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{{MoveListRow | Standing Medium | {{#motion: m }} | 83,000 | }} | {{MoveListRow | Standing Medium | {{#motion: m }} | 83,000 | }} | ||
{{MoveListRow | Crouching Medium | {{#motion: d + m }} | 80,000 | low }} | {{MoveListRow | Crouching Medium | {{#motion: d + m }} | 80,000 | low }} | ||
{{MoveListRow | Standing Heavy | {{#motion: h }} | 100,000 | groundbounce }} | {{MoveListRow | Standing Heavy | {{#motion: h }} | 100,000 | groundbounce softknockdown }} | ||
{{MoveListRow | Crouching Heavy | {{#motion:d + h }} | 97,000 | low}} | {{MoveListRow | Crouching Heavy | {{#motion:d + h }} | 97,000 | low softknockdown <br> hardknockdown on self }} | ||
{{MoveListRow | Lead Pipe | {{#motion:f + h }} | 110,000 | groundbounce vs airborne}} | {{MoveListRow | Lead Pipe | {{#motion:f + h }} | 110,000 | groundbounce and hardknockdown vs airborne }} | ||
{{MoveListRow | Standing Special | {{#motion: s }} | 100,000 | launch }} | {{MoveListRow | Standing Special | {{#motion: s }} | 100,000 | launch }} | ||
{{MoveListRow | Jumping Light | {{#motion: air l }} | 58,000 | }} | {{MoveListRow | Jumping Light | {{#motion: air l }} | 58,000 | high }} | ||
{{MoveListRow | Jumping Medium | {{#motion: air m }} | 75,000 | }} | {{MoveListRow | Jumping Medium | {{#motion: air m }} | 75,000 | high }} | ||
{{MoveListRow | Jumping Heavy | {{#motion: air h }} | 100,000 | | {{MoveListRow | Jumping Heavy | {{#motion: air h }} | 100,000 | high }} | ||
{{MoveListRow | Pipe Smash | {{#motion: air d + h }} | 120,000 | groundbounce}} | {{MoveListRow | Pipe Smash | {{#motion: air d + h }} | 120,000 | high groundbounce hardknockdown}} | ||
{{MoveListRow | Headbutt | {{#motion: air u + h }} | 100,000 | dizzy on counterhit<br>vs grounded opponent }} | {{MoveListRow | Headbutt | {{#motion: air u + h }} | 100,000 | high dizzy on counterhit<br>vs grounded opponent }} | ||
{{MoveListRow | Jumping Special | {{#motion: air s }} | 110,000 | }} | {{MoveListRow | Jumping Special | {{#motion: air s }} | 110,000 | high }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Violent Axe | qcf + atk | 110,000 l <br> 122,000 m <br> 160,600 h | groundbounce}} | {{MoveListRow | Violent Axe | qcf + atk | 110,000 l <br> 122,000 (50,000 + 80,000) m <br> 160,600 (50,000 + 60,000 + 70,000) h | softknockdown <br> h groundbounce}} | ||
{{MoveListRow | Hoodlum Launcher | dp + atk | 140,000 | {{MoveListRow | Hoodlum Launcher | dp + atk | 140,000 (50,000 + 100,000) | l launch <br> m launch throw <br> h launch throw against air <br> Scales the rest of the combo by 70% }} | ||
{{MoveListRow | Flying Piledriver | hcb + atk | 160,000 l <br> 190,000 m <br> 220,000 h | throw }} | {{MoveListRow | Flying Piledriver | hcb + atk | 160,000 l <br> 190,000 m <br> 220,000 h | throw <br> Scales the rest of the combo by 70% }} | ||
{{MoveListRow | Double Lariat | s + atk | 40,000 x 3 | | {{MoveListRow | Skyhigh Back Drop | air hcb + atk | 160,000 l <br> 190,000 m <br> 220,000 h | throw <br> Scales the rest of the combo by 70% }} | ||
{{MoveListRow | Giant Swing | air qcf + s | 152,300 | {{MoveListRow | Double Lariat | s + atk | 108,300 (40,000 x 3) | startupinv <br> Inflicts red damage on himself }} | ||
{{MoveListRow | Giant Swing | air qcf + s | 152,300-221,500 (30,000 x 5-11 + 50,000) | hardknockdown <br> Does not track the opponent <br> Execute higher in the air to get all the hits }} | |||
{{MoveListFooter}} | {{MoveListFooter}} | ||
===Hyper Moves=== | ===Hyper Moves=== | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Rapid Fire Fist | qcf + atk + atk | 276,800 | {{MoveListRow | Rapid Fire Fist | qcf + atk + atk | 276,800-381,100 (50,000 + 20,000 x 9-27 + 50,000 + 100,000) | groundbounce <br> Ignores ground bounce limit <br> Mash a little for level 2 (eye shine), mash a lot for level 3 (red aura) <br> Damage scales by 0.95 }} | ||
{{MoveListRow | Giant Haggar Press | dp + atk + atk | 220,000 | otg }} | {{MoveListRow | Giant Haggar Press | dp + atk + atk | 220,000 (30,000 x 2 + 200,000) | otg <br> First hits do unscaled damage <br> Last hit scales by 0.95 }} | ||
{{MoveListRow | Hyper Haggar Slam | hcb + atk + atk | 450,000 | throw | level3}} | {{MoveListRow | Hyper Haggar Slam | hcb + atk + atk | 450,000 | throw | level3 }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Revision as of 12:36, 22 April 2011


Haggar
In a nutshell
Haggar is a slow, brute of a grappler with some interesting tricks and one of the best assists in the game. 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.
Video Walkthrough
Move List
Assist Types
inflicts red damage
on himself
Normal Moves
hardknockdown on self
vs grounded opponent
Special Moves
122,000 (50,000 + 80,000) m
160,600 (50,000 + 60,000 + 70,000) h
h groundbounce
m launch throw
h launch throw against air
Scales the rest of the combo by 70%
190,000 m
220,000 h
Scales the rest of the combo by 70%
190,000 m
220,000 h
Scales the rest of the combo by 70%
Inflicts red damage on himself
Does not track the opponent
Execute higher in the air to get all the hits
Hyper Moves
Ignores ground bounce limit
Mash a little for level 2 (eye shine), mash a lot for level 3 (red aura)
Damage scales by 0.95
First hits do unscaled damage
Last hit scales by 0.95
Apprentice Combos
Combos
Meterless
Anywhere:
j.{{#motion: d + h }}, s.{{#motion: m}}, s.{{#motion: qcf + m}}, s.{{#motion:s}}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: h }}, j.{{#motion: d + h }}, ({{#motion: otg}} assist), s.{{#motion: dp + l }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: u + h }}, j.{{#motion: qcf + s}} - 619,400 damage
In corner:
j.{{#motion: d + h }}, s.{{#motion: m}}, s.{{#motion: qcf + l}}, s.{{#motion: l}}, s.{{#motion: m}}, s.{{#motion: dp + l }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: h }}, j.{{#motion: d + h }}, j.{{#motion: s}}, ({{#motion: otg}} assist), s.{{#motion: dp + l }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: u + h }}, j.{{#motion: qcf + s}} - 648,800 damage
Notes: Can be executed outside of the corner, but some characters will fall out of it, only certain OTG assists will work well with the added j.{{#motion: s}}, and it is generally more difficult. Without the j.{{#motion: s}}, it does 637,000 damage.
1 meter
s.{{#motion: l }}, s.{{#motion: m }}, {{#motion: dp + l }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: h }}, j.{{#motion: d + h }}, , c.{{#motion: h }}, {{#motion: dp + l }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: h }}, j.{{#motion: s }}, s.{{#motion: dp + atk + atk }} - 603,000~ damage
Strategy
Tips and Tricks
- Haggar's Hoodlum Launcher can be a hit or a grab, and they look the same on startup. This will be Haggar's main mid-range mixup.
- 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 launch and add more to your combo after to really make people regret coming into Haggar's space.
- Try jumping forward and pressing {{#motion: d + h }} right away. Not only is this a very fast overhead, but if the pipe hits, you'll score a {{#motion: groundbounce }} and the combo of your choice.
- Haggar may need the right assist to help him close in, but do not discount his air normals. Most of his air normals will remain active until he lands, keeping a threatening hitbox active underneath him.
- Haggar can Kara-cancel his crouching Heavy attack into some of his moves such as his Flying Piledriver grab, his Rapid Fire Fist Hyper combo and his Hyper Haggar Slam level 3 Hyper combo. This adds a great deal of distance to these attacks, giving you a much greater chance of landing these close range moves.
- Though you generally are only allowed one {{#motion: groundbounce }} in a combo, you can add Haggar's Rapid Fire Fist after a pipe {{#motion: groundbounce }} and still keep the combo going.
- You can use Haggar's crouching heavy attack to put yourself in a downed state and then safely roll towards your opponent.
- 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.
- 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 easily comboable.
- Haggar's Hyper Haggar Slam can be combo'd out of using a fast enough {{#motion: otg }} assist, as it puts the opponent in a floored state.
Basic Strategy
When approaching an opponent try doing an unpredictable variation of pipes and head butts. If the headbutt connects in the while the opponent is on the ground and it will give huge stun. If you counter hit them on the ground it dizzys, you can do anything from this including his level 3 grab. If you counter hit them in the air it puts them into an unrecoverable knockdown and when Haggar lands all of his moves will hit OTG.
Haggar is unfortunately very predictable in his approaches. To mix up your opponent do a normal in the air and stop your momentum with a whiff pile driver. You can do this as many times as you want in the air.