Marvel VS Capcom: Infinite/Haggar

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Mvci logo.png

Mike Haggar

Mvci Haggar.png

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 his home esries of Final Fight, Mike Haggar is the mayor of Metro City, a bustling metropolis ridden with violent street crime. When the evil Mad Gear Gang kidnaps his daughter Jessica, he decides to step out of the office and take a hands-on approach to fighting crime, utilizing lead pipes, barrels, and his trademark wrestling moves to clean the mean streets. He brings all this and more to the table in Marvel vs. Capcom Infinite.

In a nutshell
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

CHARACTER DATA
Health:
11,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
Misc Movement:
-

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
Mvci lp.png
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 or other light punches.
Standing Heavy Punch
Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 Mid 15 2 24 -6 -1
-
Standing Light Kick
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 8 6 26 -11 -14
-
Standing Heavy Kick
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 Mid 10 5 49 -35
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.
Crouching Light Punch
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Mid 7 3 16 -1 -4
-
Crouching Heavy Punch
Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 Mid 11 4 22 -6 Launch
-
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Low 8 4 25 -10 -13
Haggar's only low that doesn't knock himself down.
Crouching Heavy Kick
Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 Low 16 6 60 -47 Hard Knockdown
This normal puts Haggar into a Hard Knockdown. This may seem disadvantageous, but it allows you to use the fully-invincible, completely safe rolling options you get from a knockdown in order to approach an opponent. The block disadvantage includes the total knockdown duration, and is not the time spent at disadvantage while standing.
Jumping Light Punch
j.Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
400 High 6 6 11 - -
-
Jumping Heavy Punch
j.Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 High 13 4 25 - -
-
Jumping Light Kick
j.Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 High 7 Until landing - - -
All of Haggar's jumping kick normals remain active until he lands.
Jumping Heavy Kick
j.Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 High 16 Until landing - - - Ground Bounce & Hard Knockdown (vs. airborne only)
All of Haggar's jumping kick normals remain active until he lands.

Command Normals

Body Blow
Mvci fwd.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
650 Mid 12 5 19 -6 -9
-
Steel Pipe
Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
900 Mid
-
Flying Bodyslam
j.Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 High 14 Until landing - - -
All of Haggar's jumping kick normals remain active until he lands. Can cross up.
Head Butt
j.Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 Mid 14 5 28 - -
Unlike in Marvel vs. Capcom 3, this no longer has special properties on Counter Hit. Strangely, this standard-looking aerial strike can be blocked either standing or crouching.
Aerial Steel Pipe
j.Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
900 High 8 5 19 - - Ground Bounce, Hard Knockdown
-

Misc

Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
940 (3 hits) Throw 3 1 - - -
Additional damage scales by 50%.
Air Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 Throw 3 1 - - -
Additional damage scales by 50%.
Tag
Mvci tag.png
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 Cancel.png your tag-in.

Specials

Violent Ax
Mvci qcf.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png Mid 16 2 28 -11
Mvci hp.png 1000+600 (1540) Mid 18 2(15)12 20 -3
-
Hoodlum Launcher
Mvci qcf.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 1450 (2 hits) Mid 23 11 23 -15 Launch
Mvci hk.png Mid 26 18 7 - Launch
Has light armor during startup, but it's lost once active frames begin.
Double Lariat
Mvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
400x 6 (2120) Mid 9 53 21 Invuln frames 1-45
Haggar spins in place with a highly generous invulnerability window; however, performing this move converts 1000 of your health into red health. This can never kill you, so it's essentially consequence-free if you're at extremely low health. Usually only connects with 2 hits for 800 damage, requiring Space Stone's Storm to get all 4.
Flying Piledriver
Mvci hcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 2200 Throw 10 2 26 -
Mvci hp.png 3000 Throw 4 2 32 -
Haggar's iconic command grab. The LP version has a fair bit more reach than the HP version; approximately the same reach as his 5LP.
Sky-High Backdrop
j.Mvci hcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 1800 Throw 10 1 32 -
Mvci hp.png 2400 Throw 4 1 38 -
The air version of his command grab. This can be used to stall for time in the air, as Haggar pauses his descent when he whiffs this move. Both moves have the same total duration, so both are equally good for this purpose.
Much like the ground version, the LP version has more reach than the HP version.
Wild Swing
j.Mvci qcf.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 1230 (3 hits) Mid 12 2 23 -
Mvci hk.png 1680 (3 hits) Mid 17 2 23 -
An air combo ender.
Cleanin' Up the City
Mvci qcb.pngMvci lk.png or Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
-
Move
(during Cleanin' Up The City)Mvci back.png or Mvci fwd.png
Damage Guard Startup Active Recovery On Hit On Block Properties
- - - -
-
Throw
(during Cleanin' Up The City)Mvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png Mid Airok.png
Mvci hk.png Mid Airok.png
-
Drop
(during Cleanin' Up The City)Mvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png Airok.png
Mvci hp.png Airok.png
-

Hypers

Rapid Fire Fist
Mvci qcf.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000+400x7+1000+1200 (4140) Mid 24 -8
-
Giant Haggar Press
Mvci qcf.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mid -62 Airok.png
-
Max Back Breaker
Lvl 3

Mvci qcb.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Throw 9+0 -
A hugely damaging command grab. Invincible during start-up, cannot be jumped after the flash.

Hitboxes

Videos


Technology

Combos

Strategy

Partner Selection

Stone Selection

Power

Time

Reality

Soul

Space

Mind

Match ups

How to fight Haggar

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