Marvel vs Capcom 3/Haggar

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Haggar

Haggarface.jpg

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

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Double Lariat
Direct.png Instant.png
40,000 per hit
invunlnerable, but Haggar
inflicts red damage
on himself
Giant Haggar Press
Beta.png Violent Axe
Direct.png Front.png
122,000
softknockdown
Giant Haggar Press
Gamma.png Steel Pipe
Direct.png Front.png
110,000
groundbounce
Giant Haggar Press

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
{{ L.png }}
65,000
Crouching Light
{{ D.png + L.png }}
62,000
Low.png
Standing Medium
{{ M.png }}
83,000
Crouching Medium
{{ D.png + M.png }}
80,000
Low.png
Standing Heavy
{{ H.png }}
100,000
Groundbounce.png Softknockdown.png
Crouching Heavy
{{d + H.png }}
97,000
Low.png Softknockdown.png
Hardknockdown.png on self
Lead Pipe
{{f + H.png }}
110,000
Groundbounce.png and Hardknockdown.png vs airborne
Standing Special
{{ S.png }}
100,000
Launch.png
Jumping Light
{{ air L.png }}
58,000
High.png
Jumping Medium
{{ air M.png }}
75,000
High.png
Jumping Heavy
{{ air H.png }}
100,000
High.png
Pipe Smash
{{ air D.png + H.png }}
120,000
High.png Groundbounce.png hardknockdown
Headbutt
{{ air U.png + H.png }}
100,000
High.png dizzy on counterhit
vs grounded opponent
Jumping Special
{{ air S.png }}
110,000
High.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Violent Axe
Qcf.png + Atk.png
110,000 L.png
122,000 (50,000 + 80,000) M.png
160,600 (50,000 + 60,000 + 70,000) H.png
Softknockdown.png
H.png groundbounce
Hoodlum Launcher
Dp.png + Atk.png
140,000 (50,000 + 100,000)
L.png Launch.png
M.png Launch.png Throw.png
H.png Launch.png Throw.png against air
Scales the rest of the combo by 70%
Flying Piledriver
Hcb.png + Atk.png
160,000 L.png
190,000 M.png
220,000 H.png
Throw.png
Scales the rest of the combo by 70%
Skyhigh Back Drop
air Hcb.png + Atk.png
160,000 L.png
190,000 M.png
220,000 H.png
Throw.png
Scales the rest of the combo by 70%
Double Lariat
S.png + Atk.png
108,300 (40,000 x 3)
Startupinv.png
Inflicts red damage on himself
Giant Swing
air Qcf.png + S.png
152,300-221,500 (30,000 x 5-11 + 50,000)
Hardknockdown.png
Does not track the opponent
Execute higher in the air to get all the hits

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Rapid Fire Fist
Qcf.png + Atk.png + Atk.png
276,800-381,100 (50,000 + 20,000 x 9-27 + 50,000 + 100,000)
Groundbounce.png
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
Giant Haggar Press
Dp.png + Atk.png + Atk.png
220,000 (30,000 x 2 + 200,000)
Otg.png
First hits do unscaled damage
Last hit scales by 0.95
Hyper Haggar Slam
Hcb.png + Atk.png + Atk.png
450,000
Throw.png

Apprentice Combos

Combos

Meterless

Anywhere

j.{{ D.png + H.png }}, s.M.png, s.{{ Qcf.png + m}}, s.S.png, j.{{ M.png }}, j.{{ M.png }}, j.{{ H.png }}, j.{{ D.png + H.png }}, (Otg.png assist), s.{{ Dp.png + L.png }}, j.{{ M.png }}, j.{{ M.png }}, j.{{ U.png + H.png }}, j.{{ Qcf.png + s}} - 619,400 damage

In corner

j.{{ D.png + H.png }}, s.M.png, s.{{ Qcf.png + l}}, s.L.png, s.M.png, s.{{ Dp.png + L.png }}, j.{{ M.png }}, j.{{ M.png }}, j.{{ H.png }}, j.{{ D.png + H.png }}, j.S.png, (Otg.png assist), s.{{ Dp.png + L.png }}, j.{{ M.png }}, j.{{ M.png }}, j.{{ U.png + H.png }}, j.{{ Qcf.png + 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.S.png, and it is generally more difficult. Without the j.S.png, it does 637,000 damage.

1 meter

s.{{ L.png }}, s.{{ M.png }}, {{ Dp.png + L.png }}, j.{{ M.png }}, j.{{ M.png }}, j.{{ H.png }}, j.{{ D.png + H.png }}, , c.{{ H.png }}, {{ Dp.png + L.png }}, j.{{ M.png }}, j.{{ M.png }}, j.{{ H.png }}, j.{{ S.png }}, s.{{ Dp.png + Atk.png + Atk.png }} - 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 {{ D.png + H.png }} right away. Not only is this a very fast overhead, but if the pipe hits, you'll score a {{ Groundbounce.png }} 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 {{ Groundbounce.png }} in a combo, you can add Haggar's Rapid Fire Fist after a pipe {{ Groundbounce.png }} 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 {{ Otg.png }} 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.

Advanced Strategy