X as a launcher, not up-forward or up-back.

If you want to avoid using THC (to save bar or because another character's hyper will interfere), cancel the first 2H > 6H sequence directly into 623XX, and omit the second one.

2L > 2M > 6H xx 623L sjc. j.5M > j.5M > j.5H > j.2H > j.5S, land, 5L > 5M xx 623L sjc. j.5M > j.5M > j.5H > j.2H, rejump, j.5H > j.8H, land, 5S sjc. j.5M > j.5M > j.8H xx j.236S, land, 2H > 6H (698,000 for 0 bars, builds ~1.8 bars of meter)

Haggar can perform a rejump loop in the corner by spacing out the normal attacks in his air combo so that j.5S connects just as both he and the opponent land. Then immediately 5L to catch the opponent before they reach the ground and relaunch. Combined with Haggar's regular Groundbounce.png relaunch, Haggar can deal great damage even before spending meter or calling assists.

X-Factor Combos

j.63214H, 2H > X-Factor > 5M xx 623L sjc. j.5M > j.5M > j.5H > j.2H, land, 5S sjc. j.5H > j.8H > j.5S, land, 2H > 6H (kara-cancel) xx 623XX (1,035,000 damage for 1 bar in level 1 X-Factor, builds 1.6 bars of meter in level 1 X-Factor.)

Simple X-Factor confirm into a quick 1 million damage. Shown off Skyhigh Backdrop, but also works off any throw, reversal lariat, or any other situation to confirm a stray hit.

Sample Team Combos

2L > 2M xx 623L sjc. j.5M > j.5M > j.8H, j.8H land, 5L > 5M xx 623L sjc. j.5M > j.5M > j.5H > j.2H, land, 623L sjc. j.5H > j.8H xx j.236S, land, 2H+A1 (Dormammu - Dark Hole) > 6H xx 623L sjc. j.5H > j.8H > j.5S, land, A2 (Doctor Doom - Hidden Missiles), 2H > 6H (whiff), dash 2H > 6H (whiff), (assist hits), 6H xx X+S xx 236XX. (1,022,000 damage for 1 bar, builds ~2.25 bars of meter)

Haggar can combine a very large variety of assists with his 2H > 6H sequence to OTG relaunch. Haggar can only connect one 2H after j.236S, so note how in this combo Dark Hole assist (which is quite fast) is used to relaunch afterwards. Haggar needs two 2H > 6H sequences to stall while Hidden Missiles reaches the target in comparison, so in the final air sequence Haggar finishes with j.5S instead, which allows him to land the first 2H in time.

The opponent will tech out of the final hits of 236XX in this combo, so do not end with that hyper if the opponent's character has more than 1,022,000 health.

63214L, A1 (Arthur - Dagger Toss), 2H > 6H (kara-cancel) xx 236L, 5L > 5S sjc. j.5M > j.5M > j.5H > j.2H, land, 5S sjc. j.5H > j.8H > j.5S, land, dash forward A2 (Sentinel - Sentinel Force Charge), 2H > 6H (whiff), 2H (assist hits) > 6H, 2H > 6H (whiff), 2H > 6H xx THC (Damage varies depending on meter spent. 2bar combo with Sentinel deals 703,000 damage. Builds ~1.6 bars of hyper meter.)

Another example of OTG relaunches with assists. Dagger Toss is a fast assist comparable to Dark Hole; Sentinel Force is a slow assist comparable to Hidden Missiles.

TAC Infinites

Alternate Colors

Haggar colors.JPG

Videos and External Resources


Felicia/Rocket/Haggar tods with hard tags and THC